2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
45 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
46 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
47 * gl states. The current texture unit should always be a valid one.
49 * TODO: Track the current active texture per GL context instead of using glGet
51 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
54 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
56 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
61 if (active_sampler != -1) {
62 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
64 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
67 /* This function checks if the primary render target uses the 8bit paletted format. */
68 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
70 if (device->render_targets && device->render_targets[0]) {
71 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
72 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
78 /* This call just downloads data, the caller is responsible for activating the
79 * right context and binding the correct texture. */
80 static void surface_download_data(IWineD3DSurfaceImpl *This) {
81 if (0 == This->glDescription.textureName) {
82 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
86 /* Only support read back of converted P8 surfaces */
87 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
88 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
94 if (This->resource.format == WINED3DFMT_DXT1 ||
95 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
96 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
97 This->resource.format == WINED3DFMT_ATI2N) {
98 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
99 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
101 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
102 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
104 if(This->Flags & SFLAG_PBO) {
105 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
106 checkGLcall("glBindBufferARB");
107 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
108 checkGLcall("glGetCompressedTexImageARB()");
109 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
110 checkGLcall("glBindBufferARB");
112 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
113 checkGLcall("glGetCompressedTexImageARB()");
119 GLenum format = This->glDescription.glFormat;
120 GLenum type = This->glDescription.glType;
124 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
125 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
127 type = GL_UNSIGNED_BYTE;
130 if (This->Flags & SFLAG_NONPOW2) {
131 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
132 src_pitch = This->bytesPerPixel * This->pow2Width;
133 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
134 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
135 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
137 mem = This->resource.allocatedMemory;
140 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
143 if(This->Flags & SFLAG_PBO) {
144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
145 checkGLcall("glBindBufferARB");
147 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
149 checkGLcall("glGetTexImage()");
151 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
152 checkGLcall("glBindBufferARB");
154 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
156 checkGLcall("glGetTexImage()");
160 if (This->Flags & SFLAG_NONPOW2) {
161 LPBYTE src_data, dst_data;
164 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
165 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
166 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
168 * We're doing this...
170 * instead of boxing the texture :
171 * |<-texture width ->| -->pow2width| /\
172 * |111111111111111111| | |
173 * |222 Texture 222222| boxed empty | texture height
174 * |3333 Data 33333333| | |
175 * |444444444444444444| | \/
176 * ----------------------------------- |
177 * | boxed empty | boxed empty | pow2height
179 * -----------------------------------
182 * we're repacking the data to the expected texture width
184 * |<-texture width ->| -->pow2width| /\
185 * |111111111111111111222222222222222| |
186 * |222333333333333333333444444444444| texture height
190 * | empty | pow2height
192 * -----------------------------------
196 * |<-texture width ->| /\
197 * |111111111111111111|
198 * |222222222222222222|texture height
199 * |333333333333333333|
200 * |444444444444444444| \/
201 * --------------------
203 * this also means that any references to allocatedMemory should work with the data as if were a
204 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
206 * internally the texture is still stored in a boxed format so any references to textureName will
207 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
209 * Performance should not be an issue, because applications normally do not lock the surfaces when
210 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
211 * and doesn't have to be re-read.
214 dst_data = This->resource.allocatedMemory;
215 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
216 for (y = 1 ; y < This->currentDesc.Height; y++) {
217 /* skip the first row */
218 src_data += src_pitch;
219 dst_data += dst_pitch;
220 memcpy(dst_data, src_data, dst_pitch);
223 HeapFree(GetProcessHeap(), 0, mem);
227 /* Surface has now been downloaded */
228 This->Flags |= SFLAG_INSYSMEM;
231 /* This call just uploads data, the caller is responsible for activating the
232 * right context and binding the correct texture. */
233 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
234 if (This->resource.format == WINED3DFMT_DXT1 ||
235 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
236 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
237 This->resource.format == WINED3DFMT_ATI2N) {
238 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
239 FIXME("Using DXT1/3/5 without advertized support\n");
241 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
242 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
243 * function uses glCompressedTexImage2D instead of the SubImage call
245 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
248 if(This->Flags & SFLAG_PBO) {
249 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
250 checkGLcall("glBindBufferARB");
251 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
253 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
254 width, height, 0 /* border */, This->resource.size, NULL));
255 checkGLcall("glCompressedTexSubImage2D");
257 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
258 checkGLcall("glBindBufferARB");
260 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
261 width, height, 0 /* border */, This->resource.size, data));
262 checkGLcall("glCompressedTexSubImage2D");
267 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
270 if(This->Flags & SFLAG_PBO) {
271 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
272 checkGLcall("glBindBufferARB");
273 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
275 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
276 checkGLcall("glTexSubImage2D");
278 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
279 checkGLcall("glBindBufferARB");
282 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
283 checkGLcall("glTexSubImage2D");
290 /* This call just allocates the texture, the caller is responsible for
291 * activating the right context and binding the correct texture. */
292 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
293 BOOL enable_client_storage = FALSE;
296 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
297 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
299 if (This->resource.format == WINED3DFMT_DXT1 ||
300 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
301 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
302 This->resource.format == WINED3DFMT_ATI2N) {
303 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
304 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
306 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
307 * once, unfortunately
309 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
310 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
311 This->Flags |= SFLAG_CLIENT;
312 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
314 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
315 width, height, 0 /* border */, This->resource.size, mem));
324 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
325 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
326 /* In some cases we want to disable client storage.
327 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
328 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
329 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
330 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
331 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
333 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
334 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
335 This->Flags &= ~SFLAG_CLIENT;
336 enable_client_storage = TRUE;
338 This->Flags |= SFLAG_CLIENT;
340 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
341 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
343 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
346 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
347 checkGLcall("glTexImage2D");
349 if(enable_client_storage) {
350 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
351 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
355 This->Flags |= SFLAG_ALLOCATED;
358 /* In D3D the depth stencil dimensions have to be greater than or equal to the
359 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
360 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
361 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
362 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
363 renderbuffer_entry_t *entry;
364 GLuint renderbuffer = 0;
365 unsigned int src_width, src_height;
367 src_width = This->pow2Width;
368 src_height = This->pow2Height;
370 /* A depth stencil smaller than the render target is not valid */
371 if (width > src_width || height > src_height) return;
373 /* Remove any renderbuffer set if the sizes match */
374 if (width == src_width && height == src_height) {
375 This->current_renderbuffer = NULL;
379 /* Look if we've already got a renderbuffer of the correct dimensions */
380 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
381 if (entry->width == width && entry->height == height) {
382 renderbuffer = entry->id;
383 This->current_renderbuffer = entry;
389 const GlPixelFormatDesc *glDesc;
390 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
392 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
393 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
394 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
396 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
397 entry->width = width;
398 entry->height = height;
399 entry->id = renderbuffer;
400 list_add_head(&This->renderbuffers, &entry->entry);
402 This->current_renderbuffer = entry;
405 checkGLcall("set_compatible_renderbuffer");
408 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
409 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
410 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
412 TRACE("(%p) : swapchain %p\n", This, swapchain);
414 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
415 TRACE("Returning GL_BACK\n");
417 } else if (swapchain_impl->frontBuffer == iface) {
418 TRACE("Returning GL_FRONT\n");
422 FIXME("Higher back buffer, returning GL_BACK\n");
426 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
427 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
428 ULONG ref = InterlockedDecrement(&This->resource.ref);
429 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
431 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
432 renderbuffer_entry_t *entry, *entry2;
433 TRACE("(%p) : cleaning up\n", This);
435 /* Need a context to destroy the texture. Use the currently active render target, but only if
436 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
437 * When destroying the primary rt, Uninit3D will activate a context before doing anything
439 if(device->render_targets && device->render_targets[0]) {
440 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
444 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
445 TRACE("Deleting texture %d\n", This->glDescription.textureName);
446 glDeleteTextures(1, &This->glDescription.textureName);
449 if(This->Flags & SFLAG_PBO) {
451 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
454 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
455 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
456 HeapFree(GetProcessHeap(), 0, entry);
460 if(This->Flags & SFLAG_DIBSECTION) {
462 SelectObject(This->hDC, This->dib.holdbitmap);
464 /* Release the DIB section */
465 DeleteObject(This->dib.DIBsection);
466 This->dib.bitmap_data = NULL;
467 This->resource.allocatedMemory = NULL;
469 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
471 HeapFree(GetProcessHeap(), 0, This->palette9);
473 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
475 if(This->overlay_dest) {
476 list_remove(&This->overlay_entry);
479 TRACE("(%p) Released\n", This);
480 HeapFree(GetProcessHeap(), 0, This);
486 /* ****************************************************
487 IWineD3DSurface IWineD3DResource parts follow
488 **************************************************** */
490 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
491 /* TODO: check for locks */
492 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
493 IWineD3DBaseTexture *baseTexture = NULL;
494 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
496 TRACE("(%p)Checking to see if the container is a base texture\n", This);
497 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
498 TRACE("Passing to container\n");
499 IWineD3DBaseTexture_PreLoad(baseTexture);
500 IWineD3DBaseTexture_Release(baseTexture);
502 TRACE("(%p) : About to load surface\n", This);
504 if(!device->isInDraw) {
505 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
508 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
509 if(palette9_changed(This)) {
510 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
511 /* TODO: This is not necessarily needed with hw palettized texture support */
512 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
513 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
514 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
518 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
519 if (!This->glDescription.level) {
520 if (!This->glDescription.textureName) {
521 glGenTextures(1, &This->glDescription.textureName);
522 checkGLcall("glGenTextures");
523 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
525 glBindTexture(This->glDescription.target, This->glDescription.textureName);
526 checkGLcall("glBindTexture");
528 IWineD3DSurface_LoadTexture(iface, FALSE);
529 /* This is where we should be reducing the amount of GLMemoryUsed */
530 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
531 /* assume this is a coding error not a real error for now */
532 FIXME("Mipmap surface has a glTexture bound to it!\n");
535 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
536 /* Tell opengl to try and keep this texture in video ram (well mostly) */
540 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
547 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
548 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
549 This->resource.allocatedMemory =
550 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
553 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
554 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
555 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
556 checkGLcall("glGetBufferSubData");
557 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
558 checkGLcall("glDeleteBuffers");
562 This->Flags &= ~SFLAG_PBO;
565 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
566 IWineD3DBaseTexture *texture = NULL;
567 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
568 renderbuffer_entry_t *entry, *entry2;
569 TRACE("(%p)\n", iface);
571 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
572 /* Default pool resources are supposed to be destroyed before Reset is called.
573 * Implicit resources stay however. So this means we have an implicit render target
574 * or depth stencil. The content may be destroyed, but we still have to tear down
575 * opengl resources, so we cannot leave early.
577 * Put the most up to date surface location into the drawable. D3D-wise this content
578 * is undefined, so it would be nowhere, but that would make the location management
579 * more complicated. The drawable is a sane location, because if we mark sysmem or
580 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
581 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
584 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
585 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
587 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
590 /* Load the surface into system memory */
591 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
592 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
594 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
595 This->Flags &= ~SFLAG_ALLOCATED;
597 /* Destroy PBOs, but load them into real sysmem before */
598 if(This->Flags & SFLAG_PBO) {
599 surface_remove_pbo(This);
602 /* Destroy fbo render buffers. This is needed for implicit render targets, for
603 * all application-created targets the application has to release the surface
604 * before calling _Reset
606 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
608 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
610 list_remove(&entry->entry);
611 HeapFree(GetProcessHeap(), 0, entry);
613 list_init(&This->renderbuffers);
614 This->current_renderbuffer = NULL;
616 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
619 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
622 glDeleteTextures(1, &This->glDescription.textureName);
623 This->glDescription.textureName = 0;
626 IWineD3DBaseTexture_Release(texture);
631 /* ******************************************************
632 IWineD3DSurface IWineD3DSurface parts follow
633 ****************************************************** */
635 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
636 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
637 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
638 if (This->glDescription.textureName == 0 && textureName != 0) {
639 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
640 if((This->Flags & SFLAG_LOCATIONS) == 0) {
641 /* In 1.0-rc4 and earlier, AddDirtyRect was called in the place of this if condition.
642 * This had the problem that a correctly set INDRAWABLE flag was removed if the PreLoad
643 * during the offscreen rendering readback triggered the creation of the GL texture.
644 * The change intended to keep the INDRAWABLE intact. To prevent unintended side effects
645 * before release, set the INSYSMEM flag like the old AddDirtyRect did.
