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 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
45 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
46 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
47 * gl states. The current texture unit should always be a valid one.
49 * TODO: Track the current active texture per GL context instead of using glGet
51 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
53 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
55 active_texture -= GL_TEXTURE0_ARB;
59 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_texture));
60 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
63 /* This function checks if the primary render target uses the 8bit paletted format. */
64 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
66 if (device->render_targets && device->render_targets[0]) {
67 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
68 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
74 /* This call just downloads data, the caller is responsible for activating the
75 * right context and binding the correct texture. */
76 static void surface_download_data(IWineD3DSurfaceImpl *This) {
77 if (0 == This->glDescription.textureName) {
78 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
82 /* Only support read back of converted P8 surfaces */
83 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
84 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
90 if (This->resource.format == WINED3DFMT_DXT1 ||
91 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
92 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
93 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
94 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
96 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
97 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
99 if(This->Flags & SFLAG_PBO) {
100 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
101 checkGLcall("glBindBufferARB");
102 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
103 checkGLcall("glGetCompressedTexImageARB()");
104 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
105 checkGLcall("glBindBufferARB");
107 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
108 checkGLcall("glGetCompressedTexImageARB()");
114 GLenum format = This->glDescription.glFormat;
115 GLenum type = This->glDescription.glType;
119 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
120 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
122 type = GL_UNSIGNED_BYTE;
125 if (This->Flags & SFLAG_NONPOW2) {
126 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
127 src_pitch = This->bytesPerPixel * This->pow2Width;
128 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
129 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
130 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
132 mem = This->resource.allocatedMemory;
135 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
138 if(This->Flags & SFLAG_PBO) {
139 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
140 checkGLcall("glBindBufferARB");
142 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
144 checkGLcall("glGetTexImage()");
146 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
147 checkGLcall("glBindBufferARB");
149 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
151 checkGLcall("glGetTexImage()");
155 if (This->Flags & SFLAG_NONPOW2) {
156 LPBYTE src_data, dst_data;
159 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
160 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
161 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
163 * We're doing this...
165 * instead of boxing the texture :
166 * |<-texture width ->| -->pow2width| /\
167 * |111111111111111111| | |
168 * |222 Texture 222222| boxed empty | texture height
169 * |3333 Data 33333333| | |
170 * |444444444444444444| | \/
171 * ----------------------------------- |
172 * | boxed empty | boxed empty | pow2height
174 * -----------------------------------
177 * we're repacking the data to the expected texture width
179 * |<-texture width ->| -->pow2width| /\
180 * |111111111111111111222222222222222| |
181 * |222333333333333333333444444444444| texture height
185 * | empty | pow2height
187 * -----------------------------------
191 * |<-texture width ->| /\
192 * |111111111111111111|
193 * |222222222222222222|texture height
194 * |333333333333333333|
195 * |444444444444444444| \/
196 * --------------------
198 * this also means that any references to allocatedMemory should work with the data as if were a
199 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
201 * internally the texture is still stored in a boxed format so any references to textureName will
202 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
204 * Performance should not be an issue, because applications normally do not lock the surfaces when
205 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
206 * and doesn't have to be re-read.
209 dst_data = This->resource.allocatedMemory;
210 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
211 for (y = 1 ; y < This->currentDesc.Height; y++) {
212 /* skip the first row */
213 src_data += src_pitch;
214 dst_data += dst_pitch;
215 memcpy(dst_data, src_data, dst_pitch);
218 HeapFree(GetProcessHeap(), 0, mem);
222 /* Surface has now been downloaded */
223 This->Flags |= SFLAG_INSYSMEM;
226 /* This call just uploads data, the caller is responsible for activating the
227 * right context and binding the correct texture. */
228 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
229 if (This->resource.format == WINED3DFMT_DXT1 ||
230 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
231 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
232 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
233 FIXME("Using DXT1/3/5 without advertized support\n");
235 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
236 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
237 * function uses glCompressedTexImage2D instead of the SubImage call
239 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
242 if(This->Flags & SFLAG_PBO) {
243 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
244 checkGLcall("glBindBufferARB");
245 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
247 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
248 width, height, 0 /* border */, This->resource.size, NULL));
249 checkGLcall("glCompressedTexSubImage2D");
251 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
252 checkGLcall("glBindBufferARB");
254 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
255 width, height, 0 /* border */, This->resource.size, data));
256 checkGLcall("glCompressedTexSubImage2D");
261 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
264 if(This->Flags & SFLAG_PBO) {
265 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
266 checkGLcall("glBindBufferARB");
267 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
269 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
270 checkGLcall("glTexSubImage2D");
272 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
273 checkGLcall("glBindBufferARB");
276 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
277 checkGLcall("glTexSubImage2D");
284 /* This call just allocates the texture, the caller is responsible for
285 * activating the right context and binding the correct texture. */
286 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
287 BOOL enable_client_storage = FALSE;
290 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
291 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
293 if (This->resource.format == WINED3DFMT_DXT1 ||
294 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
295 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
296 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
297 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
299 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
300 * once, unfortunately
302 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
303 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
304 This->Flags |= SFLAG_CLIENT;
305 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
307 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
308 width, height, 0 /* border */, This->resource.size, mem));
317 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
318 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
319 /* In some cases we want to disable client storage.
320 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
321 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
322 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
323 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
324 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
326 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
327 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
328 This->Flags &= ~SFLAG_CLIENT;
329 enable_client_storage = TRUE;
331 This->Flags |= SFLAG_CLIENT;
333 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
334 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
336 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
339 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
340 checkGLcall("glTexImage2D");
342 if(enable_client_storage) {
343 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
344 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
348 This->Flags |= SFLAG_ALLOCATED;
351 /* In D3D the depth stencil dimensions have to be greater than or equal to the
352 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
353 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
354 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
355 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
356 renderbuffer_entry_t *entry;
357 GLuint renderbuffer = 0;
358 unsigned int src_width, src_height;
360 src_width = This->pow2Width;
361 src_height = This->pow2Height;
363 /* A depth stencil smaller than the render target is not valid */
364 if (width > src_width || height > src_height) return;
366 /* Remove any renderbuffer set if the sizes match */
367 if (width == src_width && height == src_height) {
368 This->current_renderbuffer = NULL;
372 /* Look if we've already got a renderbuffer of the correct dimensions */
373 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
374 if (entry->width == width && entry->height == height) {
375 renderbuffer = entry->id;
376 This->current_renderbuffer = entry;
382 const GlPixelFormatDesc *glDesc;
383 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
385 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
386 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
387 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
389 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
390 entry->width = width;
391 entry->height = height;
392 entry->id = renderbuffer;
393 list_add_head(&This->renderbuffers, &entry->entry);
395 This->current_renderbuffer = entry;
398 checkGLcall("set_compatible_renderbuffer");
401 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
402 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
403 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
405 TRACE("(%p) : swapchain %p\n", This, swapchain);
407 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
408 TRACE("Returning GL_BACK\n");
410 } else if (swapchain_impl->frontBuffer == iface) {
411 TRACE("Returning GL_FRONT\n");
415 FIXME("Higher back buffer, returning GL_BACK\n");
419 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
420 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
421 ULONG ref = InterlockedDecrement(&This->resource.ref);
422 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
424 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
425 renderbuffer_entry_t *entry, *entry2;
426 TRACE("(%p) : cleaning up\n", This);
428 /* Need a context to destroy the texture. Use the currently active render target, but only if
429 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
430 * When destroying the primary rt, Uninit3D will activate a context before doing anything
432 if(device->render_targets && device->render_targets[0]) {
433 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
437 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
438 TRACE("Deleting texture %d\n", This->glDescription.textureName);
439 glDeleteTextures(1, &This->glDescription.textureName);
442 if(This->Flags & SFLAG_PBO) {
444 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
447 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
448 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
449 HeapFree(GetProcessHeap(), 0, entry);
453 if(This->Flags & SFLAG_DIBSECTION) {
455 SelectObject(This->hDC, This->dib.holdbitmap);
457 /* Release the DIB section */
458 DeleteObject(This->dib.DIBsection);
459 This->dib.bitmap_data = NULL;
460 This->resource.allocatedMemory = NULL;
462 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
464 HeapFree(GetProcessHeap(), 0, This->palette9);
466 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
467 if(iface == device->ddraw_primary)
468 device->ddraw_primary = NULL;
470 TRACE("(%p) Released\n", This);
471 HeapFree(GetProcessHeap(), 0, This);
477 /* ****************************************************
478 IWineD3DSurface IWineD3DResource parts follow
479 **************************************************** */
481 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
482 /* TODO: check for locks */
483 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
484 IWineD3DBaseTexture *baseTexture = NULL;
485 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
487 TRACE("(%p)Checking to see if the container is a base texture\n", This);
488 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
489 TRACE("Passing to container\n");
490 IWineD3DBaseTexture_PreLoad(baseTexture);
491 IWineD3DBaseTexture_Release(baseTexture);
493 TRACE("(%p) : About to load surface\n", This);
495 if(!device->isInDraw) {
496 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
499 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
500 if(palette9_changed(This)) {
501 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
502 /* TODO: This is not necessarily needed with hw palettized texture support */
503 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
504 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
505 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
509 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
510 if (!This->glDescription.level) {
511 if (!This->glDescription.textureName) {
512 glGenTextures(1, &This->glDescription.textureName);
513 checkGLcall("glGenTextures");
514 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
516 glBindTexture(This->glDescription.target, This->glDescription.textureName);
517 checkGLcall("glBindTexture");
519 IWineD3DSurface_LoadTexture(iface, FALSE);
520 /* This is where we should be reducing the amount of GLMemoryUsed */
521 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
522 /* assume this is a coding error not a real error for now */
523 FIXME("Mipmap surface has a glTexture bound to it!\n");
526 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
527 /* Tell opengl to try and keep this texture in video ram (well mostly) */
531 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
538 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
539 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
540 This->resource.allocatedMemory =
541 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
544 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
545 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
546 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
547 checkGLcall("glGetBufferSubData");
548 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
549 checkGLcall("glDeleteBuffers");
553 This->Flags &= ~SFLAG_PBO;
556 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
557 IWineD3DBaseTexture *texture = NULL;
558 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
559 renderbuffer_entry_t *entry, *entry2;
560 TRACE("(%p)\n", iface);
562 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
563 /* Default pool resources are supposed to be destroyed before Reset is called.
564 * Implicit resources stay however. So this means we have an implicit render target
565 * or depth stencil. The content may be destroyed, but we still have to tear down
566 * opengl resources, so we cannot leave early.
568 * Put the most up to date surface location into the drawable. D3D-wise this content
569 * is undefined, so it would be nowhere, but that would make the location management
570 * more complicated. The drawable is a sane location, because if we mark sysmem or
571 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
572 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
575 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
576 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
578 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
581 /* Load the surface into system memory */
582 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
583 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
585 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
586 This->Flags &= ~SFLAG_ALLOCATED;
588 /* Destroy PBOs, but load them into real sysmem before */
589 if(This->Flags & SFLAG_PBO) {
590 surface_remove_pbo(This);
593 /* Destroy fbo render buffers. This is needed for implicit render targets, for
594 * all application-created targets the application has to release the surface
595 * before calling _Reset
597 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
599 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
601 list_remove(&entry->entry);
602 HeapFree(GetProcessHeap(), 0, entry);
604 list_init(&This->renderbuffers);
605 This->current_renderbuffer = NULL;
607 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
610 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
613 glDeleteTextures(1, &This->glDescription.textureName);
614 This->glDescription.textureName = 0;
617 IWineD3DBaseTexture_Release(texture);
622 /* ******************************************************
623 IWineD3DSurface IWineD3DSurface parts follow
624 ****************************************************** */
626 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
627 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
628 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
629 if (This->glDescription.textureName == 0 && textureName != 0) {
630 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
631 if((This->Flags & SFLAG_LOCATIONS) == 0) {
632 /* In 1.0-rc4 and earlier, AddDirtyRect was called in the place of this if condition.
633 * This had the problem that a correctly set INDRAWABLE flag was removed if the PreLoad
634 * during the offscreen rendering readback triggered the creation of the GL texture.
635 * The change intended to keep the INDRAWABLE intact. To prevent unintended side effects
636 * before release, set the INSYSMEM flag like the old AddDirtyRect did.
