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
13 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
73 context_release(context);
76 if (This->flags & SFLAG_DIBSECTION)
79 SelectObject(This->hDC, This->dib.holdbitmap);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup(&This->resource);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
108 switch (wined3d_settings.offscreen_rendering_mode)
111 surface->get_drawable_size = get_drawable_size_fbo;
115 surface->get_drawable_size = get_drawable_size_backbuffer;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
124 surface->container.type = type;
125 surface->container.u.base = container;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
160 FIXME("Unsupported texture target %#x\n", target);
161 /* Fall back to GL_TEXTURE_2D */
163 info->binding = GL_TEXTURE_BINDING_2D;
164 info->bind_target = GL_TEXTURE_2D;
165 info->tex_type = tex_2d;
166 coords[0][0] = (float)rect->left / w;
167 coords[0][1] = (float)rect->top / h;
170 coords[1][0] = (float)rect->right / w;
171 coords[1][1] = (float)rect->top / h;
174 coords[2][0] = (float)rect->left / w;
175 coords[2][1] = (float)rect->bottom / h;
178 coords[3][0] = (float)rect->right / w;
179 coords[3][1] = (float)rect->bottom / h;
183 case GL_TEXTURE_RECTANGLE_ARB:
184 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186 info->tex_type = tex_rect;
187 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
188 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
189 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
190 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196 info->tex_type = tex_cube;
197 cube_coords_float(rect, w, h, &f);
199 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
200 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
201 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
202 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208 info->tex_type = tex_cube;
209 cube_coords_float(rect, w, h, &f);
211 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
212 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
213 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
214 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220 info->tex_type = tex_cube;
221 cube_coords_float(rect, w, h, &f);
223 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
224 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
225 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
226 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
236 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
237 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
238 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
248 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
249 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
250 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
260 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
261 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
262 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
270 *rect_out = *rect_in;
275 rect_out->right = This->currentDesc.Width;
276 rect_out->bottom = This->currentDesc.Height;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
283 struct blt_info info;
285 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
287 glEnable(info.bind_target);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info.bind_target, src_surface->texture_name);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296 wined3d_gl_mag_filter(magLookup, Filter));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP);
308 glTexCoord3fv(info.coords[0]);
309 glVertex2i(dst_rect->left, dst_rect->top);
311 glTexCoord3fv(info.coords[1]);
312 glVertex2i(dst_rect->right, dst_rect->top);
314 glTexCoord3fv(info.coords[2]);
315 glVertex2i(dst_rect->left, dst_rect->bottom);
317 glTexCoord3fv(info.coords[3]);
318 glVertex2i(dst_rect->right, dst_rect->bottom);
321 /* Unbind the texture */
322 glBindTexture(info.bind_target, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
329 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
330 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
336 static void surface_realize_palette(IWineD3DSurfaceImpl *surface)
338 struct wined3d_palette *palette = surface->palette;
340 TRACE("surface %p.\n", surface);
342 if (!palette) return;
344 if (surface->resource.format->id == WINED3DFMT_P8_UINT
345 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
347 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
349 /* Make sure the texture is up to date. This call doesn't do
350 * anything if the texture is already up to date. */
351 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
353 /* We want to force a palette refresh, so mark the drawable as not being up to date */
354 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
358 if (!(surface->flags & SFLAG_INSYSMEM))
360 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
361 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
363 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
367 if (surface->flags & SFLAG_DIBSECTION)
372 TRACE("Updating the DC's palette.\n");
374 for (i = 0; i < 256; ++i)
376 col[i].rgbRed = palette->palents[i].peRed;
377 col[i].rgbGreen = palette->palents[i].peGreen;
378 col[i].rgbBlue = palette->palents[i].peBlue;
379 col[i].rgbReserved = 0;
381 SetDIBColorTable(surface->hDC, 0, 256, col);
384 /* Propagate the changes to the drawable when we have a palette. */
385 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
386 surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
389 static HRESULT surface_draw_overlay(IWineD3DSurfaceImpl *surface)
393 /* If there's no destination surface there is nothing to do. */
394 if (!surface->overlay_dest)
397 /* Blt calls ModifyLocation on the dest surface, which in turn calls
398 * DrawOverlay to update the overlay. Prevent an endless recursion. */
399 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
402 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
403 hr = IWineD3DSurface_Blt((IWineD3DSurface *)surface->overlay_dest,
404 &surface->overlay_destrect, (IWineD3DSurface *)surface, &surface->overlay_srcrect,
405 WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
406 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
411 /* Context activation is done by the caller. */
412 static void surface_remove_pbo(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
414 if (!surface->resource.heapMemory)
416 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
417 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
418 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
423 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
424 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
425 surface->resource.size, surface->resource.allocatedMemory));
426 checkGLcall("glGetBufferSubDataARB");
427 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
428 checkGLcall("glDeleteBuffersARB");
432 surface->flags &= ~SFLAG_PBO;
435 /* Do not call while under the GL lock. */
436 static void surface_unload(struct wined3d_resource *resource)
438 IWineD3DSurfaceImpl *surface = surface_from_resource(resource);
439 IWineD3DDeviceImpl *device = resource->device;
440 const struct wined3d_gl_info *gl_info;
441 renderbuffer_entry_t *entry, *entry2;
442 struct wined3d_context *context;
444 TRACE("surface %p.\n", surface);
446 if (resource->pool == WINED3DPOOL_DEFAULT)
448 /* Default pool resources are supposed to be destroyed before Reset is called.
449 * Implicit resources stay however. So this means we have an implicit render target
450 * or depth stencil. The content may be destroyed, but we still have to tear down
451 * opengl resources, so we cannot leave early.
453 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
454 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
455 * or the depth stencil into an FBO the texture or render buffer will be removed
456 * and all flags get lost
458 surface_init_sysmem(surface);
462 /* Load the surface into system memory */
463 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
464 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
466 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
467 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
468 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
470 context = context_acquire(device, NULL);
471 gl_info = context->gl_info;
473 /* Destroy PBOs, but load them into real sysmem before */
474 if (surface->flags & SFLAG_PBO)
475 surface_remove_pbo(surface, gl_info);
477 /* Destroy fbo render buffers. This is needed for implicit render targets, for
478 * all application-created targets the application has to release the surface
479 * before calling _Reset
481 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, renderbuffer_entry_t, entry)
484 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
486 list_remove(&entry->entry);
487 HeapFree(GetProcessHeap(), 0, entry);
489 list_init(&surface->renderbuffers);
490 surface->current_renderbuffer = NULL;
492 /* If we're in a texture, the texture name belongs to the texture.
493 * Otherwise, destroy it. */
494 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
497 glDeleteTextures(1, &surface->texture_name);
498 surface->texture_name = 0;
499 glDeleteTextures(1, &surface->texture_name_srgb);
500 surface->texture_name_srgb = 0;
504 context_release(context);
506 resource_unload(resource);
509 static const struct wined3d_resource_ops surface_resource_ops =
514 static const struct wined3d_surface_ops surface_ops =
516 surface_realize_palette,
517 surface_draw_overlay,
520 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
521 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
522 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
523 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
525 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
526 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
527 void (*cleanup)(IWineD3DSurfaceImpl *This);
528 unsigned int resource_size;
531 if (multisample_quality > 0)
533 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
534 multisample_quality = 0;
537 /* Quick lockable sanity check.
538 * TODO: remove this after surfaces, usage and lockability have been debugged properly
539 * this function is too deep to need to care about things like this.
540 * Levels need to be checked too, since they all affect what can be done. */
543 case WINED3DPOOL_SCRATCH:
546 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
547 "which are mutually exclusive, setting lockable to TRUE.\n");
552 case WINED3DPOOL_SYSTEMMEM:
554 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
557 case WINED3DPOOL_MANAGED:
558 if (usage & WINED3DUSAGE_DYNAMIC)
559 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
562 case WINED3DPOOL_DEFAULT:
563 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
564 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
568 FIXME("Unknown pool %#x.\n", pool);
572 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
574 FIXME("Trying to create a render target that isn't in the default pool.\n");
577 /* FIXME: Check that the format is supported by the device. */
579 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
580 if (!resource_size) return WINED3DERR_INVALIDCALL;
582 /* Look at the implementation and set the correct Vtable. */
583 switch (surface_type)
586 surface->lpVtbl = &IWineD3DSurface_Vtbl;
587 cleanup = surface_cleanup;
591 surface->lpVtbl = &IWineGDISurface_Vtbl;
592 cleanup = surface_gdi_cleanup;
596 ERR("Requested unknown surface implementation %#x.\n", surface_type);
597 return WINED3DERR_INVALIDCALL;
600 hr = resource_init(&surface->resource, WINED3DRTYPE_SURFACE, device, resource_size,
601 usage, format, pool, parent, parent_ops, &surface_resource_ops);
604 WARN("Failed to initialize resource, returning %#x.\n", hr);
608 /* "Standalone" surface. */
609 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
611 surface->currentDesc.Width = width;
612 surface->currentDesc.Height = height;
613 surface->currentDesc.MultiSampleType = multisample_type;
614 surface->currentDesc.MultiSampleQuality = multisample_quality;
615 surface->texture_level = level;
616 list_init(&surface->overlays);
619 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
620 if (discard) surface->flags |= SFLAG_DISCARD;
621 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
623 /* Mark the texture as dirty so that it gets loaded first time around. */
624 surface_add_dirty_rect(surface, NULL);
625 list_init(&surface->renderbuffers);
627 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
629 /* Call the private setup routine */
630 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
633 ERR("Private setup failed, returning %#x\n", hr);
641 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
643 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
646 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
651 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
655 name = &surface->texture_name_srgb;
656 flag = SFLAG_INSRGBTEX;
660 name = &surface->texture_name;
661 flag = SFLAG_INTEXTURE;
664 if (!*name && new_name)
666 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
667 * surface has no texture name yet. See if we can get rid of this. */
668 if (surface->flags & flag)
669 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
670 surface_modify_location(surface, flag, FALSE);
674 surface_force_reload(surface);
677 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
679 TRACE("surface %p, target %#x.\n", surface, target);
681 if (surface->texture_target != target)
683 if (target == GL_TEXTURE_RECTANGLE_ARB)
685 surface->flags &= ~SFLAG_NORMCOORD;
687 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
689 surface->flags |= SFLAG_NORMCOORD;
692 surface->texture_target = target;
693 surface_force_reload(surface);
696 /* Context activation is done by the caller. */
697 void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb)
699 TRACE("surface %p, srgb %#x.\n", surface, srgb);
701 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
703 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
705 TRACE("Passing to container (%p).\n", texture);
706 texture->baseTexture.texture_ops->texture_bind(texture, srgb);
710 GLuint *name = srgb ? &surface->texture_name_srgb : &surface->texture_name;
712 if (surface->texture_level)
714 ERR("Standalone surface %p is non-zero texture level %u.\n",
715 surface, surface->texture_level);
722 glGenTextures(1, name);
723 checkGLcall("glGenTextures");
725 TRACE("Surface %p given name %u.\n", surface, *name);
727 glBindTexture(surface->texture_target, *name);
728 checkGLcall("glBindTexture");
729 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
730 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
731 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
732 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
733 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
734 checkGLcall("glTexParameteri");
738 glBindTexture(surface->texture_target, *name);
739 checkGLcall("glBindTexture");
746 /* Context activation is done by the caller. */
747 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
748 DWORD active_sampler;
750 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
751 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
752 * gl states. The current texture unit should always be a valid one.