647 WARN("Wine 1.0 safety path hit\n");
648 This->Flags |= SFLAG_INSYSMEM;
651 if(target == GL_TEXTURE_RECTANGLE_ARB && This->glDescription.target != target) {
652 This->Flags &= ~SFLAG_NORMCOORD;
653 } else if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB && target != GL_TEXTURE_RECTANGLE_ARB) {
654 This->Flags |= SFLAG_NORMCOORD;
656 This->glDescription.textureName = textureName;
657 This->glDescription.target = target;
658 This->Flags &= ~SFLAG_ALLOCATED;
661 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
662 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
663 TRACE("(%p) : returning %p\n", This, &This->glDescription);
664 *glDescription = &This->glDescription;
667 /* TODO: think about moving this down to resource? */
668 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
669 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
670 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
671 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
672 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
674 return (CONST void*)(This->resource.allocatedMemory);
677 /* Read the framebuffer back into the surface */
678 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
679 IWineD3DSwapChainImpl *swapchain;
680 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
684 BYTE *row, *top, *bottom;
688 BOOL srcIsUpsideDown;
690 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
691 static BOOL warned = FALSE;
693 ERR("The application tries to lock the render target, but render target locking is disabled\n");
699 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
700 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
701 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
702 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
703 * context->last_was_blit set on the unlock.
705 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
708 /* Select the correct read buffer, and give some debug output.
709 * There is no need to keep track of the current read buffer or reset it, every part of the code
710 * that reads sets the read buffer as desired.
713 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
714 * Read from the back buffer
716 TRACE("Locking offscreen render target\n");
717 glReadBuffer(myDevice->offscreenBuffer);
718 srcIsUpsideDown = TRUE;
720 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
721 TRACE("Locking %#x buffer\n", buffer);
722 glReadBuffer(buffer);
723 checkGLcall("glReadBuffer");
725 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
726 srcIsUpsideDown = FALSE;
729 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
733 local_rect.right = This->currentDesc.Width;
734 local_rect.bottom = This->currentDesc.Height;
738 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
740 switch(This->resource.format)
744 if(primary_render_target_is_p8(myDevice)) {
745 /* In case of P8 render targets the index is stored in the alpha component */
747 type = GL_UNSIGNED_BYTE;
749 bpp = This->bytesPerPixel;
751 /* GL can't return palettized data, so read ARGB pixels into a
752 * separate block of memory and convert them into palettized format
753 * in software. Slow, but if the app means to use palettized render
754 * targets and locks it...
756 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
757 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
758 * for the color channels when palettizing the colors.
761 type = GL_UNSIGNED_BYTE;
763 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
765 ERR("Out of memory\n");
769 bpp = This->bytesPerPixel * 3;
776 fmt = This->glDescription.glFormat;
777 type = This->glDescription.glType;
778 bpp = This->bytesPerPixel;
781 if(This->Flags & SFLAG_PBO) {
782 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
783 checkGLcall("glBindBufferARB");
786 glReadPixels(local_rect.left, local_rect.top,
787 local_rect.right - local_rect.left,
788 local_rect.bottom - local_rect.top,
790 vcheckGLcall("glReadPixels");
792 if(This->Flags & SFLAG_PBO) {
793 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
794 checkGLcall("glBindBufferARB");
796 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
797 * to get a pointer to it and perform the flipping in software. This is a lot
798 * faster than calling glReadPixels for each line. In case we want more speed
799 * we should rerender it flipped in a FBO and read the data back from the FBO. */
800 if(!srcIsUpsideDown) {
801 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
802 checkGLcall("glBindBufferARB");
804 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
805 checkGLcall("glMapBufferARB");
809 /* TODO: Merge this with the palettization loop below for P8 targets */
810 if(!srcIsUpsideDown) {
812 /* glReadPixels returns the image upside down, and there is no way to prevent this.
813 Flip the lines in software */
814 len = (local_rect.right - local_rect.left) * bpp;
815 off = local_rect.left * bpp;
817 row = HeapAlloc(GetProcessHeap(), 0, len);
819 ERR("Out of memory\n");
820 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
825 top = mem + pitch * local_rect.top;
826 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
827 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
828 memcpy(row, top + off, len);
829 memcpy(top + off, bottom + off, len);
830 memcpy(bottom + off, row, len);
834 HeapFree(GetProcessHeap(), 0, row);
836 /* Unmap the temp PBO buffer */
837 if(This->Flags & SFLAG_PBO) {
838 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
839 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
845 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
846 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
847 * the same color but we have no choice.
848 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
850 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
851 PALETTEENTRY *pal = NULL;
852 DWORD width = pitch / 3;
856 pal = This->palette->palents;
858 ERR("Palette is missing, cannot perform inverse palette lookup\n");
859 HeapFree(GetProcessHeap(), 0, mem);
863 for(y = local_rect.top; y < local_rect.bottom; y++) {
864 for(x = local_rect.left; x < local_rect.right; x++) {
865 /* start lines pixels */
866 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
867 BYTE *green = blue + 1;
868 BYTE *red = green + 1;
870 for(c = 0; c < 256; c++) {
871 if(*red == pal[c].peRed &&
872 *green == pal[c].peGreen &&
873 *blue == pal[c].peBlue)
875 *((BYTE *) dest + y * width + x) = c;
881 HeapFree(GetProcessHeap(), 0, mem);
885 /* Read the framebuffer contents into a texture */
886 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
888 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
889 IWineD3DSwapChainImpl *swapchain;
891 GLenum format, internal, type;
892 CONVERT_TYPES convert;
895 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
897 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
898 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
899 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
900 * states in the stateblock, and no driver was found yet that had bugs in that regard.
902 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
903 surface_bind_and_dirtify(This);
906 glGetIntegerv(GL_READ_BUFFER, &prevRead);
908 /* Select the correct read buffer, and give some debug output.
909 * There is no need to keep track of the current read buffer or reset it, every part of the code
910 * that reads sets the read buffer as desired.
913 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
914 * Read from the back buffer
916 TRACE("Locking offscreen render target\n");
917 glReadBuffer(device->offscreenBuffer);
919 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
920 TRACE("Locking %#x buffer\n", buffer);
921 glReadBuffer(buffer);
922 checkGLcall("glReadBuffer");
924 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
927 if(!(This->Flags & SFLAG_ALLOCATED)) {
928 surface_allocate_surface(This, internal, This->pow2Width,
929 This->pow2Height, format, type);
932 clear_unused_channels(This);
934 /* If !SrcIsUpsideDown we should flip the surface.
935 * This can be done using glCopyTexSubImage2D but this
936 * is VERY slow, so don't do that. We should prevent
937 * this code from getting called in such cases or perhaps
940 glCopyTexSubImage2D(This->glDescription.target,
941 This->glDescription.level,
943 This->currentDesc.Width,
944 This->currentDesc.Height);
945 checkGLcall("glCopyTexSubImage2D");
947 glReadBuffer(prevRead);
948 vcheckGLcall("glReadBuffer");
951 TRACE("Updated target %d\n", This->glDescription.target);
954 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
955 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
956 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
959 if(!(This->Flags & SFLAG_DYNLOCK)) {
961 /* MAXLOCKCOUNT is defined in wined3d_private.h */
962 if(This->lockCount > MAXLOCKCOUNT) {
963 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
964 This->Flags |= SFLAG_DYNLOCK;
968 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
969 * Also don't create a PBO for systemmem surfaces.
971 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
975 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
976 error = glGetError();
977 if(This->pbo == 0 || error != GL_NO_ERROR) {
978 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
981 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
983 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
984 checkGLcall("glBindBufferARB");
986 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
987 checkGLcall("glBufferDataARB");
989 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
990 checkGLcall("glBindBufferARB");
992 /* We don't need the system memory anymore and we can't even use it for PBOs */
993 if(!(This->Flags & SFLAG_CLIENT)) {
994 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
995 This->resource.heapMemory = NULL;
997 This->resource.allocatedMemory = NULL;
998 This->Flags |= SFLAG_PBO;
1000 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1001 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1004 if(!This->resource.heapMemory) {
1005 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1007 This->resource.allocatedMemory =
1008 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1009 if(This->Flags & SFLAG_INSYSMEM) {
1010 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1015 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1016 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1017 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1018 IWineD3DSwapChain *swapchain = NULL;
1020 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1022 /* This is also done in the base class, but we have to verify this before loading any data from
1023 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1024 * may interfere, and all other bad things may happen
1026 if (This->Flags & SFLAG_LOCKED) {
1027 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1028 return WINED3DERR_INVALIDCALL;
1030 This->Flags |= SFLAG_LOCKED;
1032 if (!(This->Flags & SFLAG_LOCKABLE))
1034 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1037 if (Flags & WINED3DLOCK_DISCARD) {
1038 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1039 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1040 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1041 This->Flags |= SFLAG_INSYSMEM;
1045 if (This->Flags & SFLAG_INSYSMEM) {
1046 TRACE("Local copy is up to date, not downloading data\n");
1047 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1051 /* Now download the surface content from opengl
1052 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1053 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1055 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1056 if(swapchain || iface == myDevice->render_targets[0]) {
1057 const RECT *pass_rect = pRect;
1059 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1060 * because most caller functions do not need that. So do that here
1065 pRect->right == This->currentDesc.Width &&
1066 pRect->bottom == This->currentDesc.Height) {
1070 switch(wined3d_settings.rendertargetlock_mode) {
1073 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1075 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1076 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1077 * This may be faster on some cards
1079 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1086 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pRect);
1092 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1094 } else if(iface == myDevice->stencilBufferTarget) {
1095 /** the depth stencil in openGL has a format of GL_FLOAT
1096 * which should be good for WINED3DFMT_D16_LOCKABLE
1097 * and WINED3DFMT_D16
1098 * it is unclear what format the stencil buffer is in except.
1099 * 'Each index is converted to fixed point...
1100 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1101 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1102 * glReadPixels(This->lockedRect.left,
1103 * This->lockedRect.bottom - j - 1,
1104 * This->lockedRect.right - This->lockedRect.left,
1106 * GL_DEPTH_COMPONENT,
1108 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1110 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1111 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1112 * none of that is the case the problem is not in this function :-)
1113 ********************************************/
1114 FIXME("Depth stencil locking not supported yet\n");
1116 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1117 TRACE("locking an ordinary surface\n");
1118 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1122 if(This->Flags & SFLAG_PBO) {
1123 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1125 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1126 checkGLcall("glBindBufferARB");
1128 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1129 if(This->resource.allocatedMemory) {
1130 ERR("The surface already has PBO memory allocated!\n");
1133 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1134 checkGLcall("glMapBufferARB");
1136 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1137 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1138 checkGLcall("glBindBufferARB");
1143 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1146 IWineD3DBaseTexture *pBaseTexture;
1149 * as seen in msdn docs
1151 IWineD3DSurface_AddDirtyRect(iface, pRect);
1153 /** Dirtify Container if needed */
1154 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
1155 TRACE("Making container dirty\n");
1156 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1157 IWineD3DBaseTexture_Release(pBaseTexture);
1159 TRACE("Surface is standalone, no need to dirty the container\n");
1163 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1166 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1168 GLint prev_rasterpos[4];
1169 GLint skipBytes = 0;
1170 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1171 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1172 IWineD3DSwapChainImpl *swapchain;
1174 /* Activate the correct context for the render target */
1175 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1178 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
1180 /* Primary offscreen render target */
1181 TRACE("Offscreen render target\n");
1182 glDrawBuffer(myDevice->offscreenBuffer);
1183 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1185 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1186 TRACE("Unlocking %#x buffer\n", buffer);
1187 glDrawBuffer(buffer);
1188 checkGLcall("glDrawBuffer");
1190 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1193 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1194 vcheckGLcall("glIntegerv");
1195 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1196 vcheckGLcall("glIntegerv");
1197 glPixelZoom(1.0, -1.0);
1198 vcheckGLcall("glPixelZoom");
1200 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1201 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1202 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1204 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1205 vcheckGLcall("glRasterPos2f");
1207 /* Some drivers(radeon dri, others?) don't like exceptions during
1208 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1209 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1210 * catch to put the dib section in InSync mode, which leads to a crash
1211 * and a blocked x server on my radeon card.
1213 * The following lines read the dib section so it is put in InSync mode
1214 * before glDrawPixels is called and the crash is prevented. There won't
1215 * be any interfering gdi accesses, because UnlockRect is called from
1216 * ReleaseDC, and the app won't use the dc any more afterwards.
