2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
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 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
37 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
38 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
39 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
40 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
41 WINED3DTEXTUREFILTERTYPE filter);
43 static void surface_cleanup(struct wined3d_surface *surface)
45 TRACE("surface %p.\n", surface);
47 if (surface->texture_name || (surface->flags & SFLAG_PBO) || !list_empty(&surface->renderbuffers))
49 struct wined3d_renderbuffer_entry *entry, *entry2;
50 const struct wined3d_gl_info *gl_info;
51 struct wined3d_context *context;
53 context = context_acquire(surface->resource.device, NULL);
54 gl_info = context->gl_info;
58 if (surface->texture_name)
60 TRACE("Deleting texture %u.\n", surface->texture_name);
61 glDeleteTextures(1, &surface->texture_name);
64 if (surface->flags & SFLAG_PBO)
66 TRACE("Deleting PBO %u.\n", surface->pbo);
67 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
70 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
72 TRACE("Deleting renderbuffer %u.\n", entry->id);
73 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
74 HeapFree(GetProcessHeap(), 0, entry);
79 context_release(context);
82 if (surface->flags & SFLAG_DIBSECTION)
85 SelectObject(surface->hDC, surface->dib.holdbitmap);
86 DeleteDC(surface->hDC);
87 /* Release the DIB section. */
88 DeleteObject(surface->dib.DIBsection);
89 surface->dib.bitmap_data = NULL;
90 surface->resource.allocatedMemory = NULL;
93 if (surface->flags & SFLAG_USERPTR)
94 wined3d_surface_set_mem(surface, NULL);
95 if (surface->overlay_dest)
96 list_remove(&surface->overlay_entry);
98 HeapFree(GetProcessHeap(), 0, surface->palette9);
100 resource_cleanup(&surface->resource);
103 void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
105 TRACE("surface %p, container %p.\n", surface, container);
107 if (!container && type != WINED3D_CONTAINER_NONE)
108 ERR("Setting NULL container of type %#x.\n", type);
110 if (type == WINED3D_CONTAINER_SWAPCHAIN)
112 surface->get_drawable_size = get_drawable_size_swapchain;
116 switch (wined3d_settings.offscreen_rendering_mode)
119 surface->get_drawable_size = get_drawable_size_fbo;
123 surface->get_drawable_size = get_drawable_size_backbuffer;
127 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
132 surface->container.type = type;
133 surface->container.u.base = container;
140 enum tex_types tex_type;
141 GLfloat coords[4][3];
152 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
154 f->l = ((r->left * 2.0f) / w) - 1.0f;
155 f->t = ((r->top * 2.0f) / h) - 1.0f;
156 f->r = ((r->right * 2.0f) / w) - 1.0f;
157 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
160 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
162 GLfloat (*coords)[3] = info->coords;
168 FIXME("Unsupported texture target %#x\n", target);
169 /* Fall back to GL_TEXTURE_2D */
171 info->binding = GL_TEXTURE_BINDING_2D;
172 info->bind_target = GL_TEXTURE_2D;
173 info->tex_type = tex_2d;
174 coords[0][0] = (float)rect->left / w;
175 coords[0][1] = (float)rect->top / h;
178 coords[1][0] = (float)rect->right / w;
179 coords[1][1] = (float)rect->top / h;
182 coords[2][0] = (float)rect->left / w;
183 coords[2][1] = (float)rect->bottom / h;
186 coords[3][0] = (float)rect->right / w;
187 coords[3][1] = (float)rect->bottom / h;
191 case GL_TEXTURE_RECTANGLE_ARB:
192 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
193 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
194 info->tex_type = tex_rect;
195 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
196 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
197 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
198 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
201 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
202 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
203 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
204 info->tex_type = tex_cube;
205 cube_coords_float(rect, w, h, &f);
207 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
208 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
209 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
210 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
213 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
214 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
215 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
216 info->tex_type = tex_cube;
217 cube_coords_float(rect, w, h, &f);
219 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
220 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
221 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
222 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
225 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
226 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
227 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
228 info->tex_type = tex_cube;
229 cube_coords_float(rect, w, h, &f);
231 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
232 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
233 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
234 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
237 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
238 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
239 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
240 info->tex_type = tex_cube;
241 cube_coords_float(rect, w, h, &f);
243 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
244 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
245 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
246 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
249 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
250 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
251 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
252 info->tex_type = tex_cube;
253 cube_coords_float(rect, w, h, &f);
255 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
256 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
257 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
258 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
261 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
262 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
263 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
264 info->tex_type = tex_cube;
265 cube_coords_float(rect, w, h, &f);
267 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
268 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
269 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
270 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
275 static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
278 *rect_out = *rect_in;
283 rect_out->right = surface->resource.width;
284 rect_out->bottom = surface->resource.height;
288 /* GL locking and context activation is done by the caller */
289 void draw_textured_quad(const struct wined3d_surface *src_surface, const RECT *src_rect,
290 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 struct blt_info info;
294 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
296 glEnable(info.bind_target);
297 checkGLcall("glEnable(bind_target)");
299 /* Bind the texture */
300 glBindTexture(info.bind_target, src_surface->texture_name);
301 checkGLcall("glBindTexture");
303 /* Filtering for StretchRect */
304 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
305 wined3d_gl_mag_filter(magLookup, Filter));
306 checkGLcall("glTexParameteri");
307 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
308 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
309 checkGLcall("glTexParameteri");
310 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
312 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
313 checkGLcall("glTexEnvi");
316 glBegin(GL_TRIANGLE_STRIP);
317 glTexCoord3fv(info.coords[0]);
318 glVertex2i(dst_rect->left, dst_rect->top);
320 glTexCoord3fv(info.coords[1]);
321 glVertex2i(dst_rect->right, dst_rect->top);
323 glTexCoord3fv(info.coords[2]);
324 glVertex2i(dst_rect->left, dst_rect->bottom);
326 glTexCoord3fv(info.coords[3]);
327 glVertex2i(dst_rect->right, dst_rect->bottom);
330 /* Unbind the texture */
331 glBindTexture(info.bind_target, 0);
332 checkGLcall("glBindTexture(info->bind_target, 0)");
334 /* We changed the filtering settings on the texture. Inform the
335 * container about this to get the filters reset properly next draw. */
336 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
338 struct wined3d_texture *texture = src_surface->container.u.texture;
339 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
345 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
347 const struct wined3d_format *format = surface->resource.format;
355 TRACE("surface %p.\n", surface);
357 if (!(format->flags & WINED3DFMT_FLAG_GETDC))
359 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
360 return WINED3DERR_INVALIDCALL;
363 switch (format->byte_count)
367 /* Allocate extra space to store the RGB bit masks. */
368 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
372 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
376 /* Allocate extra space for a palette. */
377 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
378 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
383 return E_OUTOFMEMORY;
385 /* Some applications access the surface in via DWORDs, and do not take
386 * the necessary care at the end of the surface. So we need at least
387 * 4 extra bytes at the end of the surface. Check against the page size,
388 * if the last page used for the surface has at least 4 spare bytes we're
389 * safe, otherwise add an extra line to the DIB section. */
390 GetSystemInfo(&sysInfo);
391 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
394 TRACE("Adding an extra line to the DIB section.\n");
397 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
398 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
399 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
400 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
401 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
402 * wined3d_surface_get_pitch(surface);
403 b_info->bmiHeader.biPlanes = 1;
404 b_info->bmiHeader.biBitCount = format->byte_count * 8;
406 b_info->bmiHeader.biXPelsPerMeter = 0;
407 b_info->bmiHeader.biYPelsPerMeter = 0;
408 b_info->bmiHeader.biClrUsed = 0;
409 b_info->bmiHeader.biClrImportant = 0;
411 /* Get the bit masks */
412 masks = (DWORD *)b_info->bmiColors;
413 switch (surface->resource.format->id)
415 case WINED3DFMT_B8G8R8_UNORM:
416 usage = DIB_RGB_COLORS;
417 b_info->bmiHeader.biCompression = BI_RGB;
420 case WINED3DFMT_B5G5R5X1_UNORM:
421 case WINED3DFMT_B5G5R5A1_UNORM:
422 case WINED3DFMT_B4G4R4A4_UNORM:
423 case WINED3DFMT_B4G4R4X4_UNORM:
424 case WINED3DFMT_B2G3R3_UNORM:
425 case WINED3DFMT_B2G3R3A8_UNORM:
426 case WINED3DFMT_R10G10B10A2_UNORM:
427 case WINED3DFMT_R8G8B8A8_UNORM:
428 case WINED3DFMT_R8G8B8X8_UNORM:
429 case WINED3DFMT_B10G10R10A2_UNORM:
430 case WINED3DFMT_B5G6R5_UNORM:
431 case WINED3DFMT_R16G16B16A16_UNORM:
433 b_info->bmiHeader.biCompression = BI_BITFIELDS;
434 masks[0] = format->red_mask;
435 masks[1] = format->green_mask;
436 masks[2] = format->blue_mask;
440 /* Don't know palette */
441 b_info->bmiHeader.biCompression = BI_RGB;
446 if (!(dc = GetDC(0)))
448 HeapFree(GetProcessHeap(), 0, b_info);
449 return HRESULT_FROM_WIN32(GetLastError());
452 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
453 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
454 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
455 surface->dib.DIBsection = CreateDIBSection(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0);
458 if (!surface->dib.DIBsection)
460 ERR("Failed to create DIB section.\n");
461 HeapFree(GetProcessHeap(), 0, b_info);
462 return HRESULT_FROM_WIN32(GetLastError());
465 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
466 /* Copy the existing surface to the dib section. */
467 if (surface->resource.allocatedMemory)
469 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
470 surface->resource.height * wined3d_surface_get_pitch(surface));
474 /* This is to make maps read the GL texture although memory is allocated. */
475 surface->flags &= ~SFLAG_INSYSMEM;
477 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
479 HeapFree(GetProcessHeap(), 0, b_info);
481 /* Now allocate a DC. */
482 surface->hDC = CreateCompatibleDC(0);
483 surface->dib.holdbitmap = SelectObject(surface->hDC, surface->dib.DIBsection);
484 TRACE("Using wined3d palette %p.\n", surface->palette);
485 SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
487 surface->flags |= SFLAG_DIBSECTION;
489 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
490 surface->resource.heapMemory = NULL;
495 static void surface_prepare_system_memory(struct wined3d_surface *surface)
497 struct wined3d_device *device = surface->resource.device;
498 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
500 TRACE("surface %p.\n", surface);
502 /* Performance optimization: Count how often a surface is locked, if it is
503 * locked regularly do not throw away the system memory copy. This avoids
504 * the need to download the surface from OpenGL all the time. The surface
505 * is still downloaded if the OpenGL texture is changed. */
506 if (!(surface->flags & SFLAG_DYNLOCK))
508 if (++surface->lockCount > MAXLOCKCOUNT)
510 TRACE("Surface is locked regularly, not freeing the system memory copy any more.\n");
511 surface->flags |= SFLAG_DYNLOCK;
515 /* Create a PBO for dynamically locked surfaces but don't do it for
516 * converted or NPOT surfaces. Also don't create a PBO for systemmem
518 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (surface->flags & SFLAG_DYNLOCK)
519 && !(surface->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
520 && (surface->resource.pool != WINED3DPOOL_SYSTEMMEM))
522 struct wined3d_context *context;
525 context = context_acquire(device, NULL);
528 GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
529 error = glGetError();
530 if (!surface->pbo || error != GL_NO_ERROR)
531 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
533 TRACE("Binding PBO %u.\n", surface->pbo);
535 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
536 checkGLcall("glBindBufferARB");
538 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
539 surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
540 checkGLcall("glBufferDataARB");
542 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
543 checkGLcall("glBindBufferARB");
545 /* We don't need the system memory anymore and we can't even use it for PBOs. */
546 if (!(surface->flags & SFLAG_CLIENT))
548 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
549 surface->resource.heapMemory = NULL;
551 surface->resource.allocatedMemory = NULL;
552 surface->flags |= SFLAG_PBO;
554 context_release(context);
556 else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
558 /* Whatever surface we have, make sure that there is memory allocated
559 * for the downloaded copy, or a PBO to map. */
560 if (!surface->resource.heapMemory)
561 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
563 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
564 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
566 if (surface->flags & SFLAG_INSYSMEM)
567 ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
571 static void surface_evict_sysmem(struct wined3d_surface *surface)
573 if (surface->flags & SFLAG_DONOTFREE)
576 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
577 surface->resource.allocatedMemory = NULL;
578 surface->resource.heapMemory = NULL;
579 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
582 /* Context activation is done by the caller. */
583 static void surface_bind_and_dirtify(struct wined3d_surface *surface,
584 const struct wined3d_gl_info *gl_info, BOOL srgb)
586 struct wined3d_device *device = surface->resource.device;
587 DWORD active_sampler;
588 GLint active_texture;
590 /* We don't need a specific texture unit, but after binding the texture
591 * the current unit is dirty. Read the unit back instead of switching to
592 * 0, this avoids messing around with the state manager's GL states. The
593 * current texture unit should always be a valid one.
595 * To be more specific, this is tricky because we can implicitly be
596 * called from sampler() in state.c. This means we can't touch anything
597 * other than whatever happens to be the currently active texture, or we
598 * would risk marking already applied sampler states dirty again.
600 * TODO: Track the current active texture per GL context instead of using
604 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
606 active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
608 if (active_sampler != WINED3D_UNMAPPED_STAGE)
609 device_invalidate_state(device, STATE_SAMPLER(active_sampler));
610 surface_bind(surface, gl_info, srgb);
613 static void surface_force_reload(struct wined3d_surface *surface)
615 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
618 static void surface_release_client_storage(struct wined3d_surface *surface)
620 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
623 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
624 if (surface->texture_name)
626 surface_bind_and_dirtify(surface, context->gl_info, FALSE);
627 glTexImage2D(surface->texture_target, surface->texture_level,
628 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
630 if (surface->texture_name_srgb)
632 surface_bind_and_dirtify(surface, context->gl_info, TRUE);
633 glTexImage2D(surface->texture_target, surface->texture_level,
634 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
636 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
639 context_release(context);
641 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
642 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
643 surface_force_reload(surface);
646 static HRESULT surface_private_setup(struct wined3d_surface *surface)
648 /* TODO: Check against the maximum texture sizes supported by the video card. */
649 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
650 unsigned int pow2Width, pow2Height;
652 TRACE("surface %p.\n", surface);
654 surface->texture_name = 0;
655 surface->texture_target = GL_TEXTURE_2D;
657 /* Non-power2 support */
658 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
660 pow2Width = surface->resource.width;
661 pow2Height = surface->resource.height;
665 /* Find the nearest pow2 match */
666 pow2Width = pow2Height = 1;
667 while (pow2Width < surface->resource.width)
669 while (pow2Height < surface->resource.height)
672 surface->pow2Width = pow2Width;
673 surface->pow2Height = pow2Height;
675 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
677 /* TODO: Add support for non power two compressed textures. */
678 if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
680 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
681 surface, surface->resource.width, surface->resource.height);
682 return WINED3DERR_NOTAVAILABLE;
686 if (pow2Width != surface->resource.width
687 || pow2Height != surface->resource.height)
689 surface->flags |= SFLAG_NONPOW2;
692 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
693 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
695 /* One of three options:
696 * 1: Do the same as we do with NPOT and scale the texture, (any
697 * texture ops would require the texture to be scaled which is
699 * 2: Set the texture to the maximum size (bad idea).
700 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
701 * 4: Create the surface, but allow it to be used only for DirectDraw
702 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
703 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
704 * the render target. */
705 if (surface->resource.pool == WINED3DPOOL_DEFAULT || surface->resource.pool == WINED3DPOOL_MANAGED)
707 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
708 return WINED3DERR_NOTAVAILABLE;
711 /* We should never use this surface in combination with OpenGL! */
712 TRACE("Creating an oversized surface: %ux%u.\n",
713 surface->pow2Width, surface->pow2Height);
717 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8
718 * and EXT_PALETTED_TEXTURE is used in combination with texture
719 * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that
720 * EXT_PALETTED_TEXTURE doesn't work in combination with
721 * ARB_TEXTURE_RECTANGLE. */
722 if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
723 && !(surface->resource.format->id == WINED3DFMT_P8_UINT
724 && gl_info->supported[EXT_PALETTED_TEXTURE]
725 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
727 surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
728 surface->pow2Width = surface->resource.width;
729 surface->pow2Height = surface->resource.height;
730 surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
734 switch (wined3d_settings.offscreen_rendering_mode)
737 surface->get_drawable_size = get_drawable_size_fbo;
741 surface->get_drawable_size = get_drawable_size_backbuffer;
745 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
746 return WINED3DERR_INVALIDCALL;
749 surface->flags |= SFLAG_INSYSMEM;
754 static void surface_realize_palette(struct wined3d_surface *surface)
756 struct wined3d_palette *palette = surface->palette;
758 TRACE("surface %p.\n", surface);
760 if (!palette) return;
762 if (surface->resource.format->id == WINED3DFMT_P8_UINT
763 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
765 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
767 /* Make sure the texture is up to date. This call doesn't do
768 * anything if the texture is already up to date. */
769 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
771 /* We want to force a palette refresh, so mark the drawable as not being up to date */
772 if (!surface_is_offscreen(surface))
773 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
777 if (!(surface->flags & SFLAG_INSYSMEM))
779 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
780 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
782 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
786 if (surface->flags & SFLAG_DIBSECTION)
791 TRACE("Updating the DC's palette.\n");
793 for (i = 0; i < 256; ++i)
795 col[i].rgbRed = palette->palents[i].peRed;
796 col[i].rgbGreen = palette->palents[i].peGreen;
797 col[i].rgbBlue = palette->palents[i].peBlue;
798 col[i].rgbReserved = 0;
800 SetDIBColorTable(surface->hDC, 0, 256, col);
803 /* Propagate the changes to the drawable when we have a palette. */
804 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
805 surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
808 static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
812 /* If there's no destination surface there is nothing to do. */
813 if (!surface->overlay_dest)
816 /* Blt calls ModifyLocation on the dest surface, which in turn calls
817 * DrawOverlay to update the overlay. Prevent an endless recursion. */
818 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
821 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
822 hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
823 &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
824 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
829 static void surface_preload(struct wined3d_surface *surface)
831 TRACE("surface %p.\n", surface);
833 surface_internal_preload(surface, SRGB_ANY);
836 static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
838 struct wined3d_device *device = surface->resource.device;
839 const RECT *pass_rect = rect;
841 TRACE("surface %p, rect %s, flags %#x.\n",
842 surface, wine_dbgstr_rect(rect), flags);
844 if (flags & WINED3DLOCK_DISCARD)
846 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
847 surface_prepare_system_memory(surface);
848 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
852 /* surface_load_location() does not check if the rectangle specifies
853 * the full surface. Most callers don't need that, so do it here. */
854 if (rect && !rect->top && !rect->left
855 && rect->right == surface->resource.width
856 && rect->bottom == surface->resource.height)
859 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
860 && ((surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
861 || surface == device->fb.render_targets[0])))
862 surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
865 if (surface->flags & SFLAG_PBO)
867 const struct wined3d_gl_info *gl_info;
868 struct wined3d_context *context;
870 context = context_acquire(device, NULL);
871 gl_info = context->gl_info;
874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
875 checkGLcall("glBindBufferARB");
877 /* This shouldn't happen but could occur if some other function
878 * didn't handle the PBO properly. */
879 if (surface->resource.allocatedMemory)
880 ERR("The surface already has PBO memory allocated.\n");
882 surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
883 checkGLcall("glMapBufferARB");
885 /* Make sure the PBO isn't set anymore in order not to break non-PBO
887 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
888 checkGLcall("glBindBufferARB");
891 context_release(context);
894 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
897 surface_add_dirty_rect(surface, NULL);
904 b.Right = rect->right;
905 b.Bottom = rect->bottom;
908 surface_add_dirty_rect(surface, &b);
913 static void surface_unmap(struct wined3d_surface *surface)
915 struct wined3d_device *device = surface->resource.device;
918 TRACE("surface %p.\n", surface);
920 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
922 if (surface->flags & SFLAG_PBO)
924 const struct wined3d_gl_info *gl_info;
925 struct wined3d_context *context;
927 TRACE("Freeing PBO memory.\n");
929 context = context_acquire(device, NULL);
930 gl_info = context->gl_info;
933 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
934 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
935 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
936 checkGLcall("glUnmapBufferARB");
938 context_release(context);
940 surface->resource.allocatedMemory = NULL;
943 TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
945 if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
947 TRACE("Not dirtified, nothing to do.\n");
951 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
952 || (device->fb.render_targets && surface == device->fb.render_targets[0]))
954 if (wined3d_settings.rendertargetlock_mode == RTL_DISABLE)
956 static BOOL warned = FALSE;
959 ERR("The application tries to write to the render target, but render target locking is disabled.\n");
965 if (!surface->dirtyRect.left && !surface->dirtyRect.top
966 && surface->dirtyRect.right == surface->resource.width
967 && surface->dirtyRect.bottom == surface->resource.height)
973 /* TODO: Proper partial rectangle tracking. */
975 surface->flags |= SFLAG_INSYSMEM;
978 surface_load_location(surface, SFLAG_INDRAWABLE, fullsurface ? NULL : &surface->dirtyRect);
980 /* Partial rectangle tracking is not commonly implemented, it is only
981 * done for render targets. INSYSMEM was set before to tell
982 * surface_load_location() where to read the rectangle from.
