2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
41 void surface_force_reload(IWineD3DSurface *iface)
43 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
45 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
48 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
50 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
56 name = &This->glDescription.srgbTextureName;
57 flag = SFLAG_INSRGBTEX;
61 name = &This->glDescription.textureName;
62 flag = SFLAG_INTEXTURE;
65 TRACE("(%p) : setting texture name %u\n", This, new_name);
67 if (!*name && new_name)
69 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
70 * surface has no texture name yet. See if we can get rid of this. */
71 if (This->Flags & flag)
72 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
73 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
77 surface_force_reload(iface);
80 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
82 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
84 TRACE("(%p) : setting target %#x\n", This, target);
86 if (This->glDescription.target != target)
88 if (target == GL_TEXTURE_RECTANGLE_ARB)
90 This->Flags &= ~SFLAG_NORMCOORD;
92 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
94 This->Flags |= SFLAG_NORMCOORD;
97 This->glDescription.target = target;
98 surface_force_reload(iface);
101 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
104 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
105 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
106 * gl states. The current texture unit should always be a valid one.
108 * To be more specific, this is tricky because we can implicitly be called
109 * from sampler() in state.c. This means we can't touch anything other than
110 * whatever happens to be the currently active texture, or we would risk
111 * marking already applied sampler states dirty again.
113 * TODO: Track the current active texture per GL context instead of using glGet
115 GLint active_texture;
117 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
119 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
121 if (active_sampler != -1) {
122 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
124 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
127 /* This function checks if the primary render target uses the 8bit paletted format. */
128 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
130 if (device->render_targets && device->render_targets[0]) {
131 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
132 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
138 /* This call just downloads data, the caller is responsible for activating the
139 * right context and binding the correct texture. */
140 static void surface_download_data(IWineD3DSurfaceImpl *This) {
141 /* Only support read back of converted P8 surfaces */
142 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
143 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
149 if (This->resource.format == WINED3DFMT_DXT1 ||
150 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
151 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
152 This->resource.format == WINED3DFMT_ATI2N) {
153 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
154 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
156 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
157 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
159 if(This->Flags & SFLAG_PBO) {
160 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
161 checkGLcall("glBindBufferARB");
162 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
163 checkGLcall("glGetCompressedTexImageARB()");
164 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
165 checkGLcall("glBindBufferARB");
167 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
168 checkGLcall("glGetCompressedTexImageARB()");
174 GLenum format = This->glDescription.glFormat;
175 GLenum type = This->glDescription.glType;
179 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
180 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
182 type = GL_UNSIGNED_BYTE;
185 if (This->Flags & SFLAG_NONPOW2) {
186 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
187 src_pitch = This->bytesPerPixel * This->pow2Width;
188 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
189 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
190 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
192 mem = This->resource.allocatedMemory;
195 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
198 if(This->Flags & SFLAG_PBO) {
199 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
200 checkGLcall("glBindBufferARB");
202 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
204 checkGLcall("glGetTexImage()");
206 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
207 checkGLcall("glBindBufferARB");
209 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
211 checkGLcall("glGetTexImage()");
215 if (This->Flags & SFLAG_NONPOW2) {
216 const BYTE *src_data;
220 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
221 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
222 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
224 * We're doing this...
226 * instead of boxing the texture :
227 * |<-texture width ->| -->pow2width| /\
228 * |111111111111111111| | |
229 * |222 Texture 222222| boxed empty | texture height
230 * |3333 Data 33333333| | |
231 * |444444444444444444| | \/
232 * ----------------------------------- |
233 * | boxed empty | boxed empty | pow2height
235 * -----------------------------------
238 * we're repacking the data to the expected texture width
240 * |<-texture width ->| -->pow2width| /\
241 * |111111111111111111222222222222222| |
242 * |222333333333333333333444444444444| texture height
246 * | empty | pow2height
248 * -----------------------------------
252 * |<-texture width ->| /\
253 * |111111111111111111|
254 * |222222222222222222|texture height
255 * |333333333333333333|
256 * |444444444444444444| \/
257 * --------------------
259 * this also means that any references to allocatedMemory should work with the data as if were a
260 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
262 * internally the texture is still stored in a boxed format so any references to textureName will
263 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
265 * Performance should not be an issue, because applications normally do not lock the surfaces when
266 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
267 * and doesn't have to be re-read.
270 dst_data = This->resource.allocatedMemory;
271 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
272 for (y = 1 ; y < This->currentDesc.Height; y++) {
273 /* skip the first row */
274 src_data += src_pitch;
275 dst_data += dst_pitch;
276 memcpy(dst_data, src_data, dst_pitch);
279 HeapFree(GetProcessHeap(), 0, mem);
283 /* Surface has now been downloaded */
284 This->Flags |= SFLAG_INSYSMEM;
287 /* This call just uploads data, the caller is responsible for activating the
288 * right context and binding the correct texture. */
289 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
291 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
293 if (This->resource.format == WINED3DFMT_DXT1 ||
294 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
295 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
296 This->resource.format == WINED3DFMT_ATI2N) {
297 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
298 FIXME("Using DXT1/3/5 without advertized support\n");
300 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
301 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
302 * function uses glCompressedTexImage2D instead of the SubImage call
304 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
307 if(This->Flags & SFLAG_PBO) {
308 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
309 checkGLcall("glBindBufferARB");
310 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
312 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
313 width, height, 0 /* border */, This->resource.size, NULL));
314 checkGLcall("glCompressedTexSubImage2D");
316 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
317 checkGLcall("glBindBufferARB");
319 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
320 width, height, 0 /* border */, This->resource.size, data));
321 checkGLcall("glCompressedTexSubImage2D");
326 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
329 if(This->Flags & SFLAG_PBO) {
330 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
331 checkGLcall("glBindBufferARB");
332 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
334 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
335 checkGLcall("glTexSubImage2D");
337 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
338 checkGLcall("glBindBufferARB");
341 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
342 checkGLcall("glTexSubImage2D");
349 /* This call just allocates the texture, the caller is responsible for
350 * activating the right context and binding the correct texture. */
351 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
352 BOOL enable_client_storage = FALSE;
353 const BYTE *mem = NULL;
355 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
357 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,
358 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
360 if (This->resource.format == WINED3DFMT_DXT1 ||
361 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
362 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
363 This->resource.format == WINED3DFMT_ATI2N) {
364 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
365 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
367 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
368 * once, unfortunately
370 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
371 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
372 This->Flags |= SFLAG_CLIENT;
373 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
375 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
376 width, height, 0 /* border */, This->resource.size, mem));
385 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
386 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
387 /* In some cases we want to disable client storage.
388 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
389 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
390 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
391 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
392 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
394 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
395 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
396 This->Flags &= ~SFLAG_CLIENT;
397 enable_client_storage = TRUE;
399 This->Flags |= SFLAG_CLIENT;
401 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
402 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
404 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
407 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
408 checkGLcall("glTexImage2D");
410 if(enable_client_storage) {
411 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
412 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
417 /* In D3D the depth stencil dimensions have to be greater than or equal to the
418 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
419 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
420 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
421 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
422 renderbuffer_entry_t *entry;
423 GLuint renderbuffer = 0;
424 unsigned int src_width, src_height;
426 src_width = This->pow2Width;
427 src_height = This->pow2Height;
429 /* A depth stencil smaller than the render target is not valid */
430 if (width > src_width || height > src_height) return;
432 /* Remove any renderbuffer set if the sizes match */
433 if (width == src_width && height == src_height) {
434 This->current_renderbuffer = NULL;
438 /* Look if we've already got a renderbuffer of the correct dimensions */
439 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
440 if (entry->width == width && entry->height == height) {
441 renderbuffer = entry->id;
442 This->current_renderbuffer = entry;
448 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
449 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
450 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
451 This->resource.format_desc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
479 FIXME("Higher back buffer, returning GL_BACK\n");
483 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
484 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
486 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
487 IWineD3DBaseTexture *baseTexture = NULL;
489 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
490 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
492 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
495 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
496 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
497 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
498 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
502 This->dirtyRect.left = 0;
503 This->dirtyRect.top = 0;
504 This->dirtyRect.right = This->currentDesc.Width;
505 This->dirtyRect.bottom = This->currentDesc.Height;
508 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
509 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
511 /* if the container is a basetexture then mark it dirty. */
512 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
514 TRACE("Passing to container\n");
515 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
516 IWineD3DBaseTexture_Release(baseTexture);
520 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
522 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
523 ULONG ref = InterlockedDecrement(&This->resource.ref);
524 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
526 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
527 renderbuffer_entry_t *entry, *entry2;
528 TRACE("(%p) : cleaning up\n", This);
530 /* Need a context to destroy the texture. Use the currently active render target, but only if
531 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
532 * When destroying the primary rt, Uninit3D will activate a context before doing anything
534 if(device->render_targets && device->render_targets[0]) {
535 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
539 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
540 TRACE("Deleting texture %d\n", This->glDescription.textureName);
541 glDeleteTextures(1, &This->glDescription.textureName);
544 if(This->Flags & SFLAG_PBO) {
546 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
549 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
550 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
551 HeapFree(GetProcessHeap(), 0, entry);
555 if(This->Flags & SFLAG_DIBSECTION) {
557 SelectObject(This->hDC, This->dib.holdbitmap);
559 /* Release the DIB section */
560 DeleteObject(This->dib.DIBsection);
561 This->dib.bitmap_data = NULL;
562 This->resource.allocatedMemory = NULL;
564 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
566 HeapFree(GetProcessHeap(), 0, This->palette9);
568 resource_cleanup((IWineD3DResource *)iface);
570 if(This->overlay_dest) {
571 list_remove(&This->overlay_entry);
574 TRACE("(%p) Released\n", This);
575 HeapFree(GetProcessHeap(), 0, This);
581 /* ****************************************************
582 IWineD3DSurface IWineD3DResource parts follow
583 **************************************************** */
585 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
587 /* TODO: check for locks */
588 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
589 IWineD3DBaseTexture *baseTexture = NULL;
590 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
592 TRACE("(%p)Checking to see if the container is a base texture\n", This);
593 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
594 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
595 TRACE("Passing to container\n");
596 tex_impl->baseTexture.internal_preload(baseTexture, SRGB_RGB);
597 IWineD3DBaseTexture_Release(baseTexture);
599 TRACE("(%p) : About to load surface\n", This);
601 if(!device->isInDraw) {
602 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
605 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
606 if(palette9_changed(This)) {
607 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
608 /* TODO: This is not necessarily needed with hw palettized texture support */
609 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
610 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
611 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
615 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
617 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
618 /* Tell opengl to try and keep this texture in video ram (well mostly) */
622 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
629 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
630 surface_internal_preload(iface, SRGB_ANY);
633 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
634 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
635 This->resource.allocatedMemory =
636 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
639 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
640 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
641 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
642 checkGLcall("glGetBufferSubData");
643 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
644 checkGLcall("glDeleteBuffers");
648 This->Flags &= ~SFLAG_PBO;
651 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
652 IWineD3DBaseTexture *texture = NULL;
653 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
654 renderbuffer_entry_t *entry, *entry2;
655 TRACE("(%p)\n", iface);
657 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
658 /* Default pool resources are supposed to be destroyed before Reset is called.
659 * Implicit resources stay however. So this means we have an implicit render target
660 * or depth stencil. The content may be destroyed, but we still have to tear down
661 * opengl resources, so we cannot leave early.
663 * Put the most up to date surface location into the drawable. D3D-wise this content
664 * is undefined, so it would be nowhere, but that would make the location management
665 * more complicated. The drawable is a sane location, because if we mark sysmem or
666 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
667 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
670 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
671 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
673 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
676 /* Load the surface into system memory */
677 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
678 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
680 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
681 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
683 /* Destroy PBOs, but load them into real sysmem before */
684 if(This->Flags & SFLAG_PBO) {
685 surface_remove_pbo(This);
688 /* Destroy fbo render buffers. This is needed for implicit render targets, for
689 * all application-created targets the application has to release the surface
690 * before calling _Reset
692 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
694 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
696 list_remove(&entry->entry);
697 HeapFree(GetProcessHeap(), 0, entry);
699 list_init(&This->renderbuffers);
700 This->current_renderbuffer = NULL;
702 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
705 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
708 glDeleteTextures(1, &This->glDescription.textureName);
709 This->glDescription.textureName = 0;
712 IWineD3DBaseTexture_Release(texture);
717 /* ******************************************************
718 IWineD3DSurface IWineD3DSurface parts follow
719 ****************************************************** */
721 static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
723 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
724 TRACE("(%p) : returning %p\n", This, &This->glDescription);
725 *glDescription = &This->glDescription;
728 /* Read the framebuffer back into the surface */
729 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
730 IWineD3DSwapChainImpl *swapchain;
731 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
735 BYTE *row, *top, *bottom;
739 BOOL srcIsUpsideDown;
744 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
745 static BOOL warned = FALSE;
747 ERR("The application tries to lock the render target, but render target locking is disabled\n");
753 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
754 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
755 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
756 * context->last_was_blit set on the unlock.