1218 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1220 read = This->resource.allocatedMemory[0];
1223 if(This->Flags & SFLAG_PBO) {
1224 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1225 checkGLcall("glBindBufferARB");
1228 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1229 if(This->Flags & SFLAG_LOCKED) {
1230 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1231 (This->lockedRect.bottom - This->lockedRect.top)-1,
1233 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1234 checkGLcall("glDrawPixels");
1236 glDrawPixels(This->currentDesc.Width,
1237 This->currentDesc.Height,
1239 checkGLcall("glDrawPixels");
1242 if(This->Flags & SFLAG_PBO) {
1243 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1244 checkGLcall("glBindBufferARB");
1247 glPixelZoom(1.0,1.0);
1248 vcheckGLcall("glPixelZoom");
1250 glRasterPos3iv(&prev_rasterpos[0]);
1251 vcheckGLcall("glRasterPos3iv");
1253 /* Reset to previous pack row length */
1254 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1255 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1258 glDrawBuffer(myDevice->offscreenBuffer);
1259 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1260 } else if(swapchain->backBuffer) {
1261 glDrawBuffer(GL_BACK);
1262 checkGLcall("glDrawBuffer(GL_BACK)");
1264 glDrawBuffer(GL_FRONT);
1265 checkGLcall("glDrawBuffer(GL_FRONT)");
1272 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1273 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1274 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1275 IWineD3DSwapChainImpl *swapchain = NULL;
1278 if (!(This->Flags & SFLAG_LOCKED)) {
1279 WARN("trying to Unlock an unlocked surf@%p\n", This);
1280 return WINED3DERR_INVALIDCALL;
1283 if (This->Flags & SFLAG_PBO) {
1284 TRACE("Freeing PBO memory\n");
1285 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1287 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1288 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1289 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1290 checkGLcall("glUnmapBufferARB");
1292 This->resource.allocatedMemory = NULL;
1295 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1297 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1298 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1302 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1303 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1304 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1306 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1307 static BOOL warned = FALSE;
1309 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1315 if(This->dirtyRect.left == 0 &&
1316 This->dirtyRect.top == 0 &&
1317 This->dirtyRect.right == This->currentDesc.Width &&
1318 This->dirtyRect.bottom == This->currentDesc.Height) {
1321 /* TODO: Proper partial rectangle tracking */
1322 fullsurface = FALSE;
1323 This->Flags |= SFLAG_INSYSMEM;
1326 switch(wined3d_settings.rendertargetlock_mode) {
1329 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1331 if (This->glDescription.textureName == 0) {
1332 glGenTextures(1, &This->glDescription.textureName);
1333 checkGLcall("glGenTextures");
1335 glBindTexture(This->glDescription.target, This->glDescription.textureName);
1336 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
1338 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1344 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1349 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1350 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1351 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1352 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1353 * not fully up to date because only a subrectangle was read in LockRect.
1355 This->Flags &= ~SFLAG_INSYSMEM;
1356 This->Flags |= SFLAG_INDRAWABLE;
1359 This->dirtyRect.left = This->currentDesc.Width;
1360 This->dirtyRect.top = This->currentDesc.Height;
1361 This->dirtyRect.right = 0;
1362 This->dirtyRect.bottom = 0;
1363 } else if(iface == myDevice->stencilBufferTarget) {
1364 FIXME("Depth Stencil buffer locking is not implemented\n");
1366 /* The rest should be a normal texture */
1367 IWineD3DBaseTextureImpl *impl;
1368 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1369 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1370 * states need resetting
1372 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1373 if(impl->baseTexture.bindCount) {
1374 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1376 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1381 This->Flags &= ~SFLAG_LOCKED;
1382 memset(&This->lockedRect, 0, sizeof(RECT));
1384 /* Overlays have to be redrawn manually after changes with the GL implementation */
1385 if(This->overlay_dest) {
1386 IWineD3DSurface_DrawOverlay(iface);
1391 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1392 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1393 WINED3DLOCKED_RECT lock;
1397 TRACE("(%p)->(%p)\n",This,pHDC);
1399 if(This->Flags & SFLAG_USERPTR) {
1400 ERR("Not supported on surfaces with an application-provided surfaces\n");
1401 return WINEDDERR_NODC;
1404 /* Give more detailed info for ddraw */
1405 if (This->Flags & SFLAG_DCINUSE)
1406 return WINEDDERR_DCALREADYCREATED;
1408 /* Can't GetDC if the surface is locked */
1409 if (This->Flags & SFLAG_LOCKED)
1410 return WINED3DERR_INVALIDCALL;
1412 /* According to Direct3D9 docs, only these formats are supported */
1413 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1414 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1415 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1416 This->resource.format != WINED3DFMT_R8G8B8 &&
1417 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1420 memset(&lock, 0, sizeof(lock)); /* To be sure */
1422 /* Create a DIB section if there isn't a hdc yet */
1424 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1425 if(This->Flags & SFLAG_CLIENT) {
1426 IWineD3DSurface_PreLoad(iface);
1429 /* Use the dib section from now on if we are not using a PBO */
1430 if(!(This->Flags & SFLAG_PBO))
1431 This->resource.allocatedMemory = This->dib.bitmap_data;
1434 /* Lock the surface */
1435 hr = IWineD3DSurface_LockRect(iface,
1440 if(This->Flags & SFLAG_PBO) {
1441 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1442 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1446 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1447 /* keep the dib section */
1451 if(This->resource.format == WINED3DFMT_P8 ||
1452 This->resource.format == WINED3DFMT_A8P8) {
1453 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1454 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1456 PALETTEENTRY *pal = NULL;
1459 pal = This->palette->palents;
1461 IWineD3DSurfaceImpl *dds_primary;
1462 IWineD3DSwapChainImpl *swapchain;
1463 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1464 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1465 if (dds_primary && dds_primary->palette)
1466 pal = dds_primary->palette->palents;
1470 for (n=0; n<256; n++) {
1471 col[n].rgbRed = pal[n].peRed;
1472 col[n].rgbGreen = pal[n].peGreen;
1473 col[n].rgbBlue = pal[n].peBlue;
1474 col[n].rgbReserved = 0;
1476 SetDIBColorTable(This->hDC, 0, 256, col);
1481 TRACE("returning %p\n",*pHDC);
1482 This->Flags |= SFLAG_DCINUSE;
1487 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1488 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1490 TRACE("(%p)->(%p)\n",This,hDC);
1492 if (!(This->Flags & SFLAG_DCINUSE))
1493 return WINED3DERR_INVALIDCALL;
1495 if (This->hDC !=hDC) {
1496 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1497 return WINED3DERR_INVALIDCALL;
1500 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1501 /* Copy the contents of the DIB over to the PBO */
1502 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1505 /* we locked first, so unlock now */
1506 IWineD3DSurface_UnlockRect(iface);
1508 This->Flags &= ~SFLAG_DCINUSE;
1513 /* ******************************************************
1514 IWineD3DSurface Internal (No mapping to directx api) parts follow
1515 ****************************************************** */
1517 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1518 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1519 const GlPixelFormatDesc *glDesc;
1520 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1521 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1523 /* Default values: From the surface */
1524 *format = glDesc->glFormat;
1525 *type = glDesc->glType;
1526 *convert = NO_CONVERSION;
1527 *target_bpp = This->bytesPerPixel;
1530 *internal = glDesc->glGammaInternal;
1531 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1532 *internal = glDesc->rtInternal;
1534 *internal = glDesc->glInternal;
1537 /* Ok, now look if we have to do any conversion */
1538 switch(This->resource.format) {
1544 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1545 * of the two is available make sure texturing is requested as neither of the two works in
1546 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1547 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1548 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1549 * conflicts with this.
1551 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && primary_render_target_is_p8(device))) || colorkey_active || !use_texturing ) {
1553 *internal = GL_RGBA;
1554 *type = GL_UNSIGNED_BYTE;
1556 if(colorkey_active) {
1557 *convert = CONVERT_PALETTED_CK;
1559 *convert = CONVERT_PALETTED;
1562 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1564 *internal = GL_RGBA;
1565 *type = GL_UNSIGNED_BYTE;
1571 case WINED3DFMT_R3G3B2:
1572 /* **********************
1573 GL_UNSIGNED_BYTE_3_3_2
1574 ********************** */
1575 if (colorkey_active) {
1576 /* This texture format will never be used.. So do not care about color keying
1577 up until the point in time it will be needed :-) */
1578 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1582 case WINED3DFMT_R5G6B5:
1583 if (colorkey_active) {
1584 *convert = CONVERT_CK_565;
1586 *internal = GL_RGBA;
1587 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1591 case WINED3DFMT_X1R5G5B5:
1592 if (colorkey_active) {
1593 *convert = CONVERT_CK_5551;
1595 *internal = GL_RGBA;
1596 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1600 case WINED3DFMT_R8G8B8:
1601 if (colorkey_active) {
1602 *convert = CONVERT_CK_RGB24;
1604 *internal = GL_RGBA;
1605 *type = GL_UNSIGNED_INT_8_8_8_8;
1610 case WINED3DFMT_X8R8G8B8:
1611 if (colorkey_active) {
1612 *convert = CONVERT_RGB32_888;
1614 *internal = GL_RGBA;
1615 *type = GL_UNSIGNED_INT_8_8_8_8;
1619 case WINED3DFMT_V8U8:
1620 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1621 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1622 *format = GL_DUDV_ATI;
1623 *internal = GL_DU8DV8_ATI;
1625 /* No conversion - Just change the gl type */
1628 *convert = CONVERT_V8U8;
1630 *internal = GL_RGB8;
1631 *type = GL_UNSIGNED_BYTE;
1635 case WINED3DFMT_L6V5U5:
1636 *convert = CONVERT_L6V5U5;
1637 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1639 /* Use format and types from table */
1641 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1644 *internal = GL_RGB5;
1645 *type = GL_UNSIGNED_SHORT_5_6_5;
1649 case WINED3DFMT_X8L8V8U8:
1650 *convert = CONVERT_X8L8V8U8;
1652 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1653 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1654 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1655 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1656 * the needed type and format parameter, so the internal format contains a
1657 * 4th component, which is returned as alpha
1660 /* Not supported by GL_ATI_envmap_bumpmap */
1662 *internal = GL_RGB8;
1663 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1667 case WINED3DFMT_Q8W8V8U8:
1668 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1669 *convert = CONVERT_Q8W8V8U8;
1671 *internal = GL_RGBA8;
1672 *type = GL_UNSIGNED_BYTE;
1674 /* Not supported by GL_ATI_envmap_bumpmap */
1677 case WINED3DFMT_V16U16:
1678 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1679 *convert = CONVERT_V16U16;
1681 *internal = GL_RGB16_EXT;
1682 *type = GL_UNSIGNED_SHORT;
1684 /* What should I do here about GL_ATI_envmap_bumpmap?
1685 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1689 case WINED3DFMT_A4L4:
1690 /* A4L4 exists as an internal gl format, but for some reason there is not
1691 * format+type combination to load it. Thus convert it to A8L8, then load it
1692 * with A4L4 internal, but A8L8 format+type
1694 *convert = CONVERT_A4L4;
1695 *format = GL_LUMINANCE_ALPHA;
1696 *internal = GL_LUMINANCE4_ALPHA4;
1697 *type = GL_UNSIGNED_BYTE;
1701 case WINED3DFMT_R32F:
1702 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1703 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1704 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1707 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1709 *convert = CONVERT_R32F;
1711 *internal = GL_RGB32F_ARB;
1716 case WINED3DFMT_R16F:
1717 /* Similar to R32F */
1718 *convert = CONVERT_R16F;
1720 *internal = GL_RGB16F_ARB;
1721 *type = GL_HALF_FLOAT_ARB;
1725 case WINED3DFMT_G16R16:
1726 *convert = CONVERT_G16R16;
1728 *internal = GL_RGB16_EXT;
1729 *type = GL_UNSIGNED_SHORT;
1740 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1741 BYTE *source, *dest;
1742 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1747 memcpy(dst, src, pitch * height);
1750 case CONVERT_PALETTED:
1751 case CONVERT_PALETTED_CK:
1753 IWineD3DPaletteImpl* pal = This->palette;
1758 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1761 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1763 for (y = 0; y < height; y++)
1765 source = src + pitch * y;
1766 dest = dst + outpitch * y;
1767 /* This is an 1 bpp format, using the width here is fine */
1768 for (x = 0; x < width; x++) {
1769 BYTE color = *source++;
1770 *dest++ = table[color][0];
1771 *dest++ = table[color][1];
1772 *dest++ = table[color][2];
1773 *dest++ = table[color][3];
1779 case CONVERT_CK_565:
1781 /* Converting the 565 format in 5551 packed to emulate color-keying.
