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 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 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);
38 static void surface_download_data(IWineD3DSurfaceImpl *This) {
39 if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + 4);
40 if (This->resource.format == WINED3DFMT_DXT1 ||
41 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
42 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
43 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
44 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
46 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
47 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
49 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
50 checkGLcall("glGetCompressedTexImageARB()");
57 if(This->Flags & SFLAG_CONVERTED) {
58 FIXME("Read back converted textures unsupported\n");
62 if (This->Flags & SFLAG_NONPOW2) {
63 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
64 src_pitch = This->bytesPerPixel * This->pow2Width;
65 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
66 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
67 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
69 mem = This->resource.allocatedMemory;
72 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
73 This->glDescription.glFormat, This->glDescription.glType, mem);
75 if(This->Flags & SFLAG_PBO) {
76 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
77 checkGLcall("glBindBufferARB");
79 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
80 This->glDescription.glType, NULL);
81 checkGLcall("glGetTexImage()");
83 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
84 checkGLcall("glBindBufferARB");
86 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
87 This->glDescription.glType, mem);
88 checkGLcall("glGetTexImage()");
91 if (This->Flags & SFLAG_NONPOW2) {
92 LPBYTE src_data, dst_data;
95 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
96 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
97 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
101 * instead of boxing the texture :
102 * |<-texture width ->| -->pow2width| /\
103 * |111111111111111111| | |
104 * |222 Texture 222222| boxed empty | texture height
105 * |3333 Data 33333333| | |
106 * |444444444444444444| | \/
107 * ----------------------------------- |
108 * | boxed empty | boxed empty | pow2height
110 * -----------------------------------
113 * we're repacking the data to the expected texture width
115 * |<-texture width ->| -->pow2width| /\
116 * |111111111111111111222222222222222| |
117 * |222333333333333333333444444444444| texture height
121 * | empty | pow2height
123 * -----------------------------------
127 * |<-texture width ->| /\
128 * |111111111111111111|
129 * |222222222222222222|texture height
130 * |333333333333333333|
131 * |444444444444444444| \/
132 * --------------------
134 * this also means that any references to allocatedMemory should work with the data as if were a
135 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
137 * internally the texture is still stored in a boxed format so any references to textureName will
138 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
140 * Performance should not be an issue, because applications normally do not lock the surfaces when
141 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
142 * and doesn't have to be re-read.
145 dst_data = This->resource.allocatedMemory;
146 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
147 for (y = 1 ; y < This->currentDesc.Height; y++) {
148 /* skip the first row */
149 src_data += src_pitch;
150 dst_data += dst_pitch;
151 memcpy(dst_data, src_data, dst_pitch);
154 HeapFree(GetProcessHeap(), 0, mem);
157 /* Surface has now been downloaded */
158 This->Flags |= SFLAG_INSYSMEM;
161 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
162 if (This->resource.format == WINED3DFMT_DXT1 ||
163 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
164 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
165 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
166 FIXME("Using DXT1/3/5 without advertized support\n");
168 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
169 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
170 This->Flags |= SFLAG_CLIENT;
173 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
174 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
175 * function uses glCompressedTexImage2D instead of the SubImage call
177 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
180 if(This->Flags & SFLAG_PBO) {
181 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
182 checkGLcall("glBindBufferARB");
183 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
185 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
186 width, height, 0 /* border */, This->resource.size, NULL));
187 checkGLcall("glCompressedTexSubImage2D");
189 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
190 checkGLcall("glBindBufferARB");
192 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
193 width, height, 0 /* border */, This->resource.size, data));
194 checkGLcall("glCompressedTexSubImage2D");
199 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
202 if(This->Flags & SFLAG_PBO) {
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
204 checkGLcall("glBindBufferARB");
205 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
207 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
208 checkGLcall("glTexSubImage2D");
210 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
211 checkGLcall("glBindBufferARB");
214 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
215 checkGLcall("glTexSubImage2D");
222 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
223 BOOL enable_client_storage = FALSE;
225 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,
226 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
228 if (This->resource.format == WINED3DFMT_DXT1 ||
229 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
230 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
231 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
232 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
238 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
239 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
240 /* In some cases we want to disable client storage.
241 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
242 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
243 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
244 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
245 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
247 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
248 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
249 This->Flags &= ~SFLAG_CLIENT;
250 enable_client_storage = TRUE;
252 This->Flags |= SFLAG_CLIENT;
253 /* Below point opengl to our allocated texture memory */
256 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
257 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
258 checkGLcall("glTexImage2D");
260 if(enable_client_storage) {
261 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
262 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
266 This->Flags |= SFLAG_ALLOCATED;
269 /* In D3D the depth stencil dimensions have to be greater than or equal to the
270 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
271 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
272 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
273 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
274 renderbuffer_entry_t *entry;
275 GLuint renderbuffer = 0;
276 unsigned int src_width, src_height;
278 src_width = This->pow2Width;
279 src_height = This->pow2Height;
281 /* A depth stencil smaller than the render target is not valid */
282 if (width > src_width || height > src_height) return;
284 /* Remove any renderbuffer set if the sizes match */
285 if (width == src_width && height == src_height) {
286 This->current_renderbuffer = NULL;
290 /* Look if we've already got a renderbuffer of the correct dimensions */
291 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
292 if (entry->width == width && entry->height == height) {
293 renderbuffer = entry->id;
294 This->current_renderbuffer = entry;
300 const GlPixelFormatDesc *glDesc;
301 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
303 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
304 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
305 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
307 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
308 entry->width = width;
309 entry->height = height;
310 entry->id = renderbuffer;
311 list_add_head(&This->renderbuffers, &entry->entry);
313 This->current_renderbuffer = entry;
316 checkGLcall("set_compatible_renderbuffer");
319 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
320 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
321 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
323 TRACE("(%p) : swapchain %p\n", This, swapchain);
325 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
326 TRACE("Returning GL_BACK\n");
328 } else if (swapchain_impl->frontBuffer == iface) {
329 TRACE("Returning GL_FRONT\n");
333 FIXME("Higher back buffer, returning GL_BACK\n");
337 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
338 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
339 ULONG ref = InterlockedDecrement(&This->resource.ref);
340 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
342 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
343 renderbuffer_entry_t *entry, *entry2;
344 TRACE("(%p) : cleaning up\n", This);
346 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
348 /* Need a context to destroy the texture. Use the currently active render target, but only if
349 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
350 * When destroying the primary rt, Uninit3D will activate a context before doing anything
352 if(device->render_targets && device->render_targets[0]) {
353 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
356 TRACE("Deleting texture %d\n", This->glDescription.textureName);
358 glDeleteTextures(1, &This->glDescription.textureName);
362 if(This->Flags & SFLAG_PBO) {
364 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
367 if(This->Flags & SFLAG_DIBSECTION) {
369 SelectObject(This->hDC, This->dib.holdbitmap);
371 /* Release the DIB section */
372 DeleteObject(This->dib.DIBsection);
373 This->dib.bitmap_data = NULL;
374 This->resource.allocatedMemory = NULL;
376 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
378 HeapFree(GetProcessHeap(), 0, This->palette9);
380 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
381 if(iface == device->ddraw_primary)
382 device->ddraw_primary = NULL;
384 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
385 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
386 HeapFree(GetProcessHeap(), 0, entry);
389 TRACE("(%p) Released\n", This);
390 HeapFree(GetProcessHeap(), 0, This);
396 /* ****************************************************
397 IWineD3DSurface IWineD3DResource parts follow
398 **************************************************** */
400 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
401 /* TODO: check for locks */
402 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
403 IWineD3DBaseTexture *baseTexture = NULL;
404 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
406 TRACE("(%p)Checking to see if the container is a base texture\n", This);
407 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
408 TRACE("Passing to container\n");
409 IWineD3DBaseTexture_PreLoad(baseTexture);
410 IWineD3DBaseTexture_Release(baseTexture);
412 TRACE("(%p) : About to load surface\n", This);
414 if(!device->isInDraw) {
415 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
419 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
420 if (!This->glDescription.level) {
421 if (!This->glDescription.textureName) {
422 glGenTextures(1, &This->glDescription.textureName);
423 checkGLcall("glGenTextures");
424 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
426 glBindTexture(This->glDescription.target, This->glDescription.textureName);
427 checkGLcall("glBindTexture");
428 IWineD3DSurface_LoadTexture(iface, FALSE);
429 /* This is where we should be reducing the amount of GLMemoryUsed */
430 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
431 /* assume this is a coding error not a real error for now */
432 FIXME("Mipmap surface has a glTexture bound to it!\n");
434 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
435 /* Tell opengl to try and keep this texture in video ram (well mostly) */
438 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
445 /* ******************************************************
446 IWineD3DSurface IWineD3DSurface parts follow
447 ****************************************************** */
449 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
450 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
451 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
452 if (This->glDescription.textureName == 0 && textureName != 0) {
453 This->Flags &= ~SFLAG_INTEXTURE;
454 IWineD3DSurface_AddDirtyRect(iface, NULL);
456 This->glDescription.textureName = textureName;
457 This->glDescription.target = target;
458 This->Flags &= ~SFLAG_ALLOCATED;
461 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
462 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
463 TRACE("(%p) : returning %p\n", This, &This->glDescription);
464 *glDescription = &This->glDescription;
467 /* TODO: think about moving this down to resource? */
468 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
469 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
470 /* 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 */
471 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
472 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
474 return (CONST void*)(This->resource.allocatedMemory);
477 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
481 BYTE *row, *top, *bottom;
485 switch(This->resource.format)
489 /* GL can't return palettized data, so read ARGB pixels into a
490 * separate block of memory and convert them into palettized format
491 * in software. Slow, but if the app means to use palettized render
492 * targets and locks it...