754 * To be more specific, this is tricky because we can implicitly be called
755 * from sampler() in state.c. This means we can't touch anything other than
756 * whatever happens to be the currently active texture, or we would risk
757 * marking already applied sampler states dirty again.
759 * TODO: Track the current active texture per GL context instead of using glGet
761 GLint active_texture;
763 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
765 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
767 if (active_sampler != WINED3D_UNMAPPED_STAGE)
769 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
771 surface_bind(This, srgb);
774 /* This function checks if the primary render target uses the 8bit paletted format. */
775 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
777 if (device->render_targets && device->render_targets[0])
779 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
780 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
781 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
787 /* This call just downloads data, the caller is responsible for binding the
788 * correct texture. */
789 /* Context activation is done by the caller. */
790 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
792 const struct wined3d_format *format = This->resource.format;
794 /* Only support read back of converted P8 surfaces */
795 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
797 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
803 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
805 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
806 This, This->texture_level, format->glFormat, format->glType,
807 This->resource.allocatedMemory);
809 if (This->flags & SFLAG_PBO)
811 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
812 checkGLcall("glBindBufferARB");
813 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
814 checkGLcall("glGetCompressedTexImageARB");
815 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
816 checkGLcall("glBindBufferARB");
820 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
821 This->texture_level, This->resource.allocatedMemory));
822 checkGLcall("glGetCompressedTexImageARB");
828 GLenum gl_format = format->glFormat;
829 GLenum gl_type = format->glType;
833 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
834 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
836 gl_format = GL_ALPHA;
837 gl_type = GL_UNSIGNED_BYTE;
840 if (This->flags & SFLAG_NONPOW2)
842 unsigned char alignment = This->resource.device->surface_alignment;
843 src_pitch = format->byte_count * This->pow2Width;
844 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
845 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
846 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
848 mem = This->resource.allocatedMemory;
851 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
852 This, This->texture_level, gl_format, gl_type, mem);
854 if (This->flags & SFLAG_PBO)
856 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
857 checkGLcall("glBindBufferARB");
859 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
860 checkGLcall("glGetTexImage");
862 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
863 checkGLcall("glBindBufferARB");
865 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
866 checkGLcall("glGetTexImage");
870 if (This->flags & SFLAG_NONPOW2)
872 const BYTE *src_data;
876 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
877 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
878 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
880 * We're doing this...
882 * instead of boxing the texture :
883 * |<-texture width ->| -->pow2width| /\
884 * |111111111111111111| | |
885 * |222 Texture 222222| boxed empty | texture height
886 * |3333 Data 33333333| | |
887 * |444444444444444444| | \/
888 * ----------------------------------- |
889 * | boxed empty | boxed empty | pow2height
891 * -----------------------------------
894 * we're repacking the data to the expected texture width
896 * |<-texture width ->| -->pow2width| /\
897 * |111111111111111111222222222222222| |
898 * |222333333333333333333444444444444| texture height
902 * | empty | pow2height
904 * -----------------------------------
908 * |<-texture width ->| /\
909 * |111111111111111111|
910 * |222222222222222222|texture height
911 * |333333333333333333|
912 * |444444444444444444| \/
913 * --------------------
915 * this also means that any references to allocatedMemory should work with the data as if were a
916 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
918 * internally the texture is still stored in a boxed format so any references to textureName will
919 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
921 * Performance should not be an issue, because applications normally do not lock the surfaces when
922 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
923 * and doesn't have to be re-read.
926 dst_data = This->resource.allocatedMemory;
927 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
928 for (y = 1 ; y < This->currentDesc.Height; y++) {
929 /* skip the first row */
930 src_data += src_pitch;
931 dst_data += dst_pitch;
932 memcpy(dst_data, src_data, dst_pitch);
935 HeapFree(GetProcessHeap(), 0, mem);
939 /* Surface has now been downloaded */
940 This->flags |= SFLAG_INSYSMEM;
943 /* This call just uploads data, the caller is responsible for binding the
944 * correct texture. */
945 /* Context activation is done by the caller. */
946 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
947 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
949 GLsizei width = This->currentDesc.Width;
950 GLsizei height = This->currentDesc.Height;
955 internal = format->glGammaInternal;
957 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
959 internal = format->rtInternal;
963 internal = format->glInternal;
966 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
967 This, internal, width, height, format->glFormat, format->glType, data);
968 TRACE("target %#x, level %u, resource size %u.\n",
969 This->texture_target, This->texture_level, This->resource.size);
971 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
975 if (This->flags & SFLAG_PBO)
977 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
978 checkGLcall("glBindBufferARB");
980 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
984 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
986 TRACE("Calling glCompressedTexSubImage2DARB.\n");
988 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
989 0, 0, width, height, internal, This->resource.size, data));
990 checkGLcall("glCompressedTexSubImage2DARB");
994 TRACE("Calling glTexSubImage2D.\n");
996 glTexSubImage2D(This->texture_target, This->texture_level,
997 0, 0, width, height, format->glFormat, format->glType, data);
998 checkGLcall("glTexSubImage2D");
1001 if (This->flags & SFLAG_PBO)
1003 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1004 checkGLcall("glBindBufferARB");
1009 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
1011 IWineD3DDeviceImpl *device = This->resource.device;
1014 for (i = 0; i < device->numContexts; ++i)
1016 context_surface_update(device->contexts[i], This);
1021 /* This call just allocates the texture, the caller is responsible for binding
1022 * the correct texture. */
1023 /* Context activation is done by the caller. */
1024 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
1025 const struct wined3d_format *format, BOOL srgb)
1027 BOOL enable_client_storage = FALSE;
1028 GLsizei width = This->pow2Width;
1029 GLsizei height = This->pow2Height;
1030 const BYTE *mem = NULL;
1035 internal = format->glGammaInternal;
1037 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
1039 internal = format->rtInternal;
1043 internal = format->glInternal;
1046 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
1048 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",
1049 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
1050 internal, width, height, format->glFormat, format->glType);
1054 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1056 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
1057 || !This->resource.allocatedMemory)
1059 /* In some cases we want to disable client storage.
1060 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
1061 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
1062 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
1063 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
1065 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1066 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1067 This->flags &= ~SFLAG_CLIENT;
1068 enable_client_storage = TRUE;
1072 This->flags |= SFLAG_CLIENT;
1074 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
1075 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
1077 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1081 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
1083 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
1084 internal, width, height, 0, This->resource.size, mem));
1085 checkGLcall("glCompressedTexImage2DARB");
1089 glTexImage2D(This->texture_target, This->texture_level,
1090 internal, width, height, 0, format->glFormat, format->glType, mem);
1091 checkGLcall("glTexImage2D");
1094 if(enable_client_storage) {
1095 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1096 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1101 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1102 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1103 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1104 /* GL locking is done by the caller */
1105 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
1107 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
1108 renderbuffer_entry_t *entry;
1109 GLuint renderbuffer = 0;
1110 unsigned int src_width, src_height;
1112 src_width = surface->pow2Width;
1113 src_height = surface->pow2Height;
1115 /* A depth stencil smaller than the render target is not valid */
1116 if (width > src_width || height > src_height) return;
1118 /* Remove any renderbuffer set if the sizes match */
1119 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1120 || (width == src_width && height == src_height))
1122 surface->current_renderbuffer = NULL;
1126 /* Look if we've already got a renderbuffer of the correct dimensions */
1127 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
1129 if (entry->width == width && entry->height == height)
1131 renderbuffer = entry->id;
1132 surface->current_renderbuffer = entry;
1139 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1140 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1141 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1142 surface->resource.format->glInternal, width, height);
1144 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
1145 entry->width = width;
1146 entry->height = height;
1147 entry->id = renderbuffer;
1148 list_add_head(&surface->renderbuffers, &entry->entry);
1150 surface->current_renderbuffer = entry;
1153 checkGLcall("set_compatible_renderbuffer");
1156 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
1158 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
1160 TRACE("surface %p.\n", surface);
1162 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
1164 ERR("Surface %p is not on a swapchain.\n", surface);
1168 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
1170 if (swapchain->render_to_fbo)
1172 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1173 return GL_COLOR_ATTACHMENT0;
1175 TRACE("Returning GL_BACK\n");
1178 else if (surface == swapchain->front_buffer)
1180 TRACE("Returning GL_FRONT\n");
1184 FIXME("Higher back buffer, returning GL_BACK\n");
1188 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
1189 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
1191 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
1193 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
1194 /* No partial locking for textures yet. */
1195 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1197 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1200 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
1201 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
1202 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
1203 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
1207 surface->dirtyRect.left = 0;
1208 surface->dirtyRect.top = 0;
1209 surface->dirtyRect.right = surface->currentDesc.Width;
1210 surface->dirtyRect.bottom = surface->currentDesc.Height;
1213 /* if the container is a basetexture then mark it dirty. */
1214 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1216 TRACE("Passing to container.\n");
1217 basetexture_set_dirty(surface->container.u.texture, TRUE);
1221 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
1223 const struct wined3d_format *format = surface->resource.format;
1224 IWineD3DDeviceImpl *device = surface->resource.device;
1228 case WINED3DFMT_P8_UINT:
1229 if (surface->palette)
1231 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1232 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1233 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1237 float_color->r = 0.0f;
1238 float_color->g = 0.0f;
1239 float_color->b = 0.0f;
1241 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1244 case WINED3DFMT_B5G6R5_UNORM:
1245 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1246 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1247 float_color->b = (color & 0x1f) / 31.0f;
1248 float_color->a = 1.0f;
1251 case WINED3DFMT_B8G8R8_UNORM:
1252 case WINED3DFMT_B8G8R8X8_UNORM:
1253 float_color->r = D3DCOLOR_R(color);
1254 float_color->g = D3DCOLOR_G(color);
1255 float_color->b = D3DCOLOR_B(color);
1256 float_color->a = 1.0f;
1259 case WINED3DFMT_B8G8R8A8_UNORM:
1260 float_color->r = D3DCOLOR_R(color);
1261 float_color->g = D3DCOLOR_G(color);
1262 float_color->b = D3DCOLOR_B(color);
1263 float_color->a = D3DCOLOR_A(color);