758 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
761 /* Select the correct read buffer, and give some debug output.
762 * There is no need to keep track of the current read buffer or reset it, every part of the code
763 * that reads sets the read buffer as desired.
765 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
767 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
768 TRACE("Locking %#x buffer\n", buffer);
769 glReadBuffer(buffer);
770 checkGLcall("glReadBuffer");
772 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
773 srcIsUpsideDown = FALSE;
775 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
776 * Read from the back buffer
778 TRACE("Locking offscreen render target\n");
779 glReadBuffer(myDevice->offscreenBuffer);
780 srcIsUpsideDown = TRUE;
783 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
787 local_rect.right = This->currentDesc.Width;
788 local_rect.bottom = This->currentDesc.Height;
792 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
794 switch(This->resource.format)
798 if(primary_render_target_is_p8(myDevice)) {
799 /* In case of P8 render targets the index is stored in the alpha component */
801 type = GL_UNSIGNED_BYTE;
803 bpp = This->bytesPerPixel;
805 /* GL can't return palettized data, so read ARGB pixels into a
806 * separate block of memory and convert them into palettized format
807 * in software. Slow, but if the app means to use palettized render
808 * targets and locks it...
810 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
811 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
812 * for the color channels when palettizing the colors.
815 type = GL_UNSIGNED_BYTE;
817 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
819 ERR("Out of memory\n");
823 bpp = This->bytesPerPixel * 3;
830 fmt = This->glDescription.glFormat;
831 type = This->glDescription.glType;
832 bpp = This->bytesPerPixel;
835 if(This->Flags & SFLAG_PBO) {
836 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
837 checkGLcall("glBindBufferARB");
839 ERR("mem not null for pbo -- unexpected\n");
844 /* Save old pixel store pack state */
845 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
846 checkGLcall("glIntegerv");
847 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
848 checkGLcall("glIntegerv");
849 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
850 checkGLcall("glIntegerv");
852 /* Setup pixel store pack state -- to glReadPixels into the correct place */
853 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
854 checkGLcall("glPixelStorei");
855 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
856 checkGLcall("glPixelStorei");
857 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
858 checkGLcall("glPixelStorei");
860 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
861 local_rect.right - local_rect.left,
862 local_rect.bottom - local_rect.top,
864 checkGLcall("glReadPixels");
866 /* Reset previous pixel store pack state */
867 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
868 checkGLcall("glPixelStorei");
869 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
870 checkGLcall("glPixelStorei");
871 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
872 checkGLcall("glPixelStorei");
874 if(This->Flags & SFLAG_PBO) {
875 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
876 checkGLcall("glBindBufferARB");
878 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
879 * to get a pointer to it and perform the flipping in software. This is a lot
880 * faster than calling glReadPixels for each line. In case we want more speed
881 * we should rerender it flipped in a FBO and read the data back from the FBO. */
882 if(!srcIsUpsideDown) {
883 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
884 checkGLcall("glBindBufferARB");
886 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
887 checkGLcall("glMapBufferARB");
891 /* TODO: Merge this with the palettization loop below for P8 targets */
892 if(!srcIsUpsideDown) {
894 /* glReadPixels returns the image upside down, and there is no way to prevent this.
895 Flip the lines in software */
896 len = (local_rect.right - local_rect.left) * bpp;
897 off = local_rect.left * bpp;
899 row = HeapAlloc(GetProcessHeap(), 0, len);
901 ERR("Out of memory\n");
902 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
907 top = mem + pitch * local_rect.top;
908 bottom = mem + pitch * (local_rect.bottom - 1);
909 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
910 memcpy(row, top + off, len);
911 memcpy(top + off, bottom + off, len);
912 memcpy(bottom + off, row, len);
916 HeapFree(GetProcessHeap(), 0, row);
918 /* Unmap the temp PBO buffer */
919 if(This->Flags & SFLAG_PBO) {
920 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
921 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
927 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
928 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
929 * the same color but we have no choice.
930 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
932 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
933 const PALETTEENTRY *pal = NULL;
934 DWORD width = pitch / 3;
938 pal = This->palette->palents;
940 ERR("Palette is missing, cannot perform inverse palette lookup\n");
941 HeapFree(GetProcessHeap(), 0, mem);
945 for(y = local_rect.top; y < local_rect.bottom; y++) {
946 for(x = local_rect.left; x < local_rect.right; x++) {
947 /* start lines pixels */
948 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
949 const BYTE *green = blue + 1;
950 const BYTE *red = green + 1;
952 for(c = 0; c < 256; c++) {
953 if(*red == pal[c].peRed &&
954 *green == pal[c].peGreen &&
955 *blue == pal[c].peBlue)
957 *((BYTE *) dest + y * width + x) = c;
963 HeapFree(GetProcessHeap(), 0, mem);
967 /* Read the framebuffer contents into a texture */
968 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
970 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
971 IWineD3DSwapChainImpl *swapchain;
973 GLenum format, internal, type;
974 CONVERT_TYPES convert;
976 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
978 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
980 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
981 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
982 * states in the stateblock, and no driver was found yet that had bugs in that regard.
984 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
985 surface_bind_and_dirtify(This, srgb);
988 glGetIntegerv(GL_READ_BUFFER, &prevRead);
991 /* Select the correct read buffer, and give some debug output.
992 * There is no need to keep track of the current read buffer or reset it, every part of the code
993 * that reads sets the read buffer as desired.
995 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
997 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
998 TRACE("Locking %#x buffer\n", buffer);
1001 glReadBuffer(buffer);
1002 checkGLcall("glReadBuffer");
1005 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1007 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1008 * Read from the back buffer
1010 TRACE("Locking offscreen render target\n");
1012 glReadBuffer(device->offscreenBuffer);
1013 checkGLcall("glReadBuffer");
1017 if(!(This->Flags & alloc_flag)) {
1018 surface_allocate_surface(This, internal, This->pow2Width,
1019 This->pow2Height, format, type);
1020 This->Flags |= alloc_flag;
1024 /* If !SrcIsUpsideDown we should flip the surface.
1025 * This can be done using glCopyTexSubImage2D but this
1026 * is VERY slow, so don't do that. We should prevent
1027 * this code from getting called in such cases or perhaps
1028 * we can use FBOs */
1030 glCopyTexSubImage2D(This->glDescription.target,
1031 This->glDescription.level,
1033 This->currentDesc.Width,
1034 This->currentDesc.Height);
1035 checkGLcall("glCopyTexSubImage2D");
1037 glReadBuffer(prevRead);
1038 checkGLcall("glReadBuffer");
1041 TRACE("Updated target %d\n", This->glDescription.target);
1044 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1045 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1046 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1049 if(!(This->Flags & SFLAG_DYNLOCK)) {
1051 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1052 if(This->lockCount > MAXLOCKCOUNT) {
1053 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1054 This->Flags |= SFLAG_DYNLOCK;
1058 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1059 * Also don't create a PBO for systemmem surfaces.
1061 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1063 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1065 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1068 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1069 error = glGetError();
1070 if(This->pbo == 0 || error != GL_NO_ERROR) {
1071 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1074 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1076 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1077 checkGLcall("glBindBufferARB");
1079 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1080 checkGLcall("glBufferDataARB");
1082 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1083 checkGLcall("glBindBufferARB");
1085 /* We don't need the system memory anymore and we can't even use it for PBOs */
1086 if(!(This->Flags & SFLAG_CLIENT)) {
1087 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1088 This->resource.heapMemory = NULL;
1090 This->resource.allocatedMemory = NULL;
1091 This->Flags |= SFLAG_PBO;
1093 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1094 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1097 if(!This->resource.heapMemory) {
1098 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1100 This->resource.allocatedMemory =
1101 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1102 if(This->Flags & SFLAG_INSYSMEM) {
1103 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1108 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1109 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1110 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1111 IWineD3DSwapChain *swapchain = NULL;
1113 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1115 /* This is also done in the base class, but we have to verify this before loading any data from
1116 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1117 * may interfere, and all other bad things may happen
1119 if (This->Flags & SFLAG_LOCKED) {
1120 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1121 return WINED3DERR_INVALIDCALL;
1123 This->Flags |= SFLAG_LOCKED;
1125 if (!(This->Flags & SFLAG_LOCKABLE))
1127 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1130 if (Flags & WINED3DLOCK_DISCARD) {
1131 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1132 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1133 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1134 This->Flags |= SFLAG_INSYSMEM;
1138 if (This->Flags & SFLAG_INSYSMEM) {
1139 TRACE("Local copy is up to date, not downloading data\n");
1140 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1144 /* Now download the surface content from opengl
1145 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1146 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1148 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1149 if(swapchain || iface == myDevice->render_targets[0]) {
1150 const RECT *pass_rect = pRect;
1152 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1153 * because most caller functions do not need that. So do that here
1158 pRect->right == This->currentDesc.Width &&
1159 pRect->bottom == This->currentDesc.Height) {
1163 switch(wined3d_settings.rendertargetlock_mode) {
1166 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1168 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1169 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1170 * This may be faster on some cards
1172 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1179 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1185 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1187 } else if(iface == myDevice->stencilBufferTarget) {
1188 /** the depth stencil in openGL has a format of GL_FLOAT
1189 * which should be good for WINED3DFMT_D16_LOCKABLE
1190 * and WINED3DFMT_D16
1191 * it is unclear what format the stencil buffer is in except.
1192 * 'Each index is converted to fixed point...
1193 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1194 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1195 * glReadPixels(This->lockedRect.left,
1196 * This->lockedRect.bottom - j - 1,
1197 * This->lockedRect.right - This->lockedRect.left,
1199 * GL_DEPTH_COMPONENT,
1201 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1203 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1204 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1205 * none of that is the case the problem is not in this function :-)
1206 ********************************************/
1207 FIXME("Depth stencil locking not supported yet\n");
1209 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1210 TRACE("locking an ordinary surface\n");
1211 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1215 if(This->Flags & SFLAG_PBO) {
1216 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1218 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1219 checkGLcall("glBindBufferARB");
1221 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1222 if(This->resource.allocatedMemory) {
1223 ERR("The surface already has PBO memory allocated!\n");
1226 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1227 checkGLcall("glMapBufferARB");
1229 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1230 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1231 checkGLcall("glBindBufferARB");
1236 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1239 IWineD3DBaseTexture *pBaseTexture;
1242 * as seen in msdn docs
1244 surface_add_dirty_rect(iface, pRect);
1246 /** Dirtify Container if needed */
1247 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1248 TRACE("Making container dirty\n");
1249 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1250 IWineD3DBaseTexture_Release(pBaseTexture);
1252 TRACE("Surface is standalone, no need to dirty the container\n");
1256 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1259 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1261 GLint prev_rasterpos[4];
1262 GLint skipBytes = 0;
1263 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1264 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1265 IWineD3DSwapChainImpl *swapchain;
1267 /* Activate the correct context for the render target */
1268 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1271 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1272 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1273 TRACE("Unlocking %#x buffer\n", buffer);
1274 glDrawBuffer(buffer);
1275 checkGLcall("glDrawBuffer");
1277 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1279 /* Primary offscreen render target */
1280 TRACE("Offscreen render target\n");
1281 glDrawBuffer(myDevice->offscreenBuffer);
1282 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1285 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1286 checkGLcall("glIntegerv");
1287 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1288 checkGLcall("glIntegerv");
1289 glPixelZoom(1.0, -1.0);
1290 checkGLcall("glPixelZoom");
1292 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1293 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1294 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1296 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1297 checkGLcall("glRasterPos2f");
1299 /* Some drivers(radeon dri, others?) don't like exceptions during
1300 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1301 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1302 * catch to put the dib section in InSync mode, which leads to a crash
1303 * and a blocked x server on my radeon card.
1305 * The following lines read the dib section so it is put in InSync mode
1306 * before glDrawPixels is called and the crash is prevented. There won't
1307 * be any interfering gdi accesses, because UnlockRect is called from
1308 * ReleaseDC, and the app won't use the dc any more afterwards.