638 WARN("Wine 1.0 safety path hit\n");
639 This->Flags |= SFLAG_INSYSMEM;
642 if(target == GL_TEXTURE_RECTANGLE_ARB && This->glDescription.target != target) {
643 This->Flags &= ~SFLAG_NORMCOORD;
644 } else if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB && target != GL_TEXTURE_RECTANGLE_ARB) {
645 This->Flags |= SFLAG_NORMCOORD;
647 This->glDescription.textureName = textureName;
648 This->glDescription.target = target;
649 This->Flags &= ~SFLAG_ALLOCATED;
652 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
653 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
654 TRACE("(%p) : returning %p\n", This, &This->glDescription);
655 *glDescription = &This->glDescription;
658 /* TODO: think about moving this down to resource? */
659 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
660 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
661 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
662 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
663 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
665 return (CONST void*)(This->resource.allocatedMemory);
668 /* Read the framebuffer back into the surface */
669 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
670 IWineD3DSwapChainImpl *swapchain;
671 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
675 BYTE *row, *top, *bottom;
679 BOOL srcIsUpsideDown;
681 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
682 static BOOL warned = FALSE;
684 ERR("The application tries to lock the render target, but render target locking is disabled\n");
690 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
691 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
692 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
693 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
694 * context->last_was_blit set on the unlock.
696 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
699 /* Select the correct read buffer, and give some debug output.
700 * There is no need to keep track of the current read buffer or reset it, every part of the code
701 * that reads sets the read buffer as desired.
704 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
705 * Read from the back buffer
707 TRACE("Locking offscreen render target\n");
708 glReadBuffer(myDevice->offscreenBuffer);
709 srcIsUpsideDown = TRUE;
711 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
712 TRACE("Locking %#x buffer\n", buffer);
713 glReadBuffer(buffer);
714 checkGLcall("glReadBuffer");
716 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
717 srcIsUpsideDown = FALSE;
720 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
724 local_rect.right = This->currentDesc.Width;
725 local_rect.bottom = This->currentDesc.Height;
729 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
731 switch(This->resource.format)
735 if(primary_render_target_is_p8(myDevice)) {
736 /* In case of P8 render targets the index is stored in the alpha component */
738 type = GL_UNSIGNED_BYTE;
740 bpp = This->bytesPerPixel;
742 /* GL can't return palettized data, so read ARGB pixels into a
743 * separate block of memory and convert them into palettized format
744 * in software. Slow, but if the app means to use palettized render
745 * targets and locks it...
747 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
748 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
749 * for the color channels when palettizing the colors.
752 type = GL_UNSIGNED_BYTE;
754 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
756 ERR("Out of memory\n");
760 bpp = This->bytesPerPixel * 3;
767 fmt = This->glDescription.glFormat;
768 type = This->glDescription.glType;
769 bpp = This->bytesPerPixel;
772 if(This->Flags & SFLAG_PBO) {
773 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
774 checkGLcall("glBindBufferARB");
777 glReadPixels(local_rect.left, local_rect.top,
778 local_rect.right - local_rect.left,
779 local_rect.bottom - local_rect.top,
781 vcheckGLcall("glReadPixels");
783 if(This->Flags & SFLAG_PBO) {
784 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
785 checkGLcall("glBindBufferARB");
787 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
788 * to get a pointer to it and perform the flipping in software. This is a lot
789 * faster than calling glReadPixels for each line. In case we want more speed
790 * we should rerender it flipped in a FBO and read the data back from the FBO. */
791 if(!srcIsUpsideDown) {
792 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
793 checkGLcall("glBindBufferARB");
795 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
796 checkGLcall("glMapBufferARB");
800 /* TODO: Merge this with the palettization loop below for P8 targets */
801 if(!srcIsUpsideDown) {
803 /* glReadPixels returns the image upside down, and there is no way to prevent this.
804 Flip the lines in software */
805 len = (local_rect.right - local_rect.left) * bpp;
806 off = local_rect.left * bpp;
808 row = HeapAlloc(GetProcessHeap(), 0, len);
810 ERR("Out of memory\n");
811 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
816 top = mem + pitch * local_rect.top;
817 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
818 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
819 memcpy(row, top + off, len);
820 memcpy(top + off, bottom + off, len);
821 memcpy(bottom + off, row, len);
825 HeapFree(GetProcessHeap(), 0, row);
827 /* Unmap the temp PBO buffer */
828 if(This->Flags & SFLAG_PBO) {
829 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
830 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
836 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
837 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
838 * the same color but we have no choice.
839 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
841 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
842 PALETTEENTRY *pal = NULL;
843 DWORD width = pitch / 3;
847 pal = This->palette->palents;
849 ERR("Palette is missing, cannot perform inverse palette lookup\n");
850 HeapFree(GetProcessHeap(), 0, mem);
854 for(y = local_rect.top; y < local_rect.bottom; y++) {
855 for(x = local_rect.left; x < local_rect.right; x++) {
856 /* start lines pixels */
857 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
858 BYTE *green = blue + 1;
859 BYTE *red = green + 1;
861 for(c = 0; c < 256; c++) {
862 if(*red == pal[c].peRed &&
863 *green == pal[c].peGreen &&
864 *blue == pal[c].peBlue)
866 *((BYTE *) dest + y * width + x) = c;
872 HeapFree(GetProcessHeap(), 0, mem);
876 /* Read the framebuffer contents into a texture */
877 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
879 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
880 IWineD3DSwapChainImpl *swapchain;
882 GLenum format, internal, type;
883 CONVERT_TYPES convert;
886 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
888 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
889 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
890 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
891 * states in the stateblock, and no driver was found yet that had bugs in that regard.
893 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
894 surface_bind_and_dirtify(This);
897 glGetIntegerv(GL_READ_BUFFER, &prevRead);
899 /* Select the correct read buffer, and give some debug output.
900 * There is no need to keep track of the current read buffer or reset it, every part of the code
901 * that reads sets the read buffer as desired.
904 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
905 * Read from the back buffer
907 TRACE("Locking offscreen render target\n");
908 glReadBuffer(device->offscreenBuffer);
910 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
911 TRACE("Locking %#x buffer\n", buffer);
912 glReadBuffer(buffer);
913 checkGLcall("glReadBuffer");
915 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
918 if(!(This->Flags & SFLAG_ALLOCATED)) {
919 surface_allocate_surface(This, internal, This->pow2Width,
920 This->pow2Height, format, type);
923 clear_unused_channels(This);
925 /* If !SrcIsUpsideDown we should flip the surface.
926 * This can be done using glCopyTexSubImage2D but this
927 * is VERY slow, so don't do that. We should prevent
928 * this code from getting called in such cases or perhaps
931 glCopyTexSubImage2D(This->glDescription.target,
932 This->glDescription.level,
934 This->currentDesc.Width,
935 This->currentDesc.Height);
936 checkGLcall("glCopyTexSubImage2D");
938 glReadBuffer(prevRead);
939 vcheckGLcall("glReadBuffer");
942 TRACE("Updated target %d\n", This->glDescription.target);
945 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
946 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
947 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
950 if(!(This->Flags & SFLAG_DYNLOCK)) {
952 /* MAXLOCKCOUNT is defined in wined3d_private.h */
953 if(This->lockCount > MAXLOCKCOUNT) {
954 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
955 This->Flags |= SFLAG_DYNLOCK;
959 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
960 * Also don't create a PBO for systemmem surfaces.
962 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
966 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
967 error = glGetError();
968 if(This->pbo == 0 || error != GL_NO_ERROR) {
969 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
972 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
974 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
975 checkGLcall("glBindBufferARB");
977 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
978 checkGLcall("glBufferDataARB");
980 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
981 checkGLcall("glBindBufferARB");
983 /* We don't need the system memory anymore and we can't even use it for PBOs */
984 if(!(This->Flags & SFLAG_CLIENT)) {
985 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
986 This->resource.heapMemory = NULL;
988 This->resource.allocatedMemory = NULL;
989 This->Flags |= SFLAG_PBO;
991 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
992 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
995 if(!This->resource.heapMemory) {
996 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
998 This->resource.allocatedMemory =
999 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1000 if(This->Flags & SFLAG_INSYSMEM) {
1001 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1006 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1007 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1008 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1009 IWineD3DSwapChain *swapchain = NULL;
1011 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1013 /* This is also done in the base class, but we have to verify this before loading any data from
1014 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1015 * may interfere, and all other bad things may happen
1017 if (This->Flags & SFLAG_LOCKED) {
1018 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1019 return WINED3DERR_INVALIDCALL;
1021 This->Flags |= SFLAG_LOCKED;
1023 if (!(This->Flags & SFLAG_LOCKABLE))
1025 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1028 if (Flags & WINED3DLOCK_DISCARD) {
1029 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1030 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1031 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1032 This->Flags |= SFLAG_INSYSMEM;
1036 if (This->Flags & SFLAG_INSYSMEM) {
1037 TRACE("Local copy is up to date, not downloading data\n");
1038 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1042 /* Now download the surface content from opengl
1043 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1044 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1046 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1047 if(swapchain || iface == myDevice->render_targets[0]) {
1048 const RECT *pass_rect = pRect;
1050 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1051 * because most caller functions do not need that. So do that here
1056 pRect->right == This->currentDesc.Width &&
1057 pRect->bottom == This->currentDesc.Height) {
1061 switch(wined3d_settings.rendertargetlock_mode) {
1064 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1066 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1067 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1068 * This may be faster on some cards
1070 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1077 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pRect);
1083 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1085 } else if(iface == myDevice->stencilBufferTarget) {
1086 /** the depth stencil in openGL has a format of GL_FLOAT
1087 * which should be good for WINED3DFMT_D16_LOCKABLE
1088 * and WINED3DFMT_D16
1089 * it is unclear what format the stencil buffer is in except.
1090 * 'Each index is converted to fixed point...
1091 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1092 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1093 * glReadPixels(This->lockedRect.left,
1094 * This->lockedRect.bottom - j - 1,
1095 * This->lockedRect.right - This->lockedRect.left,
1097 * GL_DEPTH_COMPONENT,
1099 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1101 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1102 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1103 * none of that is the case the problem is not in this function :-)
1104 ********************************************/
1105 FIXME("Depth stencil locking not supported yet\n");
1107 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1108 TRACE("locking an ordinary surface\n");
1109 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1113 if(This->Flags & SFLAG_PBO) {
1114 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1116 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1117 checkGLcall("glBindBufferARB");
1119 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1120 if(This->resource.allocatedMemory) {
1121 ERR("The surface already has PBO memory allocated!\n");
1124 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1125 checkGLcall("glMapBufferARB");
1127 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1128 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1129 checkGLcall("glBindBufferARB");
1134 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1137 IWineD3DBaseTexture *pBaseTexture;
1140 * as seen in msdn docs
1142 IWineD3DSurface_AddDirtyRect(iface, pRect);
1144 /** Dirtify Container if needed */
1145 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
1146 TRACE("Making container dirty\n");
1147 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1148 IWineD3DBaseTexture_Release(pBaseTexture);
1150 TRACE("Surface is standalone, no need to dirty the container\n");
1154 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1157 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1159 GLint prev_rasterpos[4];
1160 GLint skipBytes = 0;
1161 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1162 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1163 IWineD3DSwapChainImpl *swapchain;
1165 /* Activate the correct context for the render target */
1166 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1169 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
1171 /* Primary offscreen render target */
1172 TRACE("Offscreen render target\n");
1173 glDrawBuffer(myDevice->offscreenBuffer);
1174 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1176 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1177 TRACE("Unlocking %#x buffer\n", buffer);
1178 glDrawBuffer(buffer);
1179 checkGLcall("glDrawBuffer");
1181 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1185 vcheckGLcall("glFlush");
1186 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1187 vcheckGLcall("glIntegerv");
1188 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1189 vcheckGLcall("glIntegerv");
1190 glPixelZoom(1.0, -1.0);
1191 vcheckGLcall("glPixelZoom");
1193 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1194 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1195 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1197 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1198 vcheckGLcall("glRasterPos2f");
1200 /* Some drivers(radeon dri, others?) don't like exceptions during
1201 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1202 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1203 * catch to put the dib section in InSync mode, which leads to a crash
1204 * and a blocked x server on my radeon card.