983 * Indrawable is set because all modifications from the partial
984 * sysmem copy are written back to the drawable, thus the surface is
985 * merged again in the drawable. The sysmem copy is not fully up to
986 * date because only a subrectangle was read in Map(). */
989 surface_modify_location(surface, SFLAG_INDRAWABLE, TRUE);
990 surface_evict_sysmem(surface);
993 surface->dirtyRect.left = surface->resource.width;
994 surface->dirtyRect.top = surface->resource.height;
995 surface->dirtyRect.right = 0;
996 surface->dirtyRect.bottom = 0;
998 else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1000 FIXME("Depth / stencil buffer locking is not implemented.\n");
1004 /* Overlays have to be redrawn manually after changes with the GL implementation */
1005 if (surface->overlay_dest)
1006 surface->surface_ops->surface_draw_overlay(surface);
1009 static HRESULT surface_getdc(struct wined3d_surface *surface)
1011 WINED3DLOCKED_RECT lock;
1014 TRACE("surface %p.\n", surface);
1016 /* Create a DIB section if there isn't a dc yet. */
1019 if (surface->flags & SFLAG_CLIENT)
1021 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1022 surface_release_client_storage(surface);
1024 hr = surface_create_dib_section(surface);
1026 return WINED3DERR_INVALIDCALL;
1028 /* Use the DIB section from now on if we are not using a PBO. */
1029 if (!(surface->flags & SFLAG_PBO))
1030 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1033 /* Map the surface. */
1034 hr = wined3d_surface_map(surface, &lock, NULL, 0);
1036 ERR("Map failed, hr %#x.\n", hr);
1038 /* Sync the DIB with the PBO. This can't be done earlier because Map()
1039 * activates the allocatedMemory. */
1040 if (surface->flags & SFLAG_PBO)
1041 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->dib.bitmap_size);
1046 static HRESULT surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override)
1048 TRACE("surface %p, override %p.\n", surface, override);
1050 /* Flipping is only supported on render targets and overlays. */
1051 if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
1053 WARN("Tried to flip a non-render target, non-overlay surface.\n");
1054 return WINEDDERR_NOTFLIPPABLE;
1057 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1059 flip_surface(surface, override);
1061 /* Update the overlay if it is visible */
1062 if (surface->overlay_dest)
1063 return surface->surface_ops->surface_draw_overlay(surface);
1071 static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
1073 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
1075 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
1080 static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct wined3d_surface *src_surface,
1081 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
1083 const struct wined3d_gl_info *gl_info;
1084 struct wined3d_context *context;
1085 DWORD src_mask, dst_mask;
1088 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
1089 device, src_surface, wine_dbgstr_rect(src_rect),
1090 dst_surface, wine_dbgstr_rect(dst_rect));
1092 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1093 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1095 if (src_mask != dst_mask)
1097 ERR("Incompatible formats %s and %s.\n",
1098 debug_d3dformat(src_surface->resource.format->id),
1099 debug_d3dformat(dst_surface->resource.format->id));
1105 ERR("Not a depth / stencil format: %s.\n",
1106 debug_d3dformat(src_surface->resource.format->id));
1111 if (src_mask & WINED3DFMT_FLAG_DEPTH)
1112 gl_mask |= GL_DEPTH_BUFFER_BIT;
1113 if (src_mask & WINED3DFMT_FLAG_STENCIL)
1114 gl_mask |= GL_STENCIL_BUFFER_BIT;
1116 /* Make sure the locations are up-to-date. Loading the destination
1117 * surface isn't required if the entire surface is overwritten. */
1118 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
1119 if (!surface_is_full_rect(dst_surface, dst_rect))
1120 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
1122 context = context_acquire(device, NULL);
1123 if (!context->valid)
1125 context_release(context);
1126 WARN("Invalid context, skipping blit.\n");
1130 gl_info = context->gl_info;
1134 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
1135 glReadBuffer(GL_NONE);
1136 checkGLcall("glReadBuffer()");
1137 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1139 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
1140 context_set_draw_buffer(context, GL_NONE);
1141 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1143 if (gl_mask & GL_DEPTH_BUFFER_BIT)
1145 glDepthMask(GL_TRUE);
1146 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
1148 if (gl_mask & GL_STENCIL_BUFFER_BIT)
1150 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
1152 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1153 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
1156 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
1159 glDisable(GL_SCISSOR_TEST);
1160 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1162 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
1163 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
1164 checkGLcall("glBlitFramebuffer()");
1168 if (wined3d_settings.strict_draw_ordering)
1169 wglFlush(); /* Flush to ensure ordering across contexts. */
1171 context_release(context);
1174 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1175 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1176 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1178 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
1181 /* Source and/or destination need to be on the GL side */
1182 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
1187 case WINED3D_BLIT_OP_COLOR_BLIT:
1188 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
1190 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
1194 case WINED3D_BLIT_OP_DEPTH_BLIT:
1195 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1197 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1205 if (!(src_format->id == dst_format->id
1206 || (is_identity_fixup(src_format->color_fixup)
1207 && is_identity_fixup(dst_format->color_fixup))))
1213 static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
1215 const struct wined3d_format *format = surface->resource.format;
1219 case WINED3DFMT_S1_UINT_D15_UNORM:
1220 *float_depth = depth / (float)0x00007fff;
1223 case WINED3DFMT_D16_UNORM:
1224 *float_depth = depth / (float)0x0000ffff;
1227 case WINED3DFMT_D24_UNORM_S8_UINT:
1228 case WINED3DFMT_X8D24_UNORM:
1229 *float_depth = depth / (float)0x00ffffff;
1232 case WINED3DFMT_D32_UNORM:
1233 *float_depth = depth / (float)0xffffffff;
1237 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1244 /* Do not call while under the GL lock. */
1245 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1247 const struct wined3d_resource *resource = &surface->resource;
1248 struct wined3d_device *device = resource->device;
1249 const struct blit_shader *blitter;
1251 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
1252 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1255 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1256 return WINED3DERR_INVALIDCALL;
1259 return blitter->depth_fill(device, surface, rect, depth);
1262 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
1263 struct wined3d_surface *dst_surface, const RECT *dst_rect)
1265 struct wined3d_device *device = src_surface->resource.device;
1267 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1268 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1269 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1270 return WINED3DERR_INVALIDCALL;
1272 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
1274 surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
1275 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1276 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
1281 /* Do not call while under the GL lock. */
1282 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1283 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
1284 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
1286 const struct wined3d_swapchain *src_swapchain, *dst_swapchain;
1287 struct wined3d_device *device = dst_surface->resource.device;
1288 DWORD src_ds_flags, dst_ds_flags;
1289 RECT src_rect, dst_rect;
1291 static const DWORD simple_blit = WINEDDBLT_ASYNC
1292 | WINEDDBLT_COLORFILL
1294 | WINEDDBLT_DEPTHFILL
1295 | WINEDDBLT_DONOTWAIT;
1297 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1298 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
1299 flags, fx, debug_d3dtexturefiltertype(filter));
1300 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
1302 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
1304 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
1305 return WINEDDERR_SURFACEBUSY;
1308 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
1310 /* The destination rect can be out of bounds on the condition
1311 * that a clipper is set for the surface. */
1312 if (!dst_surface->clipper && (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
1313 || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
1314 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
1315 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
1316 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0))
1318 WARN("Application gave us bad destination rectangle for blit without a clipper set.\n");
1319 return WINEDDERR_INVALIDRECT;
1324 surface_get_rect(src_surface, src_rect_in, &src_rect);
1326 if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
1327 || src_rect.left > src_surface->resource.width || src_rect.left < 0
1328 || src_rect.top > src_surface->resource.height || src_rect.top < 0
1329 || src_rect.right > src_surface->resource.width || src_rect.right < 0
1330 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
1332 WARN("Application gave us bad source rectangle for Blt.\n");
1333 return WINEDDERR_INVALIDRECT;
1338 memset(&src_rect, 0, sizeof(src_rect));
1341 if (!fx || !(fx->dwDDFX))
1342 flags &= ~WINEDDBLT_DDFX;
1344 if (flags & WINEDDBLT_WAIT)
1345 flags &= ~WINEDDBLT_WAIT;
1347 if (flags & WINEDDBLT_ASYNC)
1349 static unsigned int once;
1352 FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
1353 flags &= ~WINEDDBLT_ASYNC;
1356 /* WINEDDBLT_DONOTWAIT appeared in DX7. */
1357 if (flags & WINEDDBLT_DONOTWAIT)
1359 static unsigned int once;
1362 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
1363 flags &= ~WINEDDBLT_DONOTWAIT;
1366 if (!device->d3d_initialized)
1368 WARN("D3D not initialized, using fallback.\n");
1372 if (flags & ~simple_blit)
1374 WARN("Using fallback for complex blit (%#x).\n", flags);
1378 if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1379 src_swapchain = src_surface->container.u.swapchain;
1381 src_swapchain = NULL;
1383 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1384 dst_swapchain = dst_surface->container.u.swapchain;
1386 dst_swapchain = NULL;
1388 /* This isn't strictly needed. FBO blits for example could deal with
1389 * cross-swapchain blits by first downloading the source to a texture
1390 * before switching to the destination context. We just have this here to
1391 * not have to deal with the issue, since cross-swapchain blits should be
1393 if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
1395 FIXME("Using fallback for cross-swapchain blit.\n");
1399 dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1401 src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1405 if (src_ds_flags || dst_ds_flags)
1407 if (flags & WINEDDBLT_DEPTHFILL)
1411 TRACE("Depth fill.\n");
1413 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
1414 return WINED3DERR_INVALIDCALL;
1416 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
1421 /* Accessing depth / stencil surfaces is supposed to fail while in
1422 * a scene, except for fills, which seem to work. */
1423 if (device->inScene)
1425 WARN("Rejecting depth / stencil access while in scene.\n");
1426 return WINED3DERR_INVALIDCALL;
1429 if (src_ds_flags != dst_ds_flags)
1431 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
1432 return WINED3DERR_INVALIDCALL;
1435 if (src_rect.top || src_rect.left
1436 || src_rect.bottom != src_surface->resource.height
1437 || src_rect.right != src_surface->resource.width)
1439 WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
1440 wine_dbgstr_rect(&src_rect));
1441 return WINED3DERR_INVALIDCALL;
1444 if (dst_rect.top || dst_rect.left
1445 || dst_rect.bottom != dst_surface->resource.height
1446 || dst_rect.right != dst_surface->resource.width)
1448 WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
1449 wine_dbgstr_rect(&src_rect));
1450 return WINED3DERR_INVALIDCALL;
1453 if (src_surface->resource.height != dst_surface->resource.height
1454 || src_surface->resource.width != dst_surface->resource.width)
1456 WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
1457 return WINED3DERR_INVALIDCALL;
1460 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
1467 /* Special cases for render targets. */
1468 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1469 || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
1471 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
1472 src_surface, &src_rect, flags, fx, filter)))
1478 /* For the rest call the X11 surface implementation. For render targets
1479 * this should be implemented OpenGL accelerated in BltOverride, other
1480 * blits are rather rare. */
1481 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1484 /* Do not call while under the GL lock. */
1485 HRESULT CDECL wined3d_surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
1486 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD trans)
1488 RECT src_rect, dst_rect;
1491 TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect_in %s, trans %#x.\n",
1492 dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect_in), trans);
1494 surface_get_rect(src_surface, src_rect_in, &src_rect);
1496 dst_rect.left = dst_x;
1497 dst_rect.top = dst_y;
1498 dst_rect.right = dst_x + src_rect.right - src_rect.left;
1499 dst_rect.bottom = dst_y + src_rect.bottom - src_rect.top;
1501 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
1502 flags |= WINEDDBLT_KEYSRC;
1503 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
1504 flags |= WINEDDBLT_KEYDEST;
1505 if (trans & WINEDDBLTFAST_WAIT)
1506 flags |= WINEDDBLT_WAIT;
1507 if (trans & WINEDDBLTFAST_DONOTWAIT)
1508 flags |= WINEDDBLT_DONOTWAIT;
1510 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, NULL, WINED3DTEXF_POINT);
1513 static HRESULT surface_set_mem(struct wined3d_surface *surface, void *mem)
1515 TRACE("surface %p, mem %p.\n", surface, mem);
1517 if (mem && mem != surface->resource.allocatedMemory)
1519 void *release = NULL;
1521 /* Do I have to copy the old surface content? */
1522 if (surface->flags & SFLAG_DIBSECTION)
1524 SelectObject(surface->hDC, surface->dib.holdbitmap);
1525 DeleteDC(surface->hDC);
1526 /* Release the DIB section. */
1527 DeleteObject(surface->dib.DIBsection);
1528 surface->dib.bitmap_data = NULL;
1529 surface->resource.allocatedMemory = NULL;
1530 surface->hDC = NULL;
1531 surface->flags &= ~SFLAG_DIBSECTION;
1533 else if (!(surface->flags & SFLAG_USERPTR))
1535 release = surface->resource.heapMemory;
1536 surface->resource.heapMemory = NULL;
1538 surface->resource.allocatedMemory = mem;
1539 surface->flags |= SFLAG_USERPTR;
1541 /* Now the surface memory is most up do date. Invalidate drawable and texture. */
1542 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1544 /* For client textures OpenGL has to be notified. */
1545 if (surface->flags & SFLAG_CLIENT)
1546 surface_release_client_storage(surface);
1548 /* Now free the old memory if any. */
1549 HeapFree(GetProcessHeap(), 0, release);
1551 else if (surface->flags & SFLAG_USERPTR)
1553 /* Map and GetDC will re-create the dib section and allocated memory. */
1554 surface->resource.allocatedMemory = NULL;
1555 /* HeapMemory should be NULL already. */
1556 if (surface->resource.heapMemory)
1557 ERR("User pointer surface has heap memory allocated.\n");
1558 surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
1560 if (surface->flags & SFLAG_CLIENT)
1561 surface_release_client_storage(surface);
1563 surface_prepare_system_memory(surface);
1564 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1570 /* Context activation is done by the caller. */
1571 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1573 if (!surface->resource.heapMemory)
1575 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
1576 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
1577 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1581 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1582 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
1583 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
1584 surface->resource.size, surface->resource.allocatedMemory));
1585 checkGLcall("glGetBufferSubDataARB");
1586 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
1587 checkGLcall("glDeleteBuffersARB");
1591 surface->flags &= ~SFLAG_PBO;
1594 /* Do not call while under the GL lock. */
1595 static void surface_unload(struct wined3d_resource *resource)
1597 struct wined3d_surface *surface = surface_from_resource(resource);
1598 struct wined3d_renderbuffer_entry *entry, *entry2;
1599 struct wined3d_device *device = resource->device;
1600 const struct wined3d_gl_info *gl_info;
1601 struct wined3d_context *context;
1603 TRACE("surface %p.\n", surface);
1605 if (resource->pool == WINED3DPOOL_DEFAULT)
1607 /* Default pool resources are supposed to be destroyed before Reset is called.
1608 * Implicit resources stay however. So this means we have an implicit render target
1609 * or depth stencil. The content may be destroyed, but we still have to tear down
1610 * opengl resources, so we cannot leave early.
1612 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1613 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1614 * or the depth stencil into an FBO the texture or render buffer will be removed
1615 * and all flags get lost
1617 surface_init_sysmem(surface);
1621 /* Load the surface into system memory */
1622 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1623 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
1625 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1626 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1627 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1629 context = context_acquire(device, NULL);
1630 gl_info = context->gl_info;
1632 /* Destroy PBOs, but load them into real sysmem before */
1633 if (surface->flags & SFLAG_PBO)
1634 surface_remove_pbo(surface, gl_info);
1636 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1637 * all application-created targets the application has to release the surface
1638 * before calling _Reset
1640 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1643 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1645 list_remove(&entry->entry);
1646 HeapFree(GetProcessHeap(), 0, entry);
1648 list_init(&surface->renderbuffers);
1649 surface->current_renderbuffer = NULL;
1651 /* If we're in a texture, the texture name belongs to the texture.
1652 * Otherwise, destroy it. */
1653 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
1656 glDeleteTextures(1, &surface->texture_name);
1657 surface->texture_name = 0;
1658 glDeleteTextures(1, &surface->texture_name_srgb);
1659 surface->texture_name_srgb = 0;
1663 context_release(context);
1665 resource_unload(resource);
1668 static const struct wined3d_resource_ops surface_resource_ops =
1673 static const struct wined3d_surface_ops surface_ops =
1675 surface_private_setup,
1677 surface_realize_palette,
1678 surface_draw_overlay,
1687 /*****************************************************************************
1688 * Initializes the GDI surface, aka creates the DIB section we render to
1689 * The DIB section creation is done by calling GetDC, which will create the
1690 * section and releasing the dc to allow the app to use it. The dib section
1691 * will stay until the surface is released
1693 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1694 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1695 * avoid confusion in the shared surface code.
1698 * WINED3D_OK on success
1699 * The return values of called methods on failure
1701 *****************************************************************************/
1702 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1706 TRACE("surface %p.\n", surface);
1708 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1710 ERR("Overlays not yet supported by GDI surfaces.\n");
1711 return WINED3DERR_INVALIDCALL;
1714 /* Sysmem textures have memory already allocated - release it,
1715 * this avoids an unnecessary memcpy. */
1716 hr = surface_create_dib_section(surface);
1719 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1720 surface->resource.heapMemory = NULL;
1721 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1724 /* We don't mind the nonpow2 stuff in GDI. */
1725 surface->pow2Width = surface->resource.width;
1726 surface->pow2Height = surface->resource.height;
1731 static void surface_gdi_cleanup(struct wined3d_surface *surface)
1733 TRACE("surface %p.\n", surface);
1735 if (surface->flags & SFLAG_DIBSECTION)
1737 /* Release the DC. */
1738 SelectObject(surface->hDC, surface->dib.holdbitmap);
1739 DeleteDC(surface->hDC);
1740 /* Release the DIB section. */
1741 DeleteObject(surface->dib.DIBsection);
1742 surface->dib.bitmap_data = NULL;
1743 surface->resource.allocatedMemory = NULL;
1746 if (surface->flags & SFLAG_USERPTR)
1747 wined3d_surface_set_mem(surface, NULL);
1748 if (surface->overlay_dest)
1749 list_remove(&surface->overlay_entry);
1751 HeapFree(GetProcessHeap(), 0, surface->palette9);
1753 resource_cleanup(&surface->resource);
1756 static void gdi_surface_realize_palette(struct wined3d_surface *surface)
1758 struct wined3d_palette *palette = surface->palette;
1760 TRACE("surface %p.\n", surface);
1762 if (!palette) return;
1764 if (surface->flags & SFLAG_DIBSECTION)
1769 TRACE("Updating the DC's palette.\n");
1771 for (i = 0; i < 256; ++i)
1773 col[i].rgbRed = palette->palents[i].peRed;
1774 col[i].rgbGreen = palette->palents[i].peGreen;
1775 col[i].rgbBlue = palette->palents[i].peBlue;
1776 col[i].rgbReserved = 0;
1778 SetDIBColorTable(surface->hDC, 0, 256, col);
1781 /* Update the image because of the palette change. Some games like e.g.