494 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
495 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
496 * for the color channels when palettizing the colors.
499 type = GL_UNSIGNED_BYTE;
501 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
503 ERR("Out of memory\n");
506 bpp = This->bytesPerPixel * 3;
512 fmt = This->glDescription.glFormat;
513 type = This->glDescription.glType;
514 bpp = This->bytesPerPixel;
517 if(This->Flags & SFLAG_PBO) {
518 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
519 checkGLcall("glBindBufferARB");
522 glReadPixels(rect->left, rect->top,
523 rect->right - rect->left,
524 rect->bottom - rect->top,
526 vcheckGLcall("glReadPixels");
528 if(This->Flags & SFLAG_PBO) {
529 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
530 checkGLcall("glBindBufferARB");
532 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
533 * to get a pointer to it and perform the flipping in software. This is a lot
534 * faster than calling glReadPixels for each line. In case we want more speed
535 * we should rerender it flipped in a FBO and read the data back from the FBO. */
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
538 checkGLcall("glBindBufferARB");
540 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
541 checkGLcall("glMapBufferARB");
545 /* TODO: Merge this with the palettization loop below for P8 targets */
548 /* glReadPixels returns the image upside down, and there is no way to prevent this.
549 Flip the lines in software */
550 len = (rect->right - rect->left) * bpp;
551 off = rect->left * bpp;
553 row = HeapAlloc(GetProcessHeap(), 0, len);
555 ERR("Out of memory\n");
556 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
560 top = mem + pitch * rect->top;
561 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
562 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
563 memcpy(row, top + off, len);
564 memcpy(top + off, bottom + off, len);
565 memcpy(bottom + off, row, len);
569 HeapFree(GetProcessHeap(), 0, row);
571 /* Unmap the temp PBO buffer */
572 if(This->Flags & SFLAG_PBO) {
573 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
574 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
578 if(This->resource.format == WINED3DFMT_P8) {
580 DWORD width = pitch / 3;
583 pal = This->palette->palents;
585 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
588 for(y = rect->top; y < rect->bottom; y++) {
589 for(x = rect->left; x < rect->right; x++) {
590 /* start lines pixels */
591 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
592 BYTE *green = blue + 1;
593 BYTE *red = green + 1;
595 for(c = 0; c < 256; c++) {
596 if(*red == pal[c].peRed &&
597 *green == pal[c].peGreen &&
598 *blue == pal[c].peBlue)
600 *((BYTE *) dest + y * width + x) = c;
606 HeapFree(GetProcessHeap(), 0, mem);
610 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
611 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
612 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
613 IWineD3DSwapChainImpl *swapchain = NULL;
615 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
617 if (This->Flags & SFLAG_LOCKED) {
618 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
619 return WINED3DERR_INVALIDCALL;
621 if (!(This->Flags & SFLAG_LOCKABLE)) {
622 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
623 texture regions, and since the destination is an unlockable region we need
625 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
626 /*return WINED3DERR_INVALIDCALL; */
629 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
631 /* Mark the surface locked */
632 This->Flags |= SFLAG_LOCKED;
634 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
637 if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
638 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
639 This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
642 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
643 * Also don't create a PBO for systemmem surfaces. */
644 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
648 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
649 error = glGetError();
650 if(This->pbo == 0 || error != GL_NO_ERROR) {
651 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
654 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
656 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
657 checkGLcall("glBindBufferARB");
659 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
660 checkGLcall("glBufferDataARB");
662 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
663 checkGLcall("glBindBufferARB");
665 /* We don't need the system memory anymore and we can't even use it for PBOs */
666 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
667 This->resource.allocatedMemory = NULL;
668 This->Flags |= SFLAG_PBO;
672 /* Calculate the correct start address to report */
674 This->lockedRect.left = 0;
675 This->lockedRect.top = 0;
676 This->lockedRect.right = This->currentDesc.Width;
677 This->lockedRect.bottom = This->currentDesc.Height;
678 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
680 This->lockedRect.left = pRect->left;
681 This->lockedRect.top = pRect->top;
682 This->lockedRect.right = pRect->right;
683 This->lockedRect.bottom = pRect->bottom;
684 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
687 if (This->Flags & SFLAG_NONPOW2) {
688 TRACE("Locking non-power 2 texture\n");
691 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
692 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
695 if(!(This->Flags & SFLAG_DYNLOCK)) {
697 /* MAXLOCKCOUNT is defined in wined3d_private.h */
698 if(This->lockCount > MAXLOCKCOUNT) {
699 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
700 This->Flags |= SFLAG_DYNLOCK;
704 if (Flags & WINED3DLOCK_DISCARD) {
705 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
706 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
707 This->Flags |= SFLAG_INSYSMEM;
710 if (This->Flags & SFLAG_INSYSMEM) {
711 TRACE("Local copy is up to date, not downloading data\n");
715 /* Now download the surface content from opengl
716 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
717 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
719 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
720 if(swapchain || iface == myDevice->render_targets[0]) {
721 BOOL srcIsUpsideDown;
723 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
724 static BOOL warned = FALSE;
726 ERR("The application tries to lock the render target, but render target locking is disabled\n");
729 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
733 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
734 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
735 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
736 * context->last_was_blit set on the unlock.
738 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
741 /* Select the correct read buffer, and give some debug output.
742 * There is no need to keep track of the current read buffer or reset it, every part of the code
743 * that reads sets the read buffer as desired.
746 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
747 * Read from the back buffer
749 TRACE("Locking offscreen render target\n");
750 glReadBuffer(myDevice->offscreenBuffer);
751 srcIsUpsideDown = TRUE;
753 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
754 TRACE("Locking %#x buffer\n", buffer);
755 glReadBuffer(buffer);
756 checkGLcall("glReadBuffer");
758 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
759 srcIsUpsideDown = FALSE;
762 switch(wined3d_settings.rendertargetlock_mode) {
766 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
771 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
772 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
778 /* Mark the local copy up to date if a full download was done */
779 if(This->lockedRect.left == 0 &&
780 This->lockedRect.top == 0 &&
781 This->lockedRect.right == This->currentDesc.Width &&
782 This->lockedRect.bottom == This->currentDesc.Height) {
783 This->Flags |= SFLAG_INSYSMEM;
785 } else if(iface == myDevice->stencilBufferTarget) {
786 /** the depth stencil in openGL has a format of GL_FLOAT
787 * which should be good for WINED3DFMT_D16_LOCKABLE
789 * it is unclear what format the stencil buffer is in except.
790 * 'Each index is converted to fixed point...
791 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
792 * mappings in the table GL_PIXEL_MAP_S_TO_S.
793 * glReadPixels(This->lockedRect.left,
794 * This->lockedRect.bottom - j - 1,
795 * This->lockedRect.right - This->lockedRect.left,
797 * GL_DEPTH_COMPONENT,
799 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
801 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
802 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
803 * none of that is the case the problem is not in this function :-)
804 ********************************************/
805 FIXME("Depth stencil locking not supported yet\n");
807 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
808 TRACE("locking an ordinary surface\n");
810 if (0 != This->glDescription.textureName) {
811 /* Now I have to copy thing bits back */
813 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
814 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
818 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
819 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
821 checkGLcall("glActiveTextureARB");
823 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
824 IWineD3DSurface_PreLoad(iface);
826 surface_download_data(This);
832 if(This->Flags & SFLAG_PBO) {
833 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
835 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
836 checkGLcall("glBindBufferARB");
838 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
839 if(This->resource.allocatedMemory) {
840 ERR("The surface already has PBO memory allocated!\n");
843 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
844 checkGLcall("glMapBufferARB");
846 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
847 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
848 checkGLcall("glBindBufferARB");
853 /* Calculate the correct start address to report */
855 pLockedRect->pBits = This->resource.allocatedMemory;
857 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
858 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
859 * slightly different meaning compared to regular textures. For DXTn
860 * textures Pitch is the size of a row of blocks, 4 high and "width"
861 * long. The x offset is calculated differently as well, since moving 4
862 * pixels to the right actually moves an entire 4x4 block to right, ie
863 * 16 bytes (8 in case of DXT1). */
864 if (This->resource.format == WINED3DFMT_DXT1) {
865 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
866 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
867 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
868 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
870 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
874 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
877 IWineD3DBaseTexture *pBaseTexture;
880 * as seen in msdn docs
882 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
884 /** Dirtify Container if needed */
885 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
886 TRACE("Making container dirty\n");
887 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
888 IWineD3DBaseTexture_Release(pBaseTexture);
890 TRACE("Surface is standalone, no need to dirty the container\n");
894 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
895 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
899 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
901 GLint prev_rasterpos[4];
903 BOOL storechanged = FALSE, memory_allocated = FALSE;
907 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
909 glDisable(GL_TEXTURE_2D);
910 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
913 vcheckGLcall("glFlush");
914 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
915 vcheckGLcall("glIntegerv");
916 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
917 vcheckGLcall("glIntegerv");
918 glPixelZoom(1.0, -1.0);
919 vcheckGLcall("glPixelZoom");
921 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
922 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
923 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
925 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
926 vcheckGLcall("glRasterPos2f");
928 /* Some drivers(radeon dri, others?) don't like exceptions during
929 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
930 * after ReleaseDC. Reading it will cause an exception, which x11drv will
931 * catch to put the dib section in InSync mode, which leads to a crash
932 * and a blocked x server on my radeon card.
934 * The following lines read the dib section so it is put in inSync mode
935 * before glDrawPixels is called and the crash is prevented. There won't
936 * be any interfering gdi accesses, because UnlockRect is called from
937 * ReleaseDC, and the app won't use the dc any more afterwards.