1783 Note : in all these conversion, it would be best to average the averaging
1784 pixels to get the color of the pixel that will be color-keyed to
1785 prevent 'color bleeding'. This will be done later on if ever it is
1788 Note2: Nvidia documents say that their driver does not support alpha + color keying
1789 on the same surface and disables color keying in such a case
1795 TRACE("Color keyed 565\n");
1797 for (y = 0; y < height; y++) {
1798 Source = (WORD *) (src + y * pitch);
1799 Dest = (WORD *) (dst + y * outpitch);
1800 for (x = 0; x < width; x++ ) {
1801 WORD color = *Source++;
1802 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1803 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1804 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1813 case CONVERT_CK_5551:
1815 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1819 TRACE("Color keyed 5551\n");
1820 for (y = 0; y < height; y++) {
1821 Source = (WORD *) (src + y * pitch);
1822 Dest = (WORD *) (dst + y * outpitch);
1823 for (x = 0; x < width; x++ ) {
1824 WORD color = *Source++;
1826 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1827 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1831 *Dest &= ~(1 << 15);
1839 case CONVERT_RGB32_888:
1841 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1843 for (y = 0; y < height; y++)
1845 source = src + pitch * y;
1846 dest = dst + outpitch * y;
1847 for (x = 0; x < width; x++) {
1848 DWORD color = 0xffffff & *(DWORD*)source;
1849 DWORD dstcolor = color << 8;
1850 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1851 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1854 *(DWORD*)dest = dstcolor;
1866 unsigned char *Dest;
1867 for(y = 0; y < height; y++) {
1868 Source = (short *) (src + y * pitch);
1869 Dest = dst + y * outpitch;
1870 for (x = 0; x < width; x++ ) {
1871 long color = (*Source++);
1872 /* B */ Dest[0] = 0xff;
1873 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1874 /* R */ Dest[2] = (color) + 128; /* U */
1881 case CONVERT_V16U16:
1885 unsigned short *Dest;
1886 for(y = 0; y < height; y++) {
1887 Source = (DWORD *) (src + y * pitch);
1888 Dest = (unsigned short *) (dst + y * outpitch);
1889 for (x = 0; x < width; x++ ) {
1890 DWORD color = (*Source++);
1891 /* B */ Dest[0] = 0xffff;
1892 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1893 /* R */ Dest[2] = (color ) + 32768; /* U */
1900 case CONVERT_Q8W8V8U8:
1904 unsigned char *Dest;
1905 for(y = 0; y < height; y++) {
1906 Source = (DWORD *) (src + y * pitch);
1907 Dest = dst + y * outpitch;
1908 for (x = 0; x < width; x++ ) {
1909 long color = (*Source++);
1910 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1911 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1912 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1913 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1920 case CONVERT_L6V5U5:
1924 unsigned char *Dest;
1926 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1927 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1928 * fixed function and shaders without further conversion once the surface is
1931 for(y = 0; y < height; y++) {
1932 Source = (WORD *) (src + y * pitch);
1933 Dest = dst + y * outpitch;
1934 for (x = 0; x < width; x++ ) {
1935 short color = (*Source++);
1936 unsigned char l = ((color >> 10) & 0xfc);
1937 char v = ((color >> 5) & 0x3e);
1938 char u = ((color ) & 0x1f);
1940 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1941 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1942 * shift. GL reads a signed value and converts it into an unsigned value.
1944 /* M */ Dest[2] = l << 1;
1946 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1947 * from 5 bit values to 8 bit values.
1949 /* V */ Dest[1] = v << 3;
1950 /* U */ Dest[0] = u << 3;
1955 for(y = 0; y < height; y++) {
1956 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1957 Source = (WORD *) (src + y * pitch);
1958 for (x = 0; x < width; x++ ) {
1959 short color = (*Source++);
1960 unsigned char l = ((color >> 10) & 0xfc);
1961 short v = ((color >> 5) & 0x3e);
1962 short u = ((color ) & 0x1f);
1963 short v_conv = v + 16;
1964 short u_conv = u + 16;
1966 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1974 case CONVERT_X8L8V8U8:
1978 unsigned char *Dest;
1980 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1981 /* This implementation works with the fixed function pipeline and shaders
1982 * without further modification after converting the surface.
1984 for(y = 0; y < height; y++) {
1985 Source = (DWORD *) (src + y * pitch);
1986 Dest = dst + y * outpitch;
1987 for (x = 0; x < width; x++ ) {
1988 long color = (*Source++);
1989 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1990 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1991 /* U */ Dest[0] = (color & 0xff); /* U */
1992 /* I */ Dest[3] = 255; /* X */
1997 /* Doesn't work correctly with the fixed function pipeline, but can work in
1998 * shaders if the shader is adjusted. (There's no use for this format in gl's
1999 * standard fixed function pipeline anyway).
2001 for(y = 0; y < height; y++) {
2002 Source = (DWORD *) (src + y * pitch);
2003 Dest = dst + y * outpitch;
2004 for (x = 0; x < width; x++ ) {
2005 long color = (*Source++);
2006 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2007 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2008 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2019 unsigned char *Source;
2020 unsigned char *Dest;
2021 for(y = 0; y < height; y++) {
2022 Source = src + y * pitch;
2023 Dest = dst + y * outpitch;
2024 for (x = 0; x < width; x++ ) {
2025 unsigned char color = (*Source++);
2026 /* A */ Dest[1] = (color & 0xf0) << 0;
2027 /* L */ Dest[0] = (color & 0x0f) << 4;
2039 for(y = 0; y < height; y++) {
2040 Source = (float *) (src + y * pitch);
2041 Dest = (float *) (dst + y * outpitch);
2042 for (x = 0; x < width; x++ ) {
2043 float color = (*Source++);
2059 for(y = 0; y < height; y++) {
2060 Source = (WORD *) (src + y * pitch);
2061 Dest = (WORD *) (dst + y * outpitch);
2062 for (x = 0; x < width; x++ ) {
2063 WORD color = (*Source++);
2073 case CONVERT_G16R16:
2079 for(y = 0; y < height; y++) {
2080 Source = (WORD *) (src + y * pitch);
2081 Dest = (WORD *) (dst + y * outpitch);
2082 for (x = 0; x < width; x++ ) {
2083 WORD green = (*Source++);
2084 WORD red = (*Source++);
2095 ERR("Unsupported conversation type %d\n", convert);
2100 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2101 IWineD3DPaletteImpl* pal = This->palette;
2102 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2103 BOOL index_in_alpha = FALSE;
2104 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2107 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2108 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2109 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2110 * duplicate entries. Store the color key in the unused alpha component to speed the
2111 * download up and to make conversion unneeded. */
2112 index_in_alpha = primary_render_target_is_p8(device);
2115 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2116 if(dxVersion <= 7) {
2117 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2118 if(index_in_alpha) {
2119 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2120 there's no palette at this time. */
2121 for (i = 0; i < 256; i++) table[i][3] = i;
2124 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2125 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2126 capability flag is present (wine does advertise this capability) */
2127 for (i = 0; i < 256; i++) {
2128 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2129 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2130 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2131 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2135 TRACE("Using surface palette %p\n", pal);
2136 /* Get the surface's palette */
2137 for (i = 0; i < 256; i++) {
2138 table[i][0] = pal->palents[i].peRed;
2139 table[i][1] = pal->palents[i].peGreen;
2140 table[i][2] = pal->palents[i].peBlue;
2142 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2143 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2144 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2145 of pixels that should be masked away is set to 0. */
2146 if(index_in_alpha) {
2148 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2150 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2151 table[i][3] = pal->palents[i].peFlags;
2159 const char *fragment_palette_conversion =
2162 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2163 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2164 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2165 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2168 /* This function is used in case of 8bit paletted textures to upload the palette.
2169 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2170 extensions like ATI_fragment_shaders is possible.
2172 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2173 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2175 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2177 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2179 /* Try to use the paletted texture extension */
2180 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2182 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2183 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2187 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2188 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2189 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2191 /* Create the fragment program if we don't have it */
2192 if(!device->paletteConversionShader)
2194 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2195 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2196 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2197 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2198 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2201 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2202 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2204 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2205 glEnable(GL_TEXTURE_1D);
2206 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2208 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2209 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2210 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2211 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2213 /* Switch back to unit 0 in which the 2D texture will be stored. */
2214 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2216 /* Rebind the texture because it isn't bound anymore */
2217 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2221 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2222 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2224 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2225 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2226 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2231 if(This->palette9) {
2232 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2236 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2238 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2242 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2243 GLboolean oldwrite[4];
2245 /* Some formats have only some color channels, and the others are 1.0.
2246 * since our rendering renders to all channels, and those pixel formats
2247 * are emulated by using a full texture with the other channels set to 1.0
2248 * manually, clear the unused channels.
2250 * This could be done with hacking colorwriteenable to mask the colors,
2251 * but before drawing the buffer would have to be cleared too, so there's
2254 switch(This->resource.format) {
2255 case WINED3DFMT_R16F:
2256 case WINED3DFMT_R32F:
2257 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2258 /* Do not activate a context, the correct drawable is active already
2259 * though just the read buffer is set, make sure to have the correct draw
2262 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2263 glDisable(GL_SCISSOR_TEST);
2264 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2265 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2266 glClearColor(0.0, 1.0, 1.0, 1.0);
2267 glClear(GL_COLOR_BUFFER_BIT);
2268 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2269 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2270 checkGLcall("Unused channel clear\n");
2277 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2278 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2280 if (!(This->Flags & SFLAG_INTEXTURE)) {
2281 TRACE("Reloading because surface is dirty\n");
2282 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2283 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2284 /* Reload: vice versa OR */
2285 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2286 /* Also reload: Color key is active AND the color key has changed */
2287 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2288 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2289 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2290 TRACE("Reloading because of color keying\n");
2291 /* To perform the color key conversion we need a sysmem copy of
2292 * the surface. Make sure we have it
2295 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2296 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2297 /* TODO: This is not necessarily needed with hw palettized texture support */
2298 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2300 TRACE("surface is already in texture\n");
2304 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2305 * These resources are not bound by device size or format restrictions. Because of this,
2306 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2307 * However, these resources can always be created, locked, and copied.