1782 * Red Alert call SetEntries a lot to implement fading. */
1783 /* Tell the swapchain to update the screen. */
1784 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1786 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1787 if (surface == swapchain->front_buffer)
1789 x11_copy_to_screen(swapchain, NULL);
1794 static HRESULT gdi_surface_draw_overlay(struct wined3d_surface *surface)
1796 FIXME("GDI surfaces can't draw overlays yet.\n");
1800 static void gdi_surface_preload(struct wined3d_surface *surface)
1802 TRACE("surface %p.\n", surface);
1804 ERR("Preloading GDI surfaces is not supported.\n");
1807 static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
1809 TRACE("surface %p, rect %s, flags %#x.\n",
1810 surface, wine_dbgstr_rect(rect), flags);
1812 if (!surface->resource.allocatedMemory)
1814 /* This happens on gdi surfaces if the application set a user pointer
1815 * and resets it. Recreate the DIB section. */
1816 surface_create_dib_section(surface);
1817 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1821 static void gdi_surface_unmap(struct wined3d_surface *surface)
1823 TRACE("surface %p.\n", surface);
1825 /* Tell the swapchain to update the screen. */
1826 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1828 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1829 if (surface == swapchain->front_buffer)
1831 x11_copy_to_screen(swapchain, &surface->lockedRect);
1835 memset(&surface->lockedRect, 0, sizeof(RECT));
1838 static HRESULT gdi_surface_getdc(struct wined3d_surface *surface)
1840 WINED3DLOCKED_RECT lock;
1843 TRACE("surface %p.\n", surface);
1845 /* Should have a DIB section already. */
1846 if (!(surface->flags & SFLAG_DIBSECTION))
1848 WARN("DC not supported on this surface\n");
1849 return WINED3DERR_INVALIDCALL;
1852 /* Map the surface. */
1853 hr = wined3d_surface_map(surface, &lock, NULL, 0);
1855 ERR("Map failed, hr %#x.\n", hr);
1860 static HRESULT gdi_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override)
1862 TRACE("surface %p, override %p.\n", surface, override);
1867 static HRESULT gdi_surface_set_mem(struct wined3d_surface *surface, void *mem)
1869 TRACE("surface %p, mem %p.\n", surface, mem);
1871 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
1872 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1874 ERR("Not supported on render targets.\n");
1875 return WINED3DERR_INVALIDCALL;
1878 if (mem && mem != surface->resource.allocatedMemory)
1880 void *release = NULL;
1882 /* Do I have to copy the old surface content? */
1883 if (surface->flags & SFLAG_DIBSECTION)
1885 SelectObject(surface->hDC, surface->dib.holdbitmap);
1886 DeleteDC(surface->hDC);
1887 /* Release the DIB section. */
1888 DeleteObject(surface->dib.DIBsection);
1889 surface->dib.bitmap_data = NULL;
1890 surface->resource.allocatedMemory = NULL;
1891 surface->hDC = NULL;
1892 surface->flags &= ~SFLAG_DIBSECTION;
1894 else if (!(surface->flags & SFLAG_USERPTR))
1896 release = surface->resource.allocatedMemory;
1898 surface->resource.allocatedMemory = mem;
1899 surface->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
1901 /* Now free the old memory, if any. */
1902 HeapFree(GetProcessHeap(), 0, release);
1904 else if (surface->flags & SFLAG_USERPTR)
1906 /* Map() and GetDC() will re-create the dib section and allocated memory. */
1907 surface->resource.allocatedMemory = NULL;
1908 surface->flags &= ~SFLAG_USERPTR;
1914 static const struct wined3d_surface_ops gdi_surface_ops =
1916 gdi_surface_private_setup,
1917 surface_gdi_cleanup,
1918 gdi_surface_realize_palette,
1919 gdi_surface_draw_overlay,
1920 gdi_surface_preload,
1925 gdi_surface_set_mem,
1928 void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
1933 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
1937 name = &surface->texture_name_srgb;
1938 flag = SFLAG_INSRGBTEX;
1942 name = &surface->texture_name;
1943 flag = SFLAG_INTEXTURE;
1946 if (!*name && new_name)
1948 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
1949 * surface has no texture name yet. See if we can get rid of this. */
1950 if (surface->flags & flag)
1951 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
1952 surface_modify_location(surface, flag, FALSE);
1956 surface_force_reload(surface);
1959 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
1961 TRACE("surface %p, target %#x.\n", surface, target);
1963 if (surface->texture_target != target)
1965 if (target == GL_TEXTURE_RECTANGLE_ARB)
1967 surface->flags &= ~SFLAG_NORMCOORD;
1969 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
1971 surface->flags |= SFLAG_NORMCOORD;
1974 surface->texture_target = target;
1975 surface_force_reload(surface);
1978 /* Context activation is done by the caller. */
1979 void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1981 TRACE("surface %p, gl_info %p, srgb %#x.\n", surface, gl_info, srgb);
1983 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1985 struct wined3d_texture *texture = surface->container.u.texture;
1987 TRACE("Passing to container (%p).\n", texture);
1988 texture->texture_ops->texture_bind(texture, gl_info, srgb);
1992 if (surface->texture_level)
1994 ERR("Standalone surface %p is non-zero texture level %u.\n",
1995 surface, surface->texture_level);
1999 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
2003 if (!surface->texture_name)
2005 glGenTextures(1, &surface->texture_name);
2006 checkGLcall("glGenTextures");
2008 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
2010 glBindTexture(surface->texture_target, surface->texture_name);
2011 checkGLcall("glBindTexture");
2012 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2013 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2014 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2015 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2016 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2017 checkGLcall("glTexParameteri");
2021 glBindTexture(surface->texture_target, surface->texture_name);
2022 checkGLcall("glBindTexture");
2029 /* This function checks if the primary render target uses the 8bit paletted format. */
2030 static BOOL primary_render_target_is_p8(const struct wined3d_device *device)
2032 if (device->fb.render_targets && device->fb.render_targets[0])
2034 const struct wined3d_surface *render_target = device->fb.render_targets[0];
2035 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
2036 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
2042 /* This call just downloads data, the caller is responsible for binding the
2043 * correct texture. */
2044 /* Context activation is done by the caller. */
2045 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
2047 const struct wined3d_format *format = surface->resource.format;
2049 /* Only support read back of converted P8 surfaces. */
2050 if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
2052 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
2058 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2060 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
2061 surface, surface->texture_level, format->glFormat, format->glType,
2062 surface->resource.allocatedMemory);
2064 if (surface->flags & SFLAG_PBO)
2066 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2067 checkGLcall("glBindBufferARB");
2068 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
2069 checkGLcall("glGetCompressedTexImageARB");
2070 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2071 checkGLcall("glBindBufferARB");
2075 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
2076 surface->texture_level, surface->resource.allocatedMemory));
2077 checkGLcall("glGetCompressedTexImageARB");
2085 GLenum gl_format = format->glFormat;
2086 GLenum gl_type = format->glType;
2090 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */
2091 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
2093 gl_format = GL_ALPHA;
2094 gl_type = GL_UNSIGNED_BYTE;
2097 if (surface->flags & SFLAG_NONPOW2)
2099 unsigned char alignment = surface->resource.device->surface_alignment;
2100 src_pitch = format->byte_count * surface->pow2Width;
2101 dst_pitch = wined3d_surface_get_pitch(surface);
2102 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
2103 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
2107 mem = surface->resource.allocatedMemory;
2110 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
2111 surface, surface->texture_level, gl_format, gl_type, mem);
2113 if (surface->flags & SFLAG_PBO)
2115 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2116 checkGLcall("glBindBufferARB");
2118 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
2119 checkGLcall("glGetTexImage");
2121 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2122 checkGLcall("glBindBufferARB");
2126 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
2127 checkGLcall("glGetTexImage");
2131 if (surface->flags & SFLAG_NONPOW2)
2133 const BYTE *src_data;
2137 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
2138 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
2139 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
2141 * We're doing this...
2143 * instead of boxing the texture :
2144 * |<-texture width ->| -->pow2width| /\
2145 * |111111111111111111| | |
2146 * |222 Texture 222222| boxed empty | texture height
2147 * |3333 Data 33333333| | |
2148 * |444444444444444444| | \/
2149 * ----------------------------------- |
2150 * | boxed empty | boxed empty | pow2height
2152 * -----------------------------------
2155 * we're repacking the data to the expected texture width
2157 * |<-texture width ->| -->pow2width| /\
2158 * |111111111111111111222222222222222| |
2159 * |222333333333333333333444444444444| texture height
2163 * | empty | pow2height
2165 * -----------------------------------
2169 * |<-texture width ->| /\
2170 * |111111111111111111|
2171 * |222222222222222222|texture height
2172 * |333333333333333333|
2173 * |444444444444444444| \/
2174 * --------------------
2176 * this also means that any references to allocatedMemory should work with the data as if were a
2177 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
2179 * internally the texture is still stored in a boxed format so any references to textureName will
2180 * get a boxed texture with width pow2width and not a texture of width resource.width.
2182 * Performance should not be an issue, because applications normally do not lock the surfaces when
2183 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
2184 * and doesn't have to be re-read. */
2186 dst_data = surface->resource.allocatedMemory;
2187 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
2188 for (y = 1; y < surface->resource.height; ++y)
2190 /* skip the first row */
2191 src_data += src_pitch;
2192 dst_data += dst_pitch;
2193 memcpy(dst_data, src_data, dst_pitch);
2196 HeapFree(GetProcessHeap(), 0, mem);
2200 /* Surface has now been downloaded */
2201 surface->flags |= SFLAG_INSYSMEM;
2204 /* This call just uploads data, the caller is responsible for binding the
2205 * correct texture. */
2206 /* Context activation is done by the caller. */
2207 void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2208 const struct wined3d_format *format, const RECT *src_rect, UINT src_w, const POINT *dst_point,
2209 BOOL srgb, const struct wined3d_bo_address *data)
2211 UINT update_w = src_rect->right - src_rect->left;
2212 UINT update_h = src_rect->bottom - src_rect->top;
2214 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_w %u, dst_point %p, srgb %#x, data {%#x:%p}.\n",
2215 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_w,
2216 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
2218 if (format->heightscale != 1.0f && format->heightscale != 0.0f)
2219 update_h *= format->heightscale;
2223 if (data->buffer_object)
2225 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
2226 checkGLcall("glBindBufferARB");
2229 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2231 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
2232 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
2233 UINT src_pitch = wined3d_format_calculate_size(format, 1, src_w, 1);
2234 const BYTE *addr = data->addr;
2237 addr += (src_rect->top / format->block_height) * src_pitch;
2238 addr += (src_rect->left / format->block_width) * format->block_byte_count;
2241 internal = format->glGammaInternal;
2242 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2243 internal = format->rtInternal;
2245 internal = format->glInternal;
2247 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
2248 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
2249 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
2251 if (row_length == src_pitch)
2253 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2254 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
2260 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
2261 * can't use the unpack row length like below. */
2262 for (row = 0, y = dst_point->y; row < row_count; ++row)
2264 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2265 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
2266 y += format->block_height;
2270 checkGLcall("glCompressedTexSubImage2DARB");
2274 const BYTE *addr = data->addr;
2276 addr += src_rect->top * src_w * format->byte_count;
2277 addr += src_rect->left * format->byte_count;
2279 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
2280 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2281 update_w, update_h, format->glFormat, format->glType, addr);
2283 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
2284 glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2285 update_w, update_h, format->glFormat, format->glType, addr);
2286 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2287 checkGLcall("glTexSubImage2D");
2290 if (data->buffer_object)
2292 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2293 checkGLcall("glBindBufferARB");
2298 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2300 struct wined3d_device *device = surface->resource.device;
2303 for (i = 0; i < device->context_count; ++i)
2305 context_surface_update(device->contexts[i], surface);
2310 /* This call just allocates the texture, the caller is responsible for binding
2311 * the correct texture. */
2312 /* Context activation is done by the caller. */
2313 static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2314 const struct wined3d_format *format, BOOL srgb)
2316 BOOL enable_client_storage = FALSE;
2317 GLsizei width = surface->pow2Width;
2318 GLsizei height = surface->pow2Height;
2319 const BYTE *mem = NULL;
2324 internal = format->glGammaInternal;
2326 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2328 internal = format->rtInternal;
2332 internal = format->glInternal;
2335 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
2337 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",
2338 surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
2339 internal, width, height, format->glFormat, format->glType);
2343 if (gl_info->supported[APPLE_CLIENT_STORAGE])
2345 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
2346 || !surface->resource.allocatedMemory)
2348 /* In some cases we want to disable client storage.
2349 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
2350 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
2351 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
2352 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
2354 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2355 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
2356 surface->flags &= ~SFLAG_CLIENT;
2357 enable_client_storage = TRUE;
2361 surface->flags |= SFLAG_CLIENT;
2363 /* Point OpenGL to our allocated texture memory. Do not use
2364 * resource.allocatedMemory here because it might point into a
2365 * PBO. Instead use heapMemory, but get the alignment right. */
2366 mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
2367 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
2371 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
2373 GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
2374 internal, width, height, 0, surface->resource.size, mem));
2375 checkGLcall("glCompressedTexImage2DARB");
2379 glTexImage2D(surface->texture_target, surface->texture_level,
2380 internal, width, height, 0, format->glFormat, format->glType, mem);
2381 checkGLcall("glTexImage2D");
2384 if(enable_client_storage) {
2385 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2386 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2391 /* In D3D the depth stencil dimensions have to be greater than or equal to the
2392 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
2393 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
2394 /* GL locking is done by the caller */
2395 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
2397 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
2398 struct wined3d_renderbuffer_entry *entry;
2399 GLuint renderbuffer = 0;
2400 unsigned int src_width, src_height;
2401 unsigned int width, height;
2403 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2405 width = rt->pow2Width;
2406 height = rt->pow2Height;
2410 width = surface->pow2Width;
2411 height = surface->pow2Height;
2414 src_width = surface->pow2Width;
2415 src_height = surface->pow2Height;
2417 /* A depth stencil smaller than the render target is not valid */
2418 if (width > src_width || height > src_height) return;
2420 /* Remove any renderbuffer set if the sizes match */
2421 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2422 || (width == src_width && height == src_height))
2424 surface->current_renderbuffer = NULL;
2428 /* Look if we've already got a renderbuffer of the correct dimensions */
2429 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2431 if (entry->width == width && entry->height == height)
2433 renderbuffer = entry->id;
2434 surface->current_renderbuffer = entry;
2441 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
2442 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2443 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
2444 surface->resource.format->glInternal, width, height);
2446 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
2447 entry->width = width;
2448 entry->height = height;
2449 entry->id = renderbuffer;
2450 list_add_head(&surface->renderbuffers, &entry->entry);
2452 surface->current_renderbuffer = entry;
2455 checkGLcall("set_compatible_renderbuffer");
2458 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
2460 const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2462 TRACE("surface %p.\n", surface);
2464 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2466 ERR("Surface %p is not on a swapchain.\n", surface);
2470 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
2472 if (swapchain->render_to_fbo)
2474 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
2475 return GL_COLOR_ATTACHMENT0;
2477 TRACE("Returning GL_BACK\n");
2480 else if (surface == swapchain->front_buffer)
2482 TRACE("Returning GL_FRONT\n");
2486 FIXME("Higher back buffer, returning GL_BACK\n");
2490 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
2491 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect)
2493 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
2495 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
2496 /* No partial locking for textures yet. */
2497 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2499 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2502 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->Left);
2503 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->Top);
2504 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->Right);
2505 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->Bottom);
2509 surface->dirtyRect.left = 0;
2510 surface->dirtyRect.top = 0;
2511 surface->dirtyRect.right = surface->resource.width;
2512 surface->dirtyRect.bottom = surface->resource.height;
2515 /* if the container is a texture then mark it dirty. */
2516 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2518 TRACE("Passing to container.\n");
2519 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
2523 static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface,
2524 DWORD color, WINED3DCOLORVALUE *float_color)
2526 const struct wined3d_format *format = surface->resource.format;
2527 const struct wined3d_device *device = surface->resource.device;
2531 case WINED3DFMT_P8_UINT:
2532 if (surface->palette)
2534 float_color->r = surface->palette->palents[color].peRed / 255.0f;
2535 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
2536 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
2540 float_color->r = 0.0f;
2541 float_color->g = 0.0f;
2542 float_color->b = 0.0f;
2544 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
2547 case WINED3DFMT_B5G6R5_UNORM:
2548 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
2549 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
2550 float_color->b = (color & 0x1f) / 31.0f;
2551 float_color->a = 1.0f;
2554 case WINED3DFMT_B8G8R8_UNORM:
2555 case WINED3DFMT_B8G8R8X8_UNORM:
2556 float_color->r = D3DCOLOR_R(color);
2557 float_color->g = D3DCOLOR_G(color);
2558 float_color->b = D3DCOLOR_B(color);
2559 float_color->a = 1.0f;
2562 case WINED3DFMT_B8G8R8A8_UNORM:
2563 float_color->r = D3DCOLOR_R(color);
2564 float_color->g = D3DCOLOR_G(color);
2565 float_color->b = D3DCOLOR_B(color);
2566 float_color->a = D3DCOLOR_A(color);
2570 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
2577 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
2579 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2582 TRACE("surface %p, srgb %#x.\n", surface, srgb);
2584 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
2586 ERR("Not supported on scratch surfaces.\n");
2587 return WINED3DERR_INVALIDCALL;
2590 ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT);
2592 /* Reload if either the texture and sysmem have different ideas about the
2593 * color key, or the actual key values changed. */
2594 if (ck_changed || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2595 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
2596 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
2598 TRACE("Reloading because of color keying\n");
2599 /* To perform the color key conversion we need a sysmem copy of
2600 * the surface. Make sure we have it. */
2602 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2603 /* Make sure the texture is reloaded because of the color key change,
2604 * this kills performance though :( */
2605 /* TODO: This is not necessarily needed with hw palettized texture support. */
2606 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2607 /* Switching color keying on / off may change the internal format. */
2609 surface_force_reload(surface);
2611 else if (!(surface->flags & flag))
2613 TRACE("Reloading because surface is dirty.\n");
2617 TRACE("surface is already in texture\n");
2621 /* No partial locking for textures yet. */
2622 surface_load_location(surface, flag, NULL);
2623 surface_evict_sysmem(surface);
2628 /* See also float_16_to_32() in wined3d_private.h */
2629 static inline unsigned short float_32_to_16(const float *in)
2632 float tmp = fabsf(*in);
2633 unsigned int mantissa;
2636 /* Deal with special numbers */
2642 return (*in < 0.0f ? 0xfc00 : 0x7c00);
2644 if (tmp < powf(2, 10))
2650 } while (tmp < powf(2, 10));
2652 else if (tmp >= powf(2, 11))
2658 } while (tmp >= powf(2, 11));
2661 mantissa = (unsigned int)tmp;
2662 if (tmp - mantissa >= 0.5f)
2663 ++mantissa; /* Round to nearest, away from zero. */
2665 exp += 10; /* Normalize the mantissa. */
2666 exp += 15; /* Exponent is encoded with excess 15. */
2668 if (exp > 30) /* too big */
2670 ret = 0x7c00; /* INF */
2674 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
2677 mantissa = mantissa >> 1;
2680 ret = mantissa & 0x3ff;
2684 ret = (exp << 10) | (mantissa & 0x3ff);
2687 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
2691 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
2695 TRACE("Surface %p, container %p of type %#x.\n",
2696 surface, surface->container.u.base, surface->container.type);
2698 switch (surface->container.type)
2700 case WINED3D_CONTAINER_TEXTURE:
2701 return wined3d_texture_incref(surface->container.u.texture);
2703 case WINED3D_CONTAINER_SWAPCHAIN:
2704 return wined3d_swapchain_incref(surface->container.u.swapchain);
2707 ERR("Unhandled container type %#x.\n", surface->container.type);
2708 case WINED3D_CONTAINER_NONE:
2712 refcount = InterlockedIncrement(&surface->resource.ref);
2713 TRACE("%p increasing refcount to %u.\n", surface, refcount);
2718 /* Do not call while under the GL lock. */
2719 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
2723 TRACE("Surface %p, container %p of type %#x.\n",
2724 surface, surface->container.u.base, surface->container.type);
2726 switch (surface->container.type)
2728 case WINED3D_CONTAINER_TEXTURE:
2729 return wined3d_texture_decref(surface->container.u.texture);
2731 case WINED3D_CONTAINER_SWAPCHAIN:
2732 return wined3d_swapchain_decref(surface->container.u.swapchain);
2735 ERR("Unhandled container type %#x.\n", surface->container.type);
2736 case WINED3D_CONTAINER_NONE:
2740 refcount = InterlockedDecrement(&surface->resource.ref);
2741 TRACE("%p decreasing refcount to %u.\n", surface, refcount);
2745 surface->surface_ops->surface_cleanup(surface);