939 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
941 read = This->resource.allocatedMemory[0];
944 switch (This->resource.format) {
945 /* No special care needed */
946 case WINED3DFMT_A4R4G4B4:
947 case WINED3DFMT_R5G6B5:
948 case WINED3DFMT_A1R5G5B5:
949 case WINED3DFMT_R8G8B8:
950 type = This->glDescription.glType;
951 fmt = This->glDescription.glFormat;
952 mem = This->resource.allocatedMemory;
953 bpp = This->bytesPerPixel;
956 case WINED3DFMT_X4R4G4B4:
959 unsigned short *data;
960 data = (unsigned short *)This->resource.allocatedMemory;
961 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
967 type = This->glDescription.glType;
968 fmt = This->glDescription.glFormat;
969 mem = This->resource.allocatedMemory;
970 bpp = This->bytesPerPixel;
974 case WINED3DFMT_X1R5G5B5:
977 unsigned short *data;
978 data = (unsigned short *)This->resource.allocatedMemory;
979 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
985 type = This->glDescription.glType;
986 fmt = This->glDescription.glFormat;
987 mem = This->resource.allocatedMemory;
988 bpp = This->bytesPerPixel;
992 case WINED3DFMT_X8R8G8B8:
994 /* make sure the X byte is set to alpha on, since it
995 could be any random value. This fixes the intro movie in Pirates! */
998 data = (unsigned int *)This->resource.allocatedMemory;
999 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1001 *data |= 0xFF000000;
1008 case WINED3DFMT_A8R8G8B8:
1010 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1011 vcheckGLcall("glPixelStorei");
1012 storechanged = TRUE;
1013 type = This->glDescription.glType;
1014 fmt = This->glDescription.glFormat;
1015 mem = This->resource.allocatedMemory;
1016 bpp = This->bytesPerPixel;
1020 case WINED3DFMT_A2R10G10B10:
1022 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1023 vcheckGLcall("glPixelStorei");
1024 storechanged = TRUE;
1025 type = This->glDescription.glType;
1026 fmt = This->glDescription.glFormat;
1027 mem = This->resource.allocatedMemory;
1028 bpp = This->bytesPerPixel;
1034 int height = This->glRect.bottom - This->glRect.top;
1035 type = GL_UNSIGNED_BYTE;
1038 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1040 ERR("Out of memory\n");
1043 memory_allocated = TRUE;
1044 d3dfmt_convert_surface(This->resource.allocatedMemory,
1052 bpp = This->bytesPerPixel * 4;
1058 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1061 type = This->glDescription.glType;
1062 fmt = This->glDescription.glFormat;
1063 mem = This->resource.allocatedMemory;
1064 bpp = This->bytesPerPixel;
1067 if(This->Flags & SFLAG_PBO) {
1068 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1069 checkGLcall("glBindBufferARB");
1072 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1073 (This->lockedRect.bottom - This->lockedRect.top)-1,
1075 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1076 checkGLcall("glDrawPixels");
1078 if(This->Flags & SFLAG_PBO) {
1079 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1080 checkGLcall("glBindBufferARB");
1083 glPixelZoom(1.0,1.0);
1084 vcheckGLcall("glPixelZoom");
1086 glRasterPos3iv(&prev_rasterpos[0]);
1087 vcheckGLcall("glRasterPos3iv");
1089 /* Reset to previous pack row length */
1090 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1091 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1093 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1094 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1097 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1100 glEnable(GL_TEXTURE_2D);
1101 checkGLcall("glEnable(GL_TEXTURE_2D)");
1103 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1107 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1108 float glTexCoord[4];
1110 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1111 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1112 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1113 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1115 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1119 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1120 checkGLcall("glEnable glBindTexture");
1122 /* No filtering for blts */
1123 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1124 checkGLcall("glTexParameteri");
1125 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1126 checkGLcall("glTexParameteri");
1128 /* Start drawing a quad */
1131 glColor3d(1.0f, 1.0f, 1.0f);
1132 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1133 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1135 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1136 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1138 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1139 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1141 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1142 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1145 checkGLcall("glEnd");
1147 /* Unbind the texture */
1148 glBindTexture(GL_TEXTURE_2D, 0);
1149 checkGLcall("glEnable glBindTexture");
1154 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1155 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1156 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1157 IWineD3DSwapChainImpl *swapchain = NULL;
1159 if (!(This->Flags & SFLAG_LOCKED)) {
1160 WARN("trying to Unlock an unlocked surf@%p\n", This);
1161 return WINED3DERR_INVALIDCALL;
1164 if (This->Flags & SFLAG_PBO) {
1165 TRACE("Freeing PBO memory\n");
1166 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1168 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1169 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1170 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1171 checkGLcall("glUnmapBufferARB");
1173 This->resource.allocatedMemory = NULL;
1176 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1178 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1179 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1183 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1184 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1185 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1186 static BOOL warned = FALSE;
1188 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1191 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1195 /* Activate the correct context for the render target */
1196 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1200 /* Primary offscreen render target */
1201 TRACE("Offscreen render target\n");
1202 glDrawBuffer(myDevice->offscreenBuffer);
1203 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1205 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1206 TRACE("Unlocking %#x buffer\n", buffer);
1207 glDrawBuffer(buffer);
1208 checkGLcall("glDrawBuffer");
1210 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1213 switch(wined3d_settings.rendertargetlock_mode) {
1217 flush_to_framebuffer_drawpixels(This);
1222 flush_to_framebuffer_texture(This);
1226 glDrawBuffer(myDevice->offscreenBuffer);
1227 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1228 } else if(swapchain->backBuffer) {
1229 glDrawBuffer(GL_BACK);
1230 checkGLcall("glDrawBuffer(GL_BACK)");
1232 glDrawBuffer(GL_FRONT);
1233 checkGLcall("glDrawBuffer(GL_FRONT)");
1237 This->dirtyRect.left = This->currentDesc.Width;
1238 This->dirtyRect.top = This->currentDesc.Height;
1239 This->dirtyRect.right = 0;
1240 This->dirtyRect.bottom = 0;
1241 This->Flags |= SFLAG_INDRAWABLE;
1242 } else if(iface == myDevice->stencilBufferTarget) {
1243 FIXME("Depth Stencil buffer locking is not implemented\n");
1245 /* The rest should be a normal texture */
1246 IWineD3DBaseTextureImpl *impl;
1247 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1248 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1249 * states need resetting
1251 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1252 if(impl->baseTexture.bindCount) {
1253 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1255 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1260 This->Flags &= ~SFLAG_LOCKED;
1261 memset(&This->lockedRect, 0, sizeof(RECT));
1265 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1266 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1267 WINED3DLOCKED_RECT lock;
1271 TRACE("(%p)->(%p)\n",This,pHDC);
1273 if(This->Flags & SFLAG_USERPTR) {
1274 ERR("Not supported on surfaces with an application-provided surfaces\n");
1275 return WINEDDERR_NODC;
1278 /* Give more detailed info for ddraw */
1279 if (This->Flags & SFLAG_DCINUSE)
1280 return WINEDDERR_DCALREADYCREATED;
1282 /* Can't GetDC if the surface is locked */
1283 if (This->Flags & SFLAG_LOCKED)
1284 return WINED3DERR_INVALIDCALL;
1286 memset(&lock, 0, sizeof(lock)); /* To be sure */
1288 /* Create a DIB section if there isn't a hdc yet */
1290 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1291 if(This->Flags & SFLAG_CLIENT) {
1292 IWineD3DSurface_PreLoad(iface);
1295 /* Use the dib section from now on if we are not using a PBO */
1296 if(!(This->Flags & SFLAG_PBO))
1297 This->resource.allocatedMemory = This->dib.bitmap_data;
1300 /* Lock the surface */
1301 hr = IWineD3DSurface_LockRect(iface,
1306 if(This->Flags & SFLAG_PBO) {
1307 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1308 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1312 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1313 /* keep the dib section */
1317 if(This->resource.format == WINED3DFMT_P8 ||
1318 This->resource.format == WINED3DFMT_A8P8) {
1321 PALETTEENTRY ent[256];
1323 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1324 for (n=0; n<256; n++) {
1325 col[n].rgbRed = ent[n].peRed;
1326 col[n].rgbGreen = ent[n].peGreen;
1327 col[n].rgbBlue = ent[n].peBlue;
1328 col[n].rgbReserved = 0;
1331 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1333 for (n=0; n<256; n++) {
1334 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1335 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1336 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1337 col[n].rgbReserved = 0;
1341 SetDIBColorTable(This->hDC, 0, 256, col);
1345 TRACE("returning %p\n",*pHDC);
1346 This->Flags |= SFLAG_DCINUSE;
1351 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1352 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1354 TRACE("(%p)->(%p)\n",This,hDC);
1356 if (!(This->Flags & SFLAG_DCINUSE))
1357 return WINED3DERR_INVALIDCALL;
1359 if (This->hDC !=hDC) {
1360 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1361 return WINED3DERR_INVALIDCALL;
1364 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1365 /* Copy the contents of the DIB over to the PBO */
1366 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1369 /* we locked first, so unlock now */
1370 IWineD3DSurface_UnlockRect(iface);
1372 This->Flags &= ~SFLAG_DCINUSE;
1377 /* ******************************************************
1378 IWineD3DSurface Internal (No mapping to directx api) parts follow
1379 ****************************************************** */
1381 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) {
1382 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1383 const GlPixelFormatDesc *glDesc;
1384 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1386 /* Default values: From the surface */
1387 *format = glDesc->glFormat;
1388 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1389 *type = glDesc->glType;
1390 *convert = NO_CONVERSION;
1391 *target_bpp = This->bytesPerPixel;
1393 /* Ok, now look if we have to do any conversion */
1394 switch(This->resource.format) {
1399 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1400 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1402 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1404 *internal = GL_RGBA;
1405 *type = GL_UNSIGNED_BYTE;
1407 if(colorkey_active) {
1408 *convert = CONVERT_PALETTED_CK;
1410 *convert = CONVERT_PALETTED;
1416 case WINED3DFMT_R3G3B2:
1417 /* **********************
1418 GL_UNSIGNED_BYTE_3_3_2
1419 ********************** */
1420 if (colorkey_active) {
1421 /* This texture format will never be used.. So do not care about color keying
1422 up until the point in time it will be needed :-) */
1423 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1427 case WINED3DFMT_R5G6B5:
1428 if (colorkey_active) {
1429 *convert = CONVERT_CK_565;
1431 *internal = GL_RGBA;
1432 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1436 case WINED3DFMT_X1R5G5B5:
1437 if (colorkey_active) {
1438 *convert = CONVERT_CK_5551;
1440 *internal = GL_RGBA;
1441 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1445 case WINED3DFMT_R8G8B8:
1446 if (colorkey_active) {
1447 *convert = CONVERT_CK_RGB24;
1449 *internal = GL_RGBA;
1450 *type = GL_UNSIGNED_INT_8_8_8_8;
1455 case WINED3DFMT_X8R8G8B8:
1456 if (colorkey_active) {
1457 *convert = CONVERT_RGB32_888;
1459 *internal = GL_RGBA;
1460 *type = GL_UNSIGNED_INT_8_8_8_8;
1464 case WINED3DFMT_V8U8:
1465 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1466 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1467 *format = GL_DUDV_ATI;
1468 *internal = GL_DU8DV8_ATI;
1470 /* No conversion - Just change the gl type */
1473 *convert = CONVERT_V8U8;
1475 *internal = GL_RGB8;
1476 *type = GL_UNSIGNED_BYTE;
1480 case WINED3DFMT_L6V5U5:
1481 *convert = CONVERT_L6V5U5;
1482 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1484 /* Use format and types from table */
1486 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1489 *internal = GL_RGB5;
1490 *type = GL_UNSIGNED_SHORT_5_6_5;
1494 case WINED3DFMT_X8L8V8U8:
1495 *convert = CONVERT_X8L8V8U8;
1497 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1498 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1499 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1500 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1501 * the needed type and format parameter, so the internal format contains a
1502 * 4th component, which is returned as alpha
1505 /* Not supported by GL_ATI_envmap_bumpmap */
1507 *internal = GL_RGB8;
1508 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1512 case WINED3DFMT_Q8W8V8U8:
1513 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1514 *convert = CONVERT_Q8W8V8U8;
1516 *internal = GL_RGBA8;
1517 *type = GL_UNSIGNED_BYTE;
1519 /* Not supported by GL_ATI_envmap_bumpmap */
1522 case WINED3DFMT_V16U16:
1523 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1524 *convert = CONVERT_V16U16;
1526 *internal = GL_RGB16_EXT;
1527 *type = GL_UNSIGNED_SHORT;
1529 /* What should I do here about GL_ATI_envmap_bumpmap?