1267 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1274 HRESULT surface_load(IWineD3DSurfaceImpl *surface, BOOL srgb)
1276 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
1278 TRACE("surface %p, srgb %#x.\n", surface, srgb);
1280 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
1282 ERR("Not supported on scratch surfaces.\n");
1283 return WINED3DERR_INVALIDCALL;
1286 if (!(surface->flags & flag))
1288 TRACE("Reloading because surface is dirty\n");
1290 /* Reload if either the texture and sysmem have different ideas about the
1291 * color key, or the actual key values changed. */
1292 else if (!(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1293 || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1294 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
1295 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
1297 TRACE("Reloading because of color keying\n");
1298 /* To perform the color key conversion we need a sysmem copy of
1299 * the surface. Make sure we have it. */
1301 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1302 /* Make sure the texture is reloaded because of the color key change,
1303 * this kills performance though :( */
1304 /* TODO: This is not necessarily needed with hw palettized texture support. */
1305 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1309 TRACE("surface is already in texture\n");
1313 /* No partial locking for textures yet. */
1314 surface_load_location(surface, flag, NULL);
1316 if (!(surface->flags & SFLAG_DONOTFREE))
1318 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1319 surface->resource.allocatedMemory = NULL;
1320 surface->resource.heapMemory = NULL;
1321 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
1327 /* Do not call while under the GL lock. */
1328 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1330 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1331 ULONG ref = InterlockedDecrement(&This->resource.ref);
1332 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1336 surface_cleanup(This);
1337 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1339 TRACE("(%p) Released.\n", This);
1340 HeapFree(GetProcessHeap(), 0, This);
1346 /* ****************************************************
1347 IWineD3DSurface IWineD3DResource parts follow
1348 **************************************************** */
1350 /* Do not call while under the GL lock. */
1351 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1353 IWineD3DDeviceImpl *device = surface->resource.device;
1355 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1357 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1359 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1361 TRACE("Passing to container (%p).\n", texture);
1362 texture->baseTexture.texture_ops->texture_preload(texture, srgb);
1366 struct wined3d_context *context = NULL;
1368 TRACE("(%p) : About to load surface\n", surface);
1370 if (!device->isInDraw) context = context_acquire(device, NULL);
1372 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1373 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1375 if (palette9_changed(surface))
1377 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1378 /* TODO: This is not necessarily needed with hw palettized texture support */
1379 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1380 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1381 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1385 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1387 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1389 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1393 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1397 if (context) context_release(context);
1401 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1403 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1406 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1408 if (!surface->resource.allocatedMemory)
1410 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1411 surface->resource.size + RESOURCE_ALIGNMENT);
1412 if (!surface->resource.heapMemory)
1414 ERR("Out of memory\n");
1417 surface->resource.allocatedMemory =
1418 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1422 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1425 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1430 /* ******************************************************
1431 IWineD3DSurface IWineD3DSurface parts follow
1432 ****************************************************** */
1434 /* Read the framebuffer back into the surface */
1435 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1437 IWineD3DDeviceImpl *device = This->resource.device;
1438 const struct wined3d_gl_info *gl_info;
1439 struct wined3d_context *context;
1443 BYTE *row, *top, *bottom;
1447 BOOL srcIsUpsideDown;
1452 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1453 static BOOL warned = FALSE;
1455 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1461 context = context_acquire(device, This);
1462 context_apply_blit_state(context, device);
1463 gl_info = context->gl_info;
1467 /* Select the correct read buffer, and give some debug output.
1468 * There is no need to keep track of the current read buffer or reset it, every part of the code
1469 * that reads sets the read buffer as desired.
1471 if (surface_is_offscreen(This))
1473 /* Mapping the primary render target which is not on a swapchain.
1474 * Read from the back buffer. */
1475 TRACE("Mapping offscreen render target.\n");
1476 glReadBuffer(device->offscreenBuffer);
1477 srcIsUpsideDown = TRUE;
1481 /* Onscreen surfaces are always part of a swapchain */
1482 GLenum buffer = surface_get_gl_buffer(This);
1483 TRACE("Mapping %#x buffer.\n", buffer);
1484 glReadBuffer(buffer);
1485 checkGLcall("glReadBuffer");
1486 srcIsUpsideDown = FALSE;
1489 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1491 local_rect.left = 0;
1493 local_rect.right = This->currentDesc.Width;
1494 local_rect.bottom = This->currentDesc.Height;
1498 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1500 switch (This->resource.format->id)
1502 case WINED3DFMT_P8_UINT:
1504 if (primary_render_target_is_p8(device))
1506 /* In case of P8 render targets the index is stored in the alpha component */
1508 type = GL_UNSIGNED_BYTE;
1510 bpp = This->resource.format->byte_count;
1512 /* GL can't return palettized data, so read ARGB pixels into a
1513 * separate block of memory and convert them into palettized format
1514 * in software. Slow, but if the app means to use palettized render
1515 * targets and locks it...
1517 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1518 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1519 * for the color channels when palettizing the colors.
1522 type = GL_UNSIGNED_BYTE;
1524 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1526 ERR("Out of memory\n");
1530 bpp = This->resource.format->byte_count * 3;
1537 fmt = This->resource.format->glFormat;
1538 type = This->resource.format->glType;
1539 bpp = This->resource.format->byte_count;
1542 if (This->flags & SFLAG_PBO)
1544 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1545 checkGLcall("glBindBufferARB");
1548 ERR("mem not null for pbo -- unexpected\n");
1553 /* Save old pixel store pack state */
1554 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1555 checkGLcall("glGetIntegerv");
1556 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1557 checkGLcall("glGetIntegerv");
1558 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1559 checkGLcall("glGetIntegerv");
1561 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1562 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1563 checkGLcall("glPixelStorei");
1564 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1565 checkGLcall("glPixelStorei");
1566 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1567 checkGLcall("glPixelStorei");
1569 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1570 local_rect.right - local_rect.left,
1571 local_rect.bottom - local_rect.top,
1573 checkGLcall("glReadPixels");
1575 /* Reset previous pixel store pack state */
1576 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1577 checkGLcall("glPixelStorei");
1578 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1579 checkGLcall("glPixelStorei");
1580 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1581 checkGLcall("glPixelStorei");
1583 if (This->flags & SFLAG_PBO)
1585 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1586 checkGLcall("glBindBufferARB");
1588 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1589 * to get a pointer to it and perform the flipping in software. This is a lot
1590 * faster than calling glReadPixels for each line. In case we want more speed
1591 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1592 if(!srcIsUpsideDown) {
1593 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1594 checkGLcall("glBindBufferARB");
1596 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1597 checkGLcall("glMapBufferARB");
1601 /* TODO: Merge this with the palettization loop below for P8 targets */
1602 if(!srcIsUpsideDown) {
1604 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1605 Flip the lines in software */
1606 len = (local_rect.right - local_rect.left) * bpp;
1607 off = local_rect.left * bpp;
1609 row = HeapAlloc(GetProcessHeap(), 0, len);
1611 ERR("Out of memory\n");
1612 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1617 top = mem + pitch * local_rect.top;
1618 bottom = mem + pitch * (local_rect.bottom - 1);
1619 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1620 memcpy(row, top + off, len);
1621 memcpy(top + off, bottom + off, len);
1622 memcpy(bottom + off, row, len);
1626 HeapFree(GetProcessHeap(), 0, row);
1628 /* Unmap the temp PBO buffer */
1629 if (This->flags & SFLAG_PBO)
1631 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1632 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1637 context_release(context);
1639 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1640 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1641 * the same color but we have no choice.
1642 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1644 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1646 const PALETTEENTRY *pal = NULL;
1647 DWORD width = pitch / 3;
1651 pal = This->palette->palents;
1653 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1654 HeapFree(GetProcessHeap(), 0, mem);
1658 for(y = local_rect.top; y < local_rect.bottom; y++) {
1659 for(x = local_rect.left; x < local_rect.right; x++) {
1660 /* start lines pixels */
1661 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1662 const BYTE *green = blue + 1;
1663 const BYTE *red = green + 1;
1665 for(c = 0; c < 256; c++) {
1666 if(*red == pal[c].peRed &&
1667 *green == pal[c].peGreen &&
1668 *blue == pal[c].peBlue)
1670 *((BYTE *) dest + y * width + x) = c;
1676 HeapFree(GetProcessHeap(), 0, mem);
1680 /* Read the framebuffer contents into a texture */
1681 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1683 IWineD3DDeviceImpl *device = This->resource.device;
1684 const struct wined3d_gl_info *gl_info;
1685 struct wined3d_context *context;
1687 if (!surface_is_offscreen(This))
1689 /* We would need to flip onscreen surfaces, but there's no efficient
1690 * way to do that here. It makes more sense for the caller to
1691 * explicitly go through sysmem. */
1692 ERR("Not supported for onscreen targets.\n");
1696 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1697 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1698 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1700 context = context_acquire(device, This);
1701 gl_info = context->gl_info;
1703 surface_prepare_texture(This, gl_info, srgb);
1704 surface_bind_and_dirtify(This, srgb);
1706 TRACE("Reading back offscreen render target %p.\n", This);
1710 glReadBuffer(device->offscreenBuffer);
1711 checkGLcall("glReadBuffer");
1713 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1714 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1715 checkGLcall("glCopyTexSubImage2D");
1719 context_release(context);
1722 /* Context activation is done by the caller. */
1723 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1724 const struct wined3d_gl_info *gl_info, BOOL srgb)
1726 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1727 CONVERT_TYPES convert;
1728 struct wined3d_format format;
1730 if (surface->flags & alloc_flag) return;
1732 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1733 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1734 else surface->flags &= ~SFLAG_CONVERTED;
1736 surface_bind_and_dirtify(surface, srgb);
1737 surface_allocate_surface(surface, gl_info, &format, srgb);
1738 surface->flags |= alloc_flag;
1741 /* Context activation is done by the caller. */
1742 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1744 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1746 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1747 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1750 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1752 for (i = 0; i < sub_count; ++i)
1754 IWineD3DSurfaceImpl *s = surface_from_resource(texture->baseTexture.sub_resources[i]);
1755 surface_prepare_texture_internal(s, gl_info, srgb);
1761 surface_prepare_texture_internal(surface, gl_info, srgb);
1764 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1766 IWineD3DDeviceImpl *device = This->resource.device;
1767 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1769 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1770 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1773 if (!(This->flags & SFLAG_DYNLOCK))
1776 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1777 if(This->lockCount > MAXLOCKCOUNT) {
1778 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1779 This->flags |= SFLAG_DYNLOCK;
1783 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1784 * Also don't create a PBO for systemmem surfaces.