2746 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
2748 TRACE("Destroyed surface %p.\n", surface);
2749 HeapFree(GetProcessHeap(), 0, surface);
2755 DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
2757 return resource_set_priority(&surface->resource, priority);
2760 DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
2762 return resource_get_priority(&surface->resource);
2765 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
2767 TRACE("surface %p.\n", surface);
2769 surface->surface_ops->surface_preload(surface);
2772 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
2774 TRACE("surface %p.\n", surface);
2776 return surface->resource.parent;
2779 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
2781 TRACE("surface %p.\n", surface);
2783 return &surface->resource;
2786 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
2788 TRACE("surface %p, flags %#x.\n", surface, flags);
2792 case WINEDDGBS_CANBLT:
2793 case WINEDDGBS_ISBLTDONE:
2797 return WINED3DERR_INVALIDCALL;
2801 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
2803 TRACE("surface %p, flags %#x.\n", surface, flags);
2805 /* XXX: DDERR_INVALIDSURFACETYPE */
2809 case WINEDDGFS_CANFLIP:
2810 case WINEDDGFS_ISFLIPDONE:
2814 return WINED3DERR_INVALIDCALL;
2818 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
2820 TRACE("surface %p.\n", surface);
2822 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
2823 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
2826 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
2828 TRACE("surface %p.\n", surface);
2830 /* So far we don't lose anything :) */
2831 surface->flags &= ~SFLAG_LOST;
2835 HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
2837 TRACE("surface %p, palette %p.\n", surface, palette);
2839 if (surface->palette == palette)
2841 TRACE("Nop palette change.\n");
2845 if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
2846 surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
2848 surface->palette = palette;
2852 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
2853 palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
2855 surface->surface_ops->surface_realize_palette(surface);
2861 HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
2862 DWORD flags, const WINEDDCOLORKEY *color_key)
2864 TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
2866 if (flags & WINEDDCKEY_COLORSPACE)
2868 FIXME(" colorkey value not supported (%08x) !\n", flags);
2869 return WINED3DERR_INVALIDCALL;
2872 /* Dirtify the surface, but only if a key was changed. */
2875 switch (flags & ~WINEDDCKEY_COLORSPACE)
2877 case WINEDDCKEY_DESTBLT:
2878 surface->DestBltCKey = *color_key;
2879 surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
2882 case WINEDDCKEY_DESTOVERLAY:
2883 surface->DestOverlayCKey = *color_key;
2884 surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
2887 case WINEDDCKEY_SRCOVERLAY:
2888 surface->SrcOverlayCKey = *color_key;
2889 surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
2892 case WINEDDCKEY_SRCBLT:
2893 surface->SrcBltCKey = *color_key;
2894 surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
2900 switch (flags & ~WINEDDCKEY_COLORSPACE)
2902 case WINEDDCKEY_DESTBLT:
2903 surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
2906 case WINEDDCKEY_DESTOVERLAY:
2907 surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
2910 case WINEDDCKEY_SRCOVERLAY:
2911 surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
2914 case WINEDDCKEY_SRCBLT:
2915 surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
2923 struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
2925 TRACE("surface %p.\n", surface);
2927 return surface->palette;
2930 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
2932 const struct wined3d_format *format = surface->resource.format;
2935 TRACE("surface %p.\n", surface);
2937 if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
2939 /* Since compressed formats are block based, pitch means the amount of
2940 * bytes to the next row of block rather than the next row of pixels. */
2941 UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
2942 pitch = row_block_count * format->block_byte_count;
2946 unsigned char alignment = surface->resource.device->surface_alignment;
2947 pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
2948 pitch = (pitch + alignment - 1) & ~(alignment - 1);
2951 TRACE("Returning %u.\n", pitch);
2956 HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
2958 TRACE("surface %p, mem %p.\n", surface, mem);
2960 if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2962 WARN("Surface is locked or the DC is in use.\n");
2963 return WINED3DERR_INVALIDCALL;
2966 return surface->surface_ops->surface_set_mem(surface, mem);
2969 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
2973 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
2975 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2977 WARN("Not an overlay surface.\n");
2978 return WINEDDERR_NOTAOVERLAYSURFACE;
2981 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2982 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2983 surface->overlay_destrect.left = x;
2984 surface->overlay_destrect.top = y;
2985 surface->overlay_destrect.right = x + w;
2986 surface->overlay_destrect.bottom = y + h;
2988 surface->surface_ops->surface_draw_overlay(surface);
2993 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
2995 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
2997 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2999 TRACE("Not an overlay surface.\n");
3000 return WINEDDERR_NOTAOVERLAYSURFACE;
3003 if (!surface->overlay_dest)
3005 TRACE("Overlay not visible.\n");
3008 return WINEDDERR_OVERLAYNOTVISIBLE;
3011 *x = surface->overlay_destrect.left;
3012 *y = surface->overlay_destrect.top;
3014 TRACE("Returning position %d, %d.\n", *x, *y);
3019 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
3020 DWORD flags, struct wined3d_surface *ref)
3022 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
3024 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3026 TRACE("Not an overlay surface.\n");
3027 return WINEDDERR_NOTAOVERLAYSURFACE;
3033 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
3034 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
3036 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
3037 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
3039 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3041 WARN("Not an overlay surface.\n");
3042 return WINEDDERR_NOTAOVERLAYSURFACE;
3044 else if (!dst_surface)
3046 WARN("Dest surface is NULL.\n");
3047 return WINED3DERR_INVALIDCALL;
3052 surface->overlay_srcrect = *src_rect;
3056 surface->overlay_srcrect.left = 0;
3057 surface->overlay_srcrect.top = 0;
3058 surface->overlay_srcrect.right = surface->resource.width;
3059 surface->overlay_srcrect.bottom = surface->resource.height;
3064 surface->overlay_destrect = *dst_rect;
3068 surface->overlay_destrect.left = 0;
3069 surface->overlay_destrect.top = 0;
3070 surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
3071 surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
3074 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
3076 list_remove(&surface->overlay_entry);
3079 if (flags & WINEDDOVER_SHOW)
3081 if (surface->overlay_dest != dst_surface)
3083 surface->overlay_dest = dst_surface;
3084 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
3087 else if (flags & WINEDDOVER_HIDE)
3089 /* tests show that the rectangles are erased on hide */
3090 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
3091 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
3092 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
3093 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
3094 surface->overlay_dest = NULL;
3097 surface->surface_ops->surface_draw_overlay(surface);
3102 HRESULT CDECL wined3d_surface_set_clipper(struct wined3d_surface *surface, struct wined3d_clipper *clipper)
3104 TRACE("surface %p, clipper %p.\n", surface, clipper);
3106 surface->clipper = clipper;
3111 struct wined3d_clipper * CDECL wined3d_surface_get_clipper(const struct wined3d_surface *surface)
3113 TRACE("surface %p.\n", surface);
3115 return surface->clipper;
3118 HRESULT CDECL wined3d_surface_set_format(struct wined3d_surface *surface, enum wined3d_format_id format_id)
3120 const struct wined3d_format *format = wined3d_get_format(&surface->resource.device->adapter->gl_info, format_id);
3122 TRACE("surface %p, format %s.\n", surface, debug_d3dformat(format_id));
3124 if (surface->resource.format->id != WINED3DFMT_UNKNOWN)
3126 FIXME("The format of the surface must be WINED3DFORMAT_UNKNOWN.\n");
3127 return WINED3DERR_INVALIDCALL;
3130 surface->resource.size = wined3d_format_calculate_size(format, surface->resource.device->surface_alignment,
3131 surface->pow2Width, surface->pow2Height);
3132 surface->flags |= (WINED3DFMT_D16_LOCKABLE == format_id) ? SFLAG_LOCKABLE : 0;
3133 surface->resource.format = format;
3135 TRACE("size %u, byte_count %u\n", surface->resource.size, format->byte_count);
3136 TRACE("glFormat %#x, glInternal %#x, glType %#x.\n",
3137 format->glFormat, format->glInternal, format->glType);
3142 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
3143 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3145 unsigned short *dst_s;
3149 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3151 for (y = 0; y < h; ++y)
3153 src_f = (const float *)(src + y * pitch_in);
3154 dst_s = (unsigned short *) (dst + y * pitch_out);
3155 for (x = 0; x < w; ++x)
3157 dst_s[x] = float_32_to_16(src_f + x);
3162 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
3163 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3165 static const unsigned char convert_5to8[] =
3167 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
3168 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
3169 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
3170 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
3172 static const unsigned char convert_6to8[] =
3174 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
3175 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
3176 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
3177 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
3178 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
3179 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
3180 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
3181 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
3185 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3187 for (y = 0; y < h; ++y)
3189 const WORD *src_line = (const WORD *)(src + y * pitch_in);
3190 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3191 for (x = 0; x < w; ++x)
3193 WORD pixel = src_line[x];
3194 dst_line[x] = 0xff000000
3195 | convert_5to8[(pixel & 0xf800) >> 11] << 16
3196 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
3197 | convert_5to8[(pixel & 0x001f)];
3202 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
3203 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3207 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3209 for (y = 0; y < h; ++y)
3211 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
3212 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3214 for (x = 0; x < w; ++x)
3216 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
3221 static inline BYTE cliptobyte(int x)
3223 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
3226 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
3227 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3229 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3232 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3234 for (y = 0; y < h; ++y)
3236 const BYTE *src_line = src + y * pitch_in;
3237 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3238 for (x = 0; x < w; ++x)
3240 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3241 * C = Y - 16; D = U - 128; E = V - 128;
3242 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3243 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3244 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3245 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3246 * U and V are shared between the pixels. */
3247 if (!(x & 1)) /* For every even pixel, read new U and V. */
3249 d = (int) src_line[1] - 128;
3250 e = (int) src_line[3] - 128;
3252 g2 = - 100 * d - 208 * e + 128;
3255 c2 = 298 * ((int) src_line[0] - 16);
3256 dst_line[x] = 0xff000000
3257 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
3258 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
3259 | cliptobyte((c2 + b2) >> 8); /* blue */
3260 /* Scale RGB values to 0..255 range,
3261 * then clip them if still not in range (may be negative),
3262 * then shift them within DWORD if necessary. */
3268 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
3269 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3272 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3274 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
3276 for (y = 0; y < h; ++y)
3278 const BYTE *src_line = src + y * pitch_in;
3279 WORD *dst_line = (WORD *)(dst + y * pitch_out);
3280 for (x = 0; x < w; ++x)
3282 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3283 * C = Y - 16; D = U - 128; E = V - 128;
3284 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3285 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3286 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3287 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3288 * U and V are shared between the pixels. */
3289 if (!(x & 1)) /* For every even pixel, read new U and V. */
3291 d = (int) src_line[1] - 128;
3292 e = (int) src_line[3] - 128;
3294 g2 = - 100 * d - 208 * e + 128;
3297 c2 = 298 * ((int) src_line[0] - 16);
3298 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
3299 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
3300 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
3301 /* Scale RGB values to 0..255 range,
3302 * then clip them if still not in range (may be negative),
3303 * then shift them within DWORD if necessary. */
3309 struct d3dfmt_convertor_desc
3311 enum wined3d_format_id from, to;
3312 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
3315 static const struct d3dfmt_convertor_desc convertors[] =
3317 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
3318 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
3319 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3320 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
3321 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
3324 static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
3325 enum wined3d_format_id to)
3329 for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
3331 if (convertors[i].from == from && convertors[i].to == to)
3332 return &convertors[i];
3338 /*****************************************************************************
3339 * surface_convert_format
3341 * Creates a duplicate of a surface in a different format. Is used by Blt to
3342 * blit between surfaces with different formats.
3345 * source: Source surface
3346 * fmt: Requested destination format
3348 *****************************************************************************/
3349 static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
3351 const struct d3dfmt_convertor_desc *conv;
3352 WINED3DLOCKED_RECT lock_src, lock_dst;
3353 struct wined3d_surface *ret = NULL;
3356 conv = find_convertor(source->resource.format->id, to_fmt);
3359 FIXME("Cannot find a conversion function from format %s to %s.\n",
3360 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
3364 wined3d_surface_create(source->resource.device, source->resource.width,
3365 source->resource.height, to_fmt, TRUE /* lockable */, TRUE /* discard */, 0 /* level */,
3366 0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */,
3367 0 /* MultiSampleQuality */, source->surface_type, NULL /* parent */, &wined3d_null_parent_ops, &ret);
3370 ERR("Failed to create a destination surface for conversion.\n");
3374 memset(&lock_src, 0, sizeof(lock_src));
3375 memset(&lock_dst, 0, sizeof(lock_dst));
3377 hr = wined3d_surface_map(source, &lock_src, NULL, WINED3DLOCK_READONLY);
3380 ERR("Failed to lock the source surface.\n");
3381 wined3d_surface_decref(ret);
3384 hr = wined3d_surface_map(ret, &lock_dst, NULL, WINED3DLOCK_READONLY);
3387 ERR("Failed to lock the destination surface.\n");
3388 wined3d_surface_unmap(source);
3389 wined3d_surface_decref(ret);
3393 conv->convert(lock_src.pBits, lock_dst.pBits, lock_src.Pitch, lock_dst.Pitch,
3394 source->resource.width, source->resource.height);
3396 wined3d_surface_unmap(ret);
3397 wined3d_surface_unmap(source);
3402 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
3403 unsigned int bpp, UINT pitch, DWORD color)
3410 #define COLORFILL_ROW(type) \
3412 type *d = (type *)buf; \
3413 for (x = 0; x < width; ++x) \
3414 d[x] = (type)color; \
3420 COLORFILL_ROW(BYTE);
3424 COLORFILL_ROW(WORD);
3430 for (x = 0; x < width; ++x, d += 3)
3432 d[0] = (color ) & 0xFF;
3433 d[1] = (color >> 8) & 0xFF;
3434 d[2] = (color >> 16) & 0xFF;
3439 COLORFILL_ROW(DWORD);
3443 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
3444 return WINED3DERR_NOTAVAILABLE;
3447 #undef COLORFILL_ROW
3449 /* Now copy first row. */
3451 for (y = 1; y < height; ++y)
3454 memcpy(buf, first, width * bpp);
3460 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
3462 TRACE("surface %p.\n", surface);
3464 if (!(surface->flags & SFLAG_LOCKED))
3466 WARN("Trying to unmap unmapped surface.\n");
3467 return WINEDDERR_NOTLOCKED;
3469 surface->flags &= ~SFLAG_LOCKED;
3471 surface->surface_ops->surface_unmap(surface);
3476 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
3477 WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
3479 TRACE("surface %p, locked_rect %p, rect %s, flags %#x.\n",
3480 surface, locked_rect, wine_dbgstr_rect(rect), flags);
3482 if (surface->flags & SFLAG_LOCKED)
3484 WARN("Surface is already mapped.\n");
3485 return WINED3DERR_INVALIDCALL;
3487 surface->flags |= SFLAG_LOCKED;
3489 if (!(surface->flags & SFLAG_LOCKABLE))
3490 WARN("Trying to lock unlockable surface.\n");
3492 surface->surface_ops->surface_map(surface, rect, flags);
3494 locked_rect->Pitch = wined3d_surface_get_pitch(surface);
3498 locked_rect->pBits = surface->resource.allocatedMemory;
3499 surface->lockedRect.left = 0;
3500 surface->lockedRect.top = 0;
3501 surface->lockedRect.right = surface->resource.width;
3502 surface->lockedRect.bottom = surface->resource.height;
3506 const struct wined3d_format *format = surface->resource.format;
3508 if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
3510 /* Compressed textures are block based, so calculate the offset of
3511 * the block that contains the top-left pixel of the locked rectangle. */
3512 locked_rect->pBits = surface->resource.allocatedMemory
3513 + ((rect->top / format->block_height) * locked_rect->Pitch)
3514 + ((rect->left / format->block_width) * format->block_byte_count);
3518 locked_rect->pBits = surface->resource.allocatedMemory
3519 + (locked_rect->Pitch * rect->top)
3520 + (rect->left * format->byte_count);
3522 surface->lockedRect.left = rect->left;
3523 surface->lockedRect.top = rect->top;
3524 surface->lockedRect.right = rect->right;
3525 surface->lockedRect.bottom = rect->bottom;
3528 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
3529 TRACE("Returning memory %p, pitch %u.\n", locked_rect->pBits, locked_rect->Pitch);
3534 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
3538 TRACE("surface %p, dc %p.\n", surface, dc);
3540 if (surface->flags & SFLAG_USERPTR)
3542 ERR("Not supported on surfaces with application-provided memory.\n");
3543 return WINEDDERR_NODC;
3546 /* Give more detailed info for ddraw. */
3547 if (surface->flags & SFLAG_DCINUSE)
3548 return WINEDDERR_DCALREADYCREATED;
3550 /* Can't GetDC if the surface is locked. */
3551 if (surface->flags & SFLAG_LOCKED)
3552 return WINED3DERR_INVALIDCALL;
3554 hr = surface->surface_ops->surface_getdc(surface);
3558 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3559 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3561 /* GetDC on palettized formats is unsupported in D3D9, and the method
3562 * is missing in D3D8, so this should only be used for DX <=7
3563 * surfaces (with non-device palettes). */
3564 const PALETTEENTRY *pal = NULL;
3566 if (surface->palette)
3568 pal = surface->palette->palents;
3572 struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
3573 struct wined3d_surface *dds_primary = swapchain->front_buffer;
3575 if (dds_primary && dds_primary->palette)
3576 pal = dds_primary->palette->palents;
3584 for (i = 0; i < 256; ++i)
3586 col[i].rgbRed = pal[i].peRed;
3587 col[i].rgbGreen = pal[i].peGreen;
3588 col[i].rgbBlue = pal[i].peBlue;
3589 col[i].rgbReserved = 0;
3591 SetDIBColorTable(surface->hDC, 0, 256, col);
3595 surface->flags |= SFLAG_DCINUSE;
3598 TRACE("Returning dc %p.\n", *dc);
3603 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
3605 TRACE("surface %p, dc %p.\n", surface, dc);
3607 if (!(surface->flags & SFLAG_DCINUSE))
3608 return WINEDDERR_NODC;
3610 if (surface->hDC != dc)
3612 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
3614 return WINEDDERR_NODC;
3617 if ((surface->flags & SFLAG_PBO) && surface->resource.allocatedMemory)
3619 /* Copy the contents of the DIB over to the PBO. */
3620 memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->dib.bitmap_size);
3623 /* We locked first, so unlock now. */
3624 wined3d_surface_unmap(surface);
3626 surface->flags &= ~SFLAG_DCINUSE;
3631 HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
3633 struct wined3d_swapchain *swapchain;
3636 TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
3638 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
3640 ERR("Flipped surface is not on a swapchain.\n");
3641 return WINEDDERR_NOTFLIPPABLE;
3643 swapchain = surface->container.u.swapchain;
3645 hr = surface->surface_ops->surface_flip(surface, override);
3649 /* Just overwrite the swapchain presentation interval. This is ok because
3650 * only ddraw apps can call Flip, and only d3d8 and d3d9 applications
3651 * specify the presentation interval. */
3652 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
3653 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3654 else if (flags & WINEDDFLIP_NOVSYNC)
3655 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3656 else if (flags & WINEDDFLIP_INTERVAL2)
3657 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3658 else if (flags & WINEDDFLIP_INTERVAL3)
3659 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3661 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3663 return wined3d_swapchain_present(swapchain, NULL, NULL, swapchain->win_handle, NULL, 0);
3666 /* Do not call while under the GL lock. */
3667 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
3669 struct wined3d_device *device = surface->resource.device;
3671 TRACE("iface %p, srgb %#x.\n", surface, srgb);
3673 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
3675 struct wined3d_texture *texture = surface->container.u.texture;
3677 TRACE("Passing to container (%p).\n", texture);
3678 texture->texture_ops->texture_preload(texture, srgb);
3682 struct wined3d_context *context = NULL;
3684 TRACE("(%p) : About to load surface\n", surface);
3686 if (!device->isInDraw) context = context_acquire(device, NULL);
3688 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3689 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3691 if (palette9_changed(surface))
3693 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
3694 /* TODO: This is not necessarily needed with hw palettized texture support */
3695 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
3696 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
3697 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
3701 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
3703 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
3705 /* Tell opengl to try and keep this texture in video ram (well mostly) */
3709 glPrioritizeTextures(1, &surface->texture_name, &tmp);
3713 if (context) context_release(context);
3717 BOOL surface_init_sysmem(struct wined3d_surface *surface)
3719 if (!surface->resource.allocatedMemory)
3721 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
3722 surface->resource.size + RESOURCE_ALIGNMENT);
3723 if (!surface->resource.heapMemory)
3725 ERR("Out of memory\n");
3728 surface->resource.allocatedMemory =
3729 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
3733 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
3736 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3741 /* Read the framebuffer back into the surface */
3742 static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
3744 struct wined3d_device *device = surface->resource.device;
3745 const struct wined3d_gl_info *gl_info;
3746 struct wined3d_context *context;
3750 BYTE *row, *top, *bottom;
3754 BOOL srcIsUpsideDown;
3759 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
3760 static BOOL warned = FALSE;
3762 ERR("The application tries to lock the render target, but render target locking is disabled\n");
3768 context = context_acquire(device, surface);
3769 context_apply_blit_state(context, device);
3770 gl_info = context->gl_info;
3774 /* Select the correct read buffer, and give some debug output.