1206 * The following lines read the dib section so it is put in InSync mode
1207 * before glDrawPixels is called and the crash is prevented. There won't
1208 * be any interfering gdi accesses, because UnlockRect is called from
1209 * ReleaseDC, and the app won't use the dc any more afterwards.
1211 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1213 read = This->resource.allocatedMemory[0];
1216 if(This->Flags & SFLAG_PBO) {
1217 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1218 checkGLcall("glBindBufferARB");
1221 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1222 if(This->Flags & SFLAG_LOCKED) {
1223 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1224 (This->lockedRect.bottom - This->lockedRect.top)-1,
1226 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1227 checkGLcall("glDrawPixels");
1229 glDrawPixels(This->currentDesc.Width,
1230 This->currentDesc.Height,
1232 checkGLcall("glDrawPixels");
1235 if(This->Flags & SFLAG_PBO) {
1236 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1237 checkGLcall("glBindBufferARB");
1240 glPixelZoom(1.0,1.0);
1241 vcheckGLcall("glPixelZoom");
1243 glRasterPos3iv(&prev_rasterpos[0]);
1244 vcheckGLcall("glRasterPos3iv");
1246 /* Reset to previous pack row length */
1247 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1248 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1251 glDrawBuffer(myDevice->offscreenBuffer);
1252 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1253 } else if(swapchain->backBuffer) {
1254 glDrawBuffer(GL_BACK);
1255 checkGLcall("glDrawBuffer(GL_BACK)");
1257 glDrawBuffer(GL_FRONT);
1258 checkGLcall("glDrawBuffer(GL_FRONT)");
1265 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1266 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1267 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1268 IWineD3DSwapChainImpl *swapchain = NULL;
1271 if (!(This->Flags & SFLAG_LOCKED)) {
1272 WARN("trying to Unlock an unlocked surf@%p\n", This);
1273 return WINED3DERR_INVALIDCALL;
1276 if (This->Flags & SFLAG_PBO) {
1277 TRACE("Freeing PBO memory\n");
1278 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1280 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1281 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1282 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1283 checkGLcall("glUnmapBufferARB");
1285 This->resource.allocatedMemory = NULL;
1288 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1290 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1291 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1295 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1296 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1297 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1299 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1300 static BOOL warned = FALSE;
1302 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1308 if(This->dirtyRect.left == 0 &&
1309 This->dirtyRect.top == 0 &&
1310 This->dirtyRect.right == This->currentDesc.Width &&
1311 This->dirtyRect.bottom == This->currentDesc.Height) {
1314 /* TODO: Proper partial rectangle tracking */
1315 fullsurface = FALSE;
1316 This->Flags |= SFLAG_INSYSMEM;
1319 switch(wined3d_settings.rendertargetlock_mode) {
1322 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1324 if (This->glDescription.textureName == 0) {
1325 glGenTextures(1, &This->glDescription.textureName);
1326 checkGLcall("glGenTextures");
1328 glBindTexture(This->glDescription.target, This->glDescription.textureName);
1329 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
1331 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1337 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1342 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1343 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1344 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1345 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1346 * not fully up to date because only a subrectangle was read in LockRect.
1348 This->Flags &= ~SFLAG_INSYSMEM;
1349 This->Flags |= SFLAG_INDRAWABLE;
1352 This->dirtyRect.left = This->currentDesc.Width;
1353 This->dirtyRect.top = This->currentDesc.Height;
1354 This->dirtyRect.right = 0;
1355 This->dirtyRect.bottom = 0;
1356 } else if(iface == myDevice->stencilBufferTarget) {
1357 FIXME("Depth Stencil buffer locking is not implemented\n");
1359 /* The rest should be a normal texture */
1360 IWineD3DBaseTextureImpl *impl;
1361 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1362 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1363 * states need resetting
1365 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1366 if(impl->baseTexture.bindCount) {
1367 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1369 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1374 This->Flags &= ~SFLAG_LOCKED;
1375 memset(&This->lockedRect, 0, sizeof(RECT));
1379 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1380 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1381 WINED3DLOCKED_RECT lock;
1385 TRACE("(%p)->(%p)\n",This,pHDC);
1387 if(This->Flags & SFLAG_USERPTR) {
1388 ERR("Not supported on surfaces with an application-provided surfaces\n");
1389 return WINEDDERR_NODC;
1392 /* Give more detailed info for ddraw */
1393 if (This->Flags & SFLAG_DCINUSE)
1394 return WINEDDERR_DCALREADYCREATED;
1396 /* Can't GetDC if the surface is locked */
1397 if (This->Flags & SFLAG_LOCKED)
1398 return WINED3DERR_INVALIDCALL;
1400 /* According to Direct3D9 docs, only these formats are supported */
1401 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1402 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1403 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1404 This->resource.format != WINED3DFMT_R8G8B8 &&
1405 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1408 memset(&lock, 0, sizeof(lock)); /* To be sure */
1410 /* Create a DIB section if there isn't a hdc yet */
1412 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1413 if(This->Flags & SFLAG_CLIENT) {
1414 IWineD3DSurface_PreLoad(iface);
1417 /* Use the dib section from now on if we are not using a PBO */
1418 if(!(This->Flags & SFLAG_PBO))
1419 This->resource.allocatedMemory = This->dib.bitmap_data;
1422 /* Lock the surface */
1423 hr = IWineD3DSurface_LockRect(iface,
1428 if(This->Flags & SFLAG_PBO) {
1429 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1430 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1434 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1435 /* keep the dib section */
1439 if(This->resource.format == WINED3DFMT_P8 ||
1440 This->resource.format == WINED3DFMT_A8P8) {
1441 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1442 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1444 PALETTEENTRY *pal = NULL;
1447 pal = This->palette->palents;
1449 IWineD3DSurfaceImpl *dds_primary = (IWineD3DSurfaceImpl *)This->resource.wineD3DDevice->ddraw_primary;
1450 if (dds_primary && dds_primary->palette)
1451 pal = dds_primary->palette->palents;
1455 for (n=0; n<256; n++) {
1456 col[n].rgbRed = pal[n].peRed;
1457 col[n].rgbGreen = pal[n].peGreen;
1458 col[n].rgbBlue = pal[n].peBlue;
1459 col[n].rgbReserved = 0;
1461 SetDIBColorTable(This->hDC, 0, 256, col);
1466 TRACE("returning %p\n",*pHDC);
1467 This->Flags |= SFLAG_DCINUSE;
1472 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1473 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1475 TRACE("(%p)->(%p)\n",This,hDC);
1477 if (!(This->Flags & SFLAG_DCINUSE))
1478 return WINED3DERR_INVALIDCALL;
1480 if (This->hDC !=hDC) {
1481 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1482 return WINED3DERR_INVALIDCALL;
1485 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1486 /* Copy the contents of the DIB over to the PBO */
1487 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1490 /* we locked first, so unlock now */
1491 IWineD3DSurface_UnlockRect(iface);
1493 This->Flags &= ~SFLAG_DCINUSE;
1498 /* ******************************************************
1499 IWineD3DSurface Internal (No mapping to directx api) parts follow
1500 ****************************************************** */
1502 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1503 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1504 const GlPixelFormatDesc *glDesc;
1505 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1506 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1508 /* Default values: From the surface */
1509 *format = glDesc->glFormat;
1510 *type = glDesc->glType;
1511 *convert = NO_CONVERSION;
1512 *target_bpp = This->bytesPerPixel;
1515 *internal = glDesc->glGammaInternal;
1516 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1517 *internal = glDesc->rtInternal;
1519 *internal = glDesc->glInternal;
1522 /* Ok, now look if we have to do any conversion */
1523 switch(This->resource.format) {
1529 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1530 * of the two is available make sure texturing is requested as neither of the two works in
1531 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1532 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1533 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1534 * conflicts with this.
1536 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && primary_render_target_is_p8(device))) || colorkey_active || !use_texturing ) {
1538 *internal = GL_RGBA;
1539 *type = GL_UNSIGNED_BYTE;
1541 if(colorkey_active) {
1542 *convert = CONVERT_PALETTED_CK;
1544 *convert = CONVERT_PALETTED;
1547 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1549 *internal = GL_RGBA;
1550 *type = GL_UNSIGNED_BYTE;
1556 case WINED3DFMT_R3G3B2:
1557 /* **********************
1558 GL_UNSIGNED_BYTE_3_3_2
1559 ********************** */
1560 if (colorkey_active) {
1561 /* This texture format will never be used.. So do not care about color keying
1562 up until the point in time it will be needed :-) */
1563 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1567 case WINED3DFMT_R5G6B5:
1568 if (colorkey_active) {
1569 *convert = CONVERT_CK_565;
1571 *internal = GL_RGBA;
1572 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1576 case WINED3DFMT_X1R5G5B5:
1577 if (colorkey_active) {
1578 *convert = CONVERT_CK_5551;
1580 *internal = GL_RGBA;
1581 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1585 case WINED3DFMT_R8G8B8:
1586 if (colorkey_active) {
1587 *convert = CONVERT_CK_RGB24;
1589 *internal = GL_RGBA;
1590 *type = GL_UNSIGNED_INT_8_8_8_8;
1595 case WINED3DFMT_X8R8G8B8:
1596 if (colorkey_active) {
1597 *convert = CONVERT_RGB32_888;
1599 *internal = GL_RGBA;
1600 *type = GL_UNSIGNED_INT_8_8_8_8;
1604 case WINED3DFMT_V8U8:
1605 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1606 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1607 *format = GL_DUDV_ATI;
1608 *internal = GL_DU8DV8_ATI;
1610 /* No conversion - Just change the gl type */
1613 *convert = CONVERT_V8U8;
1615 *internal = GL_RGB8;
1616 *type = GL_UNSIGNED_BYTE;
1620 case WINED3DFMT_L6V5U5:
1621 *convert = CONVERT_L6V5U5;
1622 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1624 /* Use format and types from table */
1626 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1629 *internal = GL_RGB5;
1630 *type = GL_UNSIGNED_SHORT_5_6_5;
1634 case WINED3DFMT_X8L8V8U8:
1635 *convert = CONVERT_X8L8V8U8;
1637 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1638 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1639 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1640 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1641 * the needed type and format parameter, so the internal format contains a
1642 * 4th component, which is returned as alpha
1645 /* Not supported by GL_ATI_envmap_bumpmap */
1647 *internal = GL_RGB8;
1648 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1652 case WINED3DFMT_Q8W8V8U8:
1653 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1654 *convert = CONVERT_Q8W8V8U8;
1656 *internal = GL_RGBA8;
1657 *type = GL_UNSIGNED_BYTE;
1659 /* Not supported by GL_ATI_envmap_bumpmap */
1662 case WINED3DFMT_V16U16:
1663 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1664 *convert = CONVERT_V16U16;
1666 *internal = GL_RGB16_EXT;
1667 *type = GL_UNSIGNED_SHORT;
1669 /* What should I do here about GL_ATI_envmap_bumpmap?
1670 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1674 case WINED3DFMT_A4L4:
1675 /* A4L4 exists as an internal gl format, but for some reason there is not
1676 * format+type combination to load it. Thus convert it to A8L8, then load it
1677 * with A4L4 internal, but A8L8 format+type
1679 *convert = CONVERT_A4L4;
1680 *format = GL_LUMINANCE_ALPHA;
1681 *internal = GL_LUMINANCE4_ALPHA4;
1682 *type = GL_UNSIGNED_BYTE;
1686 case WINED3DFMT_R32F:
1687 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1688 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1689 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1692 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1694 *convert = CONVERT_R32F;
1696 *internal = GL_RGB32F_ARB;
1701 case WINED3DFMT_R16F:
1702 /* Similar to R32F */
1703 *convert = CONVERT_R16F;
1705 *internal = GL_RGB16F_ARB;
1706 *type = GL_HALF_FLOAT_ARB;
1710 case WINED3DFMT_G16R16:
1711 *convert = CONVERT_G16R16;
1713 *internal = GL_RGB16_EXT;
1714 *type = GL_UNSIGNED_SHORT;
1725 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1726 BYTE *source, *dest;
1727 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1732 memcpy(dst, src, pitch * height);
1735 case CONVERT_PALETTED:
1736 case CONVERT_PALETTED_CK:
1738 IWineD3DPaletteImpl* pal = This->palette;
1743 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1746 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1748 for (y = 0; y < height; y++)
1750 source = src + pitch * y;
1751 dest = dst + outpitch * y;
1752 /* This is an 1 bpp format, using the width here is fine */
1753 for (x = 0; x < width; x++) {
1754 BYTE color = *source++;
1755 *dest++ = table[color][0];
1756 *dest++ = table[color][1];
1757 *dest++ = table[color][2];
1758 *dest++ = table[color][3];
1764 case CONVERT_CK_565:
1766 /* Converting the 565 format in 5551 packed to emulate color-keying.