1786 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1787 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1788 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1791 struct wined3d_context *context;
1793 context = context_acquire(device, NULL);
1796 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1797 error = glGetError();
1798 if (!This->pbo || error != GL_NO_ERROR)
1799 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1801 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1803 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1804 checkGLcall("glBindBufferARB");
1806 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1807 checkGLcall("glBufferDataARB");
1809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1810 checkGLcall("glBindBufferARB");
1812 /* We don't need the system memory anymore and we can't even use it for PBOs */
1813 if (!(This->flags & SFLAG_CLIENT))
1815 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1816 This->resource.heapMemory = NULL;
1818 This->resource.allocatedMemory = NULL;
1819 This->flags |= SFLAG_PBO;
1821 context_release(context);
1823 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1825 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1828 if(!This->resource.heapMemory) {
1829 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1831 This->resource.allocatedMemory =
1832 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1833 if (This->flags & SFLAG_INSYSMEM)
1835 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1840 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1841 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1843 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1844 IWineD3DDeviceImpl *device = This->resource.device;
1845 const RECT *pass_rect = pRect;
1847 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1848 iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1850 /* This is also done in the base class, but we have to verify this before loading any data from
1851 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1852 * may interfere, and all other bad things may happen
1854 if (This->flags & SFLAG_LOCKED)
1856 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1857 return WINED3DERR_INVALIDCALL;
1859 This->flags |= SFLAG_LOCKED;
1861 if (!(This->flags & SFLAG_LOCKABLE))
1863 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1866 if (flags & WINED3DLOCK_DISCARD)
1868 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1869 surface_prepare_system_memory(This);
1870 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1874 /* surface_load_location() does not check if the rectangle specifies
1875 * the full surface. Most callers don't need that, so do it here. */
1876 if (pRect && !pRect->top && !pRect->left
1877 && pRect->right == This->currentDesc.Width
1878 && pRect->bottom == This->currentDesc.Height)
1883 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1884 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1886 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1890 if (This->flags & SFLAG_PBO)
1892 const struct wined3d_gl_info *gl_info;
1893 struct wined3d_context *context;
1895 context = context_acquire(device, NULL);
1896 gl_info = context->gl_info;
1899 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1900 checkGLcall("glBindBufferARB");
1902 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1903 if(This->resource.allocatedMemory) {
1904 ERR("The surface already has PBO memory allocated!\n");
1907 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1908 checkGLcall("glMapBufferARB");
1910 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1911 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1912 checkGLcall("glBindBufferARB");
1915 context_release(context);
1918 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1919 surface_add_dirty_rect(This, pRect);
1921 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1924 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1925 GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1927 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1928 IWineD3DDeviceImpl *device = This->resource.device;
1929 const struct wined3d_gl_info *gl_info;
1930 struct wined3d_context *context;
1934 if (This->flags & SFLAG_LOCKED)
1935 rect = This->lockedRect;
1937 SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1939 mem += rect.top * pitch + rect.left * bpp;
1940 w = rect.right - rect.left;
1941 h = rect.bottom - rect.top;
1943 /* Activate the correct context for the render target */
1944 context = context_acquire(device, This);
1945 context_apply_blit_state(context, device);
1946 gl_info = context->gl_info;
1950 if (!surface_is_offscreen(This))
1952 GLenum buffer = surface_get_gl_buffer(This);
1953 TRACE("Unlocking %#x buffer.\n", buffer);
1954 context_set_draw_buffer(context, buffer);
1956 surface_translate_drawable_coords(This, context->win_handle, &rect);
1957 glPixelZoom(1.0f, -1.0f);
1961 /* Primary offscreen render target */
1962 TRACE("Offscreen render target.\n");
1963 context_set_draw_buffer(context, device->offscreenBuffer);
1965 glPixelZoom(1.0f, 1.0f);
1968 glRasterPos3i(rect.left, rect.top, 1);
1969 checkGLcall("glRasterPos3i");
1971 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1972 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1974 if (This->flags & SFLAG_PBO)
1976 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1977 checkGLcall("glBindBufferARB");
1980 glDrawPixels(w, h, fmt, type, mem);
1981 checkGLcall("glDrawPixels");
1983 if (This->flags & SFLAG_PBO)
1985 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1986 checkGLcall("glBindBufferARB");
1989 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1990 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1993 context_release(context);
1996 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1998 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1999 IWineD3DDeviceImpl *device = This->resource.device;
2002 if (!(This->flags & SFLAG_LOCKED))
2004 WARN("trying to Unlock an unlocked surf@%p\n", This);
2005 return WINEDDERR_NOTLOCKED;
2008 if (This->flags & SFLAG_PBO)
2010 const struct wined3d_gl_info *gl_info;
2011 struct wined3d_context *context;
2013 TRACE("Freeing PBO memory\n");
2015 context = context_acquire(device, NULL);
2016 gl_info = context->gl_info;
2019 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
2020 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
2021 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2022 checkGLcall("glUnmapBufferARB");
2024 context_release(context);
2026 This->resource.allocatedMemory = NULL;
2029 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
2031 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
2033 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
2037 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
2038 || (device->render_targets && This == device->render_targets[0]))
2040 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
2041 static BOOL warned = FALSE;
2043 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2049 if (!This->dirtyRect.left && !This->dirtyRect.top
2050 && This->dirtyRect.right == This->currentDesc.Width
2051 && This->dirtyRect.bottom == This->currentDesc.Height)
2055 /* TODO: Proper partial rectangle tracking */
2056 fullsurface = FALSE;
2057 This->flags |= SFLAG_INSYSMEM;
2060 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
2062 /* Partial rectangle tracking is not commonly implemented, it is only
2063 * done for render targets. INSYSMEM was set before to tell
2064 * surface_load_location() where to read the rectangle from.
2065 * Indrawable is set because all modifications from the partial
2066 * sysmem copy are written back to the drawable, thus the surface is
2067 * merged again in the drawable. The sysmem copy is not fully up to
2068 * date because only a subrectangle was read in Map(). */
2070 surface_modify_location(This, SFLAG_INDRAWABLE, TRUE);
2072 This->dirtyRect.left = This->currentDesc.Width;
2073 This->dirtyRect.top = This->currentDesc.Height;
2074 This->dirtyRect.right = 0;
2075 This->dirtyRect.bottom = 0;
2077 else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2079 FIXME("Depth Stencil buffer locking is not implemented\n");
2083 This->flags &= ~SFLAG_LOCKED;
2084 memset(&This->lockedRect, 0, sizeof(RECT));
2086 /* Overlays have to be redrawn manually after changes with the GL implementation */
2087 if (This->overlay_dest)
2088 This->surface_ops->surface_draw_overlay(This);
2093 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
2095 struct wined3d_context *context;
2097 context = context_acquire(surface->resource.device, NULL);
2100 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2101 if (surface->texture_name)
2103 surface_bind_and_dirtify(surface, FALSE);
2104 glTexImage2D(surface->texture_target, surface->texture_level,
2105 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2107 if (surface->texture_name_srgb)
2109 surface_bind_and_dirtify(surface, TRUE);
2110 glTexImage2D(surface->texture_target, surface->texture_level,
2111 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2113 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2116 context_release(context);
2118 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
2119 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
2120 surface_force_reload(surface);
2123 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2125 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2126 WINED3DLOCKED_RECT lock;
2130 TRACE("(%p)->(%p)\n",This,pHDC);
2132 if (This->flags & SFLAG_USERPTR)
2134 ERR("Not supported on surfaces with an application-provided surfaces\n");
2135 return WINEDDERR_NODC;
2138 /* Give more detailed info for ddraw */
2139 if (This->flags & SFLAG_DCINUSE)
2140 return WINEDDERR_DCALREADYCREATED;
2142 /* Can't GetDC if the surface is locked */
2143 if (This->flags & SFLAG_LOCKED)
2144 return WINED3DERR_INVALIDCALL;
2146 memset(&lock, 0, sizeof(lock)); /* To be sure */
2148 /* Create a DIB section if there isn't a hdc yet */
2151 if (This->flags & SFLAG_CLIENT)
2153 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2154 surface_release_client_storage(This);
2156 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2157 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2159 /* Use the dib section from now on if we are not using a PBO */
2160 if (!(This->flags & SFLAG_PBO))
2161 This->resource.allocatedMemory = This->dib.bitmap_data;
2164 /* Map the surface */
2165 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2167 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2168 * activates the allocatedMemory. */
2169 if (This->flags & SFLAG_PBO)
2170 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2174 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2175 /* keep the dib section */
2179 if (This->resource.format->id == WINED3DFMT_P8_UINT
2180 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2182 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2183 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2185 const PALETTEENTRY *pal = NULL;
2188 pal = This->palette->palents;
2190 IWineD3DSurfaceImpl *dds_primary;
2191 IWineD3DSwapChainImpl *swapchain;
2192 swapchain = This->resource.device->swapchains[0];
2193 dds_primary = swapchain->front_buffer;
2194 if (dds_primary && dds_primary->palette)
2195 pal = dds_primary->palette->palents;
2199 for (n=0; n<256; n++) {
2200 col[n].rgbRed = pal[n].peRed;
2201 col[n].rgbGreen = pal[n].peGreen;
2202 col[n].rgbBlue = pal[n].peBlue;
2203 col[n].rgbReserved = 0;
2205 SetDIBColorTable(This->hDC, 0, 256, col);
2210 TRACE("returning %p\n",*pHDC);
2211 This->flags |= SFLAG_DCINUSE;
2216 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2218 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2220 TRACE("(%p)->(%p)\n",This,hDC);
2222 if (!(This->flags & SFLAG_DCINUSE))
2223 return WINEDDERR_NODC;
2225 if (This->hDC !=hDC) {
2226 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2227 return WINEDDERR_NODC;
2230 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2232 /* Copy the contents of the DIB over to the PBO */
2233 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2236 /* we locked first, so unlock now */
2237 IWineD3DSurface_Unmap(iface);
2239 This->flags &= ~SFLAG_DCINUSE;
2244 /* ******************************************************
2245 IWineD3DSurface Internal (No mapping to directx api) parts follow
2246 ****************************************************** */
2248 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2249 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2251 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2252 IWineD3DDeviceImpl *device = This->resource.device;
2253 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2254 BOOL blit_supported = FALSE;
2256 /* Copy the default values from the surface. Below we might perform fixups */
2257 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2258 *format = *This->resource.format;
2259 *convert = NO_CONVERSION;
2261 /* Ok, now look if we have to do any conversion */
2262 switch (This->resource.format->id)
2264 case WINED3DFMT_P8_UINT:
2265 /* Below the call to blit_supported is disabled for Wine 1.2
2266 * because the function isn't operating correctly yet. At the
2267 * moment 8-bit blits are handled in software and if certain GL
2268 * extensions are around, surface conversion is performed at
2269 * upload time. The blit_supported call recognizes it as a
2270 * destination fixup. This type of upload 'fixup' and 8-bit to
2271 * 8-bit blits need to be handled by the blit_shader.