3775 * There is no need to keep track of the current read buffer or reset it, every part of the code
3776 * that reads sets the read buffer as desired.
3778 if (surface_is_offscreen(surface))
3780 /* Mapping the primary render target which is not on a swapchain.
3781 * Read from the back buffer. */
3782 TRACE("Mapping offscreen render target.\n");
3783 glReadBuffer(device->offscreenBuffer);
3784 srcIsUpsideDown = TRUE;
3788 /* Onscreen surfaces are always part of a swapchain */
3789 GLenum buffer = surface_get_gl_buffer(surface);
3790 TRACE("Mapping %#x buffer.\n", buffer);
3791 glReadBuffer(buffer);
3792 checkGLcall("glReadBuffer");
3793 srcIsUpsideDown = FALSE;
3796 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
3799 local_rect.left = 0;
3801 local_rect.right = surface->resource.width;
3802 local_rect.bottom = surface->resource.height;
3808 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
3810 switch (surface->resource.format->id)
3812 case WINED3DFMT_P8_UINT:
3814 if (primary_render_target_is_p8(device))
3816 /* In case of P8 render targets the index is stored in the alpha component */
3818 type = GL_UNSIGNED_BYTE;
3820 bpp = surface->resource.format->byte_count;
3824 /* GL can't return palettized data, so read ARGB pixels into a
3825 * separate block of memory and convert them into palettized format
3826 * in software. Slow, but if the app means to use palettized render
3827 * targets and locks it...
3829 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
3830 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
3831 * for the color channels when palettizing the colors.
3834 type = GL_UNSIGNED_BYTE;
3836 mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3);
3839 ERR("Out of memory\n");
3843 bpp = surface->resource.format->byte_count * 3;
3850 fmt = surface->resource.format->glFormat;
3851 type = surface->resource.format->glType;
3852 bpp = surface->resource.format->byte_count;
3855 if (surface->flags & SFLAG_PBO)
3857 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
3858 checkGLcall("glBindBufferARB");
3861 ERR("mem not null for pbo -- unexpected\n");
3866 /* Save old pixel store pack state */
3867 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
3868 checkGLcall("glGetIntegerv");
3869 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
3870 checkGLcall("glGetIntegerv");
3871 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
3872 checkGLcall("glGetIntegerv");
3874 /* Setup pixel store pack state -- to glReadPixels into the correct place */
3875 glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width);
3876 checkGLcall("glPixelStorei");
3877 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
3878 checkGLcall("glPixelStorei");
3879 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
3880 checkGLcall("glPixelStorei");
3882 glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top,
3883 local_rect.right - local_rect.left,
3884 local_rect.bottom - local_rect.top,
3886 checkGLcall("glReadPixels");
3888 /* Reset previous pixel store pack state */
3889 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
3890 checkGLcall("glPixelStorei");
3891 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
3892 checkGLcall("glPixelStorei");
3893 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
3894 checkGLcall("glPixelStorei");
3896 if (surface->flags & SFLAG_PBO)
3898 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
3899 checkGLcall("glBindBufferARB");
3901 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
3902 * to get a pointer to it and perform the flipping in software. This is a lot
3903 * faster than calling glReadPixels for each line. In case we want more speed
3904 * we should rerender it flipped in a FBO and read the data back from the FBO. */
3905 if (!srcIsUpsideDown)
3907 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
3908 checkGLcall("glBindBufferARB");
3910 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
3911 checkGLcall("glMapBufferARB");
3915 /* TODO: Merge this with the palettization loop below for P8 targets */
3916 if(!srcIsUpsideDown) {
3918 /* glReadPixels returns the image upside down, and there is no way to prevent this.
3919 Flip the lines in software */
3920 len = (local_rect.right - local_rect.left) * bpp;
3921 off = local_rect.left * bpp;
3923 row = HeapAlloc(GetProcessHeap(), 0, len);
3925 ERR("Out of memory\n");
3926 if (surface->resource.format->id == WINED3DFMT_P8_UINT)
3927 HeapFree(GetProcessHeap(), 0, mem);
3932 top = mem + pitch * local_rect.top;
3933 bottom = mem + pitch * (local_rect.bottom - 1);
3934 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
3935 memcpy(row, top + off, len);
3936 memcpy(top + off, bottom + off, len);
3937 memcpy(bottom + off, row, len);
3941 HeapFree(GetProcessHeap(), 0, row);
3943 /* Unmap the temp PBO buffer */
3944 if (surface->flags & SFLAG_PBO)
3946 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
3947 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3952 context_release(context);
3954 /* For P8 textures we need to perform an inverse palette lookup. This is
3955 * done by searching for a palette index which matches the RGB value.
3956 * Note this isn't guaranteed to work when there are multiple entries for
3957 * the same color but we have no choice. In case of P8 render targets,
3958 * the index is stored in the alpha component so no conversion is needed. */
3959 if (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
3961 const PALETTEENTRY *pal = NULL;
3962 DWORD width = pitch / 3;
3965 if (surface->palette)
3967 pal = surface->palette->palents;
3971 ERR("Palette is missing, cannot perform inverse palette lookup\n");
3972 HeapFree(GetProcessHeap(), 0, mem);
3976 for(y = local_rect.top; y < local_rect.bottom; y++) {
3977 for(x = local_rect.left; x < local_rect.right; x++) {
3978 /* start lines pixels */
3979 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
3980 const BYTE *green = blue + 1;
3981 const BYTE *red = green + 1;
3983 for(c = 0; c < 256; c++) {
3984 if(*red == pal[c].peRed &&
3985 *green == pal[c].peGreen &&
3986 *blue == pal[c].peBlue)
3988 *((BYTE *) dest + y * width + x) = c;
3994 HeapFree(GetProcessHeap(), 0, mem);
3998 /* Read the framebuffer contents into a texture */
3999 static void read_from_framebuffer_texture(struct wined3d_surface *surface, BOOL srgb)
4001 struct wined3d_device *device = surface->resource.device;
4002 const struct wined3d_gl_info *gl_info;
4003 struct wined3d_context *context;
4005 if (!surface_is_offscreen(surface))
4007 /* We would need to flip onscreen surfaces, but there's no efficient
4008 * way to do that here. It makes more sense for the caller to
4009 * explicitly go through sysmem. */
4010 ERR("Not supported for onscreen targets.\n");
4014 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
4015 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
4016 * states in the stateblock, and no driver was found yet that had bugs in that regard.
4018 context = context_acquire(device, surface);
4019 gl_info = context->gl_info;
4020 device_invalidate_state(device, STATE_FRAMEBUFFER);
4022 surface_prepare_texture(surface, gl_info, srgb);
4023 surface_bind_and_dirtify(surface, gl_info, srgb);
4025 TRACE("Reading back offscreen render target %p.\n", surface);
4029 glReadBuffer(device->offscreenBuffer);
4030 checkGLcall("glReadBuffer");
4032 glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
4033 0, 0, 0, 0, surface->resource.width, surface->resource.height);
4034 checkGLcall("glCopyTexSubImage2D");
4038 context_release(context);
4041 /* Context activation is done by the caller. */
4042 static void surface_prepare_texture_internal(struct wined3d_surface *surface,
4043 const struct wined3d_gl_info *gl_info, BOOL srgb)
4045 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4046 CONVERT_TYPES convert;
4047 struct wined3d_format format;
4049 if (surface->flags & alloc_flag) return;
4051 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
4052 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
4053 else surface->flags &= ~SFLAG_CONVERTED;
4055 surface_bind_and_dirtify(surface, gl_info, srgb);
4056 surface_allocate_surface(surface, gl_info, &format, srgb);
4057 surface->flags |= alloc_flag;
4060 /* Context activation is done by the caller. */
4061 void surface_prepare_texture(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
4063 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4065 struct wined3d_texture *texture = surface->container.u.texture;
4066 UINT sub_count = texture->level_count * texture->layer_count;
4069 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
4071 for (i = 0; i < sub_count; ++i)
4073 struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
4074 surface_prepare_texture_internal(s, gl_info, srgb);
4080 surface_prepare_texture_internal(surface, gl_info, srgb);
4083 static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
4084 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
4086 struct wined3d_device *device = surface->resource.device;
4087 UINT pitch = wined3d_surface_get_pitch(surface);
4088 const struct wined3d_gl_info *gl_info;
4089 struct wined3d_context *context;
4093 surface_get_rect(surface, rect, &local_rect);
4095 mem += local_rect.top * pitch + local_rect.left * bpp;
4096 w = local_rect.right - local_rect.left;
4097 h = local_rect.bottom - local_rect.top;
4099 /* Activate the correct context for the render target */
4100 context = context_acquire(device, surface);
4101 context_apply_blit_state(context, device);
4102 gl_info = context->gl_info;
4106 if (!surface_is_offscreen(surface))
4108 GLenum buffer = surface_get_gl_buffer(surface);
4109 TRACE("Unlocking %#x buffer.\n", buffer);
4110 context_set_draw_buffer(context, buffer);
4112 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
4113 glPixelZoom(1.0f, -1.0f);
4117 /* Primary offscreen render target */
4118 TRACE("Offscreen render target.\n");
4119 context_set_draw_buffer(context, device->offscreenBuffer);
4121 glPixelZoom(1.0f, 1.0f);
4124 glRasterPos3i(local_rect.left, local_rect.top, 1);
4125 checkGLcall("glRasterPos3i");
4127 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
4128 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
4130 if (surface->flags & SFLAG_PBO)
4132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4133 checkGLcall("glBindBufferARB");
4136 glDrawPixels(w, h, fmt, type, mem);
4137 checkGLcall("glDrawPixels");
4139 if (surface->flags & SFLAG_PBO)
4141 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4142 checkGLcall("glBindBufferARB");
4145 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4146 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
4150 if (wined3d_settings.strict_draw_ordering
4151 || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4152 && surface->container.u.swapchain->front_buffer == surface))
4155 context_release(context);
4158 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck,
4159 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
4161 BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
4162 const struct wined3d_device *device = surface->resource.device;
4163 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4164 BOOL blit_supported = FALSE;
4166 /* Copy the default values from the surface. Below we might perform fixups */
4167 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
4168 *format = *surface->resource.format;
4169 *convert = NO_CONVERSION;
4171 /* Ok, now look if we have to do any conversion */
4172 switch (surface->resource.format->id)
4174 case WINED3DFMT_P8_UINT:
4175 /* Below the call to blit_supported is disabled for Wine 1.2
4176 * because the function isn't operating correctly yet. At the
4177 * moment 8-bit blits are handled in software and if certain GL
4178 * extensions are around, surface conversion is performed at
4179 * upload time. The blit_supported call recognizes it as a
4180 * destination fixup. This type of upload 'fixup' and 8-bit to
4181 * 8-bit blits need to be handled by the blit_shader.
4182 * TODO: get rid of this #if 0. */
4184 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
4185 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
4186 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
4188 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
4190 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
4191 * texturing. Further also use conversion in case of color keying.
4192 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
4193 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
4194 * conflicts with this.
4196 if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
4197 || colorkey_active || !use_texturing)
4199 format->glFormat = GL_RGBA;
4200 format->glInternal = GL_RGBA;
4201 format->glType = GL_UNSIGNED_BYTE;
4202 format->conv_byte_count = 4;
4203 if (colorkey_active)
4204 *convert = CONVERT_PALETTED_CK;
4206 *convert = CONVERT_PALETTED;
4210 case WINED3DFMT_B2G3R3_UNORM:
4211 /* **********************
4212 GL_UNSIGNED_BYTE_3_3_2
4213 ********************** */
4214 if (colorkey_active) {
4215 /* This texture format will never be used.. So do not care about color keying
4216 up until the point in time it will be needed :-) */
4217 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
4221 case WINED3DFMT_B5G6R5_UNORM:
4222 if (colorkey_active)
4224 *convert = CONVERT_CK_565;
4225 format->glFormat = GL_RGBA;
4226 format->glInternal = GL_RGB5_A1;
4227 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
4228 format->conv_byte_count = 2;
4232 case WINED3DFMT_B5G5R5X1_UNORM:
4233 if (colorkey_active)
4235 *convert = CONVERT_CK_5551;
4236 format->glFormat = GL_BGRA;
4237 format->glInternal = GL_RGB5_A1;
4238 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
4239 format->conv_byte_count = 2;
4243 case WINED3DFMT_B8G8R8_UNORM:
4244 if (colorkey_active)
4246 *convert = CONVERT_CK_RGB24;
4247 format->glFormat = GL_RGBA;
4248 format->glInternal = GL_RGBA8;
4249 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4250 format->conv_byte_count = 4;
4254 case WINED3DFMT_B8G8R8X8_UNORM:
4255 if (colorkey_active)
4257 *convert = CONVERT_RGB32_888;
4258 format->glFormat = GL_RGBA;
4259 format->glInternal = GL_RGBA8;
4260 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4261 format->conv_byte_count = 4;
4272 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
4274 const struct wined3d_device *device = surface->resource.device;
4275 const struct wined3d_palette *pal = surface->palette;
4276 BOOL index_in_alpha = FALSE;
4279 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
4280 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
4281 * is slow. Further RGB->P8 conversion is not possible because palettes can have
4282 * duplicate entries. Store the color key in the unused alpha component to speed the
4283 * download up and to make conversion unneeded. */
4284 index_in_alpha = primary_render_target_is_p8(device);
4288 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
4289 if (device->wined3d->flags & WINED3D_PALETTE_PER_SURFACE)
4291 ERR("This code should never get entered for DirectDraw!, expect problems\n");
4294 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
4295 * there's no palette at this time. */
4296 for (i = 0; i < 256; i++) table[i][3] = i;
4301 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
4302 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
4303 * capability flag is present (wine does advertise this capability) */
4304 for (i = 0; i < 256; ++i)
4306 table[i][0] = device->palettes[device->currentPalette][i].peRed;
4307 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
4308 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
4309 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
4315 TRACE("Using surface palette %p\n", pal);
4316 /* Get the surface's palette */
4317 for (i = 0; i < 256; ++i)
4319 table[i][0] = pal->palents[i].peRed;
4320 table[i][1] = pal->palents[i].peGreen;
4321 table[i][2] = pal->palents[i].peBlue;
4323 /* When index_in_alpha is set the palette index is stored in the
4324 * alpha component. In case of a readback we can then read
4325 * GL_ALPHA. Color keying is handled in BltOverride using a
4326 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
4327 * color key itself is passed to glAlphaFunc in other cases the
4328 * alpha component of pixels that should be masked away is set to 0. */
4333 else if (colorkey && (i >= surface->SrcBltCKey.dwColorSpaceLowValue)
4334 && (i <= surface->SrcBltCKey.dwColorSpaceHighValue))
4338 else if (pal->flags & WINEDDPCAPS_ALPHA)
4340 table[i][3] = pal->palents[i].peFlags;
4350 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
4351 UINT height, UINT outpitch, CONVERT_TYPES convert, struct wined3d_surface *surface)
4355 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surface);
4360 memcpy(dst, src, pitch * height);
4363 case CONVERT_PALETTED:
4364 case CONVERT_PALETTED_CK:
4369 d3dfmt_p8_init_palette(surface, table, (convert == CONVERT_PALETTED_CK));
4371 for (y = 0; y < height; y++)
4373 source = src + pitch * y;
4374 dest = dst + outpitch * y;
4375 /* This is an 1 bpp format, using the width here is fine */
4376 for (x = 0; x < width; x++) {
4377 BYTE color = *source++;
4378 *dest++ = table[color][0];
4379 *dest++ = table[color][1];
4380 *dest++ = table[color][2];
4381 *dest++ = table[color][3];
4387 case CONVERT_CK_565:
4389 /* Converting the 565 format in 5551 packed to emulate color-keying.
4391 Note : in all these conversion, it would be best to average the averaging
4392 pixels to get the color of the pixel that will be color-keyed to
4393 prevent 'color bleeding'. This will be done later on if ever it is
4396 Note2: Nvidia documents say that their driver does not support alpha + color keying
4397 on the same surface and disables color keying in such a case
4403 TRACE("Color keyed 565\n");
4405 for (y = 0; y < height; y++) {
4406 Source = (const WORD *)(src + y * pitch);
4407 Dest = (WORD *) (dst + y * outpitch);
4408 for (x = 0; x < width; x++ ) {
4409 WORD color = *Source++;
4410 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
4411 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4412 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4420 case CONVERT_CK_5551:
4422 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
4426 TRACE("Color keyed 5551\n");
4427 for (y = 0; y < height; y++) {
4428 Source = (const WORD *)(src + y * pitch);
4429 Dest = (WORD *) (dst + y * outpitch);
4430 for (x = 0; x < width; x++ ) {
4431 WORD color = *Source++;
4433 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4434 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4437 *Dest &= ~(1 << 15);
4444 case CONVERT_CK_RGB24:
4446 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
4448 for (y = 0; y < height; y++)
4450 source = src + pitch * y;
4451 dest = dst + outpitch * y;
4452 for (x = 0; x < width; x++) {
4453 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
4454 DWORD dstcolor = color << 8;
4455 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4456 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4458 *(DWORD*)dest = dstcolor;
4466 case CONVERT_RGB32_888:
4468 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
4470 for (y = 0; y < height; y++)
4472 source = src + pitch * y;
4473 dest = dst + outpitch * y;
4474 for (x = 0; x < width; x++) {
4475 DWORD color = 0xffffff & *(const DWORD*)source;
4476 DWORD dstcolor = color << 8;
4477 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4478 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4480 *(DWORD*)dest = dstcolor;
4489 ERR("Unsupported conversion type %#x.\n", convert);
4494 BOOL palette9_changed(struct wined3d_surface *surface)
4496 struct wined3d_device *device = surface->resource.device;
4498 if (surface->palette || (surface->resource.format->id != WINED3DFMT_P8_UINT
4499 && surface->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
4501 /* If a ddraw-style palette is attached assume no d3d9 palette change.