1530 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1534 case WINED3DFMT_A4L4:
1535 /* A4L4 exists as an internal gl format, but for some reason there is not
1536 * format+type combination to load it. Thus convert it to A8L8, then load it
1537 * with A4L4 internal, but A8L8 format+type
1539 *convert = CONVERT_A4L4;
1540 *format = GL_LUMINANCE_ALPHA;
1541 *internal = GL_LUMINANCE4_ALPHA4;
1542 *type = GL_UNSIGNED_BYTE;
1546 case WINED3DFMT_R32F:
1547 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1548 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1549 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1552 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1554 *convert = CONVERT_R32F;
1556 *internal = GL_RGB32F_ARB;
1561 case WINED3DFMT_R16F:
1562 /* Similar to R32F */
1563 *convert = CONVERT_R16F;
1565 *internal = GL_RGB16F_ARB;
1566 *type = GL_HALF_FLOAT_ARB;
1577 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1578 BYTE *source, *dest;
1579 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1584 memcpy(dst, src, pitch * height);
1587 case CONVERT_PALETTED:
1588 case CONVERT_PALETTED_CK:
1590 IWineD3DPaletteImpl* pal = This->palette;
1596 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1600 /* Still no palette? Use the device's palette */
1601 /* Get the surface's palette */
1602 for (i = 0; i < 256; i++) {
1603 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1605 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1606 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1607 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1608 if ((convert == CONVERT_PALETTED_CK) &&
1609 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1610 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1611 /* We should maybe here put a more 'neutral' color than the standard bright purple
1612 one often used by application to prevent the nice purple borders when bi-linear
1620 TRACE("Using surface palette %p\n", pal);
1621 /* Get the surface's palette */
1622 for (i = 0; i < 256; i++) {
1623 table[i][0] = pal->palents[i].peRed;
1624 table[i][1] = pal->palents[i].peGreen;
1625 table[i][2] = pal->palents[i].peBlue;
1626 if ((convert == CONVERT_PALETTED_CK) &&
1627 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1628 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1629 /* We should maybe here put a more 'neutral' color than the standard bright purple
1630 one often used by application to prevent the nice purple borders when bi-linear
1633 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1634 table[i][3] = pal->palents[i].peFlags;
1641 for (y = 0; y < height; y++)
1643 source = src + pitch * y;
1644 dest = dst + outpitch * y;
1645 /* This is an 1 bpp format, using the width here is fine */
1646 for (x = 0; x < width; x++) {
1647 BYTE color = *source++;
1648 *dest++ = table[color][0];
1649 *dest++ = table[color][1];
1650 *dest++ = table[color][2];
1651 *dest++ = table[color][3];
1657 case CONVERT_CK_565:
1659 /* Converting the 565 format in 5551 packed to emulate color-keying.
1661 Note : in all these conversion, it would be best to average the averaging
1662 pixels to get the color of the pixel that will be color-keyed to
1663 prevent 'color bleeding'. This will be done later on if ever it is
1666 Note2: Nvidia documents say that their driver does not support alpha + color keying
1667 on the same surface and disables color keying in such a case
1673 TRACE("Color keyed 565\n");
1675 for (y = 0; y < height; y++) {
1676 Source = (WORD *) (src + y * pitch);
1677 Dest = (WORD *) (dst + y * outpitch);
1678 for (x = 0; x < width; x++ ) {
1679 WORD color = *Source++;
1680 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1681 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1682 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1691 case CONVERT_CK_5551:
1693 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1697 TRACE("Color keyed 5551\n");
1698 for (y = 0; y < height; y++) {
1699 Source = (WORD *) (src + y * pitch);
1700 Dest = (WORD *) (dst + y * outpitch);
1701 for (x = 0; x < width; x++ ) {
1702 WORD color = *Source++;
1704 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1705 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1709 *Dest &= ~(1 << 15);
1721 unsigned char *Dest;
1722 for(y = 0; y < height; y++) {
1723 Source = (short *) (src + y * pitch);
1724 Dest = (unsigned char *) (dst + y * outpitch);
1725 for (x = 0; x < width; x++ ) {
1726 long color = (*Source++);
1727 /* B */ Dest[0] = 0xff;
1728 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1729 /* R */ Dest[2] = (color) + 128; /* U */
1736 case CONVERT_V16U16:
1740 unsigned short *Dest;
1741 for(y = 0; y < height; y++) {
1742 Source = (DWORD *) (src + y * pitch);
1743 Dest = (unsigned short *) (dst + y * outpitch);
1744 for (x = 0; x < width; x++ ) {
1745 DWORD color = (*Source++);
1746 /* B */ Dest[0] = 0xffff;
1747 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1748 /* R */ Dest[2] = (color ) + 32768; /* U */
1755 case CONVERT_Q8W8V8U8:
1759 unsigned char *Dest;
1760 for(y = 0; y < height; y++) {
1761 Source = (DWORD *) (src + y * pitch);
1762 Dest = (unsigned char *) (dst + y * outpitch);
1763 for (x = 0; x < width; x++ ) {
1764 long color = (*Source++);
1765 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1766 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1767 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1768 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1775 case CONVERT_L6V5U5:
1779 unsigned char *Dest;
1781 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1782 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1783 * fixed function and shaders without further conversion once the surface is
1786 for(y = 0; y < height; y++) {
1787 Source = (WORD *) (src + y * pitch);
1788 Dest = (unsigned char *) (dst + y * outpitch);
1789 for (x = 0; x < width; x++ ) {
1790 short color = (*Source++);
1791 unsigned char l = ((color >> 10) & 0xfc);
1792 char v = ((color >> 5) & 0x3e);
1793 char u = ((color ) & 0x1f);
1795 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1796 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1797 * shift. GL reads a signed value and converts it into an unsigned value.
1799 /* M */ Dest[2] = l << 1;
1801 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1802 * from 5 bit values to 8 bit values.
1804 /* V */ Dest[1] = v << 3;
1805 /* U */ Dest[0] = u << 3;
1810 for(y = 0; y < height; y++) {
1811 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1812 Source = (WORD *) (src + y * pitch);
1813 for (x = 0; x < width; x++ ) {
1814 short color = (*Source++);
1815 unsigned char l = ((color >> 10) & 0xfc);
1816 short v = ((color >> 5) & 0x3e);
1817 short u = ((color ) & 0x1f);
1818 short v_conv = v + 16;
1819 short u_conv = u + 16;
1821 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1829 case CONVERT_X8L8V8U8:
1833 unsigned char *Dest;
1835 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1836 /* This implementation works with the fixed function pipeline and shaders
1837 * without further modification after converting the surface.
1839 for(y = 0; y < height; y++) {
1840 Source = (DWORD *) (src + y * pitch);
1841 Dest = (unsigned char *) (dst + y * outpitch);
1842 for (x = 0; x < width; x++ ) {
1843 long color = (*Source++);
1844 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1845 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1846 /* U */ Dest[0] = (color & 0xff); /* U */
1847 /* I */ Dest[3] = 255; /* X */
1852 /* Doesn't work correctly with the fixed function pipeline, but can work in
1853 * shaders if the shader is adjusted. (There's no use for this format in gl's
1854 * standard fixed function pipeline anyway).