2272 * TODO: get rid of this #if 0. */
2274 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2275 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2276 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2278 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2280 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2281 * texturing. Further also use conversion in case of color keying.
2282 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2283 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2284 * conflicts with this.
2286 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2287 || colorkey_active || !use_texturing)
2289 format->glFormat = GL_RGBA;
2290 format->glInternal = GL_RGBA;
2291 format->glType = GL_UNSIGNED_BYTE;
2292 format->conv_byte_count = 4;
2293 if (colorkey_active)
2294 *convert = CONVERT_PALETTED_CK;
2296 *convert = CONVERT_PALETTED;
2300 case WINED3DFMT_B2G3R3_UNORM:
2301 /* **********************
2302 GL_UNSIGNED_BYTE_3_3_2
2303 ********************** */
2304 if (colorkey_active) {
2305 /* This texture format will never be used.. So do not care about color keying
2306 up until the point in time it will be needed :-) */
2307 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2311 case WINED3DFMT_B5G6R5_UNORM:
2312 if (colorkey_active)
2314 *convert = CONVERT_CK_565;
2315 format->glFormat = GL_RGBA;
2316 format->glInternal = GL_RGB5_A1;
2317 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2318 format->conv_byte_count = 2;
2322 case WINED3DFMT_B5G5R5X1_UNORM:
2323 if (colorkey_active)
2325 *convert = CONVERT_CK_5551;
2326 format->glFormat = GL_BGRA;
2327 format->glInternal = GL_RGB5_A1;
2328 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2329 format->conv_byte_count = 2;
2333 case WINED3DFMT_B8G8R8_UNORM:
2334 if (colorkey_active)
2336 *convert = CONVERT_CK_RGB24;
2337 format->glFormat = GL_RGBA;
2338 format->glInternal = GL_RGBA8;
2339 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2340 format->conv_byte_count = 4;
2344 case WINED3DFMT_B8G8R8X8_UNORM:
2345 if (colorkey_active)
2347 *convert = CONVERT_RGB32_888;
2348 format->glFormat = GL_RGBA;
2349 format->glInternal = GL_RGBA8;
2350 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2351 format->conv_byte_count = 4;
2362 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2364 IWineD3DDeviceImpl *device = This->resource.device;
2365 struct wined3d_palette *pal = This->palette;
2366 BOOL index_in_alpha = FALSE;
2369 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2370 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2371 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2372 * duplicate entries. Store the color key in the unused alpha component to speed the
2373 * download up and to make conversion unneeded. */
2374 index_in_alpha = primary_render_target_is_p8(device);
2378 UINT dxVersion = device->wined3d->dxVersion;
2380 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2383 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2386 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2387 * there's no palette at this time. */
2388 for (i = 0; i < 256; i++) table[i][3] = i;
2393 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2394 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2395 * capability flag is present (wine does advertise this capability) */
2396 for (i = 0; i < 256; ++i)
2398 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2399 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2400 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2401 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2407 TRACE("Using surface palette %p\n", pal);
2408 /* Get the surface's palette */
2409 for (i = 0; i < 256; ++i)
2411 table[i][0] = pal->palents[i].peRed;
2412 table[i][1] = pal->palents[i].peGreen;
2413 table[i][2] = pal->palents[i].peBlue;
2415 /* When index_in_alpha is set the palette index is stored in the
2416 * alpha component. In case of a readback we can then read
2417 * GL_ALPHA. Color keying is handled in BltOverride using a
2418 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2419 * color key itself is passed to glAlphaFunc in other cases the
2420 * alpha component of pixels that should be masked away is set to 0. */
2425 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2426 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2430 else if (pal->flags & WINEDDPCAPS_ALPHA)
2432 table[i][3] = pal->palents[i].peFlags;
2442 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2443 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2447 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2452 memcpy(dst, src, pitch * height);
2455 case CONVERT_PALETTED:
2456 case CONVERT_PALETTED_CK:
2461 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2463 for (y = 0; y < height; y++)
2465 source = src + pitch * y;
2466 dest = dst + outpitch * y;
2467 /* This is an 1 bpp format, using the width here is fine */
2468 for (x = 0; x < width; x++) {
2469 BYTE color = *source++;
2470 *dest++ = table[color][0];
2471 *dest++ = table[color][1];
2472 *dest++ = table[color][2];
2473 *dest++ = table[color][3];
2479 case CONVERT_CK_565:
2481 /* Converting the 565 format in 5551 packed to emulate color-keying.
2483 Note : in all these conversion, it would be best to average the averaging
2484 pixels to get the color of the pixel that will be color-keyed to
2485 prevent 'color bleeding'. This will be done later on if ever it is
2488 Note2: Nvidia documents say that their driver does not support alpha + color keying
2489 on the same surface and disables color keying in such a case
2495 TRACE("Color keyed 565\n");
2497 for (y = 0; y < height; y++) {
2498 Source = (const WORD *)(src + y * pitch);
2499 Dest = (WORD *) (dst + y * outpitch);
2500 for (x = 0; x < width; x++ ) {
2501 WORD color = *Source++;
2502 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2503 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2504 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2513 case CONVERT_CK_5551:
2515 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2519 TRACE("Color keyed 5551\n");
2520 for (y = 0; y < height; y++) {
2521 Source = (const WORD *)(src + y * pitch);
2522 Dest = (WORD *) (dst + y * outpitch);
2523 for (x = 0; x < width; x++ ) {
2524 WORD color = *Source++;
2526 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2527 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2531 *Dest &= ~(1 << 15);
2539 case CONVERT_CK_RGB24:
2541 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2543 for (y = 0; y < height; y++)
2545 source = src + pitch * y;
2546 dest = dst + outpitch * y;
2547 for (x = 0; x < width; x++) {
2548 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2549 DWORD dstcolor = color << 8;
2550 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2551 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2554 *(DWORD*)dest = dstcolor;
2562 case CONVERT_RGB32_888:
2564 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2566 for (y = 0; y < height; y++)
2568 source = src + pitch * y;
2569 dest = dst + outpitch * y;
2570 for (x = 0; x < width; x++) {
2571 DWORD color = 0xffffff & *(const DWORD*)source;
2572 DWORD dstcolor = color << 8;
2573 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2574 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2577 *(DWORD*)dest = dstcolor;
2586 ERR("Unsupported conversion type %#x.\n", convert);
2591 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2593 IWineD3DDeviceImpl *device = This->resource.device;
2595 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2596 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2598 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2599 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2606 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2611 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2613 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2617 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2619 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2622 TRACE("(%p) : Calling base function first\n", This);
2623 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2626 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2627 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2628 This->resource.format->glInternal, This->resource.format->glType);
2633 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2634 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2636 TRACE("iface %p, mem %p.\n", iface, Mem);
2638 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2640 WARN("Surface is locked or the HDC is in use\n");
2641 return WINED3DERR_INVALIDCALL;
2644 if(Mem && Mem != This->resource.allocatedMemory) {
2645 void *release = NULL;
2647 /* Do I have to copy the old surface content? */
2648 if (This->flags & SFLAG_DIBSECTION)
2650 SelectObject(This->hDC, This->dib.holdbitmap);
2651 DeleteDC(This->hDC);
2652 /* Release the DIB section */
2653 DeleteObject(This->dib.DIBsection);
2654 This->dib.bitmap_data = NULL;
2655 This->resource.allocatedMemory = NULL;
2657 This->flags &= ~SFLAG_DIBSECTION;
2659 else if (!(This->flags & SFLAG_USERPTR))
2661 release = This->resource.heapMemory;
2662 This->resource.heapMemory = NULL;
2664 This->resource.allocatedMemory = Mem;
2665 This->flags |= SFLAG_USERPTR;
2667 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2668 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2670 /* For client textures opengl has to be notified */
2671 if (This->flags & SFLAG_CLIENT)
2672 surface_release_client_storage(This);
2674 /* Now free the old memory if any */
2675 HeapFree(GetProcessHeap(), 0, release);
2677 else if (This->flags & SFLAG_USERPTR)
2679 /* Map and GetDC will re-create the dib section and allocated memory. */
2680 This->resource.allocatedMemory = NULL;
2681 /* HeapMemory should be NULL already */
2682 if (This->resource.heapMemory)
2683 ERR("User pointer surface has heap memory allocated.\n");
2684 This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2686 if (This->flags & SFLAG_CLIENT)
2687 surface_release_client_storage(This);
2689 surface_prepare_system_memory(This);
2690 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2695 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2697 /* Flip the surface contents */
2702 front->hDC = back->hDC;
2706 /* Flip the DIBsection */
2709 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2710 tmp = front->dib.DIBsection;
2711 front->dib.DIBsection = back->dib.DIBsection;
2712 back->dib.DIBsection = tmp;
2714 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2715 else front->flags &= ~SFLAG_DIBSECTION;
2716 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2717 else back->flags &= ~SFLAG_DIBSECTION;
2720 /* Flip the surface data */
2724 tmp = front->dib.bitmap_data;
2725 front->dib.bitmap_data = back->dib.bitmap_data;
2726 back->dib.bitmap_data = tmp;
2728 tmp = front->resource.allocatedMemory;
2729 front->resource.allocatedMemory = back->resource.allocatedMemory;
2730 back->resource.allocatedMemory = tmp;
2732 tmp = front->resource.heapMemory;
2733 front->resource.heapMemory = back->resource.heapMemory;
2734 back->resource.heapMemory = tmp;
2739 GLuint tmp_pbo = front->pbo;
2740 front->pbo = back->pbo;
2741 back->pbo = tmp_pbo;
2744 /* client_memory should not be different, but just in case */
2747 tmp = front->dib.client_memory;
2748 front->dib.client_memory = back->dib.client_memory;
2749 back->dib.client_memory = tmp;
2752 /* Flip the opengl texture */
2756 tmp = back->texture_name;
2757 back->texture_name = front->texture_name;
2758 front->texture_name = tmp;
2760 tmp = back->texture_name_srgb;
2761 back->texture_name_srgb = front->texture_name_srgb;
2762 front->texture_name_srgb = tmp;
2764 resource_unload(&back->resource);
2765 resource_unload(&front->resource);
2769 DWORD tmp_flags = back->flags;
2770 back->flags = front->flags;
2771 front->flags = tmp_flags;
2775 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2777 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2778 IWineD3DSwapChainImpl *swapchain = NULL;
2780 TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2782 /* Flipping is only supported on RenderTargets and overlays*/
2783 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2784 WARN("Tried to flip a non-render target, non-overlay surface\n");
2785 return WINEDDERR_NOTFLIPPABLE;
2788 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2789 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2791 /* Update the overlay if it is visible */
2792 if (This->overlay_dest)
2793 return This->surface_ops->surface_draw_overlay(This);
2799 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2800 * FIXME("(%p) Target override is not supported by now\n", This);
2801 * Additionally, it isn't really possible to support triple-buffering
2802 * properly on opengl at all
2806 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2808 ERR("Flipped surface is not on a swapchain\n");
2809 return WINEDDERR_NOTFLIPPABLE;
2811 swapchain = This->container.u.swapchain;