4502 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
4507 if (surface->palette9)
4509 if (!memcmp(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
4516 surface->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4518 memcpy(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
4523 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
4525 /* Flip the surface contents */
4530 front->hDC = back->hDC;
4534 /* Flip the DIBsection */
4537 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
4538 tmp = front->dib.DIBsection;
4539 front->dib.DIBsection = back->dib.DIBsection;
4540 back->dib.DIBsection = tmp;
4542 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
4543 else front->flags &= ~SFLAG_DIBSECTION;
4544 if (hasDib) back->flags |= SFLAG_DIBSECTION;
4545 else back->flags &= ~SFLAG_DIBSECTION;
4548 /* Flip the surface data */
4552 tmp = front->dib.bitmap_data;
4553 front->dib.bitmap_data = back->dib.bitmap_data;
4554 back->dib.bitmap_data = tmp;
4556 tmp = front->resource.allocatedMemory;
4557 front->resource.allocatedMemory = back->resource.allocatedMemory;
4558 back->resource.allocatedMemory = tmp;
4560 tmp = front->resource.heapMemory;
4561 front->resource.heapMemory = back->resource.heapMemory;
4562 back->resource.heapMemory = tmp;
4567 GLuint tmp_pbo = front->pbo;
4568 front->pbo = back->pbo;
4569 back->pbo = tmp_pbo;
4572 /* client_memory should not be different, but just in case */
4575 tmp = front->dib.client_memory;
4576 front->dib.client_memory = back->dib.client_memory;
4577 back->dib.client_memory = tmp;
4580 /* Flip the opengl texture */
4584 tmp = back->texture_name;
4585 back->texture_name = front->texture_name;
4586 front->texture_name = tmp;
4588 tmp = back->texture_name_srgb;
4589 back->texture_name_srgb = front->texture_name_srgb;
4590 front->texture_name_srgb = tmp;
4592 resource_unload(&back->resource);
4593 resource_unload(&front->resource);
4597 DWORD tmp_flags = back->flags;
4598 back->flags = front->flags;
4599 front->flags = tmp_flags;
4603 /* Does a direct frame buffer -> texture copy. Stretching is done with single
4604 * pixel copy calls. */
4605 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4606 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4608 struct wined3d_device *device = dst_surface->resource.device;
4611 struct wined3d_context *context;
4612 BOOL upsidedown = FALSE;
4613 RECT dst_rect = *dst_rect_in;
4615 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4616 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4618 if(dst_rect.top > dst_rect.bottom) {
4619 UINT tmp = dst_rect.bottom;
4620 dst_rect.bottom = dst_rect.top;
4625 context = context_acquire(device, src_surface);
4626 context_apply_blit_state(context, device);
4627 surface_internal_preload(dst_surface, SRGB_RGB);
4630 /* Bind the target texture */
4631 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
4632 checkGLcall("glBindTexture");
4633 if (surface_is_offscreen(src_surface))
4635 TRACE("Reading from an offscreen target\n");
4636 upsidedown = !upsidedown;
4637 glReadBuffer(device->offscreenBuffer);
4641 glReadBuffer(surface_get_gl_buffer(src_surface));
4643 checkGLcall("glReadBuffer");
4645 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
4646 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
4648 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4650 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
4652 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
4653 ERR("Texture filtering not supported in direct blit\n");
4656 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
4657 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4659 ERR("Texture filtering not supported in direct blit\n");
4663 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4664 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4666 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
4668 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4669 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
4670 src_rect->left, src_surface->resource.height - src_rect->bottom,
4671 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4675 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
4676 /* I have to process this row by row to swap the image,
4677 * otherwise it would be upside down, so stretching in y direction
4678 * doesn't cost extra time
4680 * However, stretching in x direction can be avoided if not necessary
4682 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
4683 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4685 /* Well, that stuff works, but it's very slow.
4686 * find a better way instead
4690 for (col = dst_rect.left; col < dst_rect.right; ++col)
4692 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4693 dst_rect.left + col /* x offset */, row /* y offset */,
4694 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
4699 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4700 dst_rect.left /* x offset */, row /* y offset */,
4701 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
4705 checkGLcall("glCopyTexSubImage2D");
4708 context_release(context);
4710 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4711 * path is never entered
4713 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4716 /* Uses the hardware to stretch and flip the image */
4717 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4718 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4720 struct wined3d_device *device = dst_surface->resource.device;
4721 struct wined3d_swapchain *src_swapchain = NULL;
4722 GLuint src, backup = 0;
4723 float left, right, top, bottom; /* Texture coordinates */
4724 UINT fbwidth = src_surface->resource.width;
4725 UINT fbheight = src_surface->resource.height;
4726 struct wined3d_context *context;
4727 GLenum drawBuffer = GL_BACK;
4728 GLenum texture_target;
4729 BOOL noBackBufferBackup;
4731 BOOL upsidedown = FALSE;
4732 RECT dst_rect = *dst_rect_in;
4734 TRACE("Using hwstretch blit\n");
4735 /* Activate the Proper context for reading from the source surface, set it up for blitting */
4736 context = context_acquire(device, src_surface);
4737 context_apply_blit_state(context, device);
4738 surface_internal_preload(dst_surface, SRGB_RGB);
4740 src_offscreen = surface_is_offscreen(src_surface);
4741 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
4742 if (!noBackBufferBackup && !src_surface->texture_name)
4744 /* Get it a description */
4745 surface_internal_preload(src_surface, SRGB_RGB);
4749 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
4750 * This way we don't have to wait for the 2nd readback to finish to leave this function.
4752 if (context->aux_buffers >= 2)
4754 /* Got more than one aux buffer? Use the 2nd aux buffer */
4755 drawBuffer = GL_AUX1;
4757 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
4759 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
4760 drawBuffer = GL_AUX0;
4763 if(noBackBufferBackup) {
4764 glGenTextures(1, &backup);
4765 checkGLcall("glGenTextures");
4766 glBindTexture(GL_TEXTURE_2D, backup);
4767 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
4768 texture_target = GL_TEXTURE_2D;
4770 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
4771 * we are reading from the back buffer, the backup can be used as source texture
4773 texture_target = src_surface->texture_target;
4774 glBindTexture(texture_target, src_surface->texture_name);
4775 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
4776 glEnable(texture_target);
4777 checkGLcall("glEnable(texture_target)");
4779 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
4780 src_surface->flags &= ~SFLAG_INTEXTURE;
4783 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4784 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4786 if(dst_rect.top > dst_rect.bottom) {
4787 UINT tmp = dst_rect.bottom;
4788 dst_rect.bottom = dst_rect.top;
4795 TRACE("Reading from an offscreen target\n");
4796 upsidedown = !upsidedown;
4797 glReadBuffer(device->offscreenBuffer);
4801 glReadBuffer(surface_get_gl_buffer(src_surface));
4804 /* TODO: Only back up the part that will be overwritten */
4805 glCopyTexSubImage2D(texture_target, 0,
4806 0, 0 /* read offsets */,
4811 checkGLcall("glCopyTexSubImage2D");
4813 /* No issue with overriding these - the sampler is dirty due to blit usage */
4814 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
4815 wined3d_gl_mag_filter(magLookup, Filter));
4816 checkGLcall("glTexParameteri");
4817 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
4818 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
4819 checkGLcall("glTexParameteri");
4821 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
4822 src_swapchain = src_surface->container.u.swapchain;
4823 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
4825 src = backup ? backup : src_surface->texture_name;
4829 glReadBuffer(GL_FRONT);
4830 checkGLcall("glReadBuffer(GL_FRONT)");
4832 glGenTextures(1, &src);
4833 checkGLcall("glGenTextures(1, &src)");
4834 glBindTexture(GL_TEXTURE_2D, src);
4835 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
4837 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
4838 * out for power of 2 sizes
4840 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
4841 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
4842 checkGLcall("glTexImage2D");
4843 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
4844 0, 0 /* read offsets */,
4849 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4850 checkGLcall("glTexParameteri");
4851 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4852 checkGLcall("glTexParameteri");
4854 glReadBuffer(GL_BACK);
4855 checkGLcall("glReadBuffer(GL_BACK)");
4857 if(texture_target != GL_TEXTURE_2D) {
4858 glDisable(texture_target);
4859 glEnable(GL_TEXTURE_2D);
4860 texture_target = GL_TEXTURE_2D;
4863 checkGLcall("glEnd and previous");
4865 left = src_rect->left;
4866 right = src_rect->right;
4870 top = src_surface->resource.height - src_rect->top;
4871 bottom = src_surface->resource.height - src_rect->bottom;
4875 top = src_surface->resource.height - src_rect->bottom;
4876 bottom = src_surface->resource.height - src_rect->top;
4879 if (src_surface->flags & SFLAG_NORMCOORD)
4881 left /= src_surface->pow2Width;
4882 right /= src_surface->pow2Width;
4883 top /= src_surface->pow2Height;
4884 bottom /= src_surface->pow2Height;
4887 /* draw the source texture stretched and upside down. The correct surface is bound already */
4888 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
4889 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
4891 context_set_draw_buffer(context, drawBuffer);
4892 glReadBuffer(drawBuffer);
4896 glTexCoord2f(left, bottom);
4900 glTexCoord2f(left, top);
4901 glVertex2i(0, dst_rect.bottom - dst_rect.top);
4904 glTexCoord2f(right, top);
4905 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4908 glTexCoord2f(right, bottom);
4909 glVertex2i(dst_rect.right - dst_rect.left, 0);
4911 checkGLcall("glEnd and previous");
4913 if (texture_target != dst_surface->texture_target)
4915 glDisable(texture_target);
4916 glEnable(dst_surface->texture_target);
4917 texture_target = dst_surface->texture_target;
4920 /* Now read the stretched and upside down image into the destination texture */
4921 glBindTexture(texture_target, dst_surface->texture_name);
4922 checkGLcall("glBindTexture");
4923 glCopyTexSubImage2D(texture_target,
4925 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
4926 0, 0, /* We blitted the image to the origin */
4927 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4928 checkGLcall("glCopyTexSubImage2D");
4930 if(drawBuffer == GL_BACK) {
4931 /* Write the back buffer backup back */
4933 if(texture_target != GL_TEXTURE_2D) {
4934 glDisable(texture_target);
4935 glEnable(GL_TEXTURE_2D);
4936 texture_target = GL_TEXTURE_2D;
4938 glBindTexture(GL_TEXTURE_2D, backup);
4939 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
4943 if (texture_target != src_surface->texture_target)
4945 glDisable(texture_target);
4946 glEnable(src_surface->texture_target);
4947 texture_target = src_surface->texture_target;
4949 glBindTexture(src_surface->texture_target, src_surface->texture_name);
4950 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
4955 glTexCoord2f(0.0f, 0.0f);
4956 glVertex2i(0, fbheight);
4959 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
4963 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
4964 (float)fbheight / (float)src_surface->pow2Height);
4965 glVertex2i(fbwidth, 0);
4968 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
4969 glVertex2i(fbwidth, fbheight);
4972 glDisable(texture_target);
4973 checkGLcall("glDisable(texture_target)");
4976 if (src != src_surface->texture_name && src != backup)
4978 glDeleteTextures(1, &src);
4979 checkGLcall("glDeleteTextures(1, &src)");
4982 glDeleteTextures(1, &backup);
4983 checkGLcall("glDeleteTextures(1, &backup)");
4988 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4990 context_release(context);
4992 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4993 * path is never entered
4995 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4998 /* Front buffer coordinates are always full screen coordinates, but our GL
4999 * drawable is limited to the window's client area. The sysmem and texture
5000 * copies do have the full screen size. Note that GL has a bottom-left
5001 * origin, while D3D has a top-left origin. */
5002 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
5004 UINT drawable_height;
5006 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5007 && surface == surface->container.u.swapchain->front_buffer)
5009 POINT offset = {0, 0};
5012 ScreenToClient(window, &offset);
5013 OffsetRect(rect, offset.x, offset.y);
5015 GetClientRect(window, &windowsize);
5016 drawable_height = windowsize.bottom - windowsize.top;
5020 drawable_height = surface->resource.height;
5023 rect->top = drawable_height - rect->top;
5024 rect->bottom = drawable_height - rect->bottom;
5027 /* blit between surface locations. onscreen on different swapchains is not supported.
5028 * depth / stencil is not supported. */
5029 static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREFILTERTYPE filter,
5030 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
5031 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
5033 const struct wined3d_gl_info *gl_info;
5034 struct wined3d_context *context;
5035 RECT src_rect, dst_rect;
5039 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
5040 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
5041 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
5042 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
5043 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
5045 src_rect = *src_rect_in;
5046 dst_rect = *dst_rect_in;
5050 case WINED3DTEXF_LINEAR:
5051 gl_filter = GL_LINEAR;
5055 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
5056 case WINED3DTEXF_NONE:
5057 case WINED3DTEXF_POINT:
5058 gl_filter = GL_NEAREST;
5062 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
5063 src_location = SFLAG_INTEXTURE;
5064 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
5065 dst_location = SFLAG_INTEXTURE;
5067 /* Make sure the locations are up-to-date. Loading the destination
5068 * surface isn't required if the entire surface is overwritten. (And is
5069 * in fact harmful if we're being called by surface_load_location() with
5070 * the purpose of loading the destination surface.) */
5071 surface_load_location(src_surface, src_location, NULL);
5072 if (!surface_is_full_rect(dst_surface, &dst_rect))
5073 surface_load_location(dst_surface, dst_location, NULL);
5075 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
5076 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
5077 else context = context_acquire(device, NULL);
5079 if (!context->valid)
5081 context_release(context);
5082 WARN("Invalid context, skipping blit.\n");
5086 gl_info = context->gl_info;
5088 if (src_location == SFLAG_INDRAWABLE)
5090 TRACE("Source surface %p is onscreen.\n", src_surface);
5091 buffer = surface_get_gl_buffer(src_surface);
5092 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
5096 TRACE("Source surface %p is offscreen.\n", src_surface);
5097 buffer = GL_COLOR_ATTACHMENT0;
5101 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
5102 glReadBuffer(buffer);
5103 checkGLcall("glReadBuffer()");
5104 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
5107 if (dst_location == SFLAG_INDRAWABLE)
5109 TRACE("Destination surface %p is onscreen.\n", dst_surface);
5110 buffer = surface_get_gl_buffer(dst_surface);
5111 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5115 TRACE("Destination surface %p is offscreen.\n", dst_surface);
5116 buffer = GL_COLOR_ATTACHMENT0;
5120 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
5121 context_set_draw_buffer(context, buffer);
5122 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
5123 context_invalidate_state(context, STATE_FRAMEBUFFER);
5125 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5126 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5127 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
5128 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
5129 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
5131 glDisable(GL_SCISSOR_TEST);
5132 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5134 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
5135 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
5136 checkGLcall("glBlitFramebuffer()");
5140 if (wined3d_settings.strict_draw_ordering
5141 || (dst_location == SFLAG_INDRAWABLE
5142 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
5145 context_release(context);
5148 static void surface_blt_to_drawable(struct wined3d_device *device,
5149 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
5150 struct wined3d_surface *src_surface, const RECT *src_rect_in,
5151 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
5153 struct wined3d_context *context;
5154 RECT src_rect, dst_rect;
5156 src_rect = *src_rect_in;
5157 dst_rect = *dst_rect_in;
5159 /* Make sure the surface is up-to-date. This should probably use
5160 * surface_load_location() and worry about the destination surface too,
5161 * unless we're overwriting it completely. */
5162 surface_internal_preload(src_surface, SRGB_RGB);
5164 /* Activate the destination context, set it up for blitting */
5165 context = context_acquire(device, dst_surface);
5166 context_apply_blit_state(context, device);
5168 if (!surface_is_offscreen(dst_surface))
5169 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5171 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
5177 glEnable(GL_ALPHA_TEST);
5178 checkGLcall("glEnable(GL_ALPHA_TEST)");
5180 /* When the primary render target uses P8, the alpha component
5181 * contains the palette index. Which means that the colorkey is one of
5182 * the palette entries. In other cases pixels that should be masked
5183 * away have alpha set to 0. */
5184 if (primary_render_target_is_p8(device))
5185 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
5187 glAlphaFunc(GL_NOTEQUAL, 0.0f);
5188 checkGLcall("glAlphaFunc");
5192 glDisable(GL_ALPHA_TEST);
5193 checkGLcall("glDisable(GL_ALPHA_TEST)");
5196 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
5200 glDisable(GL_ALPHA_TEST);
5201 checkGLcall("glDisable(GL_ALPHA_TEST)");
5206 /* Leave the opengl state valid for blitting */
5207 device->blitter->unset_shader(context->gl_info);
5209 if (wined3d_settings.strict_draw_ordering
5210 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5211 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
5212 wglFlush(); /* Flush to ensure ordering across contexts. */
5214 context_release(context);
5217 /* Do not call while under the GL lock. */
5218 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color)
5220 struct wined3d_device *device = s->resource.device;
5221 const struct blit_shader *blitter;
5223 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
5224 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
5227 FIXME("No blitter is capable of performing the requested color fill operation.\n");
5228 return WINED3DERR_INVALIDCALL;
5231 return blitter->color_fill(device, s, rect, color);
5234 /* Do not call while under the GL lock. */
5235 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
5236 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
5237 WINED3DTEXTUREFILTERTYPE Filter)
5239 struct wined3d_device *device = dst_surface->resource.device;
5240 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5241 struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
5243 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
5244 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
5245 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
5247 /* Get the swapchain. One of the surfaces has to be a primary surface */
5248 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5250 WARN("Destination is in sysmem, rejecting gl blt\n");
5251 return WINED3DERR_INVALIDCALL;
5254 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5255 dstSwapchain = dst_surface->container.u.swapchain;
5259 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5261 WARN("Src is in sysmem, rejecting gl blt\n");
5262 return WINED3DERR_INVALIDCALL;
5265 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5266 srcSwapchain = src_surface->container.u.swapchain;
5269 /* Early sort out of cases where no render target is used */
5270 if (!dstSwapchain && !srcSwapchain
5271 && src_surface != device->fb.render_targets[0]
5272 && dst_surface != device->fb.render_targets[0])
5274 TRACE("No surface is render target, not using hardware blit.\n");
5275 return WINED3DERR_INVALIDCALL;
5278 /* No destination color keying supported */
5279 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
5281 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
5282 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
5283 return WINED3DERR_INVALIDCALL;
5286 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
5287 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
5288 && dst_surface == dstSwapchain->front_buffer
5289 && src_surface == dstSwapchain->back_buffers[0])
5291 /* Half-Life does a Blt from the back buffer to the front buffer,
5292 * Full surface size, no flags... Use present instead
5294 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
5297 /* Check rects - wined3d_swapchain_present() doesn't handle them. */
5300 TRACE("Looking if a Present can be done...\n");
5301 /* Source Rectangle must be full surface */
5302 if (src_rect->left || src_rect->top
5303 || src_rect->right != src_surface->resource.width
5304 || src_rect->bottom != src_surface->resource.height)
5306 TRACE("No, Source rectangle doesn't match\n");
5310 /* No stretching may occur */
5311 if (src_rect->right != dst_rect->right - dst_rect->left
5312 || src_rect->bottom != dst_rect->bottom - dst_rect->top)
5314 TRACE("No, stretching is done\n");
5318 /* Destination must be full surface or match the clipping rectangle */
5319 if (dst_surface->clipper && dst_surface->clipper->hWnd)
5323 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
5324 pos[0].x = dst_rect->left;
5325 pos[0].y = dst_rect->top;
5326 pos[1].x = dst_rect->right;
5327 pos[1].y = dst_rect->bottom;
5328 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
5330 if (pos[0].x != cliprect.left || pos[0].y != cliprect.top
5331 || pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
5333 TRACE("No, dest rectangle doesn't match(clipper)\n");
5334 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
5335 TRACE("Blt dest: %s\n", wine_dbgstr_rect(dst_rect));
5339 else if (dst_rect->left || dst_rect->top
5340 || dst_rect->right != dst_surface->resource.width
5341 || dst_rect->bottom != dst_surface->resource.height)
5343 TRACE("No, dest rectangle doesn't match(surface size)\n");
5349 /* These flags are unimportant for the flag check, remove them */
5350 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
5352 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
5354 /* The idea behind this is that a glReadPixels and a glDrawPixels call
5355 * take very long, while a flip is fast.