1768 Note : in all these conversion, it would be best to average the averaging
1769 pixels to get the color of the pixel that will be color-keyed to
1770 prevent 'color bleeding'. This will be done later on if ever it is
1773 Note2: Nvidia documents say that their driver does not support alpha + color keying
1774 on the same surface and disables color keying in such a case
1780 TRACE("Color keyed 565\n");
1782 for (y = 0; y < height; y++) {
1783 Source = (WORD *) (src + y * pitch);
1784 Dest = (WORD *) (dst + y * outpitch);
1785 for (x = 0; x < width; x++ ) {
1786 WORD color = *Source++;
1787 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1788 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1789 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1798 case CONVERT_CK_5551:
1800 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1804 TRACE("Color keyed 5551\n");
1805 for (y = 0; y < height; y++) {
1806 Source = (WORD *) (src + y * pitch);
1807 Dest = (WORD *) (dst + y * outpitch);
1808 for (x = 0; x < width; x++ ) {
1809 WORD color = *Source++;
1811 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1812 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1816 *Dest &= ~(1 << 15);
1824 case CONVERT_RGB32_888:
1826 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1828 for (y = 0; y < height; y++)
1830 source = src + pitch * y;
1831 dest = dst + outpitch * y;
1832 for (x = 0; x < width; x++) {
1833 DWORD color = 0xffffff & *(DWORD*)source;
1834 DWORD dstcolor = color << 8;
1835 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1836 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1839 *(DWORD*)dest = dstcolor;
1851 unsigned char *Dest;
1852 for(y = 0; y < height; y++) {
1853 Source = (short *) (src + y * pitch);
1854 Dest = dst + y * outpitch;
1855 for (x = 0; x < width; x++ ) {
1856 long color = (*Source++);
1857 /* B */ Dest[0] = 0xff;
1858 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1859 /* R */ Dest[2] = (color) + 128; /* U */
1866 case CONVERT_V16U16:
1870 unsigned short *Dest;
1871 for(y = 0; y < height; y++) {
1872 Source = (DWORD *) (src + y * pitch);
1873 Dest = (unsigned short *) (dst + y * outpitch);
1874 for (x = 0; x < width; x++ ) {
1875 DWORD color = (*Source++);
1876 /* B */ Dest[0] = 0xffff;
1877 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1878 /* R */ Dest[2] = (color ) + 32768; /* U */
1885 case CONVERT_Q8W8V8U8:
1889 unsigned char *Dest;
1890 for(y = 0; y < height; y++) {
1891 Source = (DWORD *) (src + y * pitch);
1892 Dest = dst + y * outpitch;
1893 for (x = 0; x < width; x++ ) {
1894 long color = (*Source++);
1895 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1896 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1897 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1898 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1905 case CONVERT_L6V5U5:
1909 unsigned char *Dest;
1911 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1912 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1913 * fixed function and shaders without further conversion once the surface is
1916 for(y = 0; y < height; y++) {
1917 Source = (WORD *) (src + y * pitch);
1918 Dest = dst + y * outpitch;
1919 for (x = 0; x < width; x++ ) {
1920 short color = (*Source++);
1921 unsigned char l = ((color >> 10) & 0xfc);
1922 char v = ((color >> 5) & 0x3e);
1923 char u = ((color ) & 0x1f);
1925 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1926 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1927 * shift. GL reads a signed value and converts it into an unsigned value.
1929 /* M */ Dest[2] = l << 1;
1931 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1932 * from 5 bit values to 8 bit values.
1934 /* V */ Dest[1] = v << 3;
1935 /* U */ Dest[0] = u << 3;
1940 for(y = 0; y < height; y++) {
1941 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1942 Source = (WORD *) (src + y * pitch);
1943 for (x = 0; x < width; x++ ) {
1944 short color = (*Source++);
1945 unsigned char l = ((color >> 10) & 0xfc);
1946 short v = ((color >> 5) & 0x3e);
1947 short u = ((color ) & 0x1f);
1948 short v_conv = v + 16;
1949 short u_conv = u + 16;
1951 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1959 case CONVERT_X8L8V8U8:
1963 unsigned char *Dest;
1965 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1966 /* This implementation works with the fixed function pipeline and shaders
1967 * without further modification after converting the surface.
1969 for(y = 0; y < height; y++) {
1970 Source = (DWORD *) (src + y * pitch);
1971 Dest = dst + y * outpitch;
1972 for (x = 0; x < width; x++ ) {
1973 long color = (*Source++);
1974 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1975 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1976 /* U */ Dest[0] = (color & 0xff); /* U */
1977 /* I */ Dest[3] = 255; /* X */
1982 /* Doesn't work correctly with the fixed function pipeline, but can work in
1983 * shaders if the shader is adjusted. (There's no use for this format in gl's
1984 * standard fixed function pipeline anyway).
1986 for(y = 0; y < height; y++) {
1987 Source = (DWORD *) (src + y * pitch);
1988 Dest = dst + y * outpitch;
1989 for (x = 0; x < width; x++ ) {
1990 long color = (*Source++);
1991 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1992 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1993 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2004 unsigned char *Source;
2005 unsigned char *Dest;
2006 for(y = 0; y < height; y++) {
2007 Source = src + y * pitch;
2008 Dest = dst + y * outpitch;
2009 for (x = 0; x < width; x++ ) {
2010 unsigned char color = (*Source++);
2011 /* A */ Dest[1] = (color & 0xf0) << 0;
2012 /* L */ Dest[0] = (color & 0x0f) << 4;
2024 for(y = 0; y < height; y++) {
2025 Source = (float *) (src + y * pitch);
2026 Dest = (float *) (dst + y * outpitch);
2027 for (x = 0; x < width; x++ ) {
2028 float color = (*Source++);
2044 for(y = 0; y < height; y++) {
2045 Source = (WORD *) (src + y * pitch);
2046 Dest = (WORD *) (dst + y * outpitch);
2047 for (x = 0; x < width; x++ ) {
2048 WORD color = (*Source++);
2058 case CONVERT_G16R16:
2064 for(y = 0; y < height; y++) {
2065 Source = (WORD *) (src + y * pitch);
2066 Dest = (WORD *) (dst + y * outpitch);
2067 for (x = 0; x < width; x++ ) {
2068 WORD green = (*Source++);
2069 WORD red = (*Source++);
2080 ERR("Unsupported conversation type %d\n", convert);
2085 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2086 IWineD3DPaletteImpl* pal = This->palette;
2087 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2088 BOOL index_in_alpha = FALSE;
2089 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2092 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2093 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2094 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2095 * duplicate entries. Store the color key in the unused alpha component to speed the
2096 * download up and to make conversion unneeded. */
2097 index_in_alpha = primary_render_target_is_p8(device);
2100 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2101 if(dxVersion <= 7) {
2102 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2103 if(index_in_alpha) {
2104 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2105 there's no palette at this time. */
2106 for (i = 0; i < 256; i++) table[i][3] = i;
2109 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2110 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2111 capability flag is present (wine does advertise this capability) */
2112 for (i = 0; i < 256; i++) {
2113 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2114 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2115 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2116 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2120 TRACE("Using surface palette %p\n", pal);
2121 /* Get the surface's palette */
2122 for (i = 0; i < 256; i++) {
2123 table[i][0] = pal->palents[i].peRed;
2124 table[i][1] = pal->palents[i].peGreen;
2125 table[i][2] = pal->palents[i].peBlue;
2127 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2128 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2129 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2130 of pixels that should be masked away is set to 0. */
2131 if(index_in_alpha) {
2133 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2135 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2136 table[i][3] = pal->palents[i].peFlags;
2144 const char *fragment_palette_conversion =
2147 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2148 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2149 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2150 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2153 /* This function is used in case of 8bit paletted textures to upload the palette.
2154 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2155 extensions like ATI_fragment_shaders is possible.
2157 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2158 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2160 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2162 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2164 /* Try to use the paletted texture extension */
2165 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2167 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2168 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2172 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2173 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2174 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2176 /* Create the fragment program if we don't have it */
2177 if(!device->paletteConversionShader)
2179 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2180 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2181 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2182 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2183 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2186 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2187 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2189 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2190 glEnable(GL_TEXTURE_1D);
2191 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2193 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2194 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2195 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2196 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2198 /* Switch back to unit 0 in which the 2D texture will be stored. */
2199 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2201 /* Rebind the texture because it isn't bound anymore */
2202 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2206 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2207 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2209 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2210 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2211 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2216 if(This->palette9) {
2217 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2221 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2223 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2227 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2228 GLboolean oldwrite[4];
2230 /* Some formats have only some color channels, and the others are 1.0.
2231 * since our rendering renders to all channels, and those pixel formats
2232 * are emulated by using a full texture with the other channels set to 1.0
2233 * manually, clear the unused channels.
2235 * This could be done with hacking colorwriteenable to mask the colors,
2236 * but before drawing the buffer would have to be cleared too, so there's
2239 switch(This->resource.format) {
2240 case WINED3DFMT_R16F:
2241 case WINED3DFMT_R32F:
2242 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2243 /* Do not activate a context, the correct drawable is active already
2244 * though just the read buffer is set, make sure to have the correct draw
2247 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2248 glDisable(GL_SCISSOR_TEST);
2249 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2250 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2251 glClearColor(0.0, 1.0, 1.0, 1.0);
2252 glClear(GL_COLOR_BUFFER_BIT);
2253 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2254 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2255 checkGLcall("Unused channel clear\n");
2262 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2263 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2265 if (!(This->Flags & SFLAG_INTEXTURE)) {
2266 TRACE("Reloading because surface is dirty\n");
2267 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2268 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2269 /* Reload: vice versa OR */
2270 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2271 /* Also reload: Color key is active AND the color key has changed */
2272 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2273 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2274 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2275 TRACE("Reloading because of color keying\n");
2276 /* To perform the color key conversion we need a sysmem copy of
2277 * the surface. Make sure we have it
2280 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2281 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2282 /* TODO: This is not necessarily needed with hw palettized texture support */
2283 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2285 TRACE("surface is already in texture\n");
2289 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2290 * These resources are not bound by device size or format restrictions. Because of this,
2291 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2292 * However, these resources can always be created, locked, and copied.