2813 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2814 * and only d3d8 and d3d9 apps specify the presentation interval
2816 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2817 /* Most common case first to avoid wasting time on all the other cases */
2818 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2819 else if (flags & WINEDDFLIP_NOVSYNC)
2820 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2821 else if (flags & WINEDDFLIP_INTERVAL2)
2822 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2823 else if (flags & WINEDDFLIP_INTERVAL3)
2824 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2826 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2828 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2829 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2830 NULL, NULL, swapchain->win_handle, NULL, 0);
2833 /* Does a direct frame buffer -> texture copy. Stretching is done
2834 * with single pixel copy calls
2836 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2837 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2839 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2842 struct wined3d_context *context;
2843 BOOL upsidedown = FALSE;
2844 RECT dst_rect = *dst_rect_in;
2846 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2847 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2849 if(dst_rect.top > dst_rect.bottom) {
2850 UINT tmp = dst_rect.bottom;
2851 dst_rect.bottom = dst_rect.top;
2856 context = context_acquire(device, src_surface);
2857 context_apply_blit_state(context, device);
2858 surface_internal_preload(dst_surface, SRGB_RGB);
2861 /* Bind the target texture */
2862 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2863 checkGLcall("glBindTexture");
2864 if (surface_is_offscreen(src_surface))
2866 TRACE("Reading from an offscreen target\n");
2867 upsidedown = !upsidedown;
2868 glReadBuffer(device->offscreenBuffer);
2872 glReadBuffer(surface_get_gl_buffer(src_surface));
2874 checkGLcall("glReadBuffer");
2876 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2877 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2879 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2881 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2883 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2884 ERR("Texture filtering not supported in direct blit\n");
2887 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2888 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2890 ERR("Texture filtering not supported in direct blit\n");
2894 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2895 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2897 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2899 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2900 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2901 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2902 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2904 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2905 /* I have to process this row by row to swap the image,
2906 * otherwise it would be upside down, so stretching in y direction
2907 * doesn't cost extra time
2909 * However, stretching in x direction can be avoided if not necessary
2911 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2912 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2914 /* Well, that stuff works, but it's very slow.
2915 * find a better way instead
2919 for (col = dst_rect.left; col < dst_rect.right; ++col)
2921 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2922 dst_rect.left + col /* x offset */, row /* y offset */,
2923 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2928 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2929 dst_rect.left /* x offset */, row /* y offset */,
2930 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2934 checkGLcall("glCopyTexSubImage2D");
2937 context_release(context);
2939 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2940 * path is never entered
2942 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2945 /* Uses the hardware to stretch and flip the image */
2946 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2947 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2949 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2950 GLuint src, backup = 0;
2951 IWineD3DSwapChainImpl *src_swapchain = NULL;
2952 float left, right, top, bottom; /* Texture coordinates */
2953 UINT fbwidth = src_surface->currentDesc.Width;
2954 UINT fbheight = src_surface->currentDesc.Height;
2955 struct wined3d_context *context;
2956 GLenum drawBuffer = GL_BACK;
2957 GLenum texture_target;
2958 BOOL noBackBufferBackup;
2960 BOOL upsidedown = FALSE;
2961 RECT dst_rect = *dst_rect_in;
2963 TRACE("Using hwstretch blit\n");
2964 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2965 context = context_acquire(device, src_surface);
2966 context_apply_blit_state(context, device);
2967 surface_internal_preload(dst_surface, SRGB_RGB);
2969 src_offscreen = surface_is_offscreen(src_surface);
2970 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2971 if (!noBackBufferBackup && !src_surface->texture_name)
2973 /* Get it a description */
2974 surface_internal_preload(src_surface, SRGB_RGB);
2978 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2979 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2981 if (context->aux_buffers >= 2)
2983 /* Got more than one aux buffer? Use the 2nd aux buffer */
2984 drawBuffer = GL_AUX1;
2986 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2988 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2989 drawBuffer = GL_AUX0;
2992 if(noBackBufferBackup) {
2993 glGenTextures(1, &backup);
2994 checkGLcall("glGenTextures");
2995 glBindTexture(GL_TEXTURE_2D, backup);
2996 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2997 texture_target = GL_TEXTURE_2D;
2999 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3000 * we are reading from the back buffer, the backup can be used as source texture
3002 texture_target = src_surface->texture_target;
3003 glBindTexture(texture_target, src_surface->texture_name);
3004 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3005 glEnable(texture_target);
3006 checkGLcall("glEnable(texture_target)");
3008 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3009 src_surface->flags &= ~SFLAG_INTEXTURE;
3012 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3013 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3015 if(dst_rect.top > dst_rect.bottom) {
3016 UINT tmp = dst_rect.bottom;
3017 dst_rect.bottom = dst_rect.top;
3024 TRACE("Reading from an offscreen target\n");
3025 upsidedown = !upsidedown;
3026 glReadBuffer(device->offscreenBuffer);
3030 glReadBuffer(surface_get_gl_buffer(src_surface));
3033 /* TODO: Only back up the part that will be overwritten */
3034 glCopyTexSubImage2D(texture_target, 0,
3035 0, 0 /* read offsets */,
3040 checkGLcall("glCopyTexSubImage2D");
3042 /* No issue with overriding these - the sampler is dirty due to blit usage */
3043 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3044 wined3d_gl_mag_filter(magLookup, Filter));
3045 checkGLcall("glTexParameteri");
3046 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3047 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3048 checkGLcall("glTexParameteri");
3050 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3051 src_swapchain = src_surface->container.u.swapchain;
3052 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3054 src = backup ? backup : src_surface->texture_name;
3058 glReadBuffer(GL_FRONT);
3059 checkGLcall("glReadBuffer(GL_FRONT)");
3061 glGenTextures(1, &src);
3062 checkGLcall("glGenTextures(1, &src)");
3063 glBindTexture(GL_TEXTURE_2D, src);
3064 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3066 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3067 * out for power of 2 sizes
3069 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3070 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3071 checkGLcall("glTexImage2D");
3072 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3073 0, 0 /* read offsets */,
3078 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3079 checkGLcall("glTexParameteri");
3080 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3081 checkGLcall("glTexParameteri");
3083 glReadBuffer(GL_BACK);
3084 checkGLcall("glReadBuffer(GL_BACK)");
3086 if(texture_target != GL_TEXTURE_2D) {
3087 glDisable(texture_target);
3088 glEnable(GL_TEXTURE_2D);
3089 texture_target = GL_TEXTURE_2D;
3092 checkGLcall("glEnd and previous");
3094 left = src_rect->left;
3095 right = src_rect->right;
3099 top = src_surface->currentDesc.Height - src_rect->top;
3100 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3104 top = src_surface->currentDesc.Height - src_rect->bottom;
3105 bottom = src_surface->currentDesc.Height - src_rect->top;
3108 if (src_surface->flags & SFLAG_NORMCOORD)
3110 left /= src_surface->pow2Width;
3111 right /= src_surface->pow2Width;
3112 top /= src_surface->pow2Height;
3113 bottom /= src_surface->pow2Height;
3116 /* draw the source texture stretched and upside down. The correct surface is bound already */
3117 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3118 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3120 context_set_draw_buffer(context, drawBuffer);
3121 glReadBuffer(drawBuffer);
3125 glTexCoord2f(left, bottom);
3129 glTexCoord2f(left, top);
3130 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3133 glTexCoord2f(right, top);
3134 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3137 glTexCoord2f(right, bottom);
3138 glVertex2i(dst_rect.right - dst_rect.left, 0);
3140 checkGLcall("glEnd and previous");
3142 if (texture_target != dst_surface->texture_target)
3144 glDisable(texture_target);
3145 glEnable(dst_surface->texture_target);
3146 texture_target = dst_surface->texture_target;
3149 /* Now read the stretched and upside down image into the destination texture */
3150 glBindTexture(texture_target, dst_surface->texture_name);
3151 checkGLcall("glBindTexture");
3152 glCopyTexSubImage2D(texture_target,
3154 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3155 0, 0, /* We blitted the image to the origin */
3156 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3157 checkGLcall("glCopyTexSubImage2D");
3159 if(drawBuffer == GL_BACK) {
3160 /* Write the back buffer backup back */
3162 if(texture_target != GL_TEXTURE_2D) {
3163 glDisable(texture_target);
3164 glEnable(GL_TEXTURE_2D);
3165 texture_target = GL_TEXTURE_2D;
3167 glBindTexture(GL_TEXTURE_2D, backup);
3168 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3172 if (texture_target != src_surface->texture_target)
3174 glDisable(texture_target);
3175 glEnable(src_surface->texture_target);
3176 texture_target = src_surface->texture_target;
3178 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3179 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3184 glTexCoord2f(0.0f, 0.0f);
3185 glVertex2i(0, fbheight);
3188 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3192 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3193 (float)fbheight / (float)src_surface->pow2Height);
3194 glVertex2i(fbwidth, 0);
3197 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3198 glVertex2i(fbwidth, fbheight);
3201 glDisable(texture_target);
3202 checkGLcall("glDisable(texture_target)");
3205 if (src != src_surface->texture_name && src != backup)
3207 glDeleteTextures(1, &src);
3208 checkGLcall("glDeleteTextures(1, &src)");
3211 glDeleteTextures(1, &backup);
3212 checkGLcall("glDeleteTextures(1, &backup)");
3217 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3219 context_release(context);
3221 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3222 * path is never entered
3224 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3227 /* Until the blit_shader is ready, define some prototypes here. */
3228 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3229 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3230 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3232 /* Front buffer coordinates are always full screen coordinates, but our GL
3233 * drawable is limited to the window's client area. The sysmem and texture
3234 * copies do have the full screen size. Note that GL has a bottom-left
3235 * origin, while D3D has a top-left origin. */
3236 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3238 UINT drawable_height;
3240 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3241 && surface == surface->container.u.swapchain->front_buffer)
3243 POINT offset = {0, 0};
3246 ScreenToClient(window, &offset);
3247 OffsetRect(rect, offset.x, offset.y);
3249 GetClientRect(window, &windowsize);
3250 drawable_height = windowsize.bottom - windowsize.top;
3254 drawable_height = surface->currentDesc.Height;
3257 rect->top = drawable_height - rect->top;
3258 rect->bottom = drawable_height - rect->bottom;
3261 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3263 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3265 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3270 /* blit between surface locations. onscreen on different swapchains is not supported.