1310 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1312 read = This->resource.allocatedMemory[0];
1315 if(This->Flags & SFLAG_PBO) {
1316 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1317 checkGLcall("glBindBufferARB");
1320 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1321 if(This->Flags & SFLAG_LOCKED) {
1322 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1323 (This->lockedRect.bottom - This->lockedRect.top)-1,
1325 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1326 checkGLcall("glDrawPixels");
1328 glDrawPixels(This->currentDesc.Width,
1329 This->currentDesc.Height,
1331 checkGLcall("glDrawPixels");
1334 if(This->Flags & SFLAG_PBO) {
1335 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1336 checkGLcall("glBindBufferARB");
1339 glPixelZoom(1.0,1.0);
1340 checkGLcall("glPixelZoom");
1342 glRasterPos3iv(&prev_rasterpos[0]);
1343 checkGLcall("glRasterPos3iv");
1345 /* Reset to previous pack row length */
1346 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1347 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1350 glDrawBuffer(myDevice->offscreenBuffer);
1351 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1352 } else if(swapchain->backBuffer) {
1353 glDrawBuffer(GL_BACK);
1354 checkGLcall("glDrawBuffer(GL_BACK)");
1356 glDrawBuffer(GL_FRONT);
1357 checkGLcall("glDrawBuffer(GL_FRONT)");
1364 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1365 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1366 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1367 IWineD3DSwapChainImpl *swapchain = NULL;
1370 if (!(This->Flags & SFLAG_LOCKED)) {
1371 WARN("trying to Unlock an unlocked surf@%p\n", This);
1372 return WINEDDERR_NOTLOCKED;
1375 if (This->Flags & SFLAG_PBO) {
1376 TRACE("Freeing PBO memory\n");
1377 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1379 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1380 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1381 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1382 checkGLcall("glUnmapBufferARB");
1384 This->resource.allocatedMemory = NULL;
1387 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1389 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1390 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1394 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1395 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1396 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1398 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1399 static BOOL warned = FALSE;
1401 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1407 if(This->dirtyRect.left == 0 &&
1408 This->dirtyRect.top == 0 &&
1409 This->dirtyRect.right == This->currentDesc.Width &&
1410 This->dirtyRect.bottom == This->currentDesc.Height) {
1413 /* TODO: Proper partial rectangle tracking */
1414 fullsurface = FALSE;
1415 This->Flags |= SFLAG_INSYSMEM;
1418 switch(wined3d_settings.rendertargetlock_mode) {
1421 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1422 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1428 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1433 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1434 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1435 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1436 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1437 * not fully up to date because only a subrectangle was read in LockRect.
1439 This->Flags &= ~SFLAG_INSYSMEM;
1440 This->Flags |= SFLAG_INDRAWABLE;
1443 This->dirtyRect.left = This->currentDesc.Width;
1444 This->dirtyRect.top = This->currentDesc.Height;
1445 This->dirtyRect.right = 0;
1446 This->dirtyRect.bottom = 0;
1447 } else if(iface == myDevice->stencilBufferTarget) {
1448 FIXME("Depth Stencil buffer locking is not implemented\n");
1450 /* The rest should be a normal texture */
1451 IWineD3DBaseTextureImpl *impl;
1452 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1453 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1454 * states need resetting
1456 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1457 if(impl->baseTexture.bindCount) {
1458 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1460 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1465 This->Flags &= ~SFLAG_LOCKED;
1466 memset(&This->lockedRect, 0, sizeof(RECT));
1468 /* Overlays have to be redrawn manually after changes with the GL implementation */
1469 if(This->overlay_dest) {
1470 IWineD3DSurface_DrawOverlay(iface);
1475 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1477 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1478 WINED3DLOCKED_RECT lock;
1482 TRACE("(%p)->(%p)\n",This,pHDC);
1484 if(This->Flags & SFLAG_USERPTR) {
1485 ERR("Not supported on surfaces with an application-provided surfaces\n");
1486 return WINEDDERR_NODC;
1489 /* Give more detailed info for ddraw */
1490 if (This->Flags & SFLAG_DCINUSE)
1491 return WINEDDERR_DCALREADYCREATED;
1493 /* Can't GetDC if the surface is locked */
1494 if (This->Flags & SFLAG_LOCKED)
1495 return WINED3DERR_INVALIDCALL;
1497 /* According to Direct3D9 docs, only these formats are supported */
1498 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1499 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1500 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1501 This->resource.format != WINED3DFMT_R8G8B8 &&
1502 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1505 memset(&lock, 0, sizeof(lock)); /* To be sure */
1507 /* Create a DIB section if there isn't a hdc yet */
1509 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1510 if(This->Flags & SFLAG_CLIENT) {
1511 surface_internal_preload(iface, SRGB_RGB);
1514 /* Use the dib section from now on if we are not using a PBO */
1515 if(!(This->Flags & SFLAG_PBO))
1516 This->resource.allocatedMemory = This->dib.bitmap_data;
1519 /* Lock the surface */
1520 hr = IWineD3DSurface_LockRect(iface,
1525 if(This->Flags & SFLAG_PBO) {
1526 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1527 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1531 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1532 /* keep the dib section */
1536 if(This->resource.format == WINED3DFMT_P8 ||
1537 This->resource.format == WINED3DFMT_A8P8) {
1538 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1539 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1541 const PALETTEENTRY *pal = NULL;
1544 pal = This->palette->palents;
1546 IWineD3DSurfaceImpl *dds_primary;
1547 IWineD3DSwapChainImpl *swapchain;
1548 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1549 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1550 if (dds_primary && dds_primary->palette)
1551 pal = dds_primary->palette->palents;
1555 for (n=0; n<256; n++) {
1556 col[n].rgbRed = pal[n].peRed;
1557 col[n].rgbGreen = pal[n].peGreen;
1558 col[n].rgbBlue = pal[n].peBlue;
1559 col[n].rgbReserved = 0;
1561 SetDIBColorTable(This->hDC, 0, 256, col);
1566 TRACE("returning %p\n",*pHDC);
1567 This->Flags |= SFLAG_DCINUSE;
1572 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1574 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1576 TRACE("(%p)->(%p)\n",This,hDC);
1578 if (!(This->Flags & SFLAG_DCINUSE))
1579 return WINEDDERR_NODC;
1581 if (This->hDC !=hDC) {
1582 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1583 return WINEDDERR_NODC;
1586 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1587 /* Copy the contents of the DIB over to the PBO */
1588 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1591 /* we locked first, so unlock now */
1592 IWineD3DSurface_UnlockRect(iface);
1594 This->Flags &= ~SFLAG_DCINUSE;
1599 /* ******************************************************
1600 IWineD3DSurface Internal (No mapping to directx api) parts follow
1601 ****************************************************** */
1603 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) {
1604 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1605 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1606 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1608 /* Default values: From the surface */
1609 *format = glDesc->glFormat;
1610 *type = glDesc->glType;
1611 *convert = NO_CONVERSION;
1612 *target_bpp = This->bytesPerPixel;
1615 *internal = glDesc->glGammaInternal;
1616 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1617 *internal = glDesc->rtInternal;
1619 *internal = glDesc->glInternal;
1622 /* Ok, now look if we have to do any conversion */
1623 switch(This->resource.format) {
1629 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1630 * of the two is available make sure texturing is requested as neither of the two works in
1631 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1632 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1633 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1634 * conflicts with this.
1636 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1637 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1638 device->render_targets &&
1639 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1640 colorkey_active || !use_texturing ) {
1642 *internal = GL_RGBA;
1643 *type = GL_UNSIGNED_BYTE;
1645 if(colorkey_active) {
1646 *convert = CONVERT_PALETTED_CK;
1648 *convert = CONVERT_PALETTED;
1651 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1653 *internal = GL_RGBA;
1654 *type = GL_UNSIGNED_BYTE;
1660 case WINED3DFMT_R3G3B2:
1661 /* **********************
1662 GL_UNSIGNED_BYTE_3_3_2
1663 ********************** */
1664 if (colorkey_active) {
1665 /* This texture format will never be used.. So do not care about color keying
1666 up until the point in time it will be needed :-) */
1667 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1671 case WINED3DFMT_R5G6B5:
1672 if (colorkey_active) {
1673 *convert = CONVERT_CK_565;
1675 *internal = GL_RGBA;
1676 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1680 case WINED3DFMT_X1R5G5B5:
1681 if (colorkey_active) {
1682 *convert = CONVERT_CK_5551;
1684 *internal = GL_RGBA;
1685 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1689 case WINED3DFMT_R8G8B8:
1690 if (colorkey_active) {
1691 *convert = CONVERT_CK_RGB24;
1693 *internal = GL_RGBA;
1694 *type = GL_UNSIGNED_INT_8_8_8_8;
1699 case WINED3DFMT_X8R8G8B8:
1700 if (colorkey_active) {
1701 *convert = CONVERT_RGB32_888;
1703 *internal = GL_RGBA;
1704 *type = GL_UNSIGNED_INT_8_8_8_8;
1708 case WINED3DFMT_R8G8_SNORM:
1709 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1710 *convert = CONVERT_V8U8;
1712 *internal = GL_RGB8;
1713 *type = GL_UNSIGNED_BYTE;
1717 case WINED3DFMT_L6V5U5:
1718 *convert = CONVERT_L6V5U5;
1719 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1721 /* Use format and types from table */
1723 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1726 *internal = GL_RGB5;
1727 *type = GL_UNSIGNED_SHORT_5_6_5;
1731 case WINED3DFMT_X8L8V8U8:
1732 *convert = CONVERT_X8L8V8U8;
1734 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1735 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1736 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1737 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1738 * the needed type and format parameter, so the internal format contains a
1739 * 4th component, which is returned as alpha
1743 *internal = GL_RGB8;
1744 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1748 case WINED3DFMT_R8G8B8A8_SNORM:
1749 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1750 *convert = CONVERT_Q8W8V8U8;
1752 *internal = GL_RGBA8;
1753 *type = GL_UNSIGNED_BYTE;
1757 case WINED3DFMT_R16G16_SNORM:
1758 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1759 *convert = CONVERT_V16U16;
1761 *internal = GL_RGB16_EXT;
1762 *type = GL_UNSIGNED_SHORT;
1766 case WINED3DFMT_A4L4:
1767 /* A4L4 exists as an internal gl format, but for some reason there is not
1768 * format+type combination to load it. Thus convert it to A8L8, then load it
1769 * with A4L4 internal, but A8L8 format+type
1771 *convert = CONVERT_A4L4;
1772 *format = GL_LUMINANCE_ALPHA;
1773 *internal = GL_LUMINANCE4_ALPHA4;
1774 *type = GL_UNSIGNED_BYTE;
1778 case WINED3DFMT_R16G16_UNORM:
1779 *convert = CONVERT_G16R16;
1781 *internal = GL_RGB16_EXT;
1782 *type = GL_UNSIGNED_SHORT;
1793 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
1794 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
1798 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1803 memcpy(dst, src, pitch * height);
1806 case CONVERT_PALETTED:
1807 case CONVERT_PALETTED_CK:
1809 IWineD3DPaletteImpl* pal = This->palette;
1814 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1817 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1819 for (y = 0; y < height; y++)
1821 source = src + pitch * y;
1822 dest = dst + outpitch * y;
1823 /* This is an 1 bpp format, using the width here is fine */
1824 for (x = 0; x < width; x++) {
1825 BYTE color = *source++;
1826 *dest++ = table[color][0];
1827 *dest++ = table[color][1];
1828 *dest++ = table[color][2];
1829 *dest++ = table[color][3];
1835 case CONVERT_CK_565:
1837 /* Converting the 565 format in 5551 packed to emulate color-keying.