2294 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2296 FIXME("(%p) Operation not supported for scratch textures\n",This);
2297 return WINED3DERR_INVALIDCALL;
2300 This->srgb = srgb_mode;
2301 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2305 static unsigned int gen = 0;
2308 if ((gen % 10) == 0) {
2309 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2310 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2313 * debugging crash code
2322 if (!(This->Flags & SFLAG_DONOTFREE)) {
2323 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2324 This->resource.allocatedMemory = NULL;
2325 This->resource.heapMemory = NULL;
2326 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2332 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2333 /* TODO: check for locks */
2334 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2335 IWineD3DBaseTexture *baseTexture = NULL;
2336 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2338 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2339 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2340 TRACE("Passing to container\n");
2341 IWineD3DBaseTexture_BindTexture(baseTexture);
2342 IWineD3DBaseTexture_Release(baseTexture);
2344 TRACE("(%p) : Binding surface\n", This);
2346 if(!device->isInDraw) {
2347 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2350 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2358 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2361 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2362 char *allocatedMemory;
2364 IWineD3DSwapChain *swapChain = NULL;
2366 GLuint tmpTexture = 0;
2369 Textures may not be stored in ->allocatedgMemory and a GlTexture
2370 so we should lock the surface before saving a snapshot, or at least check that
2372 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2373 by calling GetTexImage and in compressed form by calling
2374 GetCompressedTexImageARB. Queried compressed images can be saved and
2375 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2376 texture images do not need to be processed by the GL and should
2377 significantly improve texture loading performance relative to uncompressed
2380 /* Setup the width and height to be the internal texture width and height. */
2381 width = This->pow2Width;
2382 height = This->pow2Height;
2383 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2384 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2386 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2387 /* if were not a real texture then read the back buffer into a real texture */
2388 /* we don't want to interfere with the back buffer so read the data into a temporary
2389 * texture and then save the data out of the temporary texture
2393 TRACE("(%p) Reading render target into texture\n", This);
2394 glEnable(GL_TEXTURE_2D);
2396 glGenTextures(1, &tmpTexture);
2397 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2399 glTexImage2D(GL_TEXTURE_2D,
2406 GL_UNSIGNED_INT_8_8_8_8_REV,
2409 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2410 vcheckGLcall("glGetIntegerv");
2411 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2412 vcheckGLcall("glReadBuffer");
2413 glCopyTexImage2D(GL_TEXTURE_2D,
2422 checkGLcall("glCopyTexImage2D");
2423 glReadBuffer(prevRead);
2426 } else { /* bind the real texture, and make sure it up to date */
2427 IWineD3DSurface_PreLoad(iface);
2429 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2431 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2432 glGetTexImage(GL_TEXTURE_2D,
2433 This->glDescription.level,
2435 GL_UNSIGNED_INT_8_8_8_8_REV,
2437 checkGLcall("glTexImage2D");
2439 glBindTexture(GL_TEXTURE_2D, 0);
2440 glDeleteTextures(1, &tmpTexture);
2444 f = fopen(filename, "w+");
2446 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2447 return WINED3DERR_INVALIDCALL;
2449 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2450 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2465 fwrite(&width,2,1,f);
2467 fwrite(&height,2,1,f);
2472 /* 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 */
2474 textureRow = allocatedMemory + (width * (height - 1) *4);
2476 textureRow = allocatedMemory;
2477 for (y = 0 ; y < height; y++) {
2478 for (i = 0; i < width; i++) {
2479 color = *((DWORD*)textureRow);
2480 fputc((color >> 16) & 0xFF, f); /* B */
2481 fputc((color >> 8) & 0xFF, f); /* G */
2482 fputc((color >> 0) & 0xFF, f); /* R */
2483 fputc((color >> 24) & 0xFF, f); /* A */
2486 /* take two rows of the pointer to the texture memory */
2488 (textureRow-= width << 3);
2491 TRACE("Closing file\n");
2495 IWineD3DSwapChain_Release(swapChain);
2497 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2502 * Slightly inefficient way to handle multiple dirty rects but it works :)
2504 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2505 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2506 IWineD3DBaseTexture *baseTexture = NULL;
2508 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2509 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2511 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2512 if (NULL != pDirtyRect) {
2513 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2514 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2515 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2516 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2518 This->dirtyRect.left = 0;
2519 This->dirtyRect.top = 0;
2520 This->dirtyRect.right = This->currentDesc.Width;
2521 This->dirtyRect.bottom = This->currentDesc.Height;
2523 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2524 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2525 /* if the container is a basetexture then mark it dirty. */
2526 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2527 TRACE("Passing to container\n");
2528 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2529 IWineD3DBaseTexture_Release(baseTexture);
2534 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2535 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2537 const GlPixelFormatDesc *glDesc;
2538 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2540 TRACE("(%p) : Calling base function first\n", This);
2541 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2543 /* Setup some glformat defaults */
2544 This->glDescription.glFormat = glDesc->glFormat;
2545 This->glDescription.glFormatInternal = glDesc->glInternal;
2546 This->glDescription.glType = glDesc->glType;
2548 This->Flags &= ~SFLAG_ALLOCATED;
2549 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2550 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2555 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2556 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2558 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2559 WARN("Surface is locked or the HDC is in use\n");
2560 return WINED3DERR_INVALIDCALL;
2563 if(Mem && Mem != This->resource.allocatedMemory) {
2564 void *release = NULL;
2566 /* Do I have to copy the old surface content? */
2567 if(This->Flags & SFLAG_DIBSECTION) {
2568 /* Release the DC. No need to hold the critical section for the update
2569 * Thread because this thread runs only on front buffers, but this method
2570 * fails for render targets in the check above.
2572 SelectObject(This->hDC, This->dib.holdbitmap);
2573 DeleteDC(This->hDC);
2574 /* Release the DIB section */
2575 DeleteObject(This->dib.DIBsection);
2576 This->dib.bitmap_data = NULL;
2577 This->resource.allocatedMemory = NULL;
2579 This->Flags &= ~SFLAG_DIBSECTION;
2580 } else if(!(This->Flags & SFLAG_USERPTR)) {
2581 release = This->resource.heapMemory;
2582 This->resource.heapMemory = NULL;
2584 This->resource.allocatedMemory = Mem;
2585 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2587 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2588 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2590 /* For client textures opengl has to be notified */
2591 if(This->Flags & SFLAG_CLIENT) {
2592 This->Flags &= ~SFLAG_ALLOCATED;
2593 IWineD3DSurface_PreLoad(iface);
2594 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2597 /* Now free the old memory if any */
2598 HeapFree(GetProcessHeap(), 0, release);
2599 } else if(This->Flags & SFLAG_USERPTR) {
2600 /* LockRect and GetDC will re-create the dib section and allocated memory */
2601 This->resource.allocatedMemory = NULL;
2602 /* HeapMemory should be NULL already */
2603 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2604 This->Flags &= ~SFLAG_USERPTR;
2606 if(This->Flags & SFLAG_CLIENT) {
2607 This->Flags &= ~SFLAG_ALLOCATED;
2608 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2609 IWineD3DSurface_PreLoad(iface);
2615 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2616 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2617 IWineD3DSwapChainImpl *swapchain = NULL;
2619 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2621 /* Flipping is only supported on RenderTargets */
2622 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2625 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2626 * FIXME("(%p) Target override is not supported by now\n", This);
2627 * Additionally, it isn't really possible to support triple-buffering
2628 * properly on opengl at all
2632 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2634 ERR("Flipped surface is not on a swapchain\n");
2635 return WINEDDERR_NOTFLIPPABLE;
2638 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2639 * and only d3d8 and d3d9 apps specify the presentation interval
2641 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2642 /* Most common case first to avoid wasting time on all the other cases */
2643 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2644 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2645 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2646 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2647 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2648 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2649 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2651 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2654 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2655 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2656 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2660 /* Does a direct frame buffer -> texture copy. Stretching is done
2661 * with single pixel copy calls
2663 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2664 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2667 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2670 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2671 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2674 /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
2675 glEnable(This->glDescription.target);
2676 checkGLcall("glEnable(This->glDescription.target)");
2678 /* Bind the target texture */
2679 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2680 checkGLcall("glBindTexture");
2682 TRACE("Reading from an offscreen target\n");
2683 upsidedown = !upsidedown;
2684 glReadBuffer(myDevice->offscreenBuffer);
2686 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2687 glReadBuffer(buffer);
2689 checkGLcall("glReadBuffer");
2691 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2692 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2694 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2695 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2697 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2698 ERR("Texture filtering not supported in direct blit\n");
2700 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2701 ERR("Texture filtering not supported in direct blit\n");
2705 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2706 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2707 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2709 glCopyTexSubImage2D(This->glDescription.target,
2710 This->glDescription.level,
2711 drect->x1, drect->y1, /* xoffset, yoffset */
2712 srect->x1, Src->currentDesc.Height - srect->y2,
2713 drect->x2 - drect->x1, drect->y2 - drect->y1);
2715 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2716 /* I have to process this row by row to swap the image,
2717 * otherwise it would be upside down, so stretching in y direction
2718 * doesn't cost extra time
2720 * However, stretching in x direction can be avoided if not necessary
2722 for(row = drect->y1; row < drect->y2; row++) {
2723 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2724 /* Well, that stuff works, but it's very slow.
2725 * find a better way instead
2729 for(col = drect->x1; col < drect->x2; col++) {
2730 glCopyTexSubImage2D(This->glDescription.target,
2731 This->glDescription.level,
2732 drect->x1 + col, row, /* xoffset, yoffset */
2733 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2737 glCopyTexSubImage2D(This->glDescription.target,
2738 This->glDescription.level,
2739 drect->x1, row, /* xoffset, yoffset */
2740 srect->x1, yoffset - (int) (row * yrel),
2741 drect->x2-drect->x1, 1);
2745 vcheckGLcall("glCopyTexSubImage2D");
2747 /* Leave the opengl state valid for blitting */
2748 glDisable(This->glDescription.target);
2749 checkGLcall("glDisable(This->glDescription.target)");
2754 /* Uses the hardware to stretch and flip the image */
2755 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2756 GLuint src, backup = 0;
2757 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2758 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2759 float left, right, top, bottom; /* Texture coordinates */
2760 UINT fbwidth = Src->currentDesc.Width;
2761 UINT fbheight = Src->currentDesc.Height;
2762 GLenum drawBuffer = GL_BACK;
2763 GLenum texture_target;
2764 BOOL noBackBufferBackup;
2766 TRACE("Using hwstretch blit\n");
2767 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2768 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2769 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2771 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2772 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2773 /* Get it a description */
2774 IWineD3DSurface_PreLoad(SrcSurface);
2778 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2779 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2781 if(myDevice->activeContext->aux_buffers >= 2) {
2782 /* Got more than one aux buffer? Use the 2nd aux buffer */
2783 drawBuffer = GL_AUX1;
2784 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2785 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2786 drawBuffer = GL_AUX0;
2789 if(noBackBufferBackup) {
2790 glGenTextures(1, &backup);
2791 checkGLcall("glGenTextures\n");
2792 glBindTexture(GL_TEXTURE_2D, backup);
2793 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2794 texture_target = GL_TEXTURE_2D;
2796 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2797 * we are reading from the back buffer, the backup can be used as source texture
2799 texture_target = Src->glDescription.target;
2800 glBindTexture(texture_target, Src->glDescription.textureName);
2801 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2802 glEnable(texture_target);
2803 checkGLcall("glEnable(texture_target)");
2805 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2806 Src->Flags &= ~SFLAG_INTEXTURE;
2810 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2812 TRACE("Reading from an offscreen target\n");
2813 upsidedown = !upsidedown;
2814 glReadBuffer(myDevice->offscreenBuffer);
2817 /* TODO: Only back up the part that will be overwritten */
2818 glCopyTexSubImage2D(texture_target, 0,
2819 0, 0 /* read offsets */,
2824 checkGLcall("glCopyTexSubImage2D");
2826 /* No issue with overriding these - the sampler is dirty due to blit usage */
2827 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2828 magLookup[Filter - WINED3DTEXF_NONE]);
2829 checkGLcall("glTexParameteri");
2830 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2831 minMipLookup[Filter][WINED3DTEXF_NONE]);
2832 checkGLcall("glTexParameteri");
2834 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2835 src = backup ? backup : Src->glDescription.textureName;