1856 for(y = 0; y < height; y++) {
1857 Source = (DWORD *) (src + y * pitch);
1858 Dest = (unsigned char *) (dst + y * outpitch);
1859 for (x = 0; x < width; x++ ) {
1860 long color = (*Source++);
1861 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1862 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1863 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1874 unsigned char *Source;
1875 unsigned char *Dest;
1876 for(y = 0; y < height; y++) {
1877 Source = (unsigned char *) (src + y * pitch);
1878 Dest = (unsigned char *) (dst + y * outpitch);
1879 for (x = 0; x < width; x++ ) {
1880 unsigned char color = (*Source++);
1881 /* A */ Dest[1] = (color & 0xf0) << 0;
1882 /* L */ Dest[0] = (color & 0x0f) << 4;
1894 for(y = 0; y < height; y++) {
1895 Source = (float *) (src + y * pitch);
1896 Dest = (float *) (dst + y * outpitch);
1897 for (x = 0; x < width; x++ ) {
1898 float color = (*Source++);
1914 for(y = 0; y < height; y++) {
1915 Source = (WORD *) (src + y * pitch);
1916 Dest = (WORD *) (dst + y * outpitch);
1917 for (x = 0; x < width; x++ ) {
1918 WORD color = (*Source++);
1928 ERR("Unsupported conversation type %d\n", convert);
1933 /* This function is used in case of 8bit paletted textures to upload the palette.
1934 For now it only supports GL_EXT_paletted_texture extension but support for other
1935 extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
1937 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1938 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1939 IWineD3DPaletteImpl* pal = This->palette;
1944 /* Still no palette? Use the device's palette */
1945 /* Get the surface's palette */
1946 for (i = 0; i < 256; i++) {
1947 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1949 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1950 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1951 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1952 if ((convert == CONVERT_PALETTED_CK) &&
1953 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1954 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1955 /* We should maybe here put a more 'neutral' color than the standard bright purple
1956 one often used by application to prevent the nice purple borders when bi-linear
1964 TRACE("Using surface palette %p\n", pal);
1965 /* Get the surface's palette */
1966 for (i = 0; i < 256; i++) {
1967 table[i][0] = pal->palents[i].peRed;
1968 table[i][1] = pal->palents[i].peGreen;
1969 table[i][2] = pal->palents[i].peBlue;
1970 if ((convert == CONVERT_PALETTED_CK) &&
1971 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1972 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1973 /* We should maybe here put a more 'neutral' color than the standard bright purple
1974 one often used by application to prevent the nice purple borders when bi-linear
1977 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1978 table[i][3] = pal->palents[i].peFlags;
1984 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1987 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
1988 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1990 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
1991 /* If a ddraw-style palette is attached assume no d3d9 palette change.
1992 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
1997 if(This->palette9) {
1998 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2002 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2004 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2008 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2009 GLboolean oldwrite[4];
2011 /* Some formats have only some color channels, and the others are 1.0.
2012 * since our rendering renders to all channels, and those pixel formats
2013 * are emulated by using a full texture with the other channels set to 1.0
2014 * manually, clear the unused channels.
2016 * This could be done with hacking colorwriteenable to mask the colors,
2017 * but before drawing the buffer would have to be cleared too, so there's
2020 switch(This->resource.format) {
2021 case WINED3DFMT_R16F:
2022 case WINED3DFMT_R32F:
2023 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2024 /* Do not activate a context, the correct drawable is active already
2025 * though just the read buffer is set, make sure to have the correct draw
2028 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2029 glDisable(GL_SCISSOR_TEST);
2030 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2031 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2032 glClearColor(0.0, 1.0, 1.0, 1.0);
2033 glClear(GL_COLOR_BUFFER_BIT);
2034 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2035 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2036 checkGLcall("Unused channel clear\n");
2043 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2044 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2045 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2046 GLenum format, internal, type;
2047 CONVERT_TYPES convert;
2049 int width, pitch, outpitch;
2052 if (!(This->Flags & SFLAG_INTEXTURE)) {
2053 TRACE("Reloading because surface is dirty\n");
2054 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2055 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2056 /* Reload: vice versa OR */
2057 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2058 /* Also reload: Color key is active AND the color key has changed */
2059 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2060 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2061 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2062 TRACE("Reloading because of color keying\n");
2063 } else if(palette9_changed(This)) {
2064 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2066 TRACE("surface is already in texture\n");
2070 This->Flags |= SFLAG_INTEXTURE;
2072 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2073 * These resources are not bound by device size or format restrictions. Because of this,
2074 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2075 * However, these resources can always be created, locked, and copied.
2077 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2079 FIXME("(%p) Operation not supported for scratch textures\n",This);
2080 return WINED3DERR_INVALIDCALL;
2083 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb_mode);
2085 if (This->Flags & SFLAG_INDRAWABLE) {
2086 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
2087 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
2088 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
2089 This->resource.format == WINED3DFMT_DXT5)
2090 FIXME("Format %d not supported\n", This->resource.format);
2095 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2096 vcheckGLcall("glGetIntegerv");
2097 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2098 vcheckGLcall("glReadBuffer");
2100 if(!(This->Flags & SFLAG_ALLOCATED)) {
2101 surface_allocate_surface(This, internal, This->pow2Width,
2102 This->pow2Height, format, type);
2105 clear_unused_channels(This);
2107 glCopyTexSubImage2D(This->glDescription.target,
2108 This->glDescription.level,
2110 This->currentDesc.Width,
2111 This->currentDesc.Height);
2112 checkGLcall("glCopyTexSubImage2D");
2114 glReadBuffer(prevRead);
2115 vcheckGLcall("glReadBuffer");
2119 TRACE("Updated target %d\n", This->glDescription.target);
2123 /* The only place where LoadTexture() might get called when isInDraw=1
2124 * is ActivateContext where lastActiveRenderTarget is preloaded.
2126 if(iface == device->lastActiveRenderTarget && device->isInDraw)
2127 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
2129 /* Otherwise: System memory copy must be most up to date */
2131 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
2132 This->Flags |= SFLAG_GLCKEY;
2133 This->glCKey = This->SrcBltCKey;
2135 else This->Flags &= ~SFLAG_GLCKEY;
2137 /* The width is in 'length' not in bytes */
2138 width = This->currentDesc.Width;
2139 pitch = IWineD3DSurface_GetPitch(iface);
2141 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
2142 int height = This->currentDesc.Height;
2144 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
2145 outpitch = width * bpp;
2146 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
2148 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
2150 ERR("Out of memory %d, %d!\n", outpitch, height);
2151 return WINED3DERR_OUTOFVIDEOMEMORY;
2153 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
2155 This->Flags |= SFLAG_CONVERTED;
2156 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
2157 d3dfmt_p8_upload_palette(iface, convert);
2158 This->Flags &= ~SFLAG_CONVERTED;
2159 mem = This->resource.allocatedMemory;
2161 This->Flags &= ~SFLAG_CONVERTED;
2162 mem = This->resource.allocatedMemory;
2165 /* Make sure the correct pitch is used */
2166 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
2168 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
2169 TRACE("non power of two support\n");
2170 if(!(This->Flags & SFLAG_ALLOCATED)) {
2171 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
2173 if (mem || (This->Flags & SFLAG_PBO)) {
2174 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
2177 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
2178 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
2180 if(!(This->Flags & SFLAG_ALLOCATED)) {
2181 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
2183 if (mem || (This->Flags & SFLAG_PBO)) {
2184 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
2188 /* Restore the default pitch */
2189 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2191 /* Don't delete PBO memory */
2192 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
2193 HeapFree(GetProcessHeap(), 0, mem);
2197 static unsigned int gen = 0;
2200 if ((gen % 10) == 0) {
2201 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2202 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2205 * debugging crash code
2214 if (!(This->Flags & SFLAG_DONOTFREE)) {
2215 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2216 This->resource.allocatedMemory = NULL;
2217 This->Flags &= ~SFLAG_INSYSMEM;
2225 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2228 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2229 char *allocatedMemory;
2231 IWineD3DSwapChain *swapChain = NULL;
2233 GLuint tmpTexture = 0;
2236 Textures may not be stored in ->allocatedgMemory and a GlTexture
2237 so we should lock the surface before saving a snapshot, or at least check that
2239 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2240 by calling GetTexImage and in compressed form by calling
2241 GetCompressedTexImageARB. Queried compressed images can be saved and
2242 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2243 texture images do not need to be processed by the GL and should
2244 significantly improve texture loading performance relative to uncompressed
2247 /* Setup the width and height to be the internal texture width and height. */
2248 width = This->pow2Width;
2249 height = This->pow2Height;
2250 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2251 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2253 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2254 /* if were not a real texture then read the back buffer into a real texture */
2255 /* we don't want to interfere with the back buffer so read the data into a temporary
2256 * texture and then save the data out of the temporary texture
2260 TRACE("(%p) Reading render target into texture\n", This);
2261 glEnable(GL_TEXTURE_2D);
2263 glGenTextures(1, &tmpTexture);
2264 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2266 glTexImage2D(GL_TEXTURE_2D,
2273 GL_UNSIGNED_INT_8_8_8_8_REV,
2276 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2277 vcheckGLcall("glGetIntegerv");
2278 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2279 vcheckGLcall("glReadBuffer");
2280 glCopyTexImage2D(GL_TEXTURE_2D,
2289 checkGLcall("glCopyTexImage2D");
2290 glReadBuffer(prevRead);
2293 } else { /* bind the real texture, and make sure it up to date */
2294 IWineD3DSurface_PreLoad(iface);
2296 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2298 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2299 glGetTexImage(GL_TEXTURE_2D,
2300 This->glDescription.level,
2302 GL_UNSIGNED_INT_8_8_8_8_REV,
2304 checkGLcall("glTexImage2D");
2306 glBindTexture(GL_TEXTURE_2D, 0);
2307 glDeleteTextures(1, &tmpTexture);
2311 f = fopen(filename, "w+");
2313 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2314 return WINED3DERR_INVALIDCALL;
2316 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2317 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2332 fwrite(&width,2,1,f);
2334 fwrite(&height,2,1,f);
2339 /* 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 */
2341 textureRow = allocatedMemory + (width * (height - 1) *4);
2343 textureRow = allocatedMemory;
2344 for (y = 0 ; y < height; y++) {