1839 Note : in all these conversion, it would be best to average the averaging
1840 pixels to get the color of the pixel that will be color-keyed to
1841 prevent 'color bleeding'. This will be done later on if ever it is
1844 Note2: Nvidia documents say that their driver does not support alpha + color keying
1845 on the same surface and disables color keying in such a case
1851 TRACE("Color keyed 565\n");
1853 for (y = 0; y < height; y++) {
1854 Source = (const WORD *)(src + y * pitch);
1855 Dest = (WORD *) (dst + y * outpitch);
1856 for (x = 0; x < width; x++ ) {
1857 WORD color = *Source++;
1858 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1859 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1860 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1869 case CONVERT_CK_5551:
1871 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1875 TRACE("Color keyed 5551\n");
1876 for (y = 0; y < height; y++) {
1877 Source = (const WORD *)(src + y * pitch);
1878 Dest = (WORD *) (dst + y * outpitch);
1879 for (x = 0; x < width; x++ ) {
1880 WORD color = *Source++;
1882 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1883 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1887 *Dest &= ~(1 << 15);
1895 case CONVERT_CK_RGB24:
1897 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1899 for (y = 0; y < height; y++)
1901 source = src + pitch * y;
1902 dest = dst + outpitch * y;
1903 for (x = 0; x < width; x++) {
1904 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
1905 DWORD dstcolor = color << 8;
1906 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1907 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1910 *(DWORD*)dest = dstcolor;
1918 case CONVERT_RGB32_888:
1920 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1922 for (y = 0; y < height; y++)
1924 source = src + pitch * y;
1925 dest = dst + outpitch * y;
1926 for (x = 0; x < width; x++) {
1927 DWORD color = 0xffffff & *(const DWORD*)source;
1928 DWORD dstcolor = color << 8;
1929 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1930 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1933 *(DWORD*)dest = dstcolor;
1944 const short *Source;
1945 unsigned char *Dest;
1946 for(y = 0; y < height; y++) {
1947 Source = (const short *)(src + y * pitch);
1948 Dest = dst + y * outpitch;
1949 for (x = 0; x < width; x++ ) {
1950 long color = (*Source++);
1951 /* B */ Dest[0] = 0xff;
1952 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1953 /* R */ Dest[2] = (color) + 128; /* U */
1960 case CONVERT_V16U16:
1963 const DWORD *Source;
1964 unsigned short *Dest;
1965 for(y = 0; y < height; y++) {
1966 Source = (const DWORD *)(src + y * pitch);
1967 Dest = (unsigned short *) (dst + y * outpitch);
1968 for (x = 0; x < width; x++ ) {
1969 DWORD color = (*Source++);
1970 /* B */ Dest[0] = 0xffff;
1971 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1972 /* R */ Dest[2] = (color ) + 32768; /* U */
1979 case CONVERT_Q8W8V8U8:
1982 const DWORD *Source;
1983 unsigned char *Dest;
1984 for(y = 0; y < height; y++) {
1985 Source = (const DWORD *)(src + y * pitch);
1986 Dest = dst + y * outpitch;
1987 for (x = 0; x < width; x++ ) {
1988 long color = (*Source++);
1989 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1990 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1991 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1992 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1999 case CONVERT_L6V5U5:
2003 unsigned char *Dest;
2005 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2006 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2007 * fixed function and shaders without further conversion once the surface is
2010 for(y = 0; y < height; y++) {
2011 Source = (const WORD *)(src + y * pitch);
2012 Dest = dst + y * outpitch;
2013 for (x = 0; x < width; x++ ) {
2014 short color = (*Source++);
2015 unsigned char l = ((color >> 10) & 0xfc);
2016 char v = ((color >> 5) & 0x3e);
2017 char u = ((color ) & 0x1f);
2019 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2020 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2021 * shift. GL reads a signed value and converts it into an unsigned value.
2023 /* M */ Dest[2] = l << 1;
2025 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2026 * from 5 bit values to 8 bit values.
2028 /* V */ Dest[1] = v << 3;
2029 /* U */ Dest[0] = u << 3;
2034 for(y = 0; y < height; y++) {
2035 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2036 Source = (const WORD *)(src + y * pitch);
2037 for (x = 0; x < width; x++ ) {
2038 short color = (*Source++);
2039 unsigned char l = ((color >> 10) & 0xfc);
2040 short v = ((color >> 5) & 0x3e);
2041 short u = ((color ) & 0x1f);
2042 short v_conv = v + 16;
2043 short u_conv = u + 16;
2045 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2053 case CONVERT_X8L8V8U8:
2056 const DWORD *Source;
2057 unsigned char *Dest;
2059 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2060 /* This implementation works with the fixed function pipeline and shaders
2061 * without further modification after converting the surface.
2063 for(y = 0; y < height; y++) {
2064 Source = (const DWORD *)(src + y * pitch);
2065 Dest = dst + y * outpitch;
2066 for (x = 0; x < width; x++ ) {
2067 long color = (*Source++);
2068 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2069 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2070 /* U */ Dest[0] = (color & 0xff); /* U */
2071 /* I */ Dest[3] = 255; /* X */
2076 /* Doesn't work correctly with the fixed function pipeline, but can work in
2077 * shaders if the shader is adjusted. (There's no use for this format in gl's
2078 * standard fixed function pipeline anyway).
2080 for(y = 0; y < height; y++) {
2081 Source = (const DWORD *)(src + y * pitch);
2082 Dest = dst + y * outpitch;
2083 for (x = 0; x < width; x++ ) {
2084 long color = (*Source++);
2085 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2086 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2087 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2098 const unsigned char *Source;
2099 unsigned char *Dest;
2100 for(y = 0; y < height; y++) {
2101 Source = src + y * pitch;
2102 Dest = dst + y * outpitch;
2103 for (x = 0; x < width; x++ ) {
2104 unsigned char color = (*Source++);
2105 /* A */ Dest[1] = (color & 0xf0) << 0;
2106 /* L */ Dest[0] = (color & 0x0f) << 4;
2113 case CONVERT_G16R16:
2119 for(y = 0; y < height; y++) {
2120 Source = (const WORD *)(src + y * pitch);
2121 Dest = (WORD *) (dst + y * outpitch);
2122 for (x = 0; x < width; x++ ) {
2123 WORD green = (*Source++);
2124 WORD red = (*Source++);
2135 ERR("Unsupported conversation type %d\n", convert);
2140 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2141 IWineD3DPaletteImpl* pal = This->palette;
2142 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2143 BOOL index_in_alpha = FALSE;
2144 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2147 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2148 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2149 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2150 * duplicate entries. Store the color key in the unused alpha component to speed the
2151 * download up and to make conversion unneeded. */
2152 index_in_alpha = primary_render_target_is_p8(device);
2155 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2156 if(dxVersion <= 7) {
2157 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2158 if(index_in_alpha) {
2159 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2160 there's no palette at this time. */
2161 for (i = 0; i < 256; i++) table[i][3] = i;
2164 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2165 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2166 capability flag is present (wine does advertise this capability) */
2167 for (i = 0; i < 256; i++) {
2168 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2169 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2170 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2171 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2175 TRACE("Using surface palette %p\n", pal);
2176 /* Get the surface's palette */
2177 for (i = 0; i < 256; i++) {
2178 table[i][0] = pal->palents[i].peRed;
2179 table[i][1] = pal->palents[i].peGreen;
2180 table[i][2] = pal->palents[i].peBlue;
2182 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2183 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2184 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2185 of pixels that should be masked away is set to 0. */
2186 if(index_in_alpha) {
2188 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2190 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2191 table[i][3] = pal->palents[i].peFlags;
2199 /* This function is used in case of 8bit paletted textures to upload the palette.
2200 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2201 extensions like ATI_fragment_shaders is possible.
2203 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2204 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2206 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2208 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2210 /* Try to use the paletted texture extension */
2211 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2213 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2214 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2218 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2219 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2220 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2222 /* Create the fragment program if we don't have it */
2223 if(!device->paletteConversionShader)
2225 const char *fragment_palette_conversion =
2228 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2229 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2230 /* The alpha-component contains the palette index */
2231 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2232 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2233 "MAD index.a, index.a, constants.x, constants.y;\n"
2234 /* Use the alpha-component as an index in the palette to get the final color */
2235 "TEX result.color, index.a, texture[1], 1D;\n"
2238 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2239 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2240 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2241 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2242 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2245 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2246 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2248 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2249 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2251 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2252 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2253 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2254 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2256 /* Switch back to unit 0 in which the 2D texture will be stored. */
2257 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2259 /* Rebind the texture because it isn't bound anymore */
2260 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2264 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2265 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2267 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2268 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2269 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2274 if(This->palette9) {
2275 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2279 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2281 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2285 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2286 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2287 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2289 if (!(This->Flags & flag)) {
2290 TRACE("Reloading because surface is dirty\n");
2291 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2292 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2293 /* Reload: vice versa OR */
2294 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2295 /* Also reload: Color key is active AND the color key has changed */
2296 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2297 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2298 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2299 TRACE("Reloading because of color keying\n");
2300 /* To perform the color key conversion we need a sysmem copy of
2301 * the surface. Make sure we have it
2304 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2305 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2306 /* TODO: This is not necessarily needed with hw palettized texture support */
2307 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2309 TRACE("surface is already in texture\n");
2313 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2314 * These resources are not bound by device size or format restrictions. Because of this,
2315 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2316 * However, these resources can always be created, locked, and copied.
2318 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2320 FIXME("(%p) Operation not supported for scratch textures\n",This);
2321 return WINED3DERR_INVALIDCALL;
2324 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2328 static unsigned int gen = 0;
2331 if ((gen % 10) == 0) {
2332 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2333 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2336 * debugging crash code
2345 if (!(This->Flags & SFLAG_DONOTFREE)) {
2346 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2347 This->resource.allocatedMemory = NULL;
2348 This->resource.heapMemory = NULL;
2349 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2355 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2356 /* TODO: check for locks */
2357 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2358 IWineD3DBaseTexture *baseTexture = NULL;
2359 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2361 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2362 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2363 TRACE("Passing to container\n");
2364 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2365 IWineD3DBaseTexture_Release(baseTexture);
2368 TRACE("(%p) : Binding surface\n", This);
2370 name = srgb ? &This->glDescription.srgbTextureName : &This->glDescription.textureName;
2371 if(!device->isInDraw) {
2372 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2377 if (!This->glDescription.level) {
2379 glGenTextures(1, name);
2380 checkGLcall("glGenTextures");
2381 TRACE("Surface %p given name %d\n", This, *name);
2383 glBindTexture(This->glDescription.target, *name);
2384 checkGLcall("glBindTexture");
2385 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2386 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2387 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2388 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2389 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2390 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2391 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2392 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2393 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2394 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2396 /* This is where we should be reducing the amount of GLMemoryUsed */
2398 /* Mipmap surfaces should have a base texture container */
2399 ERR("Mipmap surface has a glTexture bound to it!\n");
2402 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2403 checkGLcall("glBindTexture");
2412 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2415 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2416 char *allocatedMemory;
2417 const char *textureRow;
2418 IWineD3DSwapChain *swapChain = NULL;
2419 int width, height, i, y;
2420 GLuint tmpTexture = 0;
2423 Textures may not be stored in ->allocatedgMemory and a GlTexture
2424 so we should lock the surface before saving a snapshot, or at least check that
2426 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2427 by calling GetTexImage and in compressed form by calling
2428 GetCompressedTexImageARB. Queried compressed images can be saved and
2429 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2430 texture images do not need to be processed by the GL and should
2431 significantly improve texture loading performance relative to uncompressed
2434 /* Setup the width and height to be the internal texture width and height. */
2435 width = This->pow2Width;
2436 height = This->pow2Height;
2437 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2438 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2440 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2441 /* if were not a real texture then read the back buffer into a real texture */
2442 /* we don't want to interfere with the back buffer so read the data into a temporary
2443 * texture and then save the data out of the temporary texture
2447 TRACE("(%p) Reading render target into texture\n", This);
2449 glGenTextures(1, &tmpTexture);
2450 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2452 glTexImage2D(GL_TEXTURE_2D,
2459 GL_UNSIGNED_INT_8_8_8_8_REV,
2462 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2463 checkGLcall("glGetIntegerv");
2464 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2465 checkGLcall("glReadBuffer");
2466 glCopyTexImage2D(GL_TEXTURE_2D,
2475 checkGLcall("glCopyTexImage2D");
2476 glReadBuffer(prevRead);
2479 } else { /* bind the real texture, and make sure it up to date */
2480 surface_internal_preload(iface, SRGB_RGB);
2481 surface_bind_and_dirtify(This, FALSE);
2483 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2485 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2486 glGetTexImage(GL_TEXTURE_2D,
2487 This->glDescription.level,
2489 GL_UNSIGNED_INT_8_8_8_8_REV,
2491 checkGLcall("glTexImage2D");
2493 glBindTexture(GL_TEXTURE_2D, 0);
2494 glDeleteTextures(1, &tmpTexture);
2498 f = fopen(filename, "w+");
2500 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2501 return WINED3DERR_INVALIDCALL;
2503 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2504 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2519 fwrite(&width,2,1,f);
2521 fwrite(&height,2,1,f);
2526 /* 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 */
2528 textureRow = allocatedMemory + (width * (height - 1) *4);
2530 textureRow = allocatedMemory;
2531 for (y = 0 ; y < height; y++) {
2532 for (i = 0; i < width; i++) {
2533 color = *((const DWORD*)textureRow);
2534 fputc((color >> 16) & 0xFF, f); /* B */
2535 fputc((color >> 8) & 0xFF, f); /* G */
2536 fputc((color >> 0) & 0xFF, f); /* R */
2537 fputc((color >> 24) & 0xFF, f); /* A */
2540 /* take two rows of the pointer to the texture memory */
2542 (textureRow-= width << 3);
2545 TRACE("Closing file\n");
2549 IWineD3DSwapChain_Release(swapChain);
2551 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2555 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2556 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2558 const struct GlPixelFormatDesc *glDesc;
2559 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2561 TRACE("(%p) : Calling base function first\n", This);
2562 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2564 /* Setup some glformat defaults */
2565 This->glDescription.glFormat = glDesc->glFormat;
2566 This->glDescription.glFormatInternal = glDesc->glInternal;
2567 This->glDescription.glType = glDesc->glType;
2569 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2570 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2571 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2576 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2577 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2579 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2580 WARN("Surface is locked or the HDC is in use\n");
2581 return WINED3DERR_INVALIDCALL;
2584 if(Mem && Mem != This->resource.allocatedMemory) {
2585 void *release = NULL;
2587 /* Do I have to copy the old surface content? */
2588 if(This->Flags & SFLAG_DIBSECTION) {
2589 /* Release the DC. No need to hold the critical section for the update
2590 * Thread because this thread runs only on front buffers, but this method
2591 * fails for render targets in the check above.