2837 glReadBuffer(GL_FRONT);
2838 checkGLcall("glReadBuffer(GL_FRONT)");
2840 glGenTextures(1, &src);
2841 checkGLcall("glGenTextures(1, &src)");
2842 glBindTexture(GL_TEXTURE_2D, src);
2843 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2845 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2846 * out for power of 2 sizes
2848 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2849 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2850 checkGLcall("glTexImage2D");
2851 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2852 0, 0 /* read offsets */,
2857 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2858 checkGLcall("glTexParameteri");
2859 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2860 checkGLcall("glTexParameteri");
2862 glReadBuffer(GL_BACK);
2863 checkGLcall("glReadBuffer(GL_BACK)");
2865 if(texture_target != GL_TEXTURE_2D) {
2866 glDisable(texture_target);
2867 glEnable(GL_TEXTURE_2D);
2868 texture_target = GL_TEXTURE_2D;
2871 checkGLcall("glEnd and previous");
2877 top = Src->currentDesc.Height - srect->y1;
2878 bottom = Src->currentDesc.Height - srect->y2;
2880 top = Src->currentDesc.Height - srect->y2;
2881 bottom = Src->currentDesc.Height - srect->y1;
2884 if(Src->Flags & SFLAG_NORMCOORD) {
2885 left /= Src->pow2Width;
2886 right /= Src->pow2Width;
2887 top /= Src->pow2Height;
2888 bottom /= Src->pow2Height;
2891 /* draw the source texture stretched and upside down. The correct surface is bound already */
2892 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2893 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2895 glDrawBuffer(drawBuffer);
2896 glReadBuffer(drawBuffer);
2900 glTexCoord2f(left, bottom);
2901 glVertex2i(0, fbheight);
2904 glTexCoord2f(left, top);
2905 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2908 glTexCoord2f(right, top);
2909 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2912 glTexCoord2f(right, bottom);
2913 glVertex2i(drect->x2 - drect->x1, fbheight);
2915 checkGLcall("glEnd and previous");
2917 if(texture_target != This->glDescription.target) {
2918 glDisable(texture_target);
2919 glEnable(This->glDescription.target);
2920 texture_target = This->glDescription.target;
2923 /* Now read the stretched and upside down image into the destination texture */
2924 glBindTexture(texture_target, This->glDescription.textureName);
2925 checkGLcall("glBindTexture");
2926 glCopyTexSubImage2D(texture_target,
2928 drect->x1, drect->y1, /* xoffset, yoffset */
2929 0, 0, /* We blitted the image to the origin */
2930 drect->x2 - drect->x1, drect->y2 - drect->y1);
2931 checkGLcall("glCopyTexSubImage2D");
2933 if(drawBuffer == GL_BACK) {
2934 /* Write the back buffer backup back */
2936 if(texture_target != GL_TEXTURE_2D) {
2937 glDisable(texture_target);
2938 glEnable(GL_TEXTURE_2D);
2939 texture_target = GL_TEXTURE_2D;
2941 glBindTexture(GL_TEXTURE_2D, backup);
2942 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2944 if(texture_target != Src->glDescription.target) {
2945 glDisable(texture_target);
2946 glEnable(Src->glDescription.target);
2947 texture_target = Src->glDescription.target;
2949 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
2950 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2955 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2959 glTexCoord2f(0.0, 0.0);
2960 glVertex2i(0, fbheight);
2963 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2964 glVertex2i(fbwidth, Src->currentDesc.Height);
2967 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2968 glVertex2i(fbwidth, 0);
2971 /* Restore the old draw buffer */
2972 glDrawBuffer(GL_BACK);
2974 glDisable(texture_target);
2975 checkGLcall("glDisable(texture_target)");
2978 if(src != Src->glDescription.textureName && src != backup) {
2979 glDeleteTextures(1, &src);
2980 checkGLcall("glDeleteTextures(1, &src)");
2983 glDeleteTextures(1, &backup);
2984 checkGLcall("glDeleteTextures(1, &backup)");
2990 /* Not called from the VTable */
2991 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2993 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2994 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2995 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2997 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2999 /* Get the swapchain. One of the surfaces has to be a primary surface */
3000 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3001 WARN("Destination is in sysmem, rejecting gl blt\n");
3002 return WINED3DERR_INVALIDCALL;
3004 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3005 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3007 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3008 WARN("Src is in sysmem, rejecting gl blt\n");
3009 return WINED3DERR_INVALIDCALL;
3011 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3012 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3015 /* Early sort out of cases where no render target is used */
3016 if(!dstSwapchain && !srcSwapchain &&
3017 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3018 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3019 return WINED3DERR_INVALIDCALL;
3022 /* No destination color keying supported */
3023 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3024 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3025 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3026 return WINED3DERR_INVALIDCALL;
3030 rect.x1 = DestRect->left;
3031 rect.y1 = DestRect->top;
3032 rect.x2 = DestRect->right;
3033 rect.y2 = DestRect->bottom;
3037 rect.x2 = This->currentDesc.Width;
3038 rect.y2 = This->currentDesc.Height;
3041 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3042 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3043 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3044 /* Half-life does a Blt from the back buffer to the front buffer,
3045 * Full surface size, no flags... Use present instead
3047 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3050 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3054 TRACE("Looking if a Present can be done...\n");
3055 /* Source Rectangle must be full surface */
3057 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3058 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3059 TRACE("No, Source rectangle doesn't match\n");
3065 mySrcRect.right = Src->currentDesc.Width;
3066 mySrcRect.bottom = Src->currentDesc.Height;
3068 /* No stretching may occur */
3069 if(mySrcRect.right != rect.x2 - rect.x1 ||
3070 mySrcRect.bottom != rect.y2 - rect.y1) {
3071 TRACE("No, stretching is done\n");
3075 /* Destination must be full surface or match the clipping rectangle */
3076 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3080 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3085 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3088 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3089 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3091 TRACE("No, dest rectangle doesn't match(clipper)\n");
3092 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3093 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3099 if(rect.x1 != 0 || rect.y1 != 0 ||
3100 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3101 TRACE("No, dest rectangle doesn't match(surface size)\n");
3108 /* These flags are unimportant for the flag check, remove them */
3109 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3110 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3112 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3113 * take very long, while a flip is fast.
3114 * This applies to Half-Life, which does such Blts every time it finished
3115 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3116 * menu. This is also used by all apps when they do windowed rendering
3118 * The problem is that flipping is not really the same as copying. After a
3119 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3120 * untouched. Therefore it's necessary to override the swap effect
3121 * and to set it back after the flip.
3123 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3127 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3128 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3130 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3131 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3133 dstSwapchain->presentParms.SwapEffect = orig_swap;
3140 TRACE("Unsupported blit between buffers on the same swapchain\n");
3141 return WINED3DERR_INVALIDCALL;
3142 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3143 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3144 return WINED3DERR_INVALIDCALL;
3145 } else if(dstSwapchain && srcSwapchain) {
3146 FIXME("Implement hardware blit between two different swapchains\n");
3147 return WINED3DERR_INVALIDCALL;
3148 } else if(dstSwapchain) {
3149 if(SrcSurface == myDevice->render_targets[0]) {
3150 TRACE("Blit from active render target to a swapchain\n");
3151 /* Handled with regular texture -> swapchain blit */
3153 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3154 FIXME("Implement blit from a swapchain to the active render target\n");
3155 return WINED3DERR_INVALIDCALL;
3158 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3159 /* Blit from render target to texture */
3161 BOOL upsideDown, stretchx;
3162 BOOL paletteOverride = FALSE;
3164 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3165 TRACE("Color keying not supported by frame buffer to texture blit\n");
3166 return WINED3DERR_INVALIDCALL;
3167 /* Destination color key is checked above */
3170 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3171 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3174 if(SrcRect->top < SrcRect->bottom) {
3175 srect.y1 = SrcRect->top;
3176 srect.y2 = SrcRect->bottom;
3179 srect.y1 = SrcRect->bottom;
3180 srect.y2 = SrcRect->top;
3183 srect.x1 = SrcRect->left;
3184 srect.x2 = SrcRect->right;
3188 srect.x2 = Src->currentDesc.Width;
3189 srect.y2 = Src->currentDesc.Height;
3192 if(rect.x1 > rect.x2) {
3196 upsideDown = !upsideDown;
3199 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3205 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3206 * In this case grab the palette from the render target. */
3207 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3208 paletteOverride = TRUE;
3209 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3210 This->palette = Src->palette;
3213 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3214 * flip the image nor scale it.
3216 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3217 * -> If the app wants a image width an unscaled width, copy it line per line
3218 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3219 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3220 * back buffer. This is slower than reading line per line, thus not used for flipping
3221 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3224 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3225 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3228 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3229 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3230 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3231 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3232 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3233 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3234 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3236 TRACE("Using hardware stretching to flip / stretch the texture\n");
3237 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3240 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3242 This->palette = NULL;
3244 if(!(This->Flags & SFLAG_DONOTFREE)) {
3245 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3246 This->resource.allocatedMemory = NULL;
3247 This->resource.heapMemory = NULL;
3249 This->Flags &= ~SFLAG_INSYSMEM;
3251 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3252 * path is never entered
3254 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3258 /* Blit from offscreen surface to render target */
3259 float glTexCoord[4];
3260 DWORD oldCKeyFlags = Src->CKeyFlags;
3261 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3262 RECT SourceRectangle;
3263 BOOL paletteOverride = FALSE;
3265 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3268 SourceRectangle.left = SrcRect->left;
3269 SourceRectangle.right = SrcRect->right;
3270 SourceRectangle.top = SrcRect->top;
3271 SourceRectangle.bottom = SrcRect->bottom;
3273 SourceRectangle.left = 0;
3274 SourceRectangle.right = Src->currentDesc.Width;
3275 SourceRectangle.top = 0;
3276 SourceRectangle.bottom = Src->currentDesc.Height;
3279 /* When blitting from an offscreen surface to a rendertarget, the source
3280 * surface is not required to have a palette. Our rendering / conversion
3281 * code further down the road retrieves the palette from the surface, so
3282 * it must have a palette set. */
3283 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3284 paletteOverride = TRUE;
3285 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3286 Src->palette = This->palette;
3289 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3290 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3291 TRACE("Using stretch_rect_fbo\n");
3292 /* The source is always a texture, but never the currently active render target, and the texture
3293 * contents are never upside down
3295 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3296 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3298 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3300 Src->palette = NULL;
3304 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3305 /* Fall back to software */
3306 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3307 SourceRectangle.left, SourceRectangle.top,
3308 SourceRectangle.right, SourceRectangle.bottom);
3309 return WINED3DERR_INVALIDCALL;
3312 /* Color keying: Check if we have to do a color keyed blt,
3313 * and if not check if a color key is activated.
3315 * Just modify the color keying parameters in the surface and restore them afterwards
3316 * The surface keeps track of the color key last used to load the opengl surface.
3317 * PreLoad will catch the change to the flags and color key and reload if necessary.
3319 if(Flags & WINEDDBLT_KEYSRC) {
3320 /* Use color key from surface */
3321 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3322 /* Use color key from DDBltFx */
3323 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3324 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3326 /* Do not use color key */
3327 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3330 /* Now load the surface */
3331 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3334 /* Activate the destination context, set it up for blitting */
3335 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3338 glEnable(Src->glDescription.target);
3339 checkGLcall("glEnable(Src->glDescription.target)");
3342 TRACE("Drawing to offscreen buffer\n");
3343 glDrawBuffer(myDevice->offscreenBuffer);
3344 checkGLcall("glDrawBuffer");
3346 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3347 TRACE("Drawing to %#x buffer\n", buffer);
3348 glDrawBuffer(buffer);
3349 checkGLcall("glDrawBuffer");
3352 /* Bind the texture */
3353 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3354 checkGLcall("glBindTexture");
3356 /* Filtering for StretchRect */
3357 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3358 magLookup[Filter - WINED3DTEXF_NONE]);
3359 checkGLcall("glTexParameteri");
3360 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3361 minMipLookup[Filter][WINED3DTEXF_NONE]);
3362 checkGLcall("glTexParameteri");
3363 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3364 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3365 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3366 checkGLcall("glTexEnvi");
3368 /* This is for color keying */
3369 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3370 glEnable(GL_ALPHA_TEST);
3371 checkGLcall("glEnable GL_ALPHA_TEST");
3373 /* When the primary render target uses P8, the alpha component contains the palette index.