2309 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2311 FIXME("(%p) Operation not supported for scratch textures\n",This);
2312 return WINED3DERR_INVALIDCALL;
2315 This->srgb = srgb_mode;
2316 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2320 static unsigned int gen = 0;
2323 if ((gen % 10) == 0) {
2324 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2325 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2328 * debugging crash code
2337 if (!(This->Flags & SFLAG_DONOTFREE)) {
2338 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2339 This->resource.allocatedMemory = NULL;
2340 This->resource.heapMemory = NULL;
2341 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2347 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2348 /* TODO: check for locks */
2349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2350 IWineD3DBaseTexture *baseTexture = NULL;
2351 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2353 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2354 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2355 TRACE("Passing to container\n");
2356 IWineD3DBaseTexture_BindTexture(baseTexture);
2357 IWineD3DBaseTexture_Release(baseTexture);
2359 TRACE("(%p) : Binding surface\n", This);
2361 if(!device->isInDraw) {
2362 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2365 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2373 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2376 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2377 char *allocatedMemory;
2379 IWineD3DSwapChain *swapChain = NULL;
2381 GLuint tmpTexture = 0;
2384 Textures may not be stored in ->allocatedgMemory and a GlTexture
2385 so we should lock the surface before saving a snapshot, or at least check that
2387 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2388 by calling GetTexImage and in compressed form by calling
2389 GetCompressedTexImageARB. Queried compressed images can be saved and
2390 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2391 texture images do not need to be processed by the GL and should
2392 significantly improve texture loading performance relative to uncompressed
2395 /* Setup the width and height to be the internal texture width and height. */
2396 width = This->pow2Width;
2397 height = This->pow2Height;
2398 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2399 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2401 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2402 /* if were not a real texture then read the back buffer into a real texture */
2403 /* we don't want to interfere with the back buffer so read the data into a temporary
2404 * texture and then save the data out of the temporary texture
2408 TRACE("(%p) Reading render target into texture\n", This);
2409 glEnable(GL_TEXTURE_2D);
2411 glGenTextures(1, &tmpTexture);
2412 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2414 glTexImage2D(GL_TEXTURE_2D,
2421 GL_UNSIGNED_INT_8_8_8_8_REV,
2424 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2425 vcheckGLcall("glGetIntegerv");
2426 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2427 vcheckGLcall("glReadBuffer");
2428 glCopyTexImage2D(GL_TEXTURE_2D,
2437 checkGLcall("glCopyTexImage2D");
2438 glReadBuffer(prevRead);
2441 } else { /* bind the real texture, and make sure it up to date */
2442 IWineD3DSurface_PreLoad(iface);
2444 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2446 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2447 glGetTexImage(GL_TEXTURE_2D,
2448 This->glDescription.level,
2450 GL_UNSIGNED_INT_8_8_8_8_REV,
2452 checkGLcall("glTexImage2D");
2454 glBindTexture(GL_TEXTURE_2D, 0);
2455 glDeleteTextures(1, &tmpTexture);
2459 f = fopen(filename, "w+");
2461 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2462 return WINED3DERR_INVALIDCALL;
2464 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2465 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2480 fwrite(&width,2,1,f);
2482 fwrite(&height,2,1,f);
2487 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2489 textureRow = allocatedMemory + (width * (height - 1) *4);
2491 textureRow = allocatedMemory;
2492 for (y = 0 ; y < height; y++) {
2493 for (i = 0; i < width; i++) {
2494 color = *((DWORD*)textureRow);
2495 fputc((color >> 16) & 0xFF, f); /* B */
2496 fputc((color >> 8) & 0xFF, f); /* G */
2497 fputc((color >> 0) & 0xFF, f); /* R */
2498 fputc((color >> 24) & 0xFF, f); /* A */
2501 /* take two rows of the pointer to the texture memory */
2503 (textureRow-= width << 3);
2506 TRACE("Closing file\n");
2510 IWineD3DSwapChain_Release(swapChain);
2512 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2517 * Slightly inefficient way to handle multiple dirty rects but it works :)
2519 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2520 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2521 IWineD3DBaseTexture *baseTexture = NULL;
2523 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2524 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2526 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2527 if (NULL != pDirtyRect) {
2528 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2529 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2530 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2531 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2533 This->dirtyRect.left = 0;
2534 This->dirtyRect.top = 0;
2535 This->dirtyRect.right = This->currentDesc.Width;
2536 This->dirtyRect.bottom = This->currentDesc.Height;
2538 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2539 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2540 /* if the container is a basetexture then mark it dirty. */
2541 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2542 TRACE("Passing to container\n");
2543 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2544 IWineD3DBaseTexture_Release(baseTexture);
2549 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2550 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2552 const GlPixelFormatDesc *glDesc;
2553 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2555 TRACE("(%p) : Calling base function first\n", This);
2556 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2558 /* Setup some glformat defaults */
2559 This->glDescription.glFormat = glDesc->glFormat;
2560 This->glDescription.glFormatInternal = glDesc->glInternal;
2561 This->glDescription.glType = glDesc->glType;
2563 This->Flags &= ~SFLAG_ALLOCATED;
2564 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2565 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2570 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2571 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2573 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2574 WARN("Surface is locked or the HDC is in use\n");
2575 return WINED3DERR_INVALIDCALL;
2578 if(Mem && Mem != This->resource.allocatedMemory) {
2579 void *release = NULL;
2581 /* Do I have to copy the old surface content? */
2582 if(This->Flags & SFLAG_DIBSECTION) {
2583 /* Release the DC. No need to hold the critical section for the update
2584 * Thread because this thread runs only on front buffers, but this method
2585 * fails for render targets in the check above.
2587 SelectObject(This->hDC, This->dib.holdbitmap);
2588 DeleteDC(This->hDC);
2589 /* Release the DIB section */
2590 DeleteObject(This->dib.DIBsection);
2591 This->dib.bitmap_data = NULL;
2592 This->resource.allocatedMemory = NULL;
2594 This->Flags &= ~SFLAG_DIBSECTION;
2595 } else if(!(This->Flags & SFLAG_USERPTR)) {
2596 release = This->resource.heapMemory;
2597 This->resource.heapMemory = NULL;
2599 This->resource.allocatedMemory = Mem;
2600 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2602 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2603 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2605 /* For client textures opengl has to be notified */
2606 if(This->Flags & SFLAG_CLIENT) {
2607 This->Flags &= ~SFLAG_ALLOCATED;
2608 IWineD3DSurface_PreLoad(iface);
2609 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2612 /* Now free the old memory if any */
2613 HeapFree(GetProcessHeap(), 0, release);
2614 } else if(This->Flags & SFLAG_USERPTR) {
2615 /* LockRect and GetDC will re-create the dib section and allocated memory */
2616 This->resource.allocatedMemory = NULL;
2617 /* HeapMemory should be NULL already */
2618 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2619 This->Flags &= ~SFLAG_USERPTR;
2621 if(This->Flags & SFLAG_CLIENT) {
2622 This->Flags &= ~SFLAG_ALLOCATED;
2623 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2624 IWineD3DSurface_PreLoad(iface);
2630 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2632 /* Flip the surface contents */
2637 front->hDC = back->hDC;
2641 /* Flip the DIBsection */
2644 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2645 tmp = front->dib.DIBsection;
2646 front->dib.DIBsection = back->dib.DIBsection;
2647 back->dib.DIBsection = tmp;
2649 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2650 else front->Flags &= ~SFLAG_DIBSECTION;
2651 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2652 else back->Flags &= ~SFLAG_DIBSECTION;
2655 /* Flip the surface data */
2659 tmp = front->dib.bitmap_data;
2660 front->dib.bitmap_data = back->dib.bitmap_data;
2661 back->dib.bitmap_data = tmp;
2663 tmp = front->resource.allocatedMemory;
2664 front->resource.allocatedMemory = back->resource.allocatedMemory;
2665 back->resource.allocatedMemory = tmp;
2667 tmp = front->resource.heapMemory;
2668 front->resource.heapMemory = back->resource.heapMemory;
2669 back->resource.heapMemory = tmp;
2674 GLuint tmp_pbo = front->pbo;
2675 front->pbo = back->pbo;
2676 back->pbo = tmp_pbo;
2679 /* client_memory should not be different, but just in case */
2682 tmp = front->dib.client_memory;
2683 front->dib.client_memory = back->dib.client_memory;
2684 back->dib.client_memory = tmp;
2687 /* Flip the opengl texture */
2689 glDescriptor tmp_desc = back->glDescription;
2690 back->glDescription = front->glDescription;
2691 front->glDescription = tmp_desc;
2695 DWORD tmp_flags = back->Flags;
2696 back->Flags = front->Flags;
2697 front->Flags = tmp_flags;
2701 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2702 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2703 IWineD3DSwapChainImpl *swapchain = NULL;
2705 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2707 /* Flipping is only supported on RenderTargets and overlays*/
2708 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2709 WARN("Tried to flip a non-render target, non-overlay surface\n");
2710 return WINEDDERR_NOTFLIPPABLE;
2713 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2714 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2716 /* Update the overlay if it is visible */
2717 if(This->overlay_dest) {
2718 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2725 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2726 * FIXME("(%p) Target override is not supported by now\n", This);
2727 * Additionally, it isn't really possible to support triple-buffering
2728 * properly on opengl at all
2732 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2734 ERR("Flipped surface is not on a swapchain\n");
2735 return WINEDDERR_NOTFLIPPABLE;
2738 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2739 * and only d3d8 and d3d9 apps specify the presentation interval
2741 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2742 /* Most common case first to avoid wasting time on all the other cases */
2743 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2744 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2745 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2746 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2747 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2748 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2749 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2751 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2754 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2755 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2756 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2760 /* Does a direct frame buffer -> texture copy. Stretching is done
2761 * with single pixel copy calls
2763 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2764 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2767 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2770 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2771 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2774 /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
2775 glEnable(This->glDescription.target);
2776 checkGLcall("glEnable(This->glDescription.target)");
2778 /* Bind the target texture */
2779 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2780 checkGLcall("glBindTexture");
2782 TRACE("Reading from an offscreen target\n");
2783 upsidedown = !upsidedown;
2784 glReadBuffer(myDevice->offscreenBuffer);
2786 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2787 glReadBuffer(buffer);
2789 checkGLcall("glReadBuffer");
2791 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2792 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2794 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2795 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2797 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2798 ERR("Texture filtering not supported in direct blit\n");
2800 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2801 ERR("Texture filtering not supported in direct blit\n");
2805 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2806 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2807 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2809 glCopyTexSubImage2D(This->glDescription.target,
2810 This->glDescription.level,
2811 drect->x1, drect->y1, /* xoffset, yoffset */
2812 srect->x1, Src->currentDesc.Height - srect->y2,
2813 drect->x2 - drect->x1, drect->y2 - drect->y1);
2815 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2816 /* I have to process this row by row to swap the image,
2817 * otherwise it would be upside down, so stretching in y direction
2818 * doesn't cost extra time
2820 * However, stretching in x direction can be avoided if not necessary
2822 for(row = drect->y1; row < drect->y2; row++) {
2823 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2824 /* Well, that stuff works, but it's very slow.
2825 * find a better way instead
2829 for(col = drect->x1; col < drect->x2; col++) {
2830 glCopyTexSubImage2D(This->glDescription.target,
2831 This->glDescription.level,
2832 drect->x1 + col, row, /* xoffset, yoffset */
2833 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2837 glCopyTexSubImage2D(This->glDescription.target,
2838 This->glDescription.level,
2839 drect->x1, row, /* xoffset, yoffset */
2840 srect->x1, yoffset - (int) (row * yrel),
2841 drect->x2-drect->x1, 1);
2845 vcheckGLcall("glCopyTexSubImage2D");
2847 /* Leave the opengl state valid for blitting */
2848 glDisable(This->glDescription.target);
2849 checkGLcall("glDisable(This->glDescription.target)");
2854 /* Uses the hardware to stretch and flip the image */
2855 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2856 GLuint src, backup = 0;
2857 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2858 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2859 float left, right, top, bottom; /* Texture coordinates */
2860 UINT fbwidth = Src->currentDesc.Width;
2861 UINT fbheight = Src->currentDesc.Height;
2862 GLenum drawBuffer = GL_BACK;
2863 GLenum texture_target;
2864 BOOL noBackBufferBackup;
2866 TRACE("Using hwstretch blit\n");
2867 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2868 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2869 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2871 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2872 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2873 /* Get it a description */
2874 IWineD3DSurface_PreLoad(SrcSurface);
2878 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2879 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2881 if(myDevice->activeContext->aux_buffers >= 2) {
2882 /* Got more than one aux buffer? Use the 2nd aux buffer */
2883 drawBuffer = GL_AUX1;
2884 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2885 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2886 drawBuffer = GL_AUX0;
2889 if(noBackBufferBackup) {
2890 glGenTextures(1, &backup);
2891 checkGLcall("glGenTextures\n");
2892 glBindTexture(GL_TEXTURE_2D, backup);
2893 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2894 texture_target = GL_TEXTURE_2D;
2896 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2897 * we are reading from the back buffer, the backup can be used as source texture
2899 texture_target = Src->glDescription.target;
2900 glBindTexture(texture_target, Src->glDescription.textureName);
2901 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2902 glEnable(texture_target);
2903 checkGLcall("glEnable(texture_target)");
2905 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2906 Src->Flags &= ~SFLAG_INTEXTURE;
2910 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2912 TRACE("Reading from an offscreen target\n");
2913 upsidedown = !upsidedown;
2914 glReadBuffer(myDevice->offscreenBuffer);
2917 /* TODO: Only back up the part that will be overwritten */