2593 SelectObject(This->hDC, This->dib.holdbitmap);
2594 DeleteDC(This->hDC);
2595 /* Release the DIB section */
2596 DeleteObject(This->dib.DIBsection);
2597 This->dib.bitmap_data = NULL;
2598 This->resource.allocatedMemory = NULL;
2600 This->Flags &= ~SFLAG_DIBSECTION;
2601 } else if(!(This->Flags & SFLAG_USERPTR)) {
2602 release = This->resource.heapMemory;
2603 This->resource.heapMemory = NULL;
2605 This->resource.allocatedMemory = Mem;
2606 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2608 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2609 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2611 /* For client textures opengl has to be notified */
2612 if(This->Flags & SFLAG_CLIENT) {
2613 DWORD oldFlags = This->Flags;
2614 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2615 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2616 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2617 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2620 /* Now free the old memory if any */
2621 HeapFree(GetProcessHeap(), 0, release);
2622 } else if(This->Flags & SFLAG_USERPTR) {
2623 /* LockRect and GetDC will re-create the dib section and allocated memory */
2624 This->resource.allocatedMemory = NULL;
2625 /* HeapMemory should be NULL already */
2626 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2627 This->Flags &= ~SFLAG_USERPTR;
2629 if(This->Flags & SFLAG_CLIENT) {
2630 DWORD oldFlags = This->Flags;
2631 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2632 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2633 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2634 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2640 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2642 /* Flip the surface contents */
2647 front->hDC = back->hDC;
2651 /* Flip the DIBsection */
2654 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2655 tmp = front->dib.DIBsection;
2656 front->dib.DIBsection = back->dib.DIBsection;
2657 back->dib.DIBsection = tmp;
2659 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2660 else front->Flags &= ~SFLAG_DIBSECTION;
2661 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2662 else back->Flags &= ~SFLAG_DIBSECTION;
2665 /* Flip the surface data */
2669 tmp = front->dib.bitmap_data;
2670 front->dib.bitmap_data = back->dib.bitmap_data;
2671 back->dib.bitmap_data = tmp;
2673 tmp = front->resource.allocatedMemory;
2674 front->resource.allocatedMemory = back->resource.allocatedMemory;
2675 back->resource.allocatedMemory = tmp;
2677 tmp = front->resource.heapMemory;
2678 front->resource.heapMemory = back->resource.heapMemory;
2679 back->resource.heapMemory = tmp;
2684 GLuint tmp_pbo = front->pbo;
2685 front->pbo = back->pbo;
2686 back->pbo = tmp_pbo;
2689 /* client_memory should not be different, but just in case */
2692 tmp = front->dib.client_memory;
2693 front->dib.client_memory = back->dib.client_memory;
2694 back->dib.client_memory = tmp;
2697 /* Flip the opengl texture */
2699 glDescriptor tmp_desc = back->glDescription;
2700 back->glDescription = front->glDescription;
2701 front->glDescription = tmp_desc;
2705 DWORD tmp_flags = back->Flags;
2706 back->Flags = front->Flags;
2707 front->Flags = tmp_flags;
2711 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2712 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2713 IWineD3DSwapChainImpl *swapchain = NULL;
2715 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2717 /* Flipping is only supported on RenderTargets and overlays*/
2718 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2719 WARN("Tried to flip a non-render target, non-overlay surface\n");
2720 return WINEDDERR_NOTFLIPPABLE;
2723 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2724 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2726 /* Update the overlay if it is visible */
2727 if(This->overlay_dest) {
2728 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2735 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2736 * FIXME("(%p) Target override is not supported by now\n", This);
2737 * Additionally, it isn't really possible to support triple-buffering
2738 * properly on opengl at all
2742 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2744 ERR("Flipped surface is not on a swapchain\n");
2745 return WINEDDERR_NOTFLIPPABLE;
2748 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2749 * and only d3d8 and d3d9 apps specify the presentation interval
2751 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2752 /* Most common case first to avoid wasting time on all the other cases */
2753 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2754 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2755 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2756 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2757 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2758 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2759 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2761 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2764 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2765 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2766 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2770 /* Does a direct frame buffer -> texture copy. Stretching is done
2771 * with single pixel copy calls
2773 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2774 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2775 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2777 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2780 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2783 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2784 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2787 /* Bind the target texture */
2788 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2789 checkGLcall("glBindTexture");
2791 TRACE("Reading from an offscreen target\n");
2792 upsidedown = !upsidedown;
2793 glReadBuffer(myDevice->offscreenBuffer);
2795 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2796 glReadBuffer(buffer);
2798 checkGLcall("glReadBuffer");
2800 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2801 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2803 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2804 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2806 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2807 ERR("Texture filtering not supported in direct blit\n");
2809 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2810 ERR("Texture filtering not supported in direct blit\n");
2814 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2815 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2816 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2818 glCopyTexSubImage2D(This->glDescription.target,
2819 This->glDescription.level,
2820 drect->x1, drect->y1, /* xoffset, yoffset */
2821 srect->x1, Src->currentDesc.Height - srect->y2,
2822 drect->x2 - drect->x1, drect->y2 - drect->y1);
2824 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2825 /* I have to process this row by row to swap the image,
2826 * otherwise it would be upside down, so stretching in y direction
2827 * doesn't cost extra time
2829 * However, stretching in x direction can be avoided if not necessary
2831 for(row = drect->y1; row < drect->y2; row++) {
2832 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2833 /* Well, that stuff works, but it's very slow.
2834 * find a better way instead
2838 for(col = drect->x1; col < drect->x2; col++) {
2839 glCopyTexSubImage2D(This->glDescription.target,
2840 This->glDescription.level,
2841 drect->x1 + col, row, /* xoffset, yoffset */
2842 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2846 glCopyTexSubImage2D(This->glDescription.target,
2847 This->glDescription.level,
2848 drect->x1, row, /* xoffset, yoffset */
2849 srect->x1, yoffset - (int) (row * yrel),
2850 drect->x2-drect->x1, 1);
2854 checkGLcall("glCopyTexSubImage2D");
2859 /* Uses the hardware to stretch and flip the image */
2860 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2861 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2862 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2864 GLuint src, backup = 0;
2865 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2866 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2867 float left, right, top, bottom; /* Texture coordinates */
2868 UINT fbwidth = Src->currentDesc.Width;
2869 UINT fbheight = Src->currentDesc.Height;
2870 GLenum drawBuffer = GL_BACK;
2871 GLenum texture_target;
2872 BOOL noBackBufferBackup;
2874 TRACE("Using hwstretch blit\n");
2875 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2876 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2877 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2879 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2880 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2881 /* Get it a description */
2882 surface_internal_preload(SrcSurface, SRGB_RGB);
2886 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2887 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2889 if(myDevice->activeContext->aux_buffers >= 2) {
2890 /* Got more than one aux buffer? Use the 2nd aux buffer */
2891 drawBuffer = GL_AUX1;
2892 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2893 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2894 drawBuffer = GL_AUX0;
2897 if(noBackBufferBackup) {
2898 glGenTextures(1, &backup);
2899 checkGLcall("glGenTextures\n");
2900 glBindTexture(GL_TEXTURE_2D, backup);
2901 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2902 texture_target = GL_TEXTURE_2D;
2904 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2905 * we are reading from the back buffer, the backup can be used as source texture
2907 texture_target = Src->glDescription.target;
2908 glBindTexture(texture_target, Src->glDescription.textureName);
2909 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2910 glEnable(texture_target);
2911 checkGLcall("glEnable(texture_target)");
2913 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2914 Src->Flags &= ~SFLAG_INTEXTURE;
2918 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2920 TRACE("Reading from an offscreen target\n");
2921 upsidedown = !upsidedown;
2922 glReadBuffer(myDevice->offscreenBuffer);
2925 /* TODO: Only back up the part that will be overwritten */
2926 glCopyTexSubImage2D(texture_target, 0,
2927 0, 0 /* read offsets */,
2932 checkGLcall("glCopyTexSubImage2D");
2934 /* No issue with overriding these - the sampler is dirty due to blit usage */
2935 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2936 magLookup[Filter - WINED3DTEXF_NONE]);
2937 checkGLcall("glTexParameteri");
2938 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2939 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
2940 checkGLcall("glTexParameteri");
2942 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2943 src = backup ? backup : Src->glDescription.textureName;
2945 glReadBuffer(GL_FRONT);
2946 checkGLcall("glReadBuffer(GL_FRONT)");
2948 glGenTextures(1, &src);
2949 checkGLcall("glGenTextures(1, &src)");
2950 glBindTexture(GL_TEXTURE_2D, src);
2951 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2953 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2954 * out for power of 2 sizes
2956 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2957 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2958 checkGLcall("glTexImage2D");
2959 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2960 0, 0 /* read offsets */,
2965 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2966 checkGLcall("glTexParameteri");
2967 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2968 checkGLcall("glTexParameteri");
2970 glReadBuffer(GL_BACK);
2971 checkGLcall("glReadBuffer(GL_BACK)");
2973 if(texture_target != GL_TEXTURE_2D) {
2974 glDisable(texture_target);
2975 glEnable(GL_TEXTURE_2D);
2976 texture_target = GL_TEXTURE_2D;
2979 checkGLcall("glEnd and previous");
2985 top = Src->currentDesc.Height - srect->y1;
2986 bottom = Src->currentDesc.Height - srect->y2;
2988 top = Src->currentDesc.Height - srect->y2;
2989 bottom = Src->currentDesc.Height - srect->y1;
2992 if(Src->Flags & SFLAG_NORMCOORD) {
2993 left /= Src->pow2Width;
2994 right /= Src->pow2Width;
2995 top /= Src->pow2Height;
2996 bottom /= Src->pow2Height;
2999 /* draw the source texture stretched and upside down. The correct surface is bound already */
3000 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3001 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3003 glDrawBuffer(drawBuffer);
3004 glReadBuffer(drawBuffer);
3008 glTexCoord2f(left, bottom);
3009 glVertex2i(0, fbheight);
3012 glTexCoord2f(left, top);
3013 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3016 glTexCoord2f(right, top);
3017 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3020 glTexCoord2f(right, bottom);
3021 glVertex2i(drect->x2 - drect->x1, fbheight);
3023 checkGLcall("glEnd and previous");
3025 if(texture_target != This->glDescription.target) {
3026 glDisable(texture_target);
3027 glEnable(This->glDescription.target);
3028 texture_target = This->glDescription.target;
3031 /* Now read the stretched and upside down image into the destination texture */
3032 glBindTexture(texture_target, This->glDescription.textureName);
3033 checkGLcall("glBindTexture");
3034 glCopyTexSubImage2D(texture_target,
3036 drect->x1, drect->y1, /* xoffset, yoffset */
3037 0, 0, /* We blitted the image to the origin */
3038 drect->x2 - drect->x1, drect->y2 - drect->y1);
3039 checkGLcall("glCopyTexSubImage2D");
3041 if(drawBuffer == GL_BACK) {
3042 /* Write the back buffer backup back */
3044 if(texture_target != GL_TEXTURE_2D) {
3045 glDisable(texture_target);
3046 glEnable(GL_TEXTURE_2D);
3047 texture_target = GL_TEXTURE_2D;
3049 glBindTexture(GL_TEXTURE_2D, backup);
3050 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3052 if(texture_target != Src->glDescription.target) {
3053 glDisable(texture_target);
3054 glEnable(Src->glDescription.target);
3055 texture_target = Src->glDescription.target;
3057 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3058 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3063 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3067 glTexCoord2f(0.0, 0.0);
3068 glVertex2i(0, fbheight);
3071 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3072 glVertex2i(fbwidth, Src->currentDesc.Height);
3075 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3076 glVertex2i(fbwidth, 0);
3079 /* Restore the old draw buffer */
3080 glDrawBuffer(GL_BACK);
3082 glDisable(texture_target);
3083 checkGLcall("glDisable(texture_target)");
3086 if(src != Src->glDescription.textureName && src != backup) {
3087 glDeleteTextures(1, &src);
3088 checkGLcall("glDeleteTextures(1, &src)");
3091 glDeleteTextures(1, &backup);
3092 checkGLcall("glDeleteTextures(1, &backup)");
3098 /* Not called from the VTable */
3099 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3100 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3101 WINED3DTEXTUREFILTERTYPE Filter)
3104 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3105 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3106 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3108 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3110 /* Get the swapchain. One of the surfaces has to be a primary surface */
3111 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3112 WARN("Destination is in sysmem, rejecting gl blt\n");
3113 return WINED3DERR_INVALIDCALL;
3115 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3116 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3118 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3119 WARN("Src is in sysmem, rejecting gl blt\n");
3120 return WINED3DERR_INVALIDCALL;
3122 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3123 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3126 /* Early sort out of cases where no render target is used */
3127 if(!dstSwapchain && !srcSwapchain &&
3128 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3129 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3130 return WINED3DERR_INVALIDCALL;
3133 /* No destination color keying supported */
3134 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3135 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3136 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3137 return WINED3DERR_INVALIDCALL;
3141 rect.x1 = DestRect->left;
3142 rect.y1 = DestRect->top;
3143 rect.x2 = DestRect->right;
3144 rect.y2 = DestRect->bottom;
3148 rect.x2 = This->currentDesc.Width;
3149 rect.y2 = This->currentDesc.Height;
3152 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3153 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3154 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3155 /* Half-life does a Blt from the back buffer to the front buffer,
3156 * Full surface size, no flags... Use present instead
3158 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3161 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3165 TRACE("Looking if a Present can be done...\n");
3166 /* Source Rectangle must be full surface */
3168 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3169 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3170 TRACE("No, Source rectangle doesn't match\n");
3176 mySrcRect.right = Src->currentDesc.Width;
3177 mySrcRect.bottom = Src->currentDesc.Height;
3179 /* No stretching may occur */
3180 if(mySrcRect.right != rect.x2 - rect.x1 ||
3181 mySrcRect.bottom != rect.y2 - rect.y1) {
3182 TRACE("No, stretching is done\n");
3186 /* Destination must be full surface or match the clipping rectangle */
3187 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3191 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3196 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3199 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3200 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3202 TRACE("No, dest rectangle doesn't match(clipper)\n");
3203 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3204 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3210 if(rect.x1 != 0 || rect.y1 != 0 ||
3211 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3212 TRACE("No, dest rectangle doesn't match(surface size)\n");
3219 /* These flags are unimportant for the flag check, remove them */
3220 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3221 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3223 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3224 * take very long, while a flip is fast.