3374 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3375 * should be masked away have alpha set to 0. */
3376 if(primary_render_target_is_p8(myDevice))
3377 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3379 glAlphaFunc(GL_NOTEQUAL, 0.0);
3380 checkGLcall("glAlphaFunc\n");
3382 glDisable(GL_ALPHA_TEST);
3383 checkGLcall("glDisable GL_ALPHA_TEST");
3386 /* Draw a textured quad
3390 glColor3d(1.0f, 1.0f, 1.0f);
3391 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3396 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3397 glVertex3f(rect.x1, rect.y2, 0.0);
3399 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3404 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3409 checkGLcall("glEnd");
3411 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3412 glDisable(GL_ALPHA_TEST);
3413 checkGLcall("glDisable(GL_ALPHA_TEST)");
3416 /* Flush in case the drawable is used by multiple GL contexts */
3417 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3420 glBindTexture(Src->glDescription.target, 0);
3421 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3422 /* Leave the opengl state valid for blitting */
3423 glDisable(Src->glDescription.target);
3424 checkGLcall("glDisable(Src->glDescription.target)");
3426 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3427 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3429 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3430 glDrawBuffer(GL_BACK);
3431 checkGLcall("glDrawBuffer");
3433 /* Restore the color key parameters */
3434 Src->CKeyFlags = oldCKeyFlags;
3435 Src->SrcBltCKey = oldBltCKey;
3437 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3439 Src->palette = NULL;
3443 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3444 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3447 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3448 /* TODO: This should be moved to ModifyLocation() */
3449 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3450 This->Flags |= SFLAG_INTEXTURE;
3455 /* Source-Less Blit to render target */
3456 if (Flags & WINEDDBLT_COLORFILL) {
3457 /* This is easy to handle for the D3D Device... */
3460 TRACE("Colorfill\n");
3462 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3463 must be true if we are here */
3464 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3465 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3466 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3467 TRACE("Surface is higher back buffer, falling back to software\n");
3468 return WINED3DERR_INVALIDCALL;
3471 /* The color as given in the Blt function is in the format of the frame-buffer...
3472 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3474 if (This->resource.format == WINED3DFMT_P8) {
3477 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3478 else alpha = 0xFF000000;
3480 if (This->palette) {
3482 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3483 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3484 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3489 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3490 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3493 color = ((0xFF000000) |
3494 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3495 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3496 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3499 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3500 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3501 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3503 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3504 color = DDBltFx->u5.dwFillColor;
3507 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3508 return WINED3DERR_INVALIDCALL;
3511 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3512 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3513 1, /* Number of rectangles */
3514 &rect, WINED3DCLEAR_TARGET, color,
3521 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3522 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3523 return WINED3DERR_INVALIDCALL;
3526 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3528 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3531 if (Flags & WINEDDBLT_DEPTHFILL) {
3532 switch(This->resource.format) {
3533 case WINED3DFMT_D16:
3534 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3536 case WINED3DFMT_D15S1:
3537 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3539 case WINED3DFMT_D24S8:
3540 case WINED3DFMT_D24X8:
3541 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3543 case WINED3DFMT_D32:
3544 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3548 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3551 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3552 DestRect == NULL ? 0 : 1,
3553 (WINED3DRECT *) DestRect,
3554 WINED3DCLEAR_ZBUFFER,
3560 FIXME("(%p): Unsupp depthstencil blit\n", This);
3561 return WINED3DERR_INVALIDCALL;
3564 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3565 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3566 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3567 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3568 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3569 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3571 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3573 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3574 return WINEDDERR_SURFACEBUSY;
3577 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3578 * except depth blits, which seem to work
3580 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3581 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3582 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3583 return WINED3DERR_INVALIDCALL;
3584 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3585 TRACE("Z Blit override handled the blit\n");
3590 /* Special cases for RenderTargets */
3591 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3592 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3593 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3596 /* For the rest call the X11 surface implementation.
3597 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3598 * other Blts are rather rare
3600 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3603 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3604 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3605 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3606 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3607 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3609 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3611 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3612 return WINEDDERR_SURFACEBUSY;
3615 if(myDevice->inScene &&
3616 (iface == myDevice->stencilBufferTarget ||
3617 (Source && Source == myDevice->stencilBufferTarget))) {
3618 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3619 return WINED3DERR_INVALIDCALL;
3622 /* Special cases for RenderTargets */
3623 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3624 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3626 RECT SrcRect, DstRect;
3630 SrcRect.left = rsrc->left;
3631 SrcRect.top= rsrc->top;
3632 SrcRect.bottom = rsrc->bottom;
3633 SrcRect.right = rsrc->right;
3637 SrcRect.right = srcImpl->currentDesc.Width;
3638 SrcRect.bottom = srcImpl->currentDesc.Height;
3641 DstRect.left = dstx;
3643 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3644 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3646 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3647 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3648 Flags |= WINEDDBLT_KEYSRC;
3649 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3650 Flags |= WINEDDBLT_KEYDEST;
3651 if(trans & WINEDDBLTFAST_WAIT)
3652 Flags |= WINEDDBLT_WAIT;
3653 if(trans & WINEDDBLTFAST_DONOTWAIT)
3654 Flags |= WINEDDBLT_DONOTWAIT;
3656 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3660 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3663 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3664 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3666 IWineD3DPaletteImpl *pal = This->palette;
3668 TRACE("(%p)\n", This);
3670 if (!pal) return WINED3D_OK;
3672 if(This->resource.format == WINED3DFMT_P8 ||
3673 This->resource.format == WINED3DFMT_A8P8)
3676 GLenum format, internal, type;
3677 CONVERT_TYPES convert;
3679 /* Check if we are using a RTL mode which uses texturing for uploads */
3680 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3682 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3683 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3685 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3688 if (This->glDescription.textureName == 0) {
3689 glGenTextures(1, &This->glDescription.textureName);
3690 checkGLcall("glGenTextures");
3692 glBindTexture(This->glDescription.target, This->glDescription.textureName);
3693 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
3696 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3697 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3699 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3700 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3702 /* Re-upload the palette */
3703 d3dfmt_p8_upload_palette(iface, convert);
3705 /* Without this some palette updates are missed. This at least happens on Nvidia drivers but
3706 * it works fine using Mesa. */
3711 if(!(This->Flags & SFLAG_INSYSMEM)) {
3712 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3713 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3715 TRACE("Dirtifying surface\n");
3716 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3720 if(This->Flags & SFLAG_DIBSECTION) {
3721 TRACE("(%p): Updating the hdc's palette\n", This);
3722 for (n=0; n<256; n++) {
3723 col[n].rgbRed = pal->palents[n].peRed;
3724 col[n].rgbGreen = pal->palents[n].peGreen;
3725 col[n].rgbBlue = pal->palents[n].peBlue;
3726 col[n].rgbReserved = 0;
3728 SetDIBColorTable(This->hDC, 0, 256, col);
3731 /* Propagate the changes to the drawable when we have a palette. */
3732 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3733 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3738 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3739 /** Check against the maximum texture sizes supported by the video card **/
3740 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3741 unsigned int pow2Width, pow2Height;
3742 const GlPixelFormatDesc *glDesc;
3744 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3745 /* Setup some glformat defaults */
3746 This->glDescription.glFormat = glDesc->glFormat;
3747 This->glDescription.glFormatInternal = glDesc->glInternal;
3748 This->glDescription.glType = glDesc->glType;
3750 This->glDescription.textureName = 0;
3751 This->glDescription.target = GL_TEXTURE_2D;
3753 /* Non-power2 support */
3754 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3755 pow2Width = This->currentDesc.Width;
3756 pow2Height = This->currentDesc.Height;
3758 /* Find the nearest pow2 match */
3759 pow2Width = pow2Height = 1;
3760 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3761 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3763 This->pow2Width = pow2Width;
3764 This->pow2Height = pow2Height;
3766 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3767 WINED3DFORMAT Format = This->resource.format;
3768 /** TODO: add support for non power two compressed textures **/
3769 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3770 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3771 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3772 This, This->currentDesc.Width, This->currentDesc.Height);
3773 return WINED3DERR_NOTAVAILABLE;
3777 if(pow2Width != This->currentDesc.Width ||
3778 pow2Height != This->currentDesc.Height) {
3779 This->Flags |= SFLAG_NONPOW2;
3782 TRACE("%p\n", This);
3783 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3784 /* one of three options
3785 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)
3786 2: Set the texture to the maximum size (bad idea)
3787 3: WARN and return WINED3DERR_NOTAVAILABLE;
3788 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.
3790 WARN("(%p) Creating an oversized surface\n", This);
3791 This->Flags |= SFLAG_OVERSIZE;
3793 /* This will be initialized on the first blt */
3794 This->glRect.left = 0;
3795 This->glRect.top = 0;
3796 This->glRect.right = 0;
3797 This->glRect.bottom = 0;
3799 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3800 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3801 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3802 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3804 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3805 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3807 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3808 This->pow2Width = This->currentDesc.Width;
3809 This->pow2Height = This->currentDesc.Height;
3810 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3813 /* No oversize, gl rect is the full texture size */
3814 This->Flags &= ~SFLAG_OVERSIZE;
3815 This->glRect.left = 0;
3816 This->glRect.top = 0;
3817 This->glRect.right = This->pow2Width;
3818 This->glRect.bottom = This->pow2Height;
3821 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3822 switch(wined3d_settings.offscreen_rendering_mode) {
3823 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3824 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3825 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3829 This->Flags |= SFLAG_INSYSMEM;
3834 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3835 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3837 TRACE("(%p) New location %#x\n", This, location);
3839 if (location & ~SFLAG_DS_LOCATIONS) {
3840 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3843 This->Flags &= ~SFLAG_DS_LOCATIONS;
3844 This->Flags |= location;
3847 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3848 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3849 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3851 TRACE("(%p) New location %#x\n", This, location);
3853 /* TODO: Make this work for modes other than FBO */
3854 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3856 if (This->Flags & location) {
3857 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3861 if (This->current_renderbuffer) {
3862 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3866 if (location == SFLAG_DS_OFFSCREEN) {
3867 if (This->Flags & SFLAG_DS_ONSCREEN) {
3868 GLint old_binding = 0;
3870 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
3874 if (!device->depth_blt_texture) {
3875 glGenTextures(1, &device->depth_blt_texture);
3878 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3879 * directly on the FBO texture. That's because we need to flip. */
3880 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3881 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3882 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
3883 glCopyTexImage2D(This->glDescription.target,
3884 This->glDescription.level,
3885 This->glDescription.glFormatInternal,
3888 This->currentDesc.Width,
3889 This->currentDesc.Height,
3891 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3892 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3893 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
3894 glBindTexture(GL_TEXTURE_2D, old_binding);
3896 /* Setup the destination */
3897 if (!device->depth_blt_rb) {
3898 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
3899 checkGLcall("glGenRenderbuffersEXT");
3901 if (device->depth_blt_rb_w != This->currentDesc.Width
3902 || device->depth_blt_rb_h != This->currentDesc.Height) {
3903 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
3904 checkGLcall("glBindRenderbufferEXT");
3905 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
3906 checkGLcall("glRenderbufferStorageEXT");
3907 device->depth_blt_rb_w = This->currentDesc.Width;
3908 device->depth_blt_rb_h = This->currentDesc.Height;
3911 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->dst_fbo);
3912 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
3913 checkGLcall("glFramebufferRenderbufferEXT");
3914 attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
3916 /* Do the actual blit */
3917 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture);
3918 checkGLcall("depth_blt");
3920 if (device->render_offscreen) {
3921 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->fbo);
3923 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3924 checkGLcall("glBindFramebuffer()");
3929 FIXME("No up to date depth stencil location\n");
3931 } else if (location == SFLAG_DS_ONSCREEN) {
3932 if (This->Flags & SFLAG_DS_OFFSCREEN) {
3933 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
3937 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3938 checkGLcall("glBindFramebuffer()");
3939 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName);
3940 checkGLcall("depth_blt");
3942 if (device->render_offscreen) {
3943 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->fbo));
3944 checkGLcall("glBindFramebuffer()");
3949 FIXME("No up to date depth stencil location\n");
3952 ERR("(%p) Invalid location (%#x) specified\n", This, location);
3955 This->Flags |= location;
3958 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
3959 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3960 IWineD3DBaseTexture *texture;
3962 TRACE("(%p)->(%s, %s)\n", iface,
3963 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3964 persistent ? "TRUE" : "FALSE");
3966 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
3967 IWineD3DSwapChain *swapchain = NULL;
3969 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
3970 TRACE("Surface %p is an onscreen surface\n", iface);
3972 IWineD3DSwapChain_Release(swapchain);
3974 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
3975 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
3980 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
3981 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
3982 TRACE("Passing to container\n");
3983 IWineD3DBaseTexture_SetDirty(texture, TRUE);
3984 IWineD3DBaseTexture_Release(texture);
3987 This->Flags &= ~SFLAG_LOCATIONS;
3988 This->Flags |= flag;
3990 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
3991 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
3992 TRACE("Passing to container\n");
3993 IWineD3DBaseTexture_SetDirty(texture, TRUE);
3994 IWineD3DBaseTexture_Release(texture);
3997 This->Flags &= ~flag;
4005 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4006 struct coords coords[4];
4008 IWineD3DSwapChain *swapchain = NULL;
4009 IWineD3DBaseTexture *texture = NULL;
4011 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4018 rect.right = This->currentDesc.Width;
4019 rect.bottom = This->currentDesc.Height;
4022 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4025 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4026 glEnable(GL_TEXTURE_RECTANGLE_ARB);
4027 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4028 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
4029 checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
4030 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4031 checkGLcall("glTexParameteri");
4032 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4033 checkGLcall("glTexParameteri");
4035 coords[0].x = rect.left;
4038 coords[1].x = rect.left;
4041 coords[2].x = rect.right;
4044 coords[3].x = rect.right;
4047 coords[0].y = rect.top;
4048 coords[1].y = rect.bottom;
4049 coords[2].y = rect.bottom;
4050 coords[3].y = rect.top;
4051 } else if(This->glDescription.target == GL_TEXTURE_2D) {
4052 glEnable(GL_TEXTURE_2D);
4053 checkGLcall("glEnable(GL_TEXTURE_2D)");
4054 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
4055 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
4056 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4057 checkGLcall("glTexParameteri");
4058 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4059 checkGLcall("glTexParameteri");
4061 coords[0].x = (float)rect.left / This->pow2Width;
4064 coords[1].x = (float)rect.left / This->pow2Width;
4067 coords[2].x = (float)rect.right / This->pow2Width;
4070 coords[3].x = (float)rect.right / This->pow2Width;
4073 coords[0].y = (float)rect.top / This->pow2Height;
4074 coords[1].y = (float)rect.bottom / This->pow2Height;
4075 coords[2].y = (float)rect.bottom / This->pow2Height;
4076 coords[3].y = (float)rect.top / This->pow2Height;
4078 /* Must be a cube map */
4079 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4080 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4081 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
4082 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
4083 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4084 checkGLcall("glTexParameteri");
4085 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4086 checkGLcall("glTexParameteri");
4088 switch(This->glDescription.target) {
4089 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4090 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4091 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4092 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4093 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4096 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4097 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4098 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4099 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4100 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4103 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4104 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4105 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4106 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4107 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4110 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4111 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4112 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4113 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4114 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4117 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4118 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4119 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4120 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4121 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4124 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4125 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4126 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4127 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4128 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4132 ERR("Unexpected texture target\n");
4139 glTexCoord3fv(&coords[0].x);
4140 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
4142 glTexCoord3fv(&coords[1].x);
4143 glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
4145 glTexCoord3fv(&coords[2].x);
4146 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
4148 glTexCoord3fv(&coords[3].x);
4149 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
4151 checkGLcall("glEnd");
4153 if(This->glDescription.target != GL_TEXTURE_2D) {
4154 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4155 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4157 glDisable(GL_TEXTURE_2D);
4158 checkGLcall("glDisable(GL_TEXTURE_2D)");
4161 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
4162 if(hr == WINED3D_OK && swapchain) {
4163 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4164 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4165 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4168 IWineD3DSwapChain_Release(swapchain);
4170 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4171 * reset properly next draw
4173 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
4174 if(hr == WINED3D_OK && texture) {
4175 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4176 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4177 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4178 IWineD3DBaseTexture_Release(texture);
4184 /*****************************************************************************
4185 * IWineD3DSurface::LoadLocation
4187 * Copies the current surface data from wherever it is to the requested
4188 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4189 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4190 * multiple locations, the gl texture is preferred over the drawable, which is
4191 * preferred over system memory. The PBO counts as system memory. If rect is
4192 * not NULL, only the specified rectangle is copied (only supported for
4193 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4194 * location is marked up to date after the copy.