2345 for (i = 0; i < width; i++) {
2346 color = *((DWORD*)textureRow);
2347 fputc((color >> 16) & 0xFF, f); /* B */
2348 fputc((color >> 8) & 0xFF, f); /* G */
2349 fputc((color >> 0) & 0xFF, f); /* R */
2350 fputc((color >> 24) & 0xFF, f); /* A */
2353 /* take two rows of the pointer to the texture memory */
2355 (textureRow-= width << 3);
2358 TRACE("Closing file\n");
2362 IWineD3DSwapChain_Release(swapChain);
2364 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2369 * Slightly inefficient way to handle multiple dirty rects but it works :)
2371 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2372 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2373 IWineD3DBaseTexture *baseTexture = NULL;
2374 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2375 surface_download_data(This);
2377 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
2378 if (NULL != pDirtyRect) {
2379 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2380 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2381 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2382 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2384 This->dirtyRect.left = 0;
2385 This->dirtyRect.top = 0;
2386 This->dirtyRect.right = This->currentDesc.Width;
2387 This->dirtyRect.bottom = This->currentDesc.Height;
2389 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2390 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2391 /* if the container is a basetexture then mark it dirty. */
2392 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2393 TRACE("Passing to container\n");
2394 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2395 IWineD3DBaseTexture_Release(baseTexture);
2400 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2401 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2403 const GlPixelFormatDesc *glDesc;
2404 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2406 TRACE("(%p) : Calling base function first\n", This);
2407 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2409 /* Setup some glformat defaults */
2410 This->glDescription.glFormat = glDesc->glFormat;
2411 This->glDescription.glFormatInternal = glDesc->glInternal;
2412 This->glDescription.glType = glDesc->glType;
2414 This->Flags &= ~SFLAG_ALLOCATED;
2415 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2416 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2421 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2422 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2424 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2425 WARN("Surface is locked or the HDC is in use\n");
2426 return WINED3DERR_INVALIDCALL;
2429 if(Mem && Mem != This->resource.allocatedMemory) {
2430 void *release = NULL;
2432 /* Do I have to copy the old surface content? */
2433 if(This->Flags & SFLAG_DIBSECTION) {
2434 /* Release the DC. No need to hold the critical section for the update
2435 * Thread because this thread runs only on front buffers, but this method
2436 * fails for render targets in the check above.
2438 SelectObject(This->hDC, This->dib.holdbitmap);
2439 DeleteDC(This->hDC);
2440 /* Release the DIB section */
2441 DeleteObject(This->dib.DIBsection);
2442 This->dib.bitmap_data = NULL;
2443 This->resource.allocatedMemory = NULL;
2445 This->Flags &= ~SFLAG_DIBSECTION;
2446 } else if(!(This->Flags & SFLAG_USERPTR)) {
2447 release = This->resource.allocatedMemory;
2449 This->resource.allocatedMemory = Mem;
2450 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2452 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2453 This->Flags &= ~(SFLAG_INDRAWABLE | SFLAG_INTEXTURE);
2455 /* For client textures opengl has to be notified */
2456 if(This->Flags & SFLAG_CLIENT) {
2457 This->Flags &= ~SFLAG_ALLOCATED;
2458 IWineD3DSurface_PreLoad(iface);
2459 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2462 /* Now free the old memory if any */
2463 HeapFree(GetProcessHeap(), 0, release);
2464 } else if(This->Flags & SFLAG_USERPTR) {
2465 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2466 This->resource.allocatedMemory = NULL;
2467 This->Flags &= ~SFLAG_USERPTR;
2469 if(This->Flags & SFLAG_CLIENT) {
2470 This->Flags &= ~SFLAG_ALLOCATED;
2471 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2472 IWineD3DSurface_PreLoad(iface);
2478 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2479 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2480 IWineD3DSwapChainImpl *swapchain = NULL;
2482 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2484 /* Flipping is only supported on RenderTargets */
2485 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2488 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2489 * FIXME("(%p) Target override is not supported by now\n", This);
2490 * Additionally, it isn't really possible to support triple-buffering
2491 * properly on opengl at all
2495 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2497 ERR("Flipped surface is not on a swapchain\n");
2498 return WINEDDERR_NOTFLIPPABLE;
2501 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2502 * and only d3d8 and d3d9 apps specify the presentation interval
2504 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2505 /* Most common case first to avoid wasting time on all the other cases */
2506 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2507 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2508 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2509 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2510 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2511 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2512 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2514 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2517 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2518 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2519 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2523 /* Does a direct frame buffer -> texture copy. Stretching is done
2524 * with single pixel copy calls
2526 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2527 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2530 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2533 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2535 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2537 /* Bind the target texture */
2538 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2539 checkGLcall("glBindTexture");
2541 glReadBuffer(myDevice->offscreenBuffer);
2543 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2544 glReadBuffer(buffer);
2546 checkGLcall("glReadBuffer");
2548 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2549 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2551 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2552 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2554 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2555 ERR("Texture filtering not supported in direct blit\n");
2557 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2558 ERR("Texture filtering not supported in direct blit\n");
2562 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2563 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2564 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2566 glCopyTexSubImage2D(This->glDescription.target,
2567 This->glDescription.level,
2568 drect->x1, drect->y1, /* xoffset, yoffset */
2569 srect->x1, Src->currentDesc.Height - srect->y2,
2570 drect->x2 - drect->x1, drect->y2 - drect->y1);
2572 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2573 /* I have to process this row by row to swap the image,
2574 * otherwise it would be upside down, so stretching in y direction
2575 * doesn't cost extra time
2577 * However, stretching in x direction can be avoided if not necessary
2579 for(row = drect->y1; row < drect->y2; row++) {
2580 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2581 /* Well, that stuff works, but it's very slow.
2582 * find a better way instead
2586 for(col = drect->x1; col < drect->x2; col++) {
2587 glCopyTexSubImage2D(This->glDescription.target,
2588 This->glDescription.level,
2589 drect->x1 + col, row, /* xoffset, yoffset */
2590 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2594 glCopyTexSubImage2D(This->glDescription.target,
2595 This->glDescription.level,
2596 drect->x1, row, /* xoffset, yoffset */
2597 srect->x1, yoffset - (int) (row * yrel),
2598 drect->x2-drect->x1, 1);
2603 vcheckGLcall("glCopyTexSubImage2D");
2607 /* Uses the hardware to stretch and flip the image */
2608 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2609 GLuint src, backup = 0;
2610 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2611 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2612 float left, right, top, bottom; /* Texture coordinates */
2613 UINT fbwidth = Src->currentDesc.Width;
2614 UINT fbheight = Src->currentDesc.Height;
2615 GLenum drawBuffer = GL_BACK;
2617 TRACE("Using hwstretch blit\n");
2618 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2619 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2621 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2623 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2624 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2626 if(GL_LIMITS(aux_buffers) >= 2) {
2627 /* Got more than one aux buffer? Use the 2nd aux buffer */
2628 drawBuffer = GL_AUX1;
2629 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2630 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2631 drawBuffer = GL_AUX0;
2634 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2635 glGenTextures(1, &backup);
2636 checkGLcall("glGenTextures\n");
2637 glBindTexture(GL_TEXTURE_2D, backup);
2638 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2640 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2641 * we are reading from the back buffer, the backup can be used as source texture
2643 if(Src->glDescription.textureName == 0) {
2644 /* Get it a description */
2645 IWineD3DSurface_PreLoad(SrcSurface);
2647 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2648 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2650 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2651 Src->Flags &= ~SFLAG_INTEXTURE;
2654 glReadBuffer(GL_BACK);
2655 checkGLcall("glReadBuffer(GL_BACK)");
2657 /* TODO: Only back up the part that will be overwritten */
2658 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2659 0, 0 /* read offsets */,
2664 checkGLcall("glCopyTexSubImage2D");
2666 /* No issue with overriding these - the sampler is dirty due to blit usage */
2667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2668 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2669 checkGLcall("glTexParameteri");
2670 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2671 minMipLookup[Filter][WINED3DTEXF_NONE]);
2672 checkGLcall("glTexParameteri");
2674 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2675 src = backup ? backup : Src->glDescription.textureName;
2677 glReadBuffer(GL_FRONT);
2678 checkGLcall("glReadBuffer(GL_FRONT)");
2680 glGenTextures(1, &src);
2681 checkGLcall("glGenTextures(1, &src)");
2682 glBindTexture(GL_TEXTURE_2D, src);
2683 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2685 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2686 * out for power of 2 sizes
2688 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2689 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2690 checkGLcall("glTexImage2D");
2691 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2692 0, 0 /* read offsets */,
2697 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2698 checkGLcall("glTexParameteri");
2699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2700 checkGLcall("glTexParameteri");
2702 glReadBuffer(GL_BACK);
2703 checkGLcall("glReadBuffer(GL_BACK)");
2705 checkGLcall("glEnd and previous");
2707 left = (float) srect->x1 / (float) Src->pow2Width;
2708 right = (float) srect->x2 / (float) Src->pow2Width;
2711 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2712 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2714 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2715 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2718 /* draw the source texture stretched and upside down. The correct surface is bound already */
2719 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2720 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2722 glDrawBuffer(drawBuffer);
2723 glReadBuffer(drawBuffer);
2727 glTexCoord2f(left, bottom);
2728 glVertex2i(0, fbheight);
2731 glTexCoord2f(left, top);
2732 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2735 glTexCoord2f(right, top);
2736 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2739 glTexCoord2f(right, bottom);
2740 glVertex2i(drect->x2 - drect->x1, fbheight);
2742 checkGLcall("glEnd and previous");
2744 /* Now read the stretched and upside down image into the destination texture */