2918 glCopyTexSubImage2D(texture_target, 0,
2919 0, 0 /* read offsets */,
2924 checkGLcall("glCopyTexSubImage2D");
2926 /* No issue with overriding these - the sampler is dirty due to blit usage */
2927 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2928 magLookup[Filter - WINED3DTEXF_NONE]);
2929 checkGLcall("glTexParameteri");
2930 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2931 minMipLookup[Filter][WINED3DTEXF_NONE]);
2932 checkGLcall("glTexParameteri");
2934 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2935 src = backup ? backup : Src->glDescription.textureName;
2937 glReadBuffer(GL_FRONT);
2938 checkGLcall("glReadBuffer(GL_FRONT)");
2940 glGenTextures(1, &src);
2941 checkGLcall("glGenTextures(1, &src)");
2942 glBindTexture(GL_TEXTURE_2D, src);
2943 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2945 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2946 * out for power of 2 sizes
2948 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2949 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2950 checkGLcall("glTexImage2D");
2951 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2952 0, 0 /* read offsets */,
2957 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2958 checkGLcall("glTexParameteri");
2959 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2960 checkGLcall("glTexParameteri");
2962 glReadBuffer(GL_BACK);
2963 checkGLcall("glReadBuffer(GL_BACK)");
2965 if(texture_target != GL_TEXTURE_2D) {
2966 glDisable(texture_target);
2967 glEnable(GL_TEXTURE_2D);
2968 texture_target = GL_TEXTURE_2D;
2971 checkGLcall("glEnd and previous");
2977 top = Src->currentDesc.Height - srect->y1;
2978 bottom = Src->currentDesc.Height - srect->y2;
2980 top = Src->currentDesc.Height - srect->y2;
2981 bottom = Src->currentDesc.Height - srect->y1;
2984 if(Src->Flags & SFLAG_NORMCOORD) {
2985 left /= Src->pow2Width;
2986 right /= Src->pow2Width;
2987 top /= Src->pow2Height;
2988 bottom /= Src->pow2Height;
2991 /* draw the source texture stretched and upside down. The correct surface is bound already */
2992 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2993 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2995 glDrawBuffer(drawBuffer);
2996 glReadBuffer(drawBuffer);
3000 glTexCoord2f(left, bottom);
3001 glVertex2i(0, fbheight);
3004 glTexCoord2f(left, top);
3005 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3008 glTexCoord2f(right, top);
3009 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3012 glTexCoord2f(right, bottom);
3013 glVertex2i(drect->x2 - drect->x1, fbheight);
3015 checkGLcall("glEnd and previous");
3017 if(texture_target != This->glDescription.target) {
3018 glDisable(texture_target);
3019 glEnable(This->glDescription.target);
3020 texture_target = This->glDescription.target;
3023 /* Now read the stretched and upside down image into the destination texture */
3024 glBindTexture(texture_target, This->glDescription.textureName);
3025 checkGLcall("glBindTexture");
3026 glCopyTexSubImage2D(texture_target,
3028 drect->x1, drect->y1, /* xoffset, yoffset */
3029 0, 0, /* We blitted the image to the origin */
3030 drect->x2 - drect->x1, drect->y2 - drect->y1);
3031 checkGLcall("glCopyTexSubImage2D");
3033 if(drawBuffer == GL_BACK) {
3034 /* Write the back buffer backup back */
3036 if(texture_target != GL_TEXTURE_2D) {
3037 glDisable(texture_target);
3038 glEnable(GL_TEXTURE_2D);
3039 texture_target = GL_TEXTURE_2D;
3041 glBindTexture(GL_TEXTURE_2D, backup);
3042 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3044 if(texture_target != Src->glDescription.target) {
3045 glDisable(texture_target);
3046 glEnable(Src->glDescription.target);
3047 texture_target = Src->glDescription.target;
3049 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3050 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3055 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3059 glTexCoord2f(0.0, 0.0);
3060 glVertex2i(0, fbheight);
3063 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3064 glVertex2i(fbwidth, Src->currentDesc.Height);
3067 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3068 glVertex2i(fbwidth, 0);
3071 /* Restore the old draw buffer */
3072 glDrawBuffer(GL_BACK);
3074 glDisable(texture_target);
3075 checkGLcall("glDisable(texture_target)");
3078 if(src != Src->glDescription.textureName && src != backup) {
3079 glDeleteTextures(1, &src);
3080 checkGLcall("glDeleteTextures(1, &src)");
3083 glDeleteTextures(1, &backup);
3084 checkGLcall("glDeleteTextures(1, &backup)");
3090 /* Not called from the VTable */
3091 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3093 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3094 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3095 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3097 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3099 /* Get the swapchain. One of the surfaces has to be a primary surface */
3100 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3101 WARN("Destination is in sysmem, rejecting gl blt\n");
3102 return WINED3DERR_INVALIDCALL;
3104 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3105 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3107 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3108 WARN("Src is in sysmem, rejecting gl blt\n");
3109 return WINED3DERR_INVALIDCALL;
3111 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3112 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3115 /* Early sort out of cases where no render target is used */
3116 if(!dstSwapchain && !srcSwapchain &&
3117 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3118 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3119 return WINED3DERR_INVALIDCALL;
3122 /* No destination color keying supported */
3123 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3124 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3125 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3126 return WINED3DERR_INVALIDCALL;
3130 rect.x1 = DestRect->left;
3131 rect.y1 = DestRect->top;
3132 rect.x2 = DestRect->right;
3133 rect.y2 = DestRect->bottom;
3137 rect.x2 = This->currentDesc.Width;
3138 rect.y2 = This->currentDesc.Height;
3141 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3142 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3143 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3144 /* Half-life does a Blt from the back buffer to the front buffer,
3145 * Full surface size, no flags... Use present instead
3147 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3150 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3154 TRACE("Looking if a Present can be done...\n");
3155 /* Source Rectangle must be full surface */
3157 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3158 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3159 TRACE("No, Source rectangle doesn't match\n");
3165 mySrcRect.right = Src->currentDesc.Width;
3166 mySrcRect.bottom = Src->currentDesc.Height;
3168 /* No stretching may occur */
3169 if(mySrcRect.right != rect.x2 - rect.x1 ||
3170 mySrcRect.bottom != rect.y2 - rect.y1) {
3171 TRACE("No, stretching is done\n");
3175 /* Destination must be full surface or match the clipping rectangle */
3176 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3180 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3185 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3188 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3189 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3191 TRACE("No, dest rectangle doesn't match(clipper)\n");
3192 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3193 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3199 if(rect.x1 != 0 || rect.y1 != 0 ||
3200 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3201 TRACE("No, dest rectangle doesn't match(surface size)\n");
3208 /* These flags are unimportant for the flag check, remove them */
3209 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3210 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3212 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3213 * take very long, while a flip is fast.
3214 * This applies to Half-Life, which does such Blts every time it finished
3215 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3216 * menu. This is also used by all apps when they do windowed rendering
3218 * The problem is that flipping is not really the same as copying. After a
3219 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3220 * untouched. Therefore it's necessary to override the swap effect
3221 * and to set it back after the flip.
3223 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3227 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3228 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3230 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3231 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3233 dstSwapchain->presentParms.SwapEffect = orig_swap;
3240 TRACE("Unsupported blit between buffers on the same swapchain\n");
3241 return WINED3DERR_INVALIDCALL;
3242 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3243 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3244 return WINED3DERR_INVALIDCALL;
3245 } else if(dstSwapchain && srcSwapchain) {
3246 FIXME("Implement hardware blit between two different swapchains\n");
3247 return WINED3DERR_INVALIDCALL;
3248 } else if(dstSwapchain) {
3249 if(SrcSurface == myDevice->render_targets[0]) {
3250 TRACE("Blit from active render target to a swapchain\n");
3251 /* Handled with regular texture -> swapchain blit */
3253 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3254 FIXME("Implement blit from a swapchain to the active render target\n");
3255 return WINED3DERR_INVALIDCALL;
3258 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3259 /* Blit from render target to texture */
3261 BOOL upsideDown, stretchx;
3262 BOOL paletteOverride = FALSE;
3264 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3265 TRACE("Color keying not supported by frame buffer to texture blit\n");
3266 return WINED3DERR_INVALIDCALL;
3267 /* Destination color key is checked above */
3270 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3271 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3274 if(SrcRect->top < SrcRect->bottom) {
3275 srect.y1 = SrcRect->top;
3276 srect.y2 = SrcRect->bottom;
3279 srect.y1 = SrcRect->bottom;
3280 srect.y2 = SrcRect->top;
3283 srect.x1 = SrcRect->left;
3284 srect.x2 = SrcRect->right;
3288 srect.x2 = Src->currentDesc.Width;
3289 srect.y2 = Src->currentDesc.Height;
3292 if(rect.x1 > rect.x2) {
3296 upsideDown = !upsideDown;
3299 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3305 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3306 * In this case grab the palette from the render target. */
3307 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3308 paletteOverride = TRUE;
3309 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3310 This->palette = Src->palette;
3313 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3314 * flip the image nor scale it.
3316 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3317 * -> If the app wants a image width an unscaled width, copy it line per line
3318 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3319 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3320 * back buffer. This is slower than reading line per line, thus not used for flipping
3321 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3324 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3325 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3328 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3329 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3330 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3331 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3332 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3333 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3334 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3336 TRACE("Using hardware stretching to flip / stretch the texture\n");
3337 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3340 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3342 This->palette = NULL;
3344 if(!(This->Flags & SFLAG_DONOTFREE)) {
3345 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3346 This->resource.allocatedMemory = NULL;
3347 This->resource.heapMemory = NULL;
3349 This->Flags &= ~SFLAG_INSYSMEM;
3351 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3352 * path is never entered
3354 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3358 /* Blit from offscreen surface to render target */
3359 float glTexCoord[4];
3360 DWORD oldCKeyFlags = Src->CKeyFlags;
3361 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3362 RECT SourceRectangle;
3363 BOOL paletteOverride = FALSE;
3366 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3369 SourceRectangle.left = SrcRect->left;
3370 SourceRectangle.right = SrcRect->right;
3371 SourceRectangle.top = SrcRect->top;
3372 SourceRectangle.bottom = SrcRect->bottom;
3374 SourceRectangle.left = 0;
3375 SourceRectangle.right = Src->currentDesc.Width;
3376 SourceRectangle.top = 0;
3377 SourceRectangle.bottom = Src->currentDesc.Height;
3380 /* When blitting from an offscreen surface to a rendertarget, the source
3381 * surface is not required to have a palette. Our rendering / conversion
3382 * code further down the road retrieves the palette from the surface, so
3383 * it must have a palette set. */
3384 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3385 paletteOverride = TRUE;
3386 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3387 Src->palette = This->palette;
3390 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3391 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3392 TRACE("Using stretch_rect_fbo\n");
3393 /* The source is always a texture, but never the currently active render target, and the texture
3394 * contents are never upside down
3396 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3397 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3399 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3401 Src->palette = NULL;
3405 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3406 /* Fall back to software */
3407 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3408 SourceRectangle.left, SourceRectangle.top,
3409 SourceRectangle.right, SourceRectangle.bottom);
3410 return WINED3DERR_INVALIDCALL;
3413 /* Color keying: Check if we have to do a color keyed blt,
3414 * and if not check if a color key is activated.
3416 * Just modify the color keying parameters in the surface and restore them afterwards
3417 * The surface keeps track of the color key last used to load the opengl surface.
3418 * PreLoad will catch the change to the flags and color key and reload if necessary.
3420 if(Flags & WINEDDBLT_KEYSRC) {
3421 /* Use color key from surface */
3422 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3423 /* Use color key from DDBltFx */
3424 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3425 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3427 /* Do not use color key */
3428 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3431 /* Now load the surface */
3432 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3435 /* Activate the destination context, set it up for blitting */
3436 myDevice->activeContext->last_was_blit = FALSE;
3437 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3440 TRACE("Drawing to offscreen buffer\n");
3441 buffer = myDevice->offscreenBuffer;
3443 buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3445 /* Front buffer coordinates are screen coordinates, while OpenGL coordinates are
3446 * window relative. Also beware of the origin difference(top left vs bottom left).
3447 * Also beware that the front buffer's surface size is screen width x screen height,
3448 * whereas the real gl drawable size is the size of the window.
3450 if(buffer == GL_FRONT) {
3452 POINT offset = {0,0};
3454 ClientToScreen(dstSwapchain->win_handle, &offset);
3455 GetClientRect(dstSwapchain->win_handle, &windowsize);
3456 h = windowsize.bottom - windowsize.top;
3457 rect.x1 -= offset.x; rect.x2 -=offset.x;
3458 rect.y1 -= offset.y; rect.y2 -=offset.y;
3459 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3461 TRACE("Drawing to %#x buffer\n", buffer);
3465 glDrawBuffer(buffer);
3466 checkGLcall("glDrawBuffer");
3468 glEnable(Src->glDescription.target);
3469 checkGLcall("glEnable(Src->glDescription.target)");
3471 /* Bind the texture */
3472 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3473 checkGLcall("glBindTexture");
3475 /* Filtering for StretchRect */
3476 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3477 magLookup[Filter - WINED3DTEXF_NONE]);
3478 checkGLcall("glTexParameteri");
3479 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3480 minMipLookup[Filter][WINED3DTEXF_NONE]);
3481 checkGLcall("glTexParameteri");
3482 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3483 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3484 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3485 checkGLcall("glTexEnvi");
3487 /* This is for color keying */
3488 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3489 glEnable(GL_ALPHA_TEST);
3490 checkGLcall("glEnable GL_ALPHA_TEST");
3492 /* When the primary render target uses P8, the alpha component contains the palette index.