3271 * depth / stencil is not supported. */
3272 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3273 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3274 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3276 const struct wined3d_gl_info *gl_info;
3277 struct wined3d_context *context;
3278 RECT src_rect, dst_rect;
3281 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3282 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3283 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3284 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3285 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3287 src_rect = *src_rect_in;
3288 dst_rect = *dst_rect_in;
3292 case WINED3DTEXF_LINEAR:
3293 gl_filter = GL_LINEAR;
3297 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3298 case WINED3DTEXF_NONE:
3299 case WINED3DTEXF_POINT:
3300 gl_filter = GL_NEAREST;
3304 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3305 src_location = SFLAG_INTEXTURE;
3306 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3307 dst_location = SFLAG_INTEXTURE;
3309 /* Make sure the locations are up-to-date. Loading the destination
3310 * surface isn't required if the entire surface is overwritten. (And is
3311 * in fact harmful if we're being called by surface_load_location() with
3312 * the purpose of loading the destination surface.) */
3313 surface_load_location(src_surface, src_location, NULL);
3314 if (!surface_is_full_rect(dst_surface, &dst_rect))
3315 surface_load_location(dst_surface, dst_location, NULL);
3317 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3318 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3319 else context = context_acquire(device, NULL);
3321 if (!context->valid)
3323 context_release(context);
3324 WARN("Invalid context, skipping blit.\n");
3328 gl_info = context->gl_info;
3330 if (src_location == SFLAG_INDRAWABLE)
3332 GLenum buffer = surface_get_gl_buffer(src_surface);
3334 TRACE("Source surface %p is onscreen.\n", src_surface);
3336 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3339 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3340 glReadBuffer(buffer);
3341 checkGLcall("glReadBuffer()");
3345 TRACE("Source surface %p is offscreen.\n", src_surface);
3347 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3348 glReadBuffer(GL_COLOR_ATTACHMENT0);
3349 checkGLcall("glReadBuffer()");
3353 if (dst_location == SFLAG_INDRAWABLE)
3355 GLenum buffer = surface_get_gl_buffer(dst_surface);
3357 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3359 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3362 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3363 context_set_draw_buffer(context, buffer);
3367 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3370 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3371 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3374 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3375 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3376 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3377 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3378 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3380 glDisable(GL_SCISSOR_TEST);
3381 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3383 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3384 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3385 checkGLcall("glBlitFramebuffer()");
3389 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3391 context_release(context);
3394 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3395 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3396 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3397 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3399 IWineD3DSwapChainImpl *swapchain = NULL;
3400 struct wined3d_context *context;
3401 RECT src_rect, dst_rect;
3403 src_rect = *src_rect_in;
3404 dst_rect = *dst_rect_in;
3406 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3407 swapchain = dst_surface->container.u.swapchain;
3409 /* Make sure the surface is up-to-date. This should probably use
3410 * surface_load_location() and worry about the destination surface too,
3411 * unless we're overwriting it completely. */
3412 surface_internal_preload(src_surface, SRGB_RGB);
3414 /* Activate the destination context, set it up for blitting */
3415 context = context_acquire(device, dst_surface);
3416 context_apply_blit_state(context, device);
3418 if (!surface_is_offscreen(dst_surface))
3419 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3421 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
3427 glEnable(GL_ALPHA_TEST);
3428 checkGLcall("glEnable(GL_ALPHA_TEST)");
3430 /* When the primary render target uses P8, the alpha component
3431 * contains the palette index. Which means that the colorkey is one of
3432 * the palette entries. In other cases pixels that should be masked
3433 * away have alpha set to 0. */
3434 if (primary_render_target_is_p8(device))
3435 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3437 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3438 checkGLcall("glAlphaFunc");
3442 glDisable(GL_ALPHA_TEST);
3443 checkGLcall("glDisable(GL_ALPHA_TEST)");
3446 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3450 glDisable(GL_ALPHA_TEST);
3451 checkGLcall("glDisable(GL_ALPHA_TEST)");
3456 /* Leave the opengl state valid for blitting */
3457 device->blitter->unset_shader(context->gl_info);
3459 if (wined3d_settings.strict_draw_ordering || (swapchain
3460 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3461 wglFlush(); /* Flush to ensure ordering across contexts. */
3463 context_release(context);
3466 /* Do not call while under the GL lock. */
3467 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3469 IWineD3DDeviceImpl *device = s->resource.device;
3470 const struct blit_shader *blitter;
3472 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3473 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3476 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3477 return WINED3DERR_INVALIDCALL;
3480 return blitter->color_fill(device, s, rect, color);
3483 /* Not called from the VTable */
3484 /* Do not call while under the GL lock. */
3485 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3486 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3487 WINED3DTEXTUREFILTERTYPE Filter)
3489 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3490 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3491 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3492 RECT dst_rect, src_rect;
3494 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3495 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3496 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3498 /* Get the swapchain. One of the surfaces has to be a primary surface */
3499 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3501 WARN("Destination is in sysmem, rejecting gl blt\n");
3502 return WINED3DERR_INVALIDCALL;
3505 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3506 dstSwapchain = dst_surface->container.u.swapchain;
3510 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3512 WARN("Src is in sysmem, rejecting gl blt\n");
3513 return WINED3DERR_INVALIDCALL;
3516 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3517 srcSwapchain = src_surface->container.u.swapchain;
3520 /* Early sort out of cases where no render target is used */
3521 if (!dstSwapchain && !srcSwapchain
3522 && src_surface != device->render_targets[0]
3523 && dst_surface != device->render_targets[0])
3525 TRACE("No surface is render target, not using hardware blit.\n");
3526 return WINED3DERR_INVALIDCALL;
3529 /* No destination color keying supported */
3530 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3532 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3533 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3534 return WINED3DERR_INVALIDCALL;
3537 surface_get_rect(dst_surface, DestRect, &dst_rect);
3538 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3540 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3541 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3542 && dst_surface == dstSwapchain->front_buffer
3543 && src_surface == dstSwapchain->back_buffers[0])
3545 /* Half-Life does a Blt from the back buffer to the front buffer,
3546 * Full surface size, no flags... Use present instead
3548 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3551 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3554 TRACE("Looking if a Present can be done...\n");
3555 /* Source Rectangle must be full surface */
3556 if (src_rect.left || src_rect.top
3557 || src_rect.right != src_surface->currentDesc.Width
3558 || src_rect.bottom != src_surface->currentDesc.Height)
3560 TRACE("No, Source rectangle doesn't match\n");
3564 /* No stretching may occur */
3565 if(src_rect.right != dst_rect.right - dst_rect.left ||
3566 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3567 TRACE("No, stretching is done\n");
3571 /* Destination must be full surface or match the clipping rectangle */
3572 if (dst_surface->clipper && dst_surface->clipper->hWnd)
3576 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
3577 pos[0].x = dst_rect.left;
3578 pos[0].y = dst_rect.top;
3579 pos[1].x = dst_rect.right;
3580 pos[1].y = dst_rect.bottom;
3581 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
3583 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3584 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3586 TRACE("No, dest rectangle doesn't match(clipper)\n");
3587 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3588 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3592 else if (dst_rect.left || dst_rect.top
3593 || dst_rect.right != dst_surface->currentDesc.Width
3594 || dst_rect.bottom != dst_surface->currentDesc.Height)
3596 TRACE("No, dest rectangle doesn't match(surface size)\n");
3602 /* These flags are unimportant for the flag check, remove them */
3603 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3605 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3607 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3608 * take very long, while a flip is fast.
3609 * This applies to Half-Life, which does such Blts every time it finished
3610 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3611 * menu. This is also used by all apps when they do windowed rendering
3613 * The problem is that flipping is not really the same as copying. After a
3614 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3615 * untouched. Therefore it's necessary to override the swap effect
3616 * and to set it back after the flip.