3225 * This applies to Half-Life, which does such Blts every time it finished
3226 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3227 * menu. This is also used by all apps when they do windowed rendering
3229 * The problem is that flipping is not really the same as copying. After a
3230 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3231 * untouched. Therefore it's necessary to override the swap effect
3232 * and to set it back after the flip.
3234 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3238 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3239 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3241 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3242 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3244 dstSwapchain->presentParms.SwapEffect = orig_swap;
3251 TRACE("Unsupported blit between buffers on the same swapchain\n");
3252 return WINED3DERR_INVALIDCALL;
3253 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3254 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3255 return WINED3DERR_INVALIDCALL;
3256 } else if(dstSwapchain && srcSwapchain) {
3257 FIXME("Implement hardware blit between two different swapchains\n");
3258 return WINED3DERR_INVALIDCALL;
3259 } else if(dstSwapchain) {
3260 if(SrcSurface == myDevice->render_targets[0]) {
3261 TRACE("Blit from active render target to a swapchain\n");
3262 /* Handled with regular texture -> swapchain blit */
3264 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3265 FIXME("Implement blit from a swapchain to the active render target\n");
3266 return WINED3DERR_INVALIDCALL;
3269 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3270 /* Blit from render target to texture */
3272 BOOL upsideDown, stretchx;
3273 BOOL paletteOverride = FALSE;
3275 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3276 TRACE("Color keying not supported by frame buffer to texture blit\n");
3277 return WINED3DERR_INVALIDCALL;
3278 /* Destination color key is checked above */
3281 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3282 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3285 if(SrcRect->top < SrcRect->bottom) {
3286 srect.y1 = SrcRect->top;
3287 srect.y2 = SrcRect->bottom;
3290 srect.y1 = SrcRect->bottom;
3291 srect.y2 = SrcRect->top;
3294 srect.x1 = SrcRect->left;
3295 srect.x2 = SrcRect->right;
3299 srect.x2 = Src->currentDesc.Width;
3300 srect.y2 = Src->currentDesc.Height;
3303 if(rect.x1 > rect.x2) {
3307 upsideDown = !upsideDown;
3310 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3316 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3317 * In this case grab the palette from the render target. */
3318 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3319 paletteOverride = TRUE;
3320 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3321 This->palette = Src->palette;
3324 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3325 * flip the image nor scale it.
3327 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3328 * -> If the app wants a image width an unscaled width, copy it line per line
3329 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3330 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3331 * back buffer. This is slower than reading line per line, thus not used for flipping
3332 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3335 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3336 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3339 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3340 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3341 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3342 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3343 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3344 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3345 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3347 TRACE("Using hardware stretching to flip / stretch the texture\n");
3348 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3351 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3353 This->palette = NULL;
3355 if(!(This->Flags & SFLAG_DONOTFREE)) {
3356 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3357 This->resource.allocatedMemory = NULL;
3358 This->resource.heapMemory = NULL;
3360 This->Flags &= ~SFLAG_INSYSMEM;
3362 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3363 * path is never entered
3365 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3369 /* Blit from offscreen surface to render target */
3370 float glTexCoord[4];
3371 DWORD oldCKeyFlags = Src->CKeyFlags;
3372 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3373 RECT SourceRectangle;
3374 BOOL paletteOverride = FALSE;
3376 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3379 SourceRectangle.left = SrcRect->left;
3380 SourceRectangle.right = SrcRect->right;
3381 SourceRectangle.top = SrcRect->top;
3382 SourceRectangle.bottom = SrcRect->bottom;
3384 SourceRectangle.left = 0;
3385 SourceRectangle.right = Src->currentDesc.Width;
3386 SourceRectangle.top = 0;
3387 SourceRectangle.bottom = Src->currentDesc.Height;
3390 /* When blitting from an offscreen surface to a rendertarget, the source
3391 * surface is not required to have a palette. Our rendering / conversion
3392 * code further down the road retrieves the palette from the surface, so
3393 * it must have a palette set. */
3394 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3395 paletteOverride = TRUE;
3396 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3397 Src->palette = This->palette;
3400 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3401 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3402 TRACE("Using stretch_rect_fbo\n");
3403 /* The source is always a texture, but never the currently active render target, and the texture
3404 * contents are never upside down
3406 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3407 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3409 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3411 Src->palette = NULL;
3415 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3416 /* Fall back to software */
3417 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3418 SourceRectangle.left, SourceRectangle.top,
3419 SourceRectangle.right, SourceRectangle.bottom);
3420 return WINED3DERR_INVALIDCALL;
3423 /* Color keying: Check if we have to do a color keyed blt,
3424 * and if not check if a color key is activated.
3426 * Just modify the color keying parameters in the surface and restore them afterwards
3427 * The surface keeps track of the color key last used to load the opengl surface.
3428 * PreLoad will catch the change to the flags and color key and reload if necessary.
3430 if(Flags & WINEDDBLT_KEYSRC) {
3431 /* Use color key from surface */
3432 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3433 /* Use color key from DDBltFx */
3434 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3435 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3437 /* Do not use color key */
3438 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3441 /* Now load the surface */
3442 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3444 /* Activate the destination context, set it up for blitting */
3445 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3447 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3448 * while OpenGL coordinates are window relative.
3449 * Also beware of the origin difference(top left vs bottom left).
3450 * Also beware that the front buffer's surface size is screen width x screen height,
3451 * whereas the real gl drawable size is the size of the window.
3453 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3455 POINT offset = {0,0};
3457 ClientToScreen(dstSwapchain->win_handle, &offset);
3458 GetClientRect(dstSwapchain->win_handle, &windowsize);
3459 h = windowsize.bottom - windowsize.top;
3460 rect.x1 -= offset.x; rect.x2 -=offset.x;
3461 rect.y1 -= offset.y; rect.y2 -=offset.y;
3462 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3465 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3466 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3470 /* Bind the texture */
3471 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3472 checkGLcall("glBindTexture");
3474 /* Filtering for StretchRect */
3475 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3476 magLookup[Filter - WINED3DTEXF_NONE]);
3477 checkGLcall("glTexParameteri");
3478 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3479 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3480 checkGLcall("glTexParameteri");
3481 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3482 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3483 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3484 checkGLcall("glTexEnvi");
3486 /* This is for color keying */
3487 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3488 glEnable(GL_ALPHA_TEST);
3489 checkGLcall("glEnable GL_ALPHA_TEST");
3491 /* When the primary render target uses P8, the alpha component contains the palette index.
3492 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3493 * should be masked away have alpha set to 0. */
3494 if(primary_render_target_is_p8(myDevice))
3495 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3497 glAlphaFunc(GL_NOTEQUAL, 0.0);
3498 checkGLcall("glAlphaFunc\n");
3500 glDisable(GL_ALPHA_TEST);
3501 checkGLcall("glDisable GL_ALPHA_TEST");
3504 /* Draw a textured quad
3508 glColor3d(1.0f, 1.0f, 1.0f);
3509 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3514 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3515 glVertex3f(rect.x1, rect.y2, 0.0);
3517 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3522 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3527 checkGLcall("glEnd");
3529 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3530 glDisable(GL_ALPHA_TEST);
3531 checkGLcall("glDisable(GL_ALPHA_TEST)");
3534 glBindTexture(Src->glDescription.target, 0);
3535 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3537 /* Restore the color key parameters */
3538 Src->CKeyFlags = oldCKeyFlags;
3539 Src->SrcBltCKey = oldBltCKey;
3541 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3543 Src->palette = NULL;
3547 /* Leave the opengl state valid for blitting */
3548 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3550 /* Flush in case the drawable is used by multiple GL contexts */
3551 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3554 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3555 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3558 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3562 /* Source-Less Blit to render target */
3563 if (Flags & WINEDDBLT_COLORFILL) {
3564 /* This is easy to handle for the D3D Device... */
3567 TRACE("Colorfill\n");
3569 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3570 must be true if we are here */
3571 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3572 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3573 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3574 TRACE("Surface is higher back buffer, falling back to software\n");
3575 return WINED3DERR_INVALIDCALL;
3578 /* The color as given in the Blt function is in the format of the frame-buffer...
3579 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3581 if (This->resource.format == WINED3DFMT_P8) {
3584 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3585 else alpha = 0xFF000000;
3587 if (This->palette) {
3589 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3590 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3591 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3596 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3597 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3600 color = ((0xFF000000) |
3601 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3602 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3603 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3606 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3607 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3608 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3610 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3611 color = DDBltFx->u5.dwFillColor;
3614 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3615 return WINED3DERR_INVALIDCALL;
3618 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3619 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3620 1, /* Number of rectangles */
3621 &rect, WINED3DCLEAR_TARGET, color,
3628 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3629 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3630 return WINED3DERR_INVALIDCALL;
3633 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3634 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3636 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3639 if (Flags & WINEDDBLT_DEPTHFILL) {
3640 switch(This->resource.format) {
3641 case WINED3DFMT_D16_UNORM:
3642 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3644 case WINED3DFMT_D15S1:
3645 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3647 case WINED3DFMT_D24S8:
3648 case WINED3DFMT_D24X8:
3649 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3651 case WINED3DFMT_D32:
3652 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3656 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3659 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3660 DestRect == NULL ? 0 : 1,
3661 (const WINED3DRECT *)DestRect,
3662 WINED3DCLEAR_ZBUFFER,
3668 FIXME("(%p): Unsupp depthstencil blit\n", This);
3669 return WINED3DERR_INVALIDCALL;
3672 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3673 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3674 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3675 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3676 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3677 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3678 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3680 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3682 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3683 return WINEDDERR_SURFACEBUSY;
3686 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3687 * except depth blits, which seem to work
3689 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3690 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3691 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3692 return WINED3DERR_INVALIDCALL;
3693 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3694 TRACE("Z Blit override handled the blit\n");
3699 /* Special cases for RenderTargets */
3700 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3701 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3702 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3705 /* For the rest call the X11 surface implementation.