3493 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3494 * should be masked away have alpha set to 0. */
3495 if(primary_render_target_is_p8(myDevice))
3496 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3498 glAlphaFunc(GL_NOTEQUAL, 0.0);
3499 checkGLcall("glAlphaFunc\n");
3501 glDisable(GL_ALPHA_TEST);
3502 checkGLcall("glDisable GL_ALPHA_TEST");
3505 /* Draw a textured quad
3509 glColor3d(1.0f, 1.0f, 1.0f);
3510 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3515 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3516 glVertex3f(rect.x1, rect.y2, 0.0);
3518 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3523 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3528 checkGLcall("glEnd");
3530 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3531 glDisable(GL_ALPHA_TEST);
3532 checkGLcall("glDisable(GL_ALPHA_TEST)");
3535 glBindTexture(Src->glDescription.target, 0);
3536 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3537 /* Leave the opengl state valid for blitting */
3538 glDisable(Src->glDescription.target);
3539 checkGLcall("glDisable(Src->glDescription.target)");
3541 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3542 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3544 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3545 glDrawBuffer(GL_BACK);
3546 checkGLcall("glDrawBuffer");
3548 /* Restore the color key parameters */
3549 Src->CKeyFlags = oldCKeyFlags;
3550 Src->SrcBltCKey = oldBltCKey;
3552 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3554 Src->palette = NULL;
3558 /* Flush in case the drawable is used by multiple GL contexts */
3559 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3562 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3563 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3566 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3567 /* TODO: This should be moved to ModifyLocation() */
3568 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3569 This->Flags |= SFLAG_INTEXTURE;
3574 /* Source-Less Blit to render target */
3575 if (Flags & WINEDDBLT_COLORFILL) {
3576 /* This is easy to handle for the D3D Device... */
3579 TRACE("Colorfill\n");
3581 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3582 must be true if we are here */
3583 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3584 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3585 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3586 TRACE("Surface is higher back buffer, falling back to software\n");
3587 return WINED3DERR_INVALIDCALL;
3590 /* The color as given in the Blt function is in the format of the frame-buffer...
3591 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3593 if (This->resource.format == WINED3DFMT_P8) {
3596 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3597 else alpha = 0xFF000000;
3599 if (This->palette) {
3601 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3602 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3603 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3608 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3609 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3612 color = ((0xFF000000) |
3613 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3614 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3615 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3618 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3619 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3620 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3622 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3623 color = DDBltFx->u5.dwFillColor;
3626 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3627 return WINED3DERR_INVALIDCALL;
3630 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3631 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3632 1, /* Number of rectangles */
3633 &rect, WINED3DCLEAR_TARGET, color,
3640 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3641 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3642 return WINED3DERR_INVALIDCALL;
3645 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3647 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3650 if (Flags & WINEDDBLT_DEPTHFILL) {
3651 switch(This->resource.format) {
3652 case WINED3DFMT_D16:
3653 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3655 case WINED3DFMT_D15S1:
3656 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3658 case WINED3DFMT_D24S8:
3659 case WINED3DFMT_D24X8:
3660 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3662 case WINED3DFMT_D32:
3663 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3667 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3670 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3671 DestRect == NULL ? 0 : 1,
3672 (WINED3DRECT *) DestRect,
3673 WINED3DCLEAR_ZBUFFER,
3679 FIXME("(%p): Unsupp depthstencil blit\n", This);
3680 return WINED3DERR_INVALIDCALL;
3683 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3684 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3685 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3686 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3687 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3688 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3690 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3692 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3693 return WINEDDERR_SURFACEBUSY;
3696 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3697 * except depth blits, which seem to work
3699 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3700 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3701 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3702 return WINED3DERR_INVALIDCALL;
3703 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3704 TRACE("Z Blit override handled the blit\n");
3709 /* Special cases for RenderTargets */
3710 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3711 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3712 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3715 /* For the rest call the X11 surface implementation.
3716 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3717 * other Blts are rather rare
3719 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3722 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3723 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3724 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3725 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3726 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3728 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3730 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3731 return WINEDDERR_SURFACEBUSY;
3734 if(myDevice->inScene &&
3735 (iface == myDevice->stencilBufferTarget ||
3736 (Source && Source == myDevice->stencilBufferTarget))) {
3737 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3738 return WINED3DERR_INVALIDCALL;
3741 /* Special cases for RenderTargets */
3742 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3743 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3745 RECT SrcRect, DstRect;
3749 SrcRect.left = rsrc->left;
3750 SrcRect.top= rsrc->top;
3751 SrcRect.bottom = rsrc->bottom;
3752 SrcRect.right = rsrc->right;
3756 SrcRect.right = srcImpl->currentDesc.Width;
3757 SrcRect.bottom = srcImpl->currentDesc.Height;
3760 DstRect.left = dstx;
3762 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3763 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3765 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3766 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3767 Flags |= WINEDDBLT_KEYSRC;
3768 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3769 Flags |= WINEDDBLT_KEYDEST;
3770 if(trans & WINEDDBLTFAST_WAIT)
3771 Flags |= WINEDDBLT_WAIT;
3772 if(trans & WINEDDBLTFAST_DONOTWAIT)
3773 Flags |= WINEDDBLT_DONOTWAIT;
3775 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3779 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3782 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3783 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3785 IWineD3DPaletteImpl *pal = This->palette;
3787 TRACE("(%p)\n", This);
3789 if (!pal) return WINED3D_OK;
3791 if(This->resource.format == WINED3DFMT_P8 ||
3792 This->resource.format == WINED3DFMT_A8P8)
3795 GLenum format, internal, type;
3796 CONVERT_TYPES convert;
3798 /* Check if we are using a RTL mode which uses texturing for uploads */
3799 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3801 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3802 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3804 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3807 if (This->glDescription.textureName == 0) {
3808 glGenTextures(1, &This->glDescription.textureName);
3809 checkGLcall("glGenTextures");
3811 glBindTexture(This->glDescription.target, This->glDescription.textureName);
3812 checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
3815 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3816 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3818 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3819 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3821 /* Re-upload the palette */
3822 d3dfmt_p8_upload_palette(iface, convert);
3824 /* Without this some palette updates are missed. This at least happens on Nvidia drivers but
3825 * it works fine using Mesa. */
3828 if(!(This->Flags & SFLAG_INSYSMEM)) {
3829 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3830 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3832 TRACE("Dirtifying surface\n");
3833 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3837 if(This->Flags & SFLAG_DIBSECTION) {
3838 TRACE("(%p): Updating the hdc's palette\n", This);
3839 for (n=0; n<256; n++) {
3840 col[n].rgbRed = pal->palents[n].peRed;
3841 col[n].rgbGreen = pal->palents[n].peGreen;
3842 col[n].rgbBlue = pal->palents[n].peBlue;
3843 col[n].rgbReserved = 0;
3845 SetDIBColorTable(This->hDC, 0, 256, col);
3848 /* Propagate the changes to the drawable when we have a palette. */
3849 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3850 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3855 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3856 /** Check against the maximum texture sizes supported by the video card **/
3857 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3858 unsigned int pow2Width, pow2Height;
3859 const GlPixelFormatDesc *glDesc;
3861 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3862 /* Setup some glformat defaults */
3863 This->glDescription.glFormat = glDesc->glFormat;
3864 This->glDescription.glFormatInternal = glDesc->glInternal;
3865 This->glDescription.glType = glDesc->glType;
3867 This->glDescription.textureName = 0;
3868 This->glDescription.target = GL_TEXTURE_2D;
3870 /* Non-power2 support */
3871 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3872 pow2Width = This->currentDesc.Width;
3873 pow2Height = This->currentDesc.Height;
3875 /* Find the nearest pow2 match */
3876 pow2Width = pow2Height = 1;
3877 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3878 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3880 This->pow2Width = pow2Width;
3881 This->pow2Height = pow2Height;
3883 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3884 WINED3DFORMAT Format = This->resource.format;
3885 /** TODO: add support for non power two compressed textures **/
3886 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3887 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3888 || This->resource.format == WINED3DFMT_ATI2N) {
3889 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3890 This, This->currentDesc.Width, This->currentDesc.Height);
3891 return WINED3DERR_NOTAVAILABLE;
3895 if(pow2Width != This->currentDesc.Width ||
3896 pow2Height != This->currentDesc.Height) {
3897 This->Flags |= SFLAG_NONPOW2;
3900 TRACE("%p\n", This);
3901 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3902 /* one of three options
3903 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
3904 2: Set the texture to the maximum size (bad idea)
3905 3: WARN and return WINED3DERR_NOTAVAILABLE;
3906 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
3908 WARN("(%p) Creating an oversized surface\n", This);
3909 This->Flags |= SFLAG_OVERSIZE;
3911 /* This will be initialized on the first blt */
3912 This->glRect.left = 0;
3913 This->glRect.top = 0;
3914 This->glRect.right = 0;
3915 This->glRect.bottom = 0;
3917 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3918 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3919 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3920 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3922 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3923 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3925 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3926 This->pow2Width = This->currentDesc.Width;
3927 This->pow2Height = This->currentDesc.Height;
3928 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3931 /* No oversize, gl rect is the full texture size */
3932 This->Flags &= ~SFLAG_OVERSIZE;
3933 This->glRect.left = 0;
3934 This->glRect.top = 0;
3935 This->glRect.right = This->pow2Width;
3936 This->glRect.bottom = This->pow2Height;
3939 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3940 switch(wined3d_settings.offscreen_rendering_mode) {
3941 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3942 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3943 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3947 This->Flags |= SFLAG_INSYSMEM;
3952 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3953 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3955 TRACE("(%p) New location %#x\n", This, location);
3957 if (location & ~SFLAG_DS_LOCATIONS) {
3958 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3961 This->Flags &= ~SFLAG_DS_LOCATIONS;
3962 This->Flags |= location;
3965 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3966 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3967 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3969 TRACE("(%p) New location %#x\n", This, location);
3971 /* TODO: Make this work for modes other than FBO */
3972 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3974 if (This->Flags & location) {
3975 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3979 if (This->current_renderbuffer) {
3980 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3984 if (location == SFLAG_DS_OFFSCREEN) {
3985 if (This->Flags & SFLAG_DS_ONSCREEN) {
3986 GLint old_binding = 0;
3988 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
3992 if (!device->depth_blt_texture) {
3993 glGenTextures(1, &device->depth_blt_texture);
3996 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3997 * directly on the FBO texture. That's because we need to flip. */
3998 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3999 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4000 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
4001 glCopyTexImage2D(This->glDescription.target,
4002 This->glDescription.level,
4003 This->glDescription.glFormatInternal,
4006 This->currentDesc.Width,
4007 This->currentDesc.Height,
4009 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4010 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4011 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4012 glBindTexture(GL_TEXTURE_2D, old_binding);
4014 /* Setup the destination */
4015 if (!device->depth_blt_rb) {
4016 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4017 checkGLcall("glGenRenderbuffersEXT");
4019 if (device->depth_blt_rb_w != This->currentDesc.Width
4020 || device->depth_blt_rb_h != This->currentDesc.Height) {
4021 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4022 checkGLcall("glBindRenderbufferEXT");
4023 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4024 checkGLcall("glRenderbufferStorageEXT");
4025 device->depth_blt_rb_w = This->currentDesc.Width;
4026 device->depth_blt_rb_h = This->currentDesc.Height;
4029 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->dst_fbo);
4030 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4031 checkGLcall("glFramebufferRenderbufferEXT");
4032 attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4034 /* Do the actual blit */
4035 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture);
4036 checkGLcall("depth_blt");
4038 if (device->render_offscreen) {
4039 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->fbo);
4041 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4042 checkGLcall("glBindFramebuffer()");
4047 FIXME("No up to date depth stencil location\n");
4049 } else if (location == SFLAG_DS_ONSCREEN) {
4050 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4051 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4055 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4056 checkGLcall("glBindFramebuffer()");
4057 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName);
4058 checkGLcall("depth_blt");
4060 if (device->render_offscreen) {
4061 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->fbo));
4062 checkGLcall("glBindFramebuffer()");
4067 FIXME("No up to date depth stencil location\n");
4070 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4073 This->Flags |= location;
4076 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4077 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4078 IWineD3DBaseTexture *texture;
4080 TRACE("(%p)->(%s, %s)\n", iface,
4081 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4082 persistent ? "TRUE" : "FALSE");
4084 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4085 IWineD3DSwapChain *swapchain = NULL;
4087 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4088 TRACE("Surface %p is an onscreen surface\n", iface);
4090 IWineD3DSwapChain_Release(swapchain);
4092 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4093 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4098 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4099 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4100 TRACE("Passing to container\n");
4101 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4102 IWineD3DBaseTexture_Release(texture);
4105 This->Flags &= ~SFLAG_LOCATIONS;
4106 This->Flags |= flag;
4108 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4109 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4110 TRACE("Passing to container\n");
4111 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4112 IWineD3DBaseTexture_Release(texture);
4115 This->Flags &= ~flag;
4123 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4124 struct coords coords[4];
4126 IWineD3DSwapChain *swapchain = NULL;
4127 IWineD3DBaseTexture *texture = NULL;
4129 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4136 rect.right = This->currentDesc.Width;
4137 rect.bottom = This->currentDesc.Height;
4140 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4143 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4144 glEnable(GL_TEXTURE_RECTANGLE_ARB);
4145 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4146 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
4147 checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
4148 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4149 checkGLcall("glTexParameteri");
4150 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4151 checkGLcall("glTexParameteri");
4153 coords[0].x = rect.left;
4156 coords[1].x = rect.left;
4159 coords[2].x = rect.right;
4162 coords[3].x = rect.right;
4165 coords[0].y = rect.top;
4166 coords[1].y = rect.bottom;
4167 coords[2].y = rect.bottom;
4168 coords[3].y = rect.top;
4169 } else if(This->glDescription.target == GL_TEXTURE_2D) {
4170 glEnable(GL_TEXTURE_2D);
4171 checkGLcall("glEnable(GL_TEXTURE_2D)");
4172 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
4173 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
4174 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4175 checkGLcall("glTexParameteri");
4176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4177 checkGLcall("glTexParameteri");
4179 coords[0].x = (float)rect.left / This->pow2Width;
4182 coords[1].x = (float)rect.left / This->pow2Width;
4185 coords[2].x = (float)rect.right / This->pow2Width;
4188 coords[3].x = (float)rect.right / This->pow2Width;
4191 coords[0].y = (float)rect.top / This->pow2Height;
4192 coords[1].y = (float)rect.bottom / This->pow2Height;
4193 coords[2].y = (float)rect.bottom / This->pow2Height;
4194 coords[3].y = (float)rect.top / This->pow2Height;
4196 /* Must be a cube map */
4197 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4198 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4199 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
4200 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
4201 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4202 checkGLcall("glTexParameteri");
4203 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4204 checkGLcall("glTexParameteri");
4206 switch(This->glDescription.target) {
4207 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4208 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4209 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4210 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4211 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4215 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4216 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4217 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4218 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4221 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4222 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4223 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4224 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4225 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4228 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4229 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4230 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4231 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4232 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4235 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4236 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4237 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4238 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4239 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4242 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4243 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4244 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4245 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4246 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4250 ERR("Unexpected texture target\n");
4257 glTexCoord3fv(&coords[0].x);
4258 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
4260 glTexCoord3fv(&coords[1].x);
4261 glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
4263 glTexCoord3fv(&coords[2].x);
4264 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
4266 glTexCoord3fv(&coords[3].x);
4267 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
4269 checkGLcall("glEnd");
4271 if(This->glDescription.target != GL_TEXTURE_2D) {
4272 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4273 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4275 glDisable(GL_TEXTURE_2D);
4276 checkGLcall("glDisable(GL_TEXTURE_2D)");
4280 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
4281 if(hr == WINED3D_OK && swapchain) {
4282 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4283 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4284 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4287 IWineD3DSwapChain_Release(swapchain);
4289 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4290 * reset properly next draw
4292 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
4293 if(hr == WINED3D_OK && texture) {
4294 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4295 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4296 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4297 IWineD3DBaseTexture_Release(texture);
4302 /*****************************************************************************
4303 * IWineD3DSurface::LoadLocation
4305 * Copies the current surface data from wherever it is to the requested
4306 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4307 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4308 * multiple locations, the gl texture is preferred over the drawable, which is
4309 * preferred over system memory. The PBO counts as system memory. If rect is
4310 * not NULL, only the specified rectangle is copied (only supported for
4311 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4312 * location is marked up to date after the copy.