4197 * flag: Surface location flag to be updated
4198 * rect: rectangle to be copied
4201 * WINED3D_OK on success
4202 * WINED3DERR_DEVICELOST on an internal error
4204 *****************************************************************************/
4205 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4206 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4207 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4208 IWineD3DSwapChain *swapchain = NULL;
4209 GLenum format, internal, type;
4210 CONVERT_TYPES convert;
4212 int width, pitch, outpitch;
4215 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4216 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4217 TRACE("Surface %p is an onscreen surface\n", iface);
4219 IWineD3DSwapChain_Release(swapchain);
4221 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4222 * Prefer SFLAG_INTEXTURE. */
4223 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4227 TRACE("(%p)->(%s, %p)\n", iface,
4228 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4231 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4234 if(This->Flags & flag) {
4235 TRACE("Location already up to date\n");
4239 if(!(This->Flags & SFLAG_LOCATIONS)) {
4240 ERR("Surface does not have any up to date location\n");
4241 This->Flags |= SFLAG_LOST;
4242 return WINED3DERR_DEVICELOST;
4245 if(flag == SFLAG_INSYSMEM) {
4246 surface_prepare_system_memory(This);
4248 /* Download the surface to system memory */
4249 if(This->Flags & SFLAG_INTEXTURE) {
4250 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4251 surface_bind_and_dirtify(This);
4253 surface_download_data(This);
4255 read_from_framebuffer(This, rect,
4256 This->resource.allocatedMemory,
4257 IWineD3DSurface_GetPitch(iface));
4259 } else if(flag == SFLAG_INDRAWABLE) {
4260 if(This->Flags & SFLAG_INTEXTURE) {
4261 surface_blt_to_drawable(This, rect);
4263 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4265 /* The width is in 'length' not in bytes */
4266 width = This->currentDesc.Width;
4267 pitch = IWineD3DSurface_GetPitch(iface);
4269 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4270 * but it isn't set (yet) in all cases it is getting called. */
4271 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4272 TRACE("Removing the pbo attached to surface %p\n", This);
4273 surface_remove_pbo(This);
4276 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4277 int height = This->currentDesc.Height;
4279 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4280 outpitch = width * bpp;
4281 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4283 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4285 ERR("Out of memory %d, %d!\n", outpitch, height);
4286 return WINED3DERR_OUTOFVIDEOMEMORY;
4288 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4290 This->Flags |= SFLAG_CONVERTED;
4292 This->Flags &= ~SFLAG_CONVERTED;
4293 mem = This->resource.allocatedMemory;
4296 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4298 /* Don't delete PBO memory */
4299 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4300 HeapFree(GetProcessHeap(), 0, mem);
4302 } else /* if(flag == SFLAG_INTEXTURE) */ {
4303 if (This->Flags & SFLAG_INDRAWABLE) {
4304 read_from_framebuffer_texture(This);
4305 } else { /* Upload from system memory */
4306 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4308 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4309 surface_bind_and_dirtify(This);
4312 /* The only place where LoadTexture() might get called when isInDraw=1
4313 * is ActivateContext where lastActiveRenderTarget is preloaded.
4315 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4316 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4318 /* Otherwise: System memory copy must be most up to date */
4320 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4321 This->Flags |= SFLAG_GLCKEY;
4322 This->glCKey = This->SrcBltCKey;
4324 else This->Flags &= ~SFLAG_GLCKEY;
4326 /* The width is in 'length' not in bytes */
4327 width = This->currentDesc.Width;
4328 pitch = IWineD3DSurface_GetPitch(iface);
4330 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4331 * but it isn't set (yet) in all cases it is getting called. */
4332 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4333 TRACE("Removing the pbo attached to surface %p\n", This);
4334 surface_remove_pbo(This);
4337 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4338 int height = This->currentDesc.Height;
4340 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4341 outpitch = width * bpp;
4342 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4344 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4346 ERR("Out of memory %d, %d!\n", outpitch, height);
4347 return WINED3DERR_OUTOFVIDEOMEMORY;
4349 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4351 This->Flags |= SFLAG_CONVERTED;
4352 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4353 d3dfmt_p8_upload_palette(iface, convert);
4354 This->Flags &= ~SFLAG_CONVERTED;
4355 mem = This->resource.allocatedMemory;
4357 This->Flags &= ~SFLAG_CONVERTED;
4358 mem = This->resource.allocatedMemory;
4361 /* Make sure the correct pitch is used */
4362 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4364 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4365 TRACE("non power of two support\n");
4366 if(!(This->Flags & SFLAG_ALLOCATED)) {
4367 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4369 if (mem || (This->Flags & SFLAG_PBO)) {
4370 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4373 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4374 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4376 if(!(This->Flags & SFLAG_ALLOCATED)) {
4377 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4379 if (mem || (This->Flags & SFLAG_PBO)) {
4380 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4384 /* Restore the default pitch */
4385 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4388 /* Don't delete PBO memory */
4389 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4390 HeapFree(GetProcessHeap(), 0, mem);
4395 This->Flags |= flag;
4398 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4399 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4400 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4401 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4407 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4408 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4409 IWineD3DSwapChain *swapchain = NULL;
4411 /* Update the drawable size method */
4413 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4416 This->get_drawable_size = get_drawable_size_swapchain;
4417 IWineD3DSwapChain_Release(swapchain);
4418 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4419 switch(wined3d_settings.offscreen_rendering_mode) {
4420 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4421 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4422 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4426 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4429 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4430 return SURFACE_OPENGL;
4433 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4436 IWineD3DBaseSurfaceImpl_QueryInterface,
4437 IWineD3DBaseSurfaceImpl_AddRef,
4438 IWineD3DSurfaceImpl_Release,
4439 /* IWineD3DResource */
4440 IWineD3DBaseSurfaceImpl_GetParent,
4441 IWineD3DBaseSurfaceImpl_GetDevice,
4442 IWineD3DBaseSurfaceImpl_SetPrivateData,
4443 IWineD3DBaseSurfaceImpl_GetPrivateData,
4444 IWineD3DBaseSurfaceImpl_FreePrivateData,
4445 IWineD3DBaseSurfaceImpl_SetPriority,
4446 IWineD3DBaseSurfaceImpl_GetPriority,
4447 IWineD3DSurfaceImpl_PreLoad,
4448 IWineD3DSurfaceImpl_UnLoad,
4449 IWineD3DBaseSurfaceImpl_GetType,
4450 /* IWineD3DSurface */
4451 IWineD3DBaseSurfaceImpl_GetContainer,
4452 IWineD3DBaseSurfaceImpl_GetDesc,
4453 IWineD3DSurfaceImpl_LockRect,
4454 IWineD3DSurfaceImpl_UnlockRect,
4455 IWineD3DSurfaceImpl_GetDC,
4456 IWineD3DSurfaceImpl_ReleaseDC,
4457 IWineD3DSurfaceImpl_Flip,
4458 IWineD3DSurfaceImpl_Blt,
4459 IWineD3DBaseSurfaceImpl_GetBltStatus,
4460 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4461 IWineD3DBaseSurfaceImpl_IsLost,
4462 IWineD3DBaseSurfaceImpl_Restore,
4463 IWineD3DSurfaceImpl_BltFast,
4464 IWineD3DBaseSurfaceImpl_GetPalette,
4465 IWineD3DBaseSurfaceImpl_SetPalette,
4466 IWineD3DSurfaceImpl_RealizePalette,
4467 IWineD3DBaseSurfaceImpl_SetColorKey,
4468 IWineD3DBaseSurfaceImpl_GetPitch,
4469 IWineD3DSurfaceImpl_SetMem,
4470 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4471 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4472 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4473 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4474 IWineD3DBaseSurfaceImpl_SetClipper,
4475 IWineD3DBaseSurfaceImpl_GetClipper,
4477 IWineD3DSurfaceImpl_AddDirtyRect,
4478 IWineD3DSurfaceImpl_LoadTexture,
4479 IWineD3DSurfaceImpl_BindTexture,
4480 IWineD3DSurfaceImpl_SaveSnapshot,
4481 IWineD3DSurfaceImpl_SetContainer,
4482 IWineD3DSurfaceImpl_SetGlTextureDesc,
4483 IWineD3DSurfaceImpl_GetGlDesc,
4484 IWineD3DSurfaceImpl_GetData,
4485 IWineD3DSurfaceImpl_SetFormat,
4486 IWineD3DSurfaceImpl_PrivateSetup,
4487 IWineD3DSurfaceImpl_ModifyLocation,
4488 IWineD3DSurfaceImpl_LoadLocation,
4489 IWineD3DSurfaceImpl_GetImplType