3706 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3707 * other Blts are rather rare
3709 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3712 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3713 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3715 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3716 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3717 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3718 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3720 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3722 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3723 return WINEDDERR_SURFACEBUSY;
3726 if(myDevice->inScene &&
3727 (iface == myDevice->stencilBufferTarget ||
3728 (Source && Source == myDevice->stencilBufferTarget))) {
3729 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3730 return WINED3DERR_INVALIDCALL;
3733 /* Special cases for RenderTargets */
3734 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3735 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3737 RECT SrcRect, DstRect;
3741 SrcRect.left = rsrc->left;
3742 SrcRect.top= rsrc->top;
3743 SrcRect.bottom = rsrc->bottom;
3744 SrcRect.right = rsrc->right;
3748 SrcRect.right = srcImpl->currentDesc.Width;
3749 SrcRect.bottom = srcImpl->currentDesc.Height;
3752 DstRect.left = dstx;
3754 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3755 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3757 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3758 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3759 Flags |= WINEDDBLT_KEYSRC;
3760 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3761 Flags |= WINEDDBLT_KEYDEST;
3762 if(trans & WINEDDBLTFAST_WAIT)
3763 Flags |= WINEDDBLT_WAIT;
3764 if(trans & WINEDDBLTFAST_DONOTWAIT)
3765 Flags |= WINEDDBLT_DONOTWAIT;
3767 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3771 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3774 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3776 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3778 IWineD3DPaletteImpl *pal = This->palette;
3780 TRACE("(%p)\n", This);
3782 if (!pal) return WINED3D_OK;
3784 if(This->resource.format == WINED3DFMT_P8 ||
3785 This->resource.format == WINED3DFMT_A8P8)
3788 GLenum format, internal, type;
3789 CONVERT_TYPES convert;
3791 /* Check if we are using a RTL mode which uses texturing for uploads */
3792 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3794 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3795 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
3797 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3799 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3800 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3802 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3803 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3805 /* Re-upload the palette */
3806 d3dfmt_p8_upload_palette(iface, convert);
3808 if(!(This->Flags & SFLAG_INSYSMEM)) {
3809 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3810 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3812 TRACE("Dirtifying surface\n");
3813 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3817 if(This->Flags & SFLAG_DIBSECTION) {
3818 TRACE("(%p): Updating the hdc's palette\n", This);
3819 for (n=0; n<256; n++) {
3820 col[n].rgbRed = pal->palents[n].peRed;
3821 col[n].rgbGreen = pal->palents[n].peGreen;
3822 col[n].rgbBlue = pal->palents[n].peBlue;
3823 col[n].rgbReserved = 0;
3825 SetDIBColorTable(This->hDC, 0, 256, col);
3828 /* Propagate the changes to the drawable when we have a palette. */
3829 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3830 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3835 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3836 /** Check against the maximum texture sizes supported by the video card **/
3837 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3838 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
3839 unsigned int pow2Width, pow2Height;
3841 /* Setup some glformat defaults */
3842 This->glDescription.glFormat = glDesc->glFormat;
3843 This->glDescription.glFormatInternal = glDesc->glInternal;
3844 This->glDescription.glType = glDesc->glType;
3846 This->glDescription.textureName = 0;
3847 This->glDescription.target = GL_TEXTURE_2D;
3849 /* Non-power2 support */
3850 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3851 pow2Width = This->currentDesc.Width;
3852 pow2Height = This->currentDesc.Height;
3854 /* Find the nearest pow2 match */
3855 pow2Width = pow2Height = 1;
3856 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3857 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3859 This->pow2Width = pow2Width;
3860 This->pow2Height = pow2Height;
3862 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3863 WINED3DFORMAT Format = This->resource.format;
3864 /** TODO: add support for non power two compressed textures **/
3865 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3866 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3867 || This->resource.format == WINED3DFMT_ATI2N) {
3868 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3869 This, This->currentDesc.Width, This->currentDesc.Height);
3870 return WINED3DERR_NOTAVAILABLE;
3874 if(pow2Width != This->currentDesc.Width ||
3875 pow2Height != This->currentDesc.Height) {
3876 This->Flags |= SFLAG_NONPOW2;
3879 TRACE("%p\n", This);
3880 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3881 /* one of three options
3882 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)
3883 2: Set the texture to the maximum size (bad idea)
3884 3: WARN and return WINED3DERR_NOTAVAILABLE;
3885 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.
3887 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
3888 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
3889 This->Flags |= SFLAG_OVERSIZE;
3891 /* This will be initialized on the first blt */
3892 This->glRect.left = 0;
3893 This->glRect.top = 0;
3894 This->glRect.right = 0;
3895 This->glRect.bottom = 0;
3897 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3898 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3899 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3900 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3902 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3903 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3905 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3906 This->pow2Width = This->currentDesc.Width;
3907 This->pow2Height = This->currentDesc.Height;
3908 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3911 /* No oversize, gl rect is the full texture size */
3912 This->Flags &= ~SFLAG_OVERSIZE;
3913 This->glRect.left = 0;
3914 This->glRect.top = 0;
3915 This->glRect.right = This->pow2Width;
3916 This->glRect.bottom = This->pow2Height;
3919 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3920 switch(wined3d_settings.offscreen_rendering_mode) {
3921 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3922 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3923 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3927 This->Flags |= SFLAG_INSYSMEM;
3932 struct depth_blt_info
3936 enum tex_types tex_type;
3937 GLfloat coords[4][3];
3940 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3942 GLfloat (*coords)[3] = info->coords;
3947 FIXME("Unsupported texture target %#x\n", target);
3948 /* Fall back to GL_TEXTURE_2D */
3950 info->binding = GL_TEXTURE_BINDING_2D;
3951 info->bind_target = GL_TEXTURE_2D;
3952 info->tex_type = tex_2d;
3953 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
3954 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
3955 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3956 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3959 case GL_TEXTURE_RECTANGLE_ARB:
3960 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3961 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3962 info->tex_type = tex_rect;
3963 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
3964 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
3965 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3966 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3969 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3970 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3971 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3972 info->tex_type = tex_cube;
3973 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3974 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3975 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3976 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3978 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3979 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3980 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3981 info->tex_type = tex_cube;
3982 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3983 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3984 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3985 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
3987 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3988 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3989 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3990 info->tex_type = tex_cube;
3991 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
3992 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
3993 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3994 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3996 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3997 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3998 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3999 info->tex_type = tex_cube;
4000 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4001 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4002 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4003 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4005 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4006 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4007 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4008 info->tex_type = tex_cube;
4009 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4010 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4011 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4012 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4014 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4015 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4016 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4017 info->tex_type = tex_cube;
4018 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4019 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4020 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4021 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4025 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4027 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4028 struct depth_blt_info info;
4029 GLint old_binding = 0;
4031 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4033 glDisable(GL_CULL_FACE);
4035 glDisable(GL_ALPHA_TEST);
4036 glDisable(GL_SCISSOR_TEST);
4037 glDisable(GL_STENCIL_TEST);
4038 glEnable(GL_DEPTH_TEST);
4039 glDepthFunc(GL_ALWAYS);
4040 glDepthMask(GL_TRUE);
4041 glBlendFunc(GL_ZERO, GL_ONE);
4042 glViewport(0, 0, w, h);
4044 surface_get_depth_blt_info(target, w, h, &info);
4045 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4046 glGetIntegerv(info.binding, &old_binding);
4047 glBindTexture(info.bind_target, texture);
4049 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4051 glBegin(GL_TRIANGLE_STRIP);
4052 glTexCoord3fv(info.coords[0]);
4053 glVertex2f(-1.0f, -1.0f);
4054 glTexCoord3fv(info.coords[1]);
4055 glVertex2f(1.0f, -1.0f);
4056 glTexCoord3fv(info.coords[2]);
4057 glVertex2f(-1.0f, 1.0f);
4058 glTexCoord3fv(info.coords[3]);
4059 glVertex2f(1.0f, 1.0f);
4062 glBindTexture(info.bind_target, old_binding);
4066 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4069 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4070 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4072 TRACE("(%p) New location %#x\n", This, location);
4074 if (location & ~SFLAG_DS_LOCATIONS) {
4075 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4078 This->Flags &= ~SFLAG_DS_LOCATIONS;
4079 This->Flags |= location;
4082 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4083 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4084 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4086 TRACE("(%p) New location %#x\n", This, location);
4088 /* TODO: Make this work for modes other than FBO */
4089 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4091 if (This->Flags & location) {
4092 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4096 if (This->current_renderbuffer) {
4097 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4101 if (location == SFLAG_DS_OFFSCREEN) {
4102 if (This->Flags & SFLAG_DS_ONSCREEN) {
4103 GLint old_binding = 0;
4106 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4110 if (!device->depth_blt_texture) {
4111 glGenTextures(1, &device->depth_blt_texture);
4114 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4115 * directly on the FBO texture. That's because we need to flip. */
4116 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4117 if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4118 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4119 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4121 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4122 bind_target = GL_TEXTURE_2D;
4124 glBindTexture(bind_target, device->depth_blt_texture);
4125 glCopyTexImage2D(bind_target,
4126 This->glDescription.level,
4127 This->glDescription.glFormatInternal,
4130 This->currentDesc.Width,
4131 This->currentDesc.Height,
4133 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4134 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4135 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4136 glBindTexture(bind_target, old_binding);
4138 /* Setup the destination */
4139 if (!device->depth_blt_rb) {
4140 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4141 checkGLcall("glGenRenderbuffersEXT");
4143 if (device->depth_blt_rb_w != This->currentDesc.Width
4144 || device->depth_blt_rb_h != This->currentDesc.Height) {
4145 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4146 checkGLcall("glBindRenderbufferEXT");
4147 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4148 checkGLcall("glRenderbufferStorageEXT");
4149 device->depth_blt_rb_w = This->currentDesc.Width;
4150 device->depth_blt_rb_h = This->currentDesc.Height;
4153 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4154 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4155 checkGLcall("glFramebufferRenderbufferEXT");
4156 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4158 /* Do the actual blit */
4159 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4160 checkGLcall("depth_blt");
4162 if (device->activeContext->current_fbo) {
4163 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4165 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4166 checkGLcall("glBindFramebuffer()");
4171 FIXME("No up to date depth stencil location\n");
4173 } else if (location == SFLAG_DS_ONSCREEN) {
4174 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4175 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4179 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4180 checkGLcall("glBindFramebuffer()");
4181 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4182 checkGLcall("depth_blt");
4184 if (device->activeContext->current_fbo) {
4185 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4186 checkGLcall("glBindFramebuffer()");
4191 FIXME("No up to date depth stencil location\n");
4194 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4197 This->Flags |= location;
4200 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4201 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4202 IWineD3DBaseTexture *texture;
4203 IWineD3DSurfaceImpl *overlay;
4205 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4206 persistent ? "TRUE" : "FALSE");
4208 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4209 IWineD3DSwapChain *swapchain = NULL;
4211 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4212 TRACE("Surface %p is an onscreen surface\n", iface);
4214 IWineD3DSwapChain_Release(swapchain);
4216 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4217 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4222 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4223 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4224 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4225 TRACE("Passing to container\n");
4226 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4227 IWineD3DBaseTexture_Release(texture);
4230 This->Flags &= ~SFLAG_LOCATIONS;
4231 This->Flags |= flag;
4233 /* Redraw emulated overlays, if any */
4234 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4235 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4236 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4240 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4241 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4242 TRACE("Passing to container\n");
4243 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4244 IWineD3DBaseTexture_Release(texture);
4247 This->Flags &= ~flag;
4250 if(!(This->Flags & SFLAG_LOCATIONS)) {
4251 ERR("%p: Surface does not have any up to date location\n", This);
4267 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4269 f->l = ((r->left * 2.0f) / w) - 1.0f;
4270 f->t = ((r->top * 2.0f) / h) - 1.0f;
4271 f->r = ((r->right * 2.0f) / w) - 1.0f;
4272 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4275 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4276 struct coords coords[4];
4278 IWineD3DSwapChain *swapchain;
4279 IWineD3DBaseTexture *texture;
4280 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4282 struct float_rect f;
4289 rect.right = This->currentDesc.Width;
4290 rect.bottom = This->currentDesc.Height;
4293 switch(This->glDescription.target)
4296 bind_target = GL_TEXTURE_2D;
4298 coords[0].x = (float)rect.left / This->pow2Width;
4299 coords[0].y = (float)rect.top / This->pow2Height;
4302 coords[1].x = (float)rect.left / This->pow2Width;
4303 coords[1].y = (float)rect.bottom / This->pow2Height;
4306 coords[2].x = (float)rect.right / This->pow2Width;
4307 coords[2].y = (float)rect.bottom / This->pow2Height;
4310 coords[3].x = (float)rect.right / This->pow2Width;
4311 coords[3].y = (float)rect.top / This->pow2Height;
4315 case GL_TEXTURE_RECTANGLE_ARB:
4316 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4317 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4318 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4319 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4320 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4323 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4324 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4325 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4326 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4327 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4328 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4329 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4332 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4333 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4334 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4335 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4336 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4337 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4338 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4341 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4342 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4343 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4344 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4345 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4346 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4347 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4350 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4351 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4352 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4353 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4354 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4355 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4356 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4359 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4360 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4361 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4362 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4363 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4364 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4365 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4368 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4369 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4370 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4371 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4372 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4373 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4374 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4378 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4382 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4385 glEnable(bind_target);
4386 checkGLcall("glEnable(bind_target)");
4387 glBindTexture(bind_target, This->glDescription.textureName);
4388 checkGLcall("bind_target, This->glDescription.textureName)");
4389 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4390 checkGLcall("glTexParameteri");
4391 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4392 checkGLcall("glTexParameteri");
4394 if (device->render_offscreen)
4396 LONG tmp = rect.top;
4397 rect.top = rect.bottom;
4402 glTexCoord3fv(&coords[0].x);
4403 glVertex2i(rect.left, rect.top);
4405 glTexCoord3fv(&coords[1].x);
4406 glVertex2i(rect.left, rect.bottom);
4408 glTexCoord3fv(&coords[2].x);
4409 glVertex2i(rect.right, rect.bottom);
4411 glTexCoord3fv(&coords[3].x);
4412 glVertex2i(rect.right, rect.top);
4414 checkGLcall("glEnd");
4416 glDisable(bind_target);
4417 checkGLcall("glDisable(bind_target)");
4421 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4423 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4424 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4425 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4428 IWineD3DSwapChain_Release(swapchain);
4430 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4431 * reset properly next draw
4433 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4435 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4436 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4437 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4438 IWineD3DBaseTexture_Release(texture);
4443 /*****************************************************************************
4444 * IWineD3DSurface::LoadLocation
4446 * Copies the current surface data from wherever it is to the requested
4447 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4448 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4449 * multiple locations, the gl texture is preferred over the drawable, which is
4450 * preferred over system memory. The PBO counts as system memory. If rect is
4451 * not NULL, only the specified rectangle is copied (only supported for
4452 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4453 * location is marked up to date after the copy.