4315 * flag: Surface location flag to be updated
4316 * rect: rectangle to be copied
4319 * WINED3D_OK on success
4320 * WINED3DERR_DEVICELOST on an internal error
4322 *****************************************************************************/
4323 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4324 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4325 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4326 IWineD3DSwapChain *swapchain = NULL;
4327 GLenum format, internal, type;
4328 CONVERT_TYPES convert;
4330 int width, pitch, outpitch;
4333 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4334 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4335 TRACE("Surface %p is an onscreen surface\n", iface);
4337 IWineD3DSwapChain_Release(swapchain);
4339 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4340 * Prefer SFLAG_INTEXTURE. */
4341 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4345 TRACE("(%p)->(%s, %p)\n", iface,
4346 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4349 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4352 if(This->Flags & flag) {
4353 TRACE("Location already up to date\n");
4357 if(!(This->Flags & SFLAG_LOCATIONS)) {
4358 ERR("Surface does not have any up to date location\n");
4359 This->Flags |= SFLAG_LOST;
4360 return WINED3DERR_DEVICELOST;
4363 if(flag == SFLAG_INSYSMEM) {
4364 surface_prepare_system_memory(This);
4366 /* Download the surface to system memory */
4367 if(This->Flags & SFLAG_INTEXTURE) {
4368 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4369 surface_bind_and_dirtify(This);
4371 surface_download_data(This);
4373 read_from_framebuffer(This, rect,
4374 This->resource.allocatedMemory,
4375 IWineD3DSurface_GetPitch(iface));
4377 } else if(flag == SFLAG_INDRAWABLE) {
4378 if(This->Flags & SFLAG_INTEXTURE) {
4379 surface_blt_to_drawable(This, rect);
4381 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4383 /* The width is in 'length' not in bytes */
4384 width = This->currentDesc.Width;
4385 pitch = IWineD3DSurface_GetPitch(iface);
4387 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4388 * but it isn't set (yet) in all cases it is getting called. */
4389 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4390 TRACE("Removing the pbo attached to surface %p\n", This);
4391 surface_remove_pbo(This);
4394 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4395 int height = This->currentDesc.Height;
4397 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4398 outpitch = width * bpp;
4399 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4401 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4403 ERR("Out of memory %d, %d!\n", outpitch, height);
4404 return WINED3DERR_OUTOFVIDEOMEMORY;
4406 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4408 This->Flags |= SFLAG_CONVERTED;
4410 This->Flags &= ~SFLAG_CONVERTED;
4411 mem = This->resource.allocatedMemory;
4414 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4416 /* Don't delete PBO memory */
4417 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4418 HeapFree(GetProcessHeap(), 0, mem);
4420 } else /* if(flag == SFLAG_INTEXTURE) */ {
4421 if (This->Flags & SFLAG_INDRAWABLE) {
4422 read_from_framebuffer_texture(This);
4423 } else { /* Upload from system memory */
4424 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4426 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4427 surface_bind_and_dirtify(This);
4430 /* The only place where LoadTexture() might get called when isInDraw=1
4431 * is ActivateContext where lastActiveRenderTarget is preloaded.
4433 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4434 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4436 /* Otherwise: System memory copy must be most up to date */
4438 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4439 This->Flags |= SFLAG_GLCKEY;
4440 This->glCKey = This->SrcBltCKey;
4442 else This->Flags &= ~SFLAG_GLCKEY;
4444 /* The width is in 'length' not in bytes */
4445 width = This->currentDesc.Width;
4446 pitch = IWineD3DSurface_GetPitch(iface);
4448 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4449 * but it isn't set (yet) in all cases it is getting called. */
4450 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4451 TRACE("Removing the pbo attached to surface %p\n", This);
4452 surface_remove_pbo(This);
4455 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4456 int height = This->currentDesc.Height;
4458 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4459 outpitch = width * bpp;
4460 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4462 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4464 ERR("Out of memory %d, %d!\n", outpitch, height);
4465 return WINED3DERR_OUTOFVIDEOMEMORY;
4467 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4469 This->Flags |= SFLAG_CONVERTED;
4470 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4471 d3dfmt_p8_upload_palette(iface, convert);
4472 This->Flags &= ~SFLAG_CONVERTED;
4473 mem = This->resource.allocatedMemory;
4475 This->Flags &= ~SFLAG_CONVERTED;
4476 mem = This->resource.allocatedMemory;
4479 /* Make sure the correct pitch is used */
4480 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4482 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4483 TRACE("non power of two support\n");
4484 if(!(This->Flags & SFLAG_ALLOCATED)) {
4485 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4487 if (mem || (This->Flags & SFLAG_PBO)) {
4488 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4491 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4492 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4494 if(!(This->Flags & SFLAG_ALLOCATED)) {
4495 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4497 if (mem || (This->Flags & SFLAG_PBO)) {
4498 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4502 /* Restore the default pitch */
4503 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4506 /* Don't delete PBO memory */
4507 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4508 HeapFree(GetProcessHeap(), 0, mem);
4513 This->Flags |= flag;
4516 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4517 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4518 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4519 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4525 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4526 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4527 IWineD3DSwapChain *swapchain = NULL;
4529 /* Update the drawable size method */
4531 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4534 This->get_drawable_size = get_drawable_size_swapchain;
4535 IWineD3DSwapChain_Release(swapchain);
4536 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4537 switch(wined3d_settings.offscreen_rendering_mode) {
4538 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4539 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4540 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4544 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4547 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4548 return SURFACE_OPENGL;
4551 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4552 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4555 /* If there's no destination surface there is nothing to do */
4556 if(!This->overlay_dest) return WINED3D_OK;
4558 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4559 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4560 NULL, WINED3DTEXF_LINEAR);
4565 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4568 IWineD3DBaseSurfaceImpl_QueryInterface,
4569 IWineD3DBaseSurfaceImpl_AddRef,
4570 IWineD3DSurfaceImpl_Release,
4571 /* IWineD3DResource */
4572 IWineD3DBaseSurfaceImpl_GetParent,
4573 IWineD3DBaseSurfaceImpl_GetDevice,
4574 IWineD3DBaseSurfaceImpl_SetPrivateData,
4575 IWineD3DBaseSurfaceImpl_GetPrivateData,
4576 IWineD3DBaseSurfaceImpl_FreePrivateData,
4577 IWineD3DBaseSurfaceImpl_SetPriority,
4578 IWineD3DBaseSurfaceImpl_GetPriority,
4579 IWineD3DSurfaceImpl_PreLoad,
4580 IWineD3DSurfaceImpl_UnLoad,
4581 IWineD3DBaseSurfaceImpl_GetType,
4582 /* IWineD3DSurface */
4583 IWineD3DBaseSurfaceImpl_GetContainer,
4584 IWineD3DBaseSurfaceImpl_GetDesc,
4585 IWineD3DSurfaceImpl_LockRect,
4586 IWineD3DSurfaceImpl_UnlockRect,
4587 IWineD3DSurfaceImpl_GetDC,
4588 IWineD3DSurfaceImpl_ReleaseDC,
4589 IWineD3DSurfaceImpl_Flip,
4590 IWineD3DSurfaceImpl_Blt,
4591 IWineD3DBaseSurfaceImpl_GetBltStatus,
4592 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4593 IWineD3DBaseSurfaceImpl_IsLost,
4594 IWineD3DBaseSurfaceImpl_Restore,
4595 IWineD3DSurfaceImpl_BltFast,
4596 IWineD3DBaseSurfaceImpl_GetPalette,
4597 IWineD3DBaseSurfaceImpl_SetPalette,
4598 IWineD3DSurfaceImpl_RealizePalette,
4599 IWineD3DBaseSurfaceImpl_SetColorKey,
4600 IWineD3DBaseSurfaceImpl_GetPitch,
4601 IWineD3DSurfaceImpl_SetMem,
4602 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4603 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4604 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4605 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4606 IWineD3DBaseSurfaceImpl_SetClipper,
4607 IWineD3DBaseSurfaceImpl_GetClipper,
4609 IWineD3DSurfaceImpl_AddDirtyRect,
4610 IWineD3DSurfaceImpl_LoadTexture,
4611 IWineD3DSurfaceImpl_BindTexture,
4612 IWineD3DSurfaceImpl_SaveSnapshot,
4613 IWineD3DSurfaceImpl_SetContainer,
4614 IWineD3DSurfaceImpl_SetGlTextureDesc,
4615 IWineD3DSurfaceImpl_GetGlDesc,
4616 IWineD3DSurfaceImpl_GetData,
4617 IWineD3DSurfaceImpl_SetFormat,
4618 IWineD3DSurfaceImpl_PrivateSetup,
4619 IWineD3DSurfaceImpl_ModifyLocation,
4620 IWineD3DSurfaceImpl_LoadLocation,
4621 IWineD3DSurfaceImpl_GetImplType,
4622 IWineD3DSurfaceImpl_DrawOverlay