5356 * This applies to Half-Life, which does such Blts every time it finished
5357 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
5358 * menu. This is also used by all apps when they do windowed rendering
5360 * The problem is that flipping is not really the same as copying. After a
5361 * Blt the front buffer is a copy of the back buffer, and the back buffer is
5362 * untouched. Therefore it's necessary to override the swap effect
5363 * and to set it back after the flip.
5365 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
5369 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
5370 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
5372 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead.\n");
5373 wined3d_swapchain_present(dstSwapchain, NULL, NULL, dstSwapchain->win_handle, NULL, 0);
5375 dstSwapchain->presentParms.SwapEffect = orig_swap;
5382 TRACE("Unsupported blit between buffers on the same swapchain\n");
5383 return WINED3DERR_INVALIDCALL;
5384 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
5385 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
5386 return WINED3DERR_INVALIDCALL;
5387 } else if(dstSwapchain && srcSwapchain) {
5388 FIXME("Implement hardware blit between two different swapchains\n");
5389 return WINED3DERR_INVALIDCALL;
5391 else if (dstSwapchain)
5393 /* Handled with regular texture -> swapchain blit */
5394 if (src_surface == device->fb.render_targets[0])
5395 TRACE("Blit from active render target to a swapchain\n");
5397 else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
5399 FIXME("Implement blit from a swapchain to the active render target\n");
5400 return WINED3DERR_INVALIDCALL;
5403 if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
5405 /* Blit from render target to texture */
5408 /* P8 read back is not implemented */
5409 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
5410 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
5412 TRACE("P8 read back not supported by frame buffer to texture blit\n");
5413 return WINED3DERR_INVALIDCALL;
5416 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5418 TRACE("Color keying not supported by frame buffer to texture blit\n");
5419 return WINED3DERR_INVALIDCALL;
5420 /* Destination color key is checked above */
5423 if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
5428 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
5429 * flip the image nor scale it.
5431 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
5432 * -> If the app wants a image width an unscaled width, copy it line per line
5433 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
5434 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
5435 * back buffer. This is slower than reading line per line, thus not used for flipping
5436 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
5439 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
5440 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
5442 if (fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5443 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5444 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5446 surface_blt_fbo(device, Filter,
5447 src_surface, SFLAG_INDRAWABLE, src_rect,
5448 dst_surface, SFLAG_INDRAWABLE, dst_rect);
5449 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5451 else if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
5452 || dst_rect->bottom - dst_rect->top > src_surface->resource.height)
5454 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
5455 fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, Filter);
5457 TRACE("Using hardware stretching to flip / stretch the texture\n");
5458 fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, Filter);
5461 if (!(dst_surface->flags & SFLAG_DONOTFREE))
5463 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
5464 dst_surface->resource.allocatedMemory = NULL;
5465 dst_surface->resource.heapMemory = NULL;
5469 dst_surface->flags &= ~SFLAG_INSYSMEM;
5474 else if (src_surface)
5476 /* Blit from offscreen surface to render target */
5477 DWORD oldCKeyFlags = src_surface->CKeyFlags;
5478 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
5480 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
5482 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5483 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5484 src_rect, src_surface->resource.usage, src_surface->resource.pool,
5485 src_surface->resource.format,
5486 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
5487 dst_surface->resource.format))
5489 TRACE("Using surface_blt_fbo.\n");
5490 /* The source is always a texture, but never the currently active render target, and the texture
5491 * contents are never upside down. */
5492 surface_blt_fbo(device, Filter,
5493 src_surface, SFLAG_INDRAWABLE, src_rect,
5494 dst_surface, SFLAG_INDRAWABLE, dst_rect);
5495 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5499 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5500 && arbfp_blit.blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5501 src_rect, src_surface->resource.usage, src_surface->resource.pool,
5502 src_surface->resource.format,
5503 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
5504 dst_surface->resource.format))
5505 return arbfp_blit_surface(device, Filter, src_surface, src_rect, dst_surface, dst_rect);
5507 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5508 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5509 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5511 FIXME("Unsupported blit operation falling back to software\n");
5512 return WINED3DERR_INVALIDCALL;
5515 /* Color keying: Check if we have to do a color keyed blt,
5516 * and if not check if a color key is activated.
5518 * Just modify the color keying parameters in the surface and restore them afterwards
5519 * The surface keeps track of the color key last used to load the opengl surface.
5520 * PreLoad will catch the change to the flags and color key and reload if necessary.
5522 if (flags & WINEDDBLT_KEYSRC)
5524 /* Use color key from surface */
5526 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5528 /* Use color key from DDBltFx */
5529 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
5530 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
5534 /* Do not use color key */
5535 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
5538 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
5539 src_surface, src_rect, dst_surface, dst_rect);
5541 /* Restore the color key parameters */
5542 src_surface->CKeyFlags = oldCKeyFlags;
5543 src_surface->SrcBltCKey = oldBltCKey;
5545 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5551 /* Source-Less Blit to render target */
5552 if (flags & WINEDDBLT_COLORFILL)
5554 WINED3DCOLORVALUE color;
5556 TRACE("Colorfill\n");
5558 /* The color as given in the Blt function is in the surface format. */
5559 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
5560 return WINED3DERR_INVALIDCALL;
5562 return surface_color_fill(dst_surface, dst_rect, &color);
5566 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
5567 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
5568 return WINED3DERR_INVALIDCALL;
5571 /* GL locking is done by the caller */
5572 static void surface_depth_blt(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
5573 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
5575 struct wined3d_device *device = surface->resource.device;
5576 GLint compare_mode = GL_NONE;
5577 struct blt_info info;
5578 GLint old_binding = 0;
5581 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
5583 glDisable(GL_CULL_FACE);
5584 glDisable(GL_BLEND);
5585 glDisable(GL_ALPHA_TEST);
5586 glDisable(GL_SCISSOR_TEST);
5587 glDisable(GL_STENCIL_TEST);
5588 glEnable(GL_DEPTH_TEST);
5589 glDepthFunc(GL_ALWAYS);
5590 glDepthMask(GL_TRUE);
5591 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
5592 glViewport(x, y, w, h);
5594 SetRect(&rect, 0, h, w, 0);
5595 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
5596 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5597 glGetIntegerv(info.binding, &old_binding);
5598 glBindTexture(info.bind_target, texture);
5599 if (gl_info->supported[ARB_SHADOW])
5601 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
5602 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
5605 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5606 gl_info, info.tex_type, &surface->ds_current_size);
5608 glBegin(GL_TRIANGLE_STRIP);
5609 glTexCoord3fv(info.coords[0]);
5610 glVertex2f(-1.0f, -1.0f);
5611 glTexCoord3fv(info.coords[1]);
5612 glVertex2f(1.0f, -1.0f);
5613 glTexCoord3fv(info.coords[2]);
5614 glVertex2f(-1.0f, 1.0f);
5615 glTexCoord3fv(info.coords[3]);
5616 glVertex2f(1.0f, 1.0f);
5619 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
5620 glBindTexture(info.bind_target, old_binding);
5624 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
5627 void surface_modify_ds_location(struct wined3d_surface *surface,
5628 DWORD location, UINT w, UINT h)
5630 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
5632 if (location & ~SFLAG_DS_LOCATIONS)
5633 FIXME("Invalid location (%#x) specified.\n", location);
5635 surface->ds_current_size.cx = w;
5636 surface->ds_current_size.cy = h;
5637 surface->flags &= ~SFLAG_DS_LOCATIONS;
5638 surface->flags |= location;
5641 /* Context activation is done by the caller. */
5642 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
5644 struct wined3d_device *device = surface->resource.device;
5645 const struct wined3d_gl_info *gl_info = context->gl_info;
5648 TRACE("surface %p, new location %#x.\n", surface, location);
5650 /* TODO: Make this work for modes other than FBO */
5651 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
5653 if (!(surface->flags & location))
5655 w = surface->ds_current_size.cx;
5656 h = surface->ds_current_size.cy;
5657 surface->ds_current_size.cx = 0;
5658 surface->ds_current_size.cy = 0;
5662 w = surface->resource.width;
5663 h = surface->resource.height;
5666 if (surface->ds_current_size.cx == surface->resource.width
5667 && surface->ds_current_size.cy == surface->resource.height)
5669 TRACE("Location (%#x) is already up to date.\n", location);
5673 if (surface->current_renderbuffer)
5675 FIXME("Not supported with fixed up depth stencil.\n");
5679 if (!(surface->flags & SFLAG_DS_LOCATIONS))
5681 /* This mostly happens when a depth / stencil is used without being
5682 * cleared first. In principle we could upload from sysmem, or
5683 * explicitly clear before first usage. For the moment there don't
5684 * appear to be a lot of applications depending on this, so a FIXME
5686 FIXME("No up to date depth stencil location.\n");
5687 surface->flags |= location;
5688 surface->ds_current_size.cx = surface->resource.width;
5689 surface->ds_current_size.cy = surface->resource.height;
5693 if (location == SFLAG_DS_OFFSCREEN)
5695 GLint old_binding = 0;
5698 /* The render target is allowed to be smaller than the depth/stencil
5699 * buffer, so the onscreen depth/stencil buffer is potentially smaller
5700 * than the offscreen surface. Don't overwrite the offscreen surface
5701 * with undefined data. */
5702 w = min(w, context->swapchain->presentParms.BackBufferWidth);
5703 h = min(h, context->swapchain->presentParms.BackBufferHeight);
5705 TRACE("Copying onscreen depth buffer to depth texture.\n");
5709 if (!device->depth_blt_texture)
5711 glGenTextures(1, &device->depth_blt_texture);
5714 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
5715 * directly on the FBO texture. That's because we need to flip. */
5716 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5717 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5718 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
5720 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5721 bind_target = GL_TEXTURE_RECTANGLE_ARB;
5725 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5726 bind_target = GL_TEXTURE_2D;
5728 glBindTexture(bind_target, device->depth_blt_texture);
5729 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
5730 * internal format, because the internal format might include stencil
5731 * data. In principle we should copy stencil data as well, but unless
5732 * the driver supports stencil export it's hard to do, and doesn't
5733 * seem to be needed in practice. If the hardware doesn't support
5734 * writing stencil data, the glCopyTexImage2D() call might trigger
5735 * software fallbacks. */
5736 glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
5737 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5738 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5739 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5740 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5741 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
5742 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5743 glBindTexture(bind_target, old_binding);
5745 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5746 NULL, surface, SFLAG_INTEXTURE);
5747 context_set_draw_buffer(context, GL_NONE);
5748 glReadBuffer(GL_NONE);
5750 /* Do the actual blit */
5751 surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
5752 checkGLcall("depth_blt");
5754 context_invalidate_state(context, STATE_FRAMEBUFFER);
5758 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5760 else if (location == SFLAG_DS_ONSCREEN)
5762 TRACE("Copying depth texture to onscreen depth buffer.\n");
5766 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5767 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5768 surface_depth_blt(surface, gl_info, surface->texture_name,
5769 0, surface->pow2Height - h, w, h, surface->texture_target);
5770 checkGLcall("depth_blt");
5772 context_invalidate_state(context, STATE_FRAMEBUFFER);
5776 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5780 ERR("Invalid location (%#x) specified.\n", location);
5783 surface->flags |= location;
5784 surface->ds_current_size.cx = surface->resource.width;
5785 surface->ds_current_size.cy = surface->resource.height;
5788 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent)
5790 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
5791 struct wined3d_surface *overlay;
5793 TRACE("surface %p, location %s, persistent %#x.\n",
5794 surface, debug_surflocation(location), persistent);
5796 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5798 if (surface_is_offscreen(surface))
5800 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same
5801 * for offscreen targets. */
5802 if (location & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))
5803 location |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5807 TRACE("Surface %p is an onscreen surface.\n", surface);
5811 if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
5812 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5813 location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
5817 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5818 || ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX)))
5820 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5822 TRACE("Passing to container.\n");
5823 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5826 surface->flags &= ~SFLAG_LOCATIONS;
5827 surface->flags |= location;
5829 /* Redraw emulated overlays, if any */
5830 if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
5832 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
5834 overlay->surface_ops->surface_draw_overlay(overlay);
5840 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
5842 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5844 TRACE("Passing to container\n");
5845 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5848 surface->flags &= ~location;
5851 if (!(surface->flags & SFLAG_LOCATIONS))
5853 ERR("Surface %p does not have any up to date location.\n", surface);
5857 static DWORD resource_access_from_location(DWORD location)
5861 case SFLAG_INSYSMEM:
5862 return WINED3D_RESOURCE_ACCESS_CPU;
5864 case SFLAG_INDRAWABLE:
5865 case SFLAG_INSRGBTEX:
5866 case SFLAG_INTEXTURE:
5867 return WINED3D_RESOURCE_ACCESS_GPU;
5870 FIXME("Unhandled location %#x.\n", location);
5875 static void surface_load_sysmem(struct wined3d_surface *surface,
5876 const struct wined3d_gl_info *gl_info, const RECT *rect)
5878 surface_prepare_system_memory(surface);
5880 /* Download the surface to system memory. */
5881 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
5883 struct wined3d_device *device = surface->resource.device;
5884 struct wined3d_context *context = NULL;
5886 if (!device->isInDraw)
5887 context = context_acquire(device, NULL);
5889 surface_bind_and_dirtify(surface, gl_info, !(surface->flags & SFLAG_INTEXTURE));
5890 surface_download_data(surface, gl_info);
5893 context_release(context);
5898 /* Note: It might be faster to download into a texture first. */
5899 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
5900 wined3d_surface_get_pitch(surface));
5903 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
5904 const struct wined3d_gl_info *gl_info, const RECT *rect)
5906 struct wined3d_device *device = surface->resource.device;
5907 struct wined3d_format format;
5908 CONVERT_TYPES convert;
5912 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
5913 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5915 if (surface->flags & SFLAG_INTEXTURE)
5919 surface_get_rect(surface, rect, &r);
5920 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
5925 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
5927 /* This needs colorspace conversion from sRGB to RGB. We take the slow
5928 * path through sysmem. */
5929 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5932 d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
5934 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
5935 * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
5937 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
5939 struct wined3d_context *context = NULL;
5941 TRACE("Removing the pbo attached to surface %p.\n", surface);
5943 if (!device->isInDraw)
5944 context = context_acquire(device, NULL);
5946 surface_remove_pbo(surface, gl_info);
5949 context_release(context);
5952 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
5954 UINT height = surface->resource.height;
5955 UINT width = surface->resource.width;
5956 UINT src_pitch, dst_pitch;
5958 byte_count = format.conv_byte_count;
5959 src_pitch = wined3d_surface_get_pitch(surface);
5961 /* Stick to the alignment for the converted surface too, makes it
5962 * easier to load the surface. */
5963 dst_pitch = width * byte_count;
5964 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5966 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
5968 ERR("Out of memory (%u).\n", dst_pitch * height);
5969 return E_OUTOFMEMORY;
5972 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
5973 src_pitch, width, height, dst_pitch, convert, surface);
5975 surface->flags |= SFLAG_CONVERTED;
5979 surface->flags &= ~SFLAG_CONVERTED;
5980 mem = surface->resource.allocatedMemory;
5981 byte_count = format.byte_count;
5984 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
5986 /* Don't delete PBO memory. */
5987 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
5988 HeapFree(GetProcessHeap(), 0, mem);
5993 static HRESULT surface_load_texture(struct wined3d_surface *surface,
5994 const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
5996 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
5997 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
5998 struct wined3d_device *device = surface->resource.device;
5999 struct wined3d_context *context = NULL;
6000 UINT width, src_pitch, dst_pitch;
6001 struct wined3d_bo_address data;
6002 struct wined3d_format format;
6003 POINT dst_point = {0, 0};
6004 CONVERT_TYPES convert;
6007 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
6008 && surface_is_offscreen(surface)
6009 && (surface->flags & SFLAG_INDRAWABLE))
6011 read_from_framebuffer_texture(surface, srgb);
6016 if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
6017 && (surface->resource.format->flags & attach_flags) == attach_flags
6018 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6019 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6020 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6023 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE,
6024 &src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
6026 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX,
6027 &src_rect, surface, SFLAG_INTEXTURE, &src_rect);
6032 /* Upload from system memory */
6034 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
6035 TRUE /* We will use textures */, &format, &convert);
6039 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
6041 /* Performance warning... */
6042 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
6043 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6048 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
6050 /* Performance warning... */
6051 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
6052 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6056 if (!(surface->flags & SFLAG_INSYSMEM))
6058 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
6059 /* Lets hope we get it from somewhere... */
6060 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6063 if (!device->isInDraw)
6064 context = context_acquire(device, NULL);
6066 surface_prepare_texture(surface, gl_info, srgb);
6067 surface_bind_and_dirtify(surface, gl_info, srgb);
6069 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
6071 surface->flags |= SFLAG_GLCKEY;
6072 surface->glCKey = surface->SrcBltCKey;
6074 else surface->flags &= ~SFLAG_GLCKEY;
6076 width = surface->resource.width;
6077 src_pitch = wined3d_surface_get_pitch(surface);
6079 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
6080 * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
6082 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
6084 TRACE("Removing the pbo attached to surface %p.\n", surface);
6085 surface_remove_pbo(surface, gl_info);
6090 /* This code is entered for texture formats which need a fixup. */
6091 UINT height = surface->resource.height;
6093 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6094 dst_pitch = width * format.conv_byte_count;
6095 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6097 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6099 ERR("Out of memory (%u).\n", dst_pitch * height);
6101 context_release(context);
6102 return E_OUTOFMEMORY;
6104 format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
6106 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
6108 /* This code is only entered for color keying fixups */
6109 UINT height = surface->resource.height;
6111 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6112 dst_pitch = width * format.conv_byte_count;
6113 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6115 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6117 ERR("Out of memory (%u).\n", dst_pitch * height);
6119 context_release(context);
6120 return E_OUTOFMEMORY;
6122 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
6123 width, height, dst_pitch, convert, surface);
6127 mem = surface->resource.allocatedMemory;
6130 data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
6132 surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data);
6135 context_release(context);
6137 /* Don't delete PBO memory. */
6138 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6139 HeapFree(GetProcessHeap(), 0, mem);
6144 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect)
6146 struct wined3d_device *device = surface->resource.device;
6147 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6148 BOOL in_fbo = FALSE;
6151 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect));
6153 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
6155 if (location == SFLAG_INTEXTURE)
6157 struct wined3d_context *context = context_acquire(device, NULL);
6158 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
6159 context_release(context);
6164 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location));
6165 return WINED3DERR_INVALIDCALL;
6169 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6171 if (surface_is_offscreen(surface))
6173 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same
6174 * for offscreen targets. Prefer SFLAG_INTEXTURE. */
6175 if (location == SFLAG_INDRAWABLE)
6176 location = SFLAG_INTEXTURE;
6181 TRACE("Surface %p is an onscreen surface.\n", surface);
6185 if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6186 location = SFLAG_INTEXTURE;
6188 if (surface->flags & location)
6190 TRACE("Location already up to date.\n");
6194 if (WARN_ON(d3d_surface))
6196 DWORD required_access = resource_access_from_location(location);
6197 if ((surface->resource.access_flags & required_access) != required_access)
6198 WARN("Operation requires %#x access, but surface only has %#x.\n",
6199 required_access, surface->resource.access_flags);
6202 if (!(surface->flags & SFLAG_LOCATIONS))
6204 ERR("Surface %p does not have any up to date location.\n", surface);
6205 surface->flags |= SFLAG_LOST;
6206 return WINED3DERR_DEVICELOST;
6211 case SFLAG_INSYSMEM:
6212 surface_load_sysmem(surface, gl_info, rect);
6215 case SFLAG_INDRAWABLE:
6216 if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
6220 case SFLAG_INTEXTURE:
6221 case SFLAG_INSRGBTEX:
6222 if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX)))
6227 ERR("Don't know how to handle location %#x.\n", location);
6233 surface->flags |= location;
6235 if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
6236 surface_evict_sysmem(surface);
6239 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
6241 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
6242 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
6245 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
6246 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6248 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
6254 BOOL surface_is_offscreen(const struct wined3d_surface *surface)
6256 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
6258 /* Not on a swapchain - must be offscreen */
6259 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
6261 /* The front buffer is always onscreen */
6262 if (surface == swapchain->front_buffer) return FALSE;
6264 /* If the swapchain is rendered to an FBO, the backbuffer is
6265 * offscreen, otherwise onscreen */
6266 return swapchain->render_to_fbo;
6269 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
6270 /* Context activation is done by the caller. */
6271 static void ffp_blit_free(struct wined3d_device *device) { }
6273 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
6274 /* Context activation is done by the caller. */
6275 static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
6278 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6280 d3dfmt_p8_init_palette(surface, table, colorkey_active);
6282 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
6284 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
6288 /* Context activation is done by the caller. */
6289 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
6291 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
6293 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
6294 * else the surface is converted in software at upload time in LoadLocation.