4456 * flag: Surface location flag to be updated
4457 * rect: rectangle to be copied
4460 * WINED3D_OK on success
4461 * WINED3DERR_DEVICELOST on an internal error
4463 *****************************************************************************/
4464 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4465 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4466 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4467 IWineD3DSwapChain *swapchain = NULL;
4468 GLenum format, internal, type;
4469 CONVERT_TYPES convert;
4471 int width, pitch, outpitch;
4473 BOOL drawable_read_ok = TRUE;
4475 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4476 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4477 TRACE("Surface %p is an onscreen surface\n", iface);
4479 IWineD3DSwapChain_Release(swapchain);
4481 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4482 * Prefer SFLAG_INTEXTURE. */
4483 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4484 drawable_read_ok = FALSE;
4488 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4490 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4493 if(This->Flags & flag) {
4494 TRACE("Location already up to date\n");
4498 if(!(This->Flags & SFLAG_LOCATIONS)) {
4499 ERR("%p: Surface does not have any up to date location\n", This);
4500 This->Flags |= SFLAG_LOST;
4501 return WINED3DERR_DEVICELOST;
4504 if(flag == SFLAG_INSYSMEM) {
4505 surface_prepare_system_memory(This);
4507 /* Download the surface to system memory */
4508 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4509 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4510 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4512 surface_download_data(This);
4514 read_from_framebuffer(This, rect,
4515 This->resource.allocatedMemory,
4516 IWineD3DSurface_GetPitch(iface));
4518 } else if(flag == SFLAG_INDRAWABLE) {
4519 if(This->Flags & SFLAG_INTEXTURE) {
4520 surface_blt_to_drawable(This, rect);
4522 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4523 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4524 * values, otherwise we get incorrect values in the target. For now go the slow way
4525 * via a system memory copy
4527 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4530 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4532 /* The width is in 'length' not in bytes */
4533 width = This->currentDesc.Width;
4534 pitch = IWineD3DSurface_GetPitch(iface);
4536 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4537 * but it isn't set (yet) in all cases it is getting called. */
4538 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4539 TRACE("Removing the pbo attached to surface %p\n", This);
4540 surface_remove_pbo(This);
4543 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4544 int height = This->currentDesc.Height;
4546 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4547 outpitch = width * bpp;
4548 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4550 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4552 ERR("Out of memory %d, %d!\n", outpitch, height);
4553 return WINED3DERR_OUTOFVIDEOMEMORY;
4555 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4557 This->Flags |= SFLAG_CONVERTED;
4559 This->Flags &= ~SFLAG_CONVERTED;
4560 mem = This->resource.allocatedMemory;
4563 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4565 /* Don't delete PBO memory */
4566 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4567 HeapFree(GetProcessHeap(), 0, mem);
4569 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4570 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4571 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4572 } else { /* Upload from system memory */
4573 BOOL srgb = flag == SFLAG_INSRGBTEX;
4574 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4575 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4578 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4579 /* Performance warning ... */
4580 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4581 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4584 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4585 /* Performance warning ... */
4586 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4587 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4591 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4592 surface_bind_and_dirtify(This, srgb);
4594 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4595 This->Flags |= SFLAG_GLCKEY;
4596 This->glCKey = This->SrcBltCKey;
4598 else This->Flags &= ~SFLAG_GLCKEY;
4600 /* The width is in 'length' not in bytes */
4601 width = This->currentDesc.Width;
4602 pitch = IWineD3DSurface_GetPitch(iface);
4604 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4605 * but it isn't set (yet) in all cases it is getting called. */
4606 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4607 TRACE("Removing the pbo attached to surface %p\n", This);
4608 surface_remove_pbo(This);
4611 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4612 int height = This->currentDesc.Height;
4614 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4615 outpitch = width * bpp;
4616 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4618 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4620 ERR("Out of memory %d, %d!\n", outpitch, height);
4621 return WINED3DERR_OUTOFVIDEOMEMORY;
4623 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4625 This->Flags |= SFLAG_CONVERTED;
4626 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4627 d3dfmt_p8_upload_palette(iface, convert);
4628 This->Flags &= ~SFLAG_CONVERTED;
4629 mem = This->resource.allocatedMemory;
4631 This->Flags &= ~SFLAG_CONVERTED;
4632 mem = This->resource.allocatedMemory;
4635 /* Make sure the correct pitch is used */
4637 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4640 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4641 TRACE("non power of two support\n");
4642 if(!(This->Flags & alloc_flag)) {
4643 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4644 This->Flags |= alloc_flag;
4646 if (mem || (This->Flags & SFLAG_PBO)) {
4647 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4650 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4651 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4653 if(!(This->Flags & alloc_flag)) {
4654 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4655 This->Flags |= alloc_flag;
4657 if (mem || (This->Flags & SFLAG_PBO)) {
4658 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4662 /* Restore the default pitch */
4664 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4667 /* Don't delete PBO memory */
4668 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4669 HeapFree(GetProcessHeap(), 0, mem);
4674 This->Flags |= flag;
4677 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4678 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4679 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4680 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4686 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4688 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4689 IWineD3DSwapChain *swapchain = NULL;
4691 /* Update the drawable size method */
4693 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4696 This->get_drawable_size = get_drawable_size_swapchain;
4697 IWineD3DSwapChain_Release(swapchain);
4698 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4699 switch(wined3d_settings.offscreen_rendering_mode) {
4700 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4701 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4702 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4706 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4709 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4710 return SURFACE_OPENGL;
4713 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4714 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4717 /* If there's no destination surface there is nothing to do */
4718 if(!This->overlay_dest) return WINED3D_OK;
4720 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4721 * update the overlay. Prevent an endless recursion
4723 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4726 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4727 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4728 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4729 NULL, WINED3DTEXF_LINEAR);
4730 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4735 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4738 IWineD3DBaseSurfaceImpl_QueryInterface,
4739 IWineD3DBaseSurfaceImpl_AddRef,
4740 IWineD3DSurfaceImpl_Release,
4741 /* IWineD3DResource */
4742 IWineD3DBaseSurfaceImpl_GetParent,
4743 IWineD3DBaseSurfaceImpl_GetDevice,
4744 IWineD3DBaseSurfaceImpl_SetPrivateData,
4745 IWineD3DBaseSurfaceImpl_GetPrivateData,
4746 IWineD3DBaseSurfaceImpl_FreePrivateData,
4747 IWineD3DBaseSurfaceImpl_SetPriority,
4748 IWineD3DBaseSurfaceImpl_GetPriority,
4749 IWineD3DSurfaceImpl_PreLoad,
4750 IWineD3DSurfaceImpl_UnLoad,
4751 IWineD3DBaseSurfaceImpl_GetType,
4752 /* IWineD3DSurface */
4753 IWineD3DBaseSurfaceImpl_GetContainer,
4754 IWineD3DBaseSurfaceImpl_GetDesc,
4755 IWineD3DSurfaceImpl_LockRect,
4756 IWineD3DSurfaceImpl_UnlockRect,
4757 IWineD3DSurfaceImpl_GetDC,
4758 IWineD3DSurfaceImpl_ReleaseDC,
4759 IWineD3DSurfaceImpl_Flip,
4760 IWineD3DSurfaceImpl_Blt,
4761 IWineD3DBaseSurfaceImpl_GetBltStatus,
4762 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4763 IWineD3DBaseSurfaceImpl_IsLost,
4764 IWineD3DBaseSurfaceImpl_Restore,
4765 IWineD3DSurfaceImpl_BltFast,
4766 IWineD3DBaseSurfaceImpl_GetPalette,
4767 IWineD3DBaseSurfaceImpl_SetPalette,
4768 IWineD3DSurfaceImpl_RealizePalette,
4769 IWineD3DBaseSurfaceImpl_SetColorKey,
4770 IWineD3DBaseSurfaceImpl_GetPitch,
4771 IWineD3DSurfaceImpl_SetMem,
4772 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4773 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4774 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4775 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4776 IWineD3DBaseSurfaceImpl_SetClipper,
4777 IWineD3DBaseSurfaceImpl_GetClipper,
4779 IWineD3DSurfaceImpl_LoadTexture,
4780 IWineD3DSurfaceImpl_BindTexture,
4781 IWineD3DSurfaceImpl_SaveSnapshot,
4782 IWineD3DSurfaceImpl_SetContainer,
4783 IWineD3DSurfaceImpl_GetGlDesc,
4784 IWineD3DBaseSurfaceImpl_GetData,
4785 IWineD3DSurfaceImpl_SetFormat,
4786 IWineD3DSurfaceImpl_PrivateSetup,
4787 IWineD3DSurfaceImpl_ModifyLocation,
4788 IWineD3DSurfaceImpl_LoadLocation,
4789 IWineD3DSurfaceImpl_GetImplType,
4790 IWineD3DSurfaceImpl_DrawOverlay
4792 #undef GLINFO_LOCATION
4794 #define GLINFO_LOCATION device->adapter->gl_info
4795 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4796 static void ffp_blit_free(IWineD3DDevice *iface) { }
4798 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4800 checkGLcall("glEnable(textype)");
4804 static void ffp_blit_unset(IWineD3DDevice *iface) {
4805 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4806 glDisable(GL_TEXTURE_2D);
4807 checkGLcall("glDisable(GL_TEXTURE_2D)");
4808 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4809 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4810 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4812 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4813 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4814 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4818 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4820 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4822 TRACE("Checking support for fixup:\n");
4823 dump_color_fixup_desc(fixup);
4826 /* We only support identity conversions. */
4827 if (is_identity_fixup(fixup))
4833 TRACE("[FAILED]\n");
4837 const struct blit_shader ffp_blit = {
4842 ffp_blit_color_fixup_supported