2745 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2746 checkGLcall("glBindTexture");
2747 glCopyTexSubImage2D(This->glDescription.target,
2749 drect->x1, drect->y1, /* xoffset, yoffset */
2750 0, 0, /* We blitted the image to the origin */
2751 drect->x2 - drect->x1, drect->y2 - drect->y1);
2752 checkGLcall("glCopyTexSubImage2D");
2754 /* Write the back buffer backup back */
2755 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2756 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2758 if(drawBuffer == GL_BACK) {
2761 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2765 glTexCoord2f(0.0, 0.0);
2766 glVertex2i(0, fbheight);
2769 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2770 glVertex2i(fbwidth, Src->currentDesc.Height);
2773 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2774 glVertex2i(fbwidth, 0);
2777 /* Restore the old draw buffer */
2778 glDrawBuffer(GL_BACK);
2782 if(src != Src->glDescription.textureName && src != backup) {
2783 glDeleteTextures(1, &src);
2784 checkGLcall("glDeleteTextures(1, &src)");
2787 glDeleteTextures(1, &backup);
2788 checkGLcall("glDeleteTextures(1, &backup)");
2793 /* Not called from the VTable */
2794 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2796 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2797 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2798 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2800 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2802 /* Get the swapchain. One of the surfaces has to be a primary surface */
2803 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2804 WARN("Destination is in sysmem, rejecting gl blt\n");
2805 return WINED3DERR_INVALIDCALL;
2807 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2808 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2810 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2811 WARN("Src is in sysmem, rejecting gl blt\n");
2812 return WINED3DERR_INVALIDCALL;
2814 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2815 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2818 /* Early sort out of cases where no render target is used */
2819 if(!dstSwapchain && !srcSwapchain &&
2820 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2821 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2822 return WINED3DERR_INVALIDCALL;
2825 /* No destination color keying supported */
2826 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2827 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2828 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2829 return WINED3DERR_INVALIDCALL;
2833 rect.x1 = DestRect->left;
2834 rect.y1 = DestRect->top;
2835 rect.x2 = DestRect->right;
2836 rect.y2 = DestRect->bottom;
2840 rect.x2 = This->currentDesc.Width;
2841 rect.y2 = This->currentDesc.Height;
2844 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2845 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2846 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2847 /* Half-life does a Blt from the back buffer to the front buffer,
2848 * Full surface size, no flags... Use present instead
2850 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2853 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2857 TRACE("Looking if a Present can be done...\n");
2858 /* Source Rectangle must be full surface */
2860 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2861 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2862 TRACE("No, Source rectangle doesn't match\n");
2868 mySrcRect.right = Src->currentDesc.Width;
2869 mySrcRect.bottom = Src->currentDesc.Height;
2871 /* No stretching may occur */
2872 if(mySrcRect.right != rect.x2 - rect.x1 ||
2873 mySrcRect.bottom != rect.y2 - rect.y1) {
2874 TRACE("No, stretching is done\n");
2878 /* Destination must be full surface or match the clipping rectangle */
2879 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2883 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2888 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2891 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2892 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2894 TRACE("No, dest rectangle doesn't match(clipper)\n");
2895 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2896 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2902 if(rect.x1 != 0 || rect.y1 != 0 ||
2903 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2904 TRACE("No, dest rectangle doesn't match(surface size)\n");
2911 /* These flags are unimportant for the flag check, remove them */
2912 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2913 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2915 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2916 * take very long, while a flip is fast.
2917 * This applies to Half-Life, which does such Blts every time it finished
2918 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2919 * menu. This is also used by all apps when they do windowed rendering
2921 * The problem is that flipping is not really the same as copying. After a
2922 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2923 * untouched. Therefore it's necessary to override the swap effect
2924 * and to set it back after the flip.
2926 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2930 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2931 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2933 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2934 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2936 dstSwapchain->presentParms.SwapEffect = orig_swap;
2943 TRACE("Unsupported blit between buffers on the same swapchain\n");
2944 return WINED3DERR_INVALIDCALL;
2945 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2946 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2947 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2948 return WINED3DERR_INVALIDCALL;
2951 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2952 /* Blit from render target to texture */
2954 BOOL upsideDown, stretchx;
2956 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2957 TRACE("Color keying not supported by frame buffer to texture blit\n");
2958 return WINED3DERR_INVALIDCALL;
2959 /* Destination color key is checked above */
2962 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2963 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2966 if(SrcRect->top < SrcRect->bottom) {
2967 srect.y1 = SrcRect->top;
2968 srect.y2 = SrcRect->bottom;
2971 srect.y1 = SrcRect->bottom;
2972 srect.y2 = SrcRect->top;
2975 srect.x1 = SrcRect->left;
2976 srect.x2 = SrcRect->right;
2980 srect.x2 = Src->currentDesc.Width;
2981 srect.y2 = Src->currentDesc.Height;
2984 if(rect.x1 > rect.x2) {
2988 upsideDown = !upsideDown;
2991 TRACE("Reading from an offscreen target\n");
2992 upsideDown = !upsideDown;
2995 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3001 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3002 * flip the image nor scale it.
3004 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3005 * -> If the app wants a image width an unscaled width, copy it line per line
3006 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3007 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3008 * back buffer. This is slower than reading line per line, thus not used for flipping
3009 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3012 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3013 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3016 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3017 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3018 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3019 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3020 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3021 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3022 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3024 TRACE("Using hardware stretching to flip / stretch the texture\n");
3025 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3028 if(!(This->Flags & SFLAG_DONOTFREE)) {
3029 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
3030 This->resource.allocatedMemory = NULL;
3032 This->Flags &= ~SFLAG_INSYSMEM;
3034 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3035 * path is never entered
3037 This->Flags |= SFLAG_INTEXTURE;
3041 /* Blit from offscreen surface to render target */
3042 float glTexCoord[4];
3043 DWORD oldCKeyFlags = Src->CKeyFlags;
3044 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3045 RECT SourceRectangle;
3047 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3050 SourceRectangle.left = SrcRect->left;
3051 SourceRectangle.right = SrcRect->right;
3052 SourceRectangle.top = SrcRect->top;
3053 SourceRectangle.bottom = SrcRect->bottom;
3055 SourceRectangle.left = 0;
3056 SourceRectangle.right = Src->currentDesc.Width;
3057 SourceRectangle.top = 0;
3058 SourceRectangle.bottom = Src->currentDesc.Height;
3061 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3062 /* Fall back to software */
3063 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3064 SourceRectangle.left, SourceRectangle.top,
3065 SourceRectangle.right, SourceRectangle.bottom);
3066 return WINED3DERR_INVALIDCALL;
3069 /* Color keying: Check if we have to do a color keyed blt,
3070 * and if not check if a color key is activated.
3072 * Just modify the color keying parameters in the surface and restore them afterwards
3073 * The surface keeps track of the color key last used to load the opengl surface.
3074 * PreLoad will catch the change to the flags and color key and reload if necessary.
3076 if(Flags & WINEDDBLT_KEYSRC) {
3077 /* Use color key from surface */
3078 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3079 /* Use color key from DDBltFx */
3080 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3081 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3083 /* Do not use color key */
3084 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3087 /* Now load the surface */
3088 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3091 /* Activate the destination context, set it up for blitting */
3092 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3096 TRACE("Drawing to offscreen buffer\n");
3097 glDrawBuffer(myDevice->offscreenBuffer);
3098 checkGLcall("glDrawBuffer");
3100 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3101 TRACE("Drawing to %#x buffer\n", buffer);
3102 glDrawBuffer(buffer);
3103 checkGLcall("glDrawBuffer");
3106 /* Bind the texture */
3107 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
3108 checkGLcall("glBindTexture");
3110 /* Filtering for StretchRect */
3111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
3112 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3113 checkGLcall("glTexParameteri");
3114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
3115 minMipLookup[Filter][WINED3DTEXF_NONE]);
3116 checkGLcall("glTexParameteri");
3117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3119 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3120 checkGLcall("glTexEnvi");
3122 /* This is for color keying */
3123 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3124 glEnable(GL_ALPHA_TEST);
3125 checkGLcall("glEnable GL_ALPHA_TEST");
3126 glAlphaFunc(GL_NOTEQUAL, 0.0);
3127 checkGLcall("glAlphaFunc\n");
3129 glDisable(GL_ALPHA_TEST);
3130 checkGLcall("glDisable GL_ALPHA_TEST");
3133 /* Draw a textured quad
3137 glColor3d(1.0f, 1.0f, 1.0f);
3138 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3143 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3144 glVertex3f(rect.x1, rect.y2, 0.0);
3146 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3151 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3156 checkGLcall("glEnd");
3158 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3159 glDisable(GL_ALPHA_TEST);
3160 checkGLcall("glDisable(GL_ALPHA_TEST)");
3163 /* Unbind the texture */
3164 glBindTexture(GL_TEXTURE_2D, 0);
3165 checkGLcall("glEnable glBindTexture");
3167 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3168 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3170 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3171 glDrawBuffer(GL_BACK);
3172 checkGLcall("glDrawBuffer");
3174 /* Restore the color key parameters */
3175 Src->CKeyFlags = oldCKeyFlags;
3176 This->SrcBltCKey = oldBltCKey;
3180 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3181 This->Flags &= ~SFLAG_INSYSMEM;
3182 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3185 if(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
3186 This->Flags |= SFLAG_INDRAWABLE;
3187 This->Flags &= ~SFLAG_INTEXTURE;
3189 This->Flags |= SFLAG_INTEXTURE;
3194 /* Source-Less Blit to render target */
3195 if (Flags & WINEDDBLT_COLORFILL) {
3196 /* This is easy to handle for the D3D Device... */
3199 TRACE("Colorfill\n");
3201 /* The color as given in the Blt function is in the format of the frame-buffer...