6296 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6297 ffp_blit_p8_upload_palette(surface, gl_info);
6300 glEnable(surface->texture_target);
6301 checkGLcall("glEnable(surface->texture_target)");
6306 /* Context activation is done by the caller. */
6307 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
6310 glDisable(GL_TEXTURE_2D);
6311 checkGLcall("glDisable(GL_TEXTURE_2D)");
6312 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6314 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6315 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6317 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6319 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6320 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6325 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6326 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6327 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6329 enum complex_fixup src_fixup;
6333 case WINED3D_BLIT_OP_COLOR_BLIT:
6334 src_fixup = get_complex_fixup(src_format->color_fixup);
6335 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
6337 TRACE("Checking support for fixup:\n");
6338 dump_color_fixup_desc(src_format->color_fixup);
6341 if (!is_identity_fixup(dst_format->color_fixup))
6343 TRACE("Destination fixups are not supported\n");
6347 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6349 TRACE("P8 fixup supported\n");
6353 /* We only support identity conversions. */
6354 if (is_identity_fixup(src_format->color_fixup))
6360 TRACE("[FAILED]\n");
6363 case WINED3D_BLIT_OP_COLOR_FILL:
6364 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
6366 TRACE("Color fill not supported\n");
6372 case WINED3D_BLIT_OP_DEPTH_FILL:
6376 TRACE("Unsupported blit_op=%d\n", blit_op);
6381 /* Do not call while under the GL lock. */
6382 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
6383 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
6385 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
6386 struct wined3d_fb_state fb = {&dst_surface, NULL};
6388 return device_clear_render_targets(device, 1, &fb,
6389 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6392 /* Do not call while under the GL lock. */
6393 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
6394 struct wined3d_surface *surface, const RECT *rect, float depth)
6396 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
6397 struct wined3d_fb_state fb = {NULL, surface};
6399 return device_clear_render_targets(device, 0, &fb,
6400 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
6403 const struct blit_shader ffp_blit = {
6409 ffp_blit_color_fill,
6410 ffp_blit_depth_fill,
6413 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
6418 /* Context activation is done by the caller. */
6419 static void cpu_blit_free(struct wined3d_device *device)
6423 /* Context activation is done by the caller. */
6424 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
6429 /* Context activation is done by the caller. */
6430 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
6434 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6435 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6436 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6438 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
6446 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
6447 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
6448 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
6450 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
6451 const struct wined3d_format *src_format, *dst_format;
6452 struct wined3d_surface *orig_src = src_surface;
6453 WINED3DLOCKED_RECT dlock, slock;
6454 HRESULT hr = WINED3D_OK;
6460 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
6461 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
6462 flags, fx, debug_d3dtexturefiltertype(filter));
6472 full_rect.right = dst_surface->resource.width;
6473 full_rect.bottom = dst_surface->resource.height;
6474 IntersectRect(&xdst, &full_rect, dst_rect);
6478 BOOL clip_horiz, clip_vert;
6481 clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width;
6482 clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height;
6484 if (clip_vert || clip_horiz)
6486 /* Now check if this is a special case or not... */
6487 if ((flags & WINEDDBLT_DDFX)
6488 || (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
6489 || (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
6491 WARN("Out of screen rectangle in special case. Not handled right now.\n");
6499 xsrc.left -= xdst.left;
6502 if (xdst.right > dst_surface->resource.width)
6504 xsrc.right -= (xdst.right - (int)dst_surface->resource.width);
6505 xdst.right = (int)dst_surface->resource.width;
6513 xsrc.top -= xdst.top;
6516 if (xdst.bottom > dst_surface->resource.height)
6518 xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height);
6519 xdst.bottom = (int)dst_surface->resource.height;
6523 /* And check if after clipping something is still to be done... */
6524 if ((xdst.right <= 0) || (xdst.bottom <= 0)
6525 || (xdst.left >= (int)dst_surface->resource.width)
6526 || (xdst.top >= (int)dst_surface->resource.height)
6527 || (xsrc.right <= 0) || (xsrc.bottom <= 0)
6528 || (xsrc.left >= (int)src_surface->resource.width)
6529 || (xsrc.top >= (int)src_surface->resource.height))
6531 TRACE("Nothing to be done after clipping.\n");
6537 if (src_surface == dst_surface)
6539 wined3d_surface_map(dst_surface, &dlock, NULL, 0);
6541 src_format = dst_surface->resource.format;
6542 dst_format = src_format;
6546 dst_format = dst_surface->resource.format;
6549 if (dst_surface->resource.format->id != src_surface->resource.format->id)
6551 src_surface = surface_convert_format(src_surface, dst_format->id);
6554 /* The conv function writes a FIXME */
6555 WARN("Cannot convert source surface format to dest format.\n");
6559 wined3d_surface_map(src_surface, &slock, NULL, WINED3DLOCK_READONLY);
6560 src_format = src_surface->resource.format;
6564 src_format = dst_format;
6567 wined3d_surface_map(dst_surface, &dlock, &xdst, 0);
6569 wined3d_surface_map(dst_surface, &dlock, NULL, 0);
6572 bpp = dst_surface->resource.format->byte_count;
6573 srcheight = xsrc.bottom - xsrc.top;
6574 srcwidth = xsrc.right - xsrc.left;
6575 dstheight = xdst.bottom - xdst.top;
6576 dstwidth = xdst.right - xdst.left;
6577 width = (xdst.right - xdst.left) * bpp;
6579 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_COMPRESSED)
6581 UINT row_block_count;
6583 if (flags || src_surface == dst_surface)
6585 FIXME("Only plain blits supported on compressed surfaces.\n");
6590 TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
6592 if (srcheight != dstheight || srcwidth != dstwidth)
6594 WARN("Stretching not supported on compressed surfaces.\n");
6595 hr = WINED3DERR_INVALIDCALL;
6602 row_block_count = (dstwidth + dst_format->block_width - 1) / dst_format->block_width;
6603 for (y = 0; y < dstheight; y += dst_format->block_height)
6605 memcpy(dbuf, sbuf, row_block_count * dst_format->block_byte_count);
6606 dbuf += dlock.Pitch;
6607 sbuf += slock.Pitch;
6613 if (dst_rect && src_surface != dst_surface)
6616 dbuf = (BYTE*)dlock.pBits+(xdst.top*dlock.Pitch)+(xdst.left*bpp);
6618 /* First, all the 'source-less' blits */
6619 if (flags & WINEDDBLT_COLORFILL)
6621 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dlock.Pitch, fx->u5.dwFillColor);
6622 flags &= ~WINEDDBLT_COLORFILL;
6625 if (flags & WINEDDBLT_DEPTHFILL)
6627 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
6629 if (flags & WINEDDBLT_ROP)
6631 /* Catch some degenerate cases here. */
6635 hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,0);
6637 case 0xAA0029: /* No-op */
6640 hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,~0);
6642 case SRCCOPY: /* Well, we do that below? */
6645 FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
6648 flags &= ~WINEDDBLT_ROP;
6650 if (flags & WINEDDBLT_DDROPS)
6652 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
6654 /* Now the 'with source' blits. */
6658 int sx, xinc, sy, yinc;
6660 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
6663 if (filter != WINED3DTEXF_NONE && filter != WINED3DTEXF_POINT
6664 && (srcwidth != dstwidth || srcheight != dstheight))
6666 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
6667 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
6670 sbase = (BYTE*)slock.pBits+(xsrc.top*slock.Pitch)+xsrc.left*bpp;
6671 xinc = (srcwidth << 16) / dstwidth;
6672 yinc = (srcheight << 16) / dstheight;
6676 /* No effects, we can cheat here. */
6677 if (dstwidth == srcwidth)
6679 if (dstheight == srcheight)
6681 /* No stretching in either direction. This needs to be as
6682 * fast as possible. */
6685 /* Check for overlapping surfaces. */
6686 if (src_surface != dst_surface || xdst.top < xsrc.top
6687 || xdst.right <= xsrc.left || xsrc.right <= xdst.left)
6689 /* No overlap, or dst above src, so copy from top downwards. */
6690 for (y = 0; y < dstheight; ++y)
6692 memcpy(dbuf, sbuf, width);
6693 sbuf += slock.Pitch;
6694 dbuf += dlock.Pitch;
6697 else if (xdst.top > xsrc.top)
6699 /* Copy from bottom upwards. */
6700 sbuf += (slock.Pitch*dstheight);
6701 dbuf += (dlock.Pitch*dstheight);
6702 for (y = 0; y < dstheight; ++y)
6704 sbuf -= slock.Pitch;
6705 dbuf -= dlock.Pitch;
6706 memcpy(dbuf, sbuf, width);
6711 /* Src and dst overlapping on the same line, use memmove. */
6712 for (y = 0; y < dstheight; ++y)
6714 memmove(dbuf, sbuf, width);
6715 sbuf += slock.Pitch;
6716 dbuf += dlock.Pitch;
6722 /* Stretching in y direction only. */
6723 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6725 sbuf = sbase + (sy >> 16) * slock.Pitch;
6726 memcpy(dbuf, sbuf, width);
6727 dbuf += dlock.Pitch;
6733 /* Stretching in X direction. */
6735 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6737 sbuf = sbase + (sy >> 16) * slock.Pitch;
6739 if ((sy >> 16) == (last_sy >> 16))
6741 /* This source row is the same as last source row -
6742 * Copy the already stretched row. */
6743 memcpy(dbuf, dbuf - dlock.Pitch, width);
6747 #define STRETCH_ROW(type) \
6749 const type *s = (const type *)sbuf; \
6750 type *d = (type *)dbuf; \
6751 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6752 d[x] = s[sx >> 16]; \
6770 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
6774 s = sbuf + 3 * (sx >> 16);
6775 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6776 d[0] = (pixel ) & 0xff;
6777 d[1] = (pixel >> 8) & 0xff;
6778 d[2] = (pixel >> 16) & 0xff;
6784 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
6785 hr = WINED3DERR_NOTAVAILABLE;
6790 dbuf += dlock.Pitch;
6797 LONG dstyinc = dlock.Pitch, dstxinc = bpp;
6798 DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
6799 DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
6800 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
6802 /* The color keying flags are checked for correctness in ddraw */
6803 if (flags & WINEDDBLT_KEYSRC)
6805 keylow = src_surface->SrcBltCKey.dwColorSpaceLowValue;
6806 keyhigh = src_surface->SrcBltCKey.dwColorSpaceHighValue;
6808 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
6810 keylow = fx->ddckSrcColorkey.dwColorSpaceLowValue;
6811 keyhigh = fx->ddckSrcColorkey.dwColorSpaceHighValue;
6814 if (flags & WINEDDBLT_KEYDEST)
6816 /* Destination color keys are taken from the source surface! */
6817 destkeylow = src_surface->DestBltCKey.dwColorSpaceLowValue;
6818 destkeyhigh = src_surface->DestBltCKey.dwColorSpaceHighValue;
6820 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
6822 destkeylow = fx->ddckDestColorkey.dwColorSpaceLowValue;
6823 destkeyhigh = fx->ddckDestColorkey.dwColorSpaceHighValue;
6832 keymask = src_format->red_mask
6833 | src_format->green_mask
6834 | src_format->blue_mask;
6836 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
6839 if (flags & WINEDDBLT_DDFX)
6841 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
6844 dTopRight = dbuf + ((dstwidth - 1) * bpp);
6845 dBottomLeft = dTopLeft + ((dstheight - 1) * dlock.Pitch);
6846 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
6848 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
6850 /* I don't think we need to do anything about this flag */
6851 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
6853 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
6856 dTopRight = dTopLeft;
6859 dBottomRight = dBottomLeft;
6861 dstxinc = dstxinc * -1;
6863 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
6866 dTopLeft = dBottomLeft;
6869 dTopRight = dBottomRight;
6871 dstyinc = dstyinc * -1;
6873 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
6875 /* I don't think we need to do anything about this flag */
6876 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
6878 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
6881 dBottomRight = dTopLeft;
6884 dBottomLeft = dTopRight;
6886 dstxinc = dstxinc * -1;
6887 dstyinc = dstyinc * -1;
6889 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
6892 dTopLeft = dBottomLeft;
6893 dBottomLeft = dBottomRight;
6894 dBottomRight = dTopRight;
6899 dstxinc = dstxinc * -1;
6901 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
6904 dTopLeft = dTopRight;
6905 dTopRight = dBottomRight;
6906 dBottomRight = dBottomLeft;
6911 dstyinc = dstyinc * -1;
6913 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
6915 /* I don't think we need to do anything about this flag */
6916 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
6919 flags &= ~(WINEDDBLT_DDFX);
6922 #define COPY_COLORKEY_FX(type) \
6925 type *d = (type *)dbuf, *dx, tmp; \
6926 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
6928 s = (const type *)(sbase + (sy >> 16) * slock.Pitch); \
6930 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6932 tmp = s[sx >> 16]; \
6933 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
6934 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
6938 dx = (type *)(((BYTE *)dx) + dstxinc); \
6940 d = (type *)(((BYTE *)d) + dstyinc); \
6947 COPY_COLORKEY_FX(BYTE);
6950 COPY_COLORKEY_FX(WORD);
6953 COPY_COLORKEY_FX(DWORD);
6958 BYTE *d = dbuf, *dx;
6959 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6961 sbuf = sbase + (sy >> 16) * slock.Pitch;
6963 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
6965 DWORD pixel, dpixel = 0;
6966 s = sbuf + 3 * (sx>>16);
6967 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6968 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
6969 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
6970 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
6972 dx[0] = (pixel ) & 0xff;
6973 dx[1] = (pixel >> 8) & 0xff;
6974 dx[2] = (pixel >> 16) & 0xff;
6983 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
6984 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
6985 hr = WINED3DERR_NOTAVAILABLE;
6987 #undef COPY_COLORKEY_FX
6993 if (flags && FIXME_ON(d3d_surface))
6995 FIXME("\tUnsupported flags: %#x.\n", flags);
6999 wined3d_surface_unmap(dst_surface);
7000 if (src_surface && src_surface != dst_surface)
7001 wined3d_surface_unmap(src_surface);
7002 /* Release the converted surface, if any. */
7003 if (src_surface && src_surface != orig_src)
7004 wined3d_surface_decref(src_surface);
7009 /* Do not call while under the GL lock. */
7010 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7011 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7015 memset(&BltFx, 0, sizeof(BltFx));
7016 BltFx.dwSize = sizeof(BltFx);
7017 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
7018 return wined3d_surface_blt(dst_surface, dst_rect, NULL, NULL,
7019 WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
7022 /* Do not call while under the GL lock. */
7023 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
7024 struct wined3d_surface *surface, const RECT *rect, float depth)
7026 FIXME("Depth filling not implemented by cpu_blit.\n");
7027 return WINED3DERR_INVALIDCALL;
7030 const struct blit_shader cpu_blit = {
7036 cpu_blit_color_fill,
7037 cpu_blit_depth_fill,
7040 static HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment,
7041 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
7042 UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
7043 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
7045 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7046 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
7047 unsigned int resource_size;
7050 if (multisample_quality > 0)
7052 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
7053 multisample_quality = 0;
7056 /* Quick lockable sanity check.
7057 * TODO: remove this after surfaces, usage and lockability have been debugged properly
7058 * this function is too deep to need to care about things like this.
7059 * Levels need to be checked too, since they all affect what can be done. */
7062 case WINED3DPOOL_SCRATCH:
7065 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
7066 "which are mutually exclusive, setting lockable to TRUE.\n");
7071 case WINED3DPOOL_SYSTEMMEM:
7073 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
7076 case WINED3DPOOL_MANAGED:
7077 if (usage & WINED3DUSAGE_DYNAMIC)
7078 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
7081 case WINED3DPOOL_DEFAULT:
7082 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
7083 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
7087 FIXME("Unknown pool %#x.\n", pool);
7091 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
7092 FIXME("Trying to create a render target that isn't in the default pool.\n");
7094 /* FIXME: Check that the format is supported by the device. */
7096 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
7098 return WINED3DERR_INVALIDCALL;
7100 surface->surface_type = surface_type;
7102 switch (surface_type)
7104 case SURFACE_OPENGL:
7105 surface->surface_ops = &surface_ops;
7109 surface->surface_ops = &gdi_surface_ops;
7113 ERR("Requested unknown surface implementation %#x.\n", surface_type);
7114 return WINED3DERR_INVALIDCALL;
7117 hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
7118 multisample_type, multisample_quality, usage, pool, width, height, 1,
7119 resource_size, parent, parent_ops, &surface_resource_ops);
7122 WARN("Failed to initialize resource, returning %#x.\n", hr);
7126 /* "Standalone" surface. */
7127 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
7129 surface->texture_level = level;
7130 list_init(&surface->overlays);
7133 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
7135 surface->flags |= SFLAG_DISCARD;
7136 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
7137 surface->flags |= SFLAG_LOCKABLE;
7138 /* I'm not sure if this qualifies as a hack or as an optimization. It
7139 * seems reasonable to assume that lockable render targets will get
7140 * locked, so we might as well set SFLAG_DYNLOCK right at surface
7141 * creation. However, the other reason we want to do this is that several
7142 * ddraw applications access surface memory while the surface isn't
7143 * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
7144 * future locks prevents these from crashing. */
7145 if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
7146 surface->flags |= SFLAG_DYNLOCK;
7148 /* Mark the texture as dirty so that it gets loaded first time around. */
7149 surface_add_dirty_rect(surface, NULL);
7150 list_init(&surface->renderbuffers);
7152 TRACE("surface %p, memory %p, size %u\n",
7153 surface, surface->resource.allocatedMemory, surface->resource.size);
7155 /* Call the private setup routine */
7156 hr = surface->surface_ops->surface_private_setup(surface);
7159 ERR("Private setup failed, returning %#x\n", hr);
7160 surface->surface_ops->surface_cleanup(surface);
7167 HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
7168 enum wined3d_format_id format_id, BOOL lockable, BOOL discard, UINT level, DWORD usage, WINED3DPOOL pool,
7169 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, WINED3DSURFTYPE surface_type,
7170 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
7172 struct wined3d_surface *object;
7175 TRACE("device %p, width %u, height %u, format %s, lockable %#x, discard %#x, level %u\n",
7176 device, width, height, debug_d3dformat(format_id), lockable, discard, level);
7177 TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
7178 surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
7179 TRACE("surface_type %#x, parent %p, parent_ops %p.\n", surface_type, parent, parent_ops);
7181 if (surface_type == SURFACE_OPENGL && !device->adapter)
7183 ERR("OpenGL surfaces are not available without OpenGL.\n");
7184 return WINED3DERR_NOTAVAILABLE;
7187 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
7190 ERR("Failed to allocate surface memory.\n");
7191 return WINED3DERR_OUTOFVIDEOMEMORY;
7194 hr = surface_init(object, surface_type, device->surface_alignment, width, height, level, lockable,
7195 discard, multisample_type, multisample_quality, device, usage, format_id, pool, parent, parent_ops);
7198 WARN("Failed to initialize surface, returning %#x.\n", hr);
7199 HeapFree(GetProcessHeap(), 0, object);
7203 TRACE("Created surface %p.\n", object);