3202 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3204 if (This->resource.format == WINED3DFMT_P8) {
3205 if (This->palette) {
3206 color = ((0xFF000000) |
3207 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3208 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3209 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3214 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3215 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3218 color = ((0xFF000000) |
3219 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3220 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3221 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3224 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3225 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3226 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3228 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3229 color = DDBltFx->u5.dwFillColor;
3232 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3233 return WINED3DERR_INVALIDCALL;
3236 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3237 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3238 glDrawBuffer(GL_BACK);
3239 checkGLcall("glDrawBuffer(GL_BACK)");
3240 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3241 glDrawBuffer(GL_FRONT);
3242 checkGLcall("glDrawBuffer(GL_FRONT)");
3243 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3244 glDrawBuffer(myDevice->offscreenBuffer);
3245 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3247 TRACE("Surface is higher back buffer, falling back to software\n");
3248 return WINED3DERR_INVALIDCALL;
3251 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3253 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3254 1 /* Number of rectangles */,
3256 WINED3DCLEAR_TARGET,
3261 /* Restore the original draw buffer */
3263 glDrawBuffer(myDevice->offscreenBuffer);
3264 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3265 glDrawBuffer(GL_BACK);
3267 vcheckGLcall("glDrawBuffer");
3273 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3274 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3275 return WINED3DERR_INVALIDCALL;
3278 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3280 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3283 if (Flags & WINEDDBLT_DEPTHFILL) {
3284 switch(This->resource.format) {
3285 case WINED3DFMT_D16:
3286 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3288 case WINED3DFMT_D15S1:
3289 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3291 case WINED3DFMT_D24S8:
3292 case WINED3DFMT_D24X8:
3293 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3295 case WINED3DFMT_D32:
3296 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3300 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3303 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3304 DestRect == NULL ? 0 : 1,
3305 (WINED3DRECT *) DestRect,
3306 WINED3DCLEAR_ZBUFFER,
3312 FIXME("(%p): Unsupp depthstencil blit\n", This);
3313 return WINED3DERR_INVALIDCALL;
3316 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3317 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3318 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3319 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3320 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3321 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3323 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3324 * except depth blits, which seem to work
3326 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3327 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3328 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3329 return WINED3DERR_INVALIDCALL;
3330 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3331 TRACE("Z Blit override handled the blit\n");
3336 /* Special cases for RenderTargets */
3337 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3338 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3339 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3342 /* For the rest call the X11 surface implementation.
3343 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3344 * other Blts are rather rare
3346 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3349 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3350 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3351 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3352 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3353 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3355 if(myDevice->inScene &&
3356 (iface == myDevice->stencilBufferTarget ||
3357 (Source && Source == myDevice->stencilBufferTarget))) {
3358 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3359 return WINED3DERR_INVALIDCALL;
3362 /* Special cases for RenderTargets */
3363 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3364 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3366 RECT SrcRect, DstRect;
3370 SrcRect.left = rsrc->left;
3371 SrcRect.top= rsrc->top;
3372 SrcRect.bottom = rsrc->bottom;
3373 SrcRect.right = rsrc->right;
3377 SrcRect.right = srcImpl->currentDesc.Width;
3378 SrcRect.bottom = srcImpl->currentDesc.Height;
3381 DstRect.left = dstx;
3383 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3384 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3386 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3387 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3388 Flags |= WINEDDBLT_KEYSRC;
3389 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3390 Flags |= WINEDDBLT_KEYDEST;
3391 if(trans & WINEDDBLTFAST_WAIT)
3392 Flags |= WINEDDBLT_WAIT;
3393 if(trans & WINEDDBLTFAST_DONOTWAIT)
3394 Flags |= WINEDDBLT_DONOTWAIT;
3396 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3400 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3403 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3404 /** Check against the maximum texture sizes supported by the video card **/
3405 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3406 unsigned int pow2Width, pow2Height;
3407 const GlPixelFormatDesc *glDesc;
3409 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3410 /* Setup some glformat defaults */
3411 This->glDescription.glFormat = glDesc->glFormat;
3412 This->glDescription.glFormatInternal = glDesc->glInternal;
3413 This->glDescription.glType = glDesc->glType;
3415 This->glDescription.textureName = 0;
3416 This->glDescription.target = GL_TEXTURE_2D;
3418 /* Non-power2 support */
3419 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3420 pow2Width = This->currentDesc.Width;
3421 pow2Height = This->currentDesc.Height;
3423 /* Find the nearest pow2 match */
3424 pow2Width = pow2Height = 1;
3425 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3426 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3428 This->pow2Width = pow2Width;
3429 This->pow2Height = pow2Height;
3431 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3432 WINED3DFORMAT Format = This->resource.format;
3433 /** TODO: add support for non power two compressed textures **/
3434 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3435 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3436 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3437 This, This->currentDesc.Width, This->currentDesc.Height);
3438 return WINED3DERR_NOTAVAILABLE;
3442 if(pow2Width != This->currentDesc.Width ||
3443 pow2Height != This->currentDesc.Height) {
3444 This->Flags |= SFLAG_NONPOW2;
3447 TRACE("%p\n", This);
3448 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3449 /* one of three options
3450 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)
3451 2: Set the texture to the maximum size (bad idea)
3452 3: WARN and return WINED3DERR_NOTAVAILABLE;
3453 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.
3455 WARN("(%p) Creating an oversized surface\n", This);
3456 This->Flags |= SFLAG_OVERSIZE;
3458 /* This will be initialized on the first blt */
3459 This->glRect.left = 0;
3460 This->glRect.top = 0;
3461 This->glRect.right = 0;
3462 This->glRect.bottom = 0;
3464 /* No oversize, gl rect is the full texture size */
3465 This->Flags &= ~SFLAG_OVERSIZE;
3466 This->glRect.left = 0;
3467 This->glRect.top = 0;
3468 This->glRect.right = This->pow2Width;
3469 This->glRect.bottom = This->pow2Height;
3472 if(This->resource.allocatedMemory == NULL) {
3473 /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
3474 * gl does not, so we need to upload zeroes to init the gl texture.
3476 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3478 This->Flags |= SFLAG_INSYSMEM;
3483 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3486 IWineD3DBaseSurfaceImpl_QueryInterface,
3487 IWineD3DBaseSurfaceImpl_AddRef,
3488 IWineD3DSurfaceImpl_Release,
3489 /* IWineD3DResource */
3490 IWineD3DBaseSurfaceImpl_GetParent,
3491 IWineD3DBaseSurfaceImpl_GetDevice,
3492 IWineD3DBaseSurfaceImpl_SetPrivateData,
3493 IWineD3DBaseSurfaceImpl_GetPrivateData,
3494 IWineD3DBaseSurfaceImpl_FreePrivateData,
3495 IWineD3DBaseSurfaceImpl_SetPriority,
3496 IWineD3DBaseSurfaceImpl_GetPriority,
3497 IWineD3DSurfaceImpl_PreLoad,
3498 IWineD3DBaseSurfaceImpl_GetType,
3499 /* IWineD3DSurface */
3500 IWineD3DBaseSurfaceImpl_GetContainer,
3501 IWineD3DBaseSurfaceImpl_GetDesc,
3502 IWineD3DSurfaceImpl_LockRect,
3503 IWineD3DSurfaceImpl_UnlockRect,
3504 IWineD3DSurfaceImpl_GetDC,
3505 IWineD3DSurfaceImpl_ReleaseDC,
3506 IWineD3DSurfaceImpl_Flip,
3507 IWineD3DSurfaceImpl_Blt,
3508 IWineD3DBaseSurfaceImpl_GetBltStatus,
3509 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3510 IWineD3DBaseSurfaceImpl_IsLost,
3511 IWineD3DBaseSurfaceImpl_Restore,
3512 IWineD3DSurfaceImpl_BltFast,
3513 IWineD3DBaseSurfaceImpl_GetPalette,
3514 IWineD3DBaseSurfaceImpl_SetPalette,
3515 IWineD3DBaseSurfaceImpl_RealizePalette,
3516 IWineD3DBaseSurfaceImpl_SetColorKey,
3517 IWineD3DBaseSurfaceImpl_GetPitch,
3518 IWineD3DSurfaceImpl_SetMem,
3519 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3520 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3521 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3522 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3523 IWineD3DBaseSurfaceImpl_SetClipper,
3524 IWineD3DBaseSurfaceImpl_GetClipper,
3526 IWineD3DSurfaceImpl_AddDirtyRect,
3527 IWineD3DSurfaceImpl_LoadTexture,
3528 IWineD3DSurfaceImpl_SaveSnapshot,
3529 IWineD3DBaseSurfaceImpl_SetContainer,
3530 IWineD3DSurfaceImpl_SetGlTextureDesc,
3531 IWineD3DSurfaceImpl_GetGlDesc,
3532 IWineD3DSurfaceImpl_GetData,
3533 IWineD3DSurfaceImpl_SetFormat,
3534 IWineD3DSurfaceImpl_PrivateSetup