3618 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3622 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3623 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3625 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3626 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3627 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3629 dstSwapchain->presentParms.SwapEffect = orig_swap;
3636 TRACE("Unsupported blit between buffers on the same swapchain\n");
3637 return WINED3DERR_INVALIDCALL;
3638 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3639 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3640 return WINED3DERR_INVALIDCALL;
3641 } else if(dstSwapchain && srcSwapchain) {
3642 FIXME("Implement hardware blit between two different swapchains\n");
3643 return WINED3DERR_INVALIDCALL;
3645 else if (dstSwapchain)
3647 /* Handled with regular texture -> swapchain blit */
3648 if (src_surface == device->render_targets[0])
3649 TRACE("Blit from active render target to a swapchain\n");
3651 else if (srcSwapchain && dst_surface == device->render_targets[0])
3653 FIXME("Implement blit from a swapchain to the active render target\n");
3654 return WINED3DERR_INVALIDCALL;
3657 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3659 /* Blit from render target to texture */
3662 /* P8 read back is not implemented */
3663 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3664 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3666 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3667 return WINED3DERR_INVALIDCALL;
3670 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3672 TRACE("Color keying not supported by frame buffer to texture blit\n");
3673 return WINED3DERR_INVALIDCALL;
3674 /* Destination color key is checked above */
3677 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3683 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3684 * flip the image nor scale it.
3686 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3687 * -> If the app wants a image width an unscaled width, copy it line per line
3688 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3689 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3690 * back buffer. This is slower than reading line per line, thus not used for flipping
3691 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3694 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3695 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3698 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3699 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3700 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3702 surface_blt_fbo(device, Filter,
3703 src_surface, SFLAG_INDRAWABLE, &src_rect,
3704 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3705 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3707 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3708 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3710 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3711 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3713 TRACE("Using hardware stretching to flip / stretch the texture\n");
3714 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3717 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3719 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3720 dst_surface->resource.allocatedMemory = NULL;
3721 dst_surface->resource.heapMemory = NULL;
3725 dst_surface->flags &= ~SFLAG_INSYSMEM;
3730 else if (src_surface)
3732 /* Blit from offscreen surface to render target */
3733 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3734 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3736 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3738 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3739 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3740 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3741 src_surface->resource.format,
3742 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3743 dst_surface->resource.format))
3745 TRACE("Using surface_blt_fbo.\n");
3746 /* The source is always a texture, but never the currently active render target, and the texture
3747 * contents are never upside down. */
3748 surface_blt_fbo(device, Filter,
3749 src_surface, SFLAG_INDRAWABLE, &src_rect,
3750 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3751 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3755 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3756 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3757 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3758 src_surface->resource.format,
3759 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3760 dst_surface->resource.format))
3762 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3765 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3766 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3767 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3769 FIXME("Unsupported blit operation falling back to software\n");
3770 return WINED3DERR_INVALIDCALL;
3773 /* Color keying: Check if we have to do a color keyed blt,
3774 * and if not check if a color key is activated.
3776 * Just modify the color keying parameters in the surface and restore them afterwards
3777 * The surface keeps track of the color key last used to load the opengl surface.
3778 * PreLoad will catch the change to the flags and color key and reload if necessary.
3780 if (flags & WINEDDBLT_KEYSRC)
3782 /* Use color key from surface */
3784 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3786 /* Use color key from DDBltFx */
3787 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3788 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3792 /* Do not use color key */
3793 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3796 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3797 src_surface, &src_rect, dst_surface, &dst_rect);
3799 /* Restore the color key parameters */
3800 src_surface->CKeyFlags = oldCKeyFlags;
3801 src_surface->SrcBltCKey = oldBltCKey;
3803 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3809 /* Source-Less Blit to render target */
3810 if (flags & WINEDDBLT_COLORFILL)
3812 WINED3DCOLORVALUE color;
3814 TRACE("Colorfill\n");
3816 /* The color as given in the Blt function is in the surface format. */
3817 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3818 return WINED3DERR_INVALIDCALL;
3820 return surface_color_fill(dst_surface, &dst_rect, &color);
3824 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3825 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3826 return WINED3DERR_INVALIDCALL;
3829 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3830 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
3832 IWineD3DDeviceImpl *device = This->resource.device;
3835 if (flags & WINEDDBLT_DEPTHFILL)
3837 switch (This->resource.format->id)
3839 case WINED3DFMT_D16_UNORM:
3840 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3842 case WINED3DFMT_S1_UINT_D15_UNORM:
3843 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3845 case WINED3DFMT_D24_UNORM_S8_UINT:
3846 case WINED3DFMT_X8D24_UNORM:
3847 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3849 case WINED3DFMT_D32_UNORM:
3850 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3854 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3857 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3858 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3861 FIXME("(%p): Unsupp depthstencil blit\n", This);
3862 return WINED3DERR_INVALIDCALL;
3865 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3866 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
3867 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3869 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3870 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3871 IWineD3DDeviceImpl *device = This->resource.device;
3873 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3874 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3875 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3876 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3878 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3880 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3881 return WINEDDERR_SURFACEBUSY;
3884 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3885 * except depth blits, which seem to work
3887 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3889 if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
3891 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3892 return WINED3DERR_INVALIDCALL;
3894 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
3896 TRACE("Z Blit override handled the blit\n");
3901 /* Special cases for RenderTargets */
3902 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3903 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3905 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
3909 /* For the rest call the X11 surface implementation.
3910 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3911 * other Blts are rather rare. */
3912 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
3915 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3916 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3918 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3919 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3920 IWineD3DDeviceImpl *device = This->resource.device;
3922 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3923 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3925 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3927 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3928 return WINEDDERR_SURFACEBUSY;
3931 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3933 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3934 return WINED3DERR_INVALIDCALL;
3937 /* Special cases for RenderTargets */
3938 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3939 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3942 RECT SrcRect, DstRect;
3945 surface_get_rect(src, rsrc, &SrcRect);
3947 DstRect.left = dstx;
3949 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3950 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3952 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3953 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
3954 flags |= WINEDDBLT_KEYSRC;
3955 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
3956 flags |= WINEDDBLT_KEYDEST;
3957 if (trans & WINEDDBLTFAST_WAIT)
3958 flags |= WINEDDBLT_WAIT;
3959 if (trans & WINEDDBLTFAST_DONOTWAIT)
3960 flags |= WINEDDBLT_DONOTWAIT;
3962 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3963 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
3967 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3970 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3971 /** Check against the maximum texture sizes supported by the video card **/
3972 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3973 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3974 unsigned int pow2Width, pow2Height;
3976 This->surface_ops = &surface_ops;
3978 This->texture_name = 0;
3979 This->texture_target = GL_TEXTURE_2D;
3981 /* Non-power2 support */
3982 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3984 pow2Width = This->currentDesc.Width;
3985 pow2Height = This->currentDesc.Height;
3989 /* Find the nearest pow2 match */
3990 pow2Width = pow2Height = 1;
3991 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3992 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3994 This->pow2Width = pow2Width;
3995 This->pow2Height = pow2Height;
3997 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3999 /* TODO: Add support for non power two compressed textures. */
4000 if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
4002 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4003 This, This->currentDesc.Width, This->currentDesc.Height);
4004 return WINED3DERR_NOTAVAILABLE;
4008 if (pow2Width != This->currentDesc.Width
4009 || pow2Height != This->currentDesc.Height)
4011 This->flags |= SFLAG_NONPOW2;
4014 TRACE("%p\n", This);
4015 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4016 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4018 /* one of three options
4019 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)
4020 2: Set the texture to the maximum size (bad idea)
4021 3: WARN and return WINED3DERR_NOTAVAILABLE;
4022 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.
4024 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4026 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4027 return WINED3DERR_NOTAVAILABLE;
4030 /* We should never use this surface in combination with OpenGL! */
4031 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4035 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4036 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4037 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4039 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4040 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4041 && gl_info->supported[EXT_PALETTED_TEXTURE]
4042 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4044 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4045 This->pow2Width = This->currentDesc.Width;
4046 This->pow2Height = This->currentDesc.Height;
4047 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4051 switch (wined3d_settings.offscreen_rendering_mode)
4054 This->get_drawable_size = get_drawable_size_fbo;
4057 case ORM_BACKBUFFER:
4058 This->get_drawable_size = get_drawable_size_backbuffer;
4062 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4063 return WINED3DERR_INVALIDCALL;
4066 This->flags |= SFLAG_INSYSMEM;
4071 /* GL locking is done by the caller */
4072 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4073 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4075 IWineD3DDeviceImpl *device = This->resource.device;
4076 GLint compare_mode = GL_NONE;
4077 struct blt_info info;
4078 GLint old_binding = 0;
4081 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4083 glDisable(GL_CULL_FACE);
4084 glDisable(GL_BLEND);
4085 glDisable(GL_ALPHA_TEST);
4086 glDisable(GL_SCISSOR_TEST);
4087 glDisable(GL_STENCIL_TEST);
4088 glEnable(GL_DEPTH_TEST);
4089 glDepthFunc(GL_ALWAYS);
4090 glDepthMask(GL_TRUE);
4091 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4092 glViewport(0, 0, w, h);
4094 SetRect(&rect, 0, h, w, 0);
4095 surface_get_blt_info(target, &rect, w, h, &info);
4096 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4097 glGetIntegerv(info.binding, &old_binding);
4098 glBindTexture(info.bind_target, texture);
4099 if (gl_info->supported[ARB_SHADOW])
4101 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4102 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4105 device->shader_backend->shader_select_depth_blt(device->shader_priv,
4106 gl_info, info.tex_type, &This->ds_current_size);
4108 glBegin(GL_TRIANGLE_STRIP);
4109 glTexCoord3fv(info.coords[0]);
4110 glVertex2f(-1.0f, -1.0f);
4111 glTexCoord3fv(info.coords[1]);
4112 glVertex2f(1.0f, -1.0f);
4113 glTexCoord3fv(info.coords[2]);
4114 glVertex2f(-1.0f, 1.0f);
4115 glTexCoord3fv(info.coords[3]);
4116 glVertex2f(1.0f, 1.0f);
4119 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4120 glBindTexture(info.bind_target, old_binding);
4124 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4127 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4128 DWORD location, UINT w, UINT h)
4130 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4132 if (location & ~SFLAG_DS_LOCATIONS)
4133 FIXME("Invalid location (%#x) specified.\n", location);
4135 surface->ds_current_size.cx = w;
4136 surface->ds_current_size.cy = h;
4137 surface->flags &= ~SFLAG_DS_LOCATIONS;
4138 surface->flags |= location;
4141 /* Context activation is done by the caller. */
4142 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4144 IWineD3DDeviceImpl *device = surface->resource.device;
4145 const struct wined3d_gl_info *gl_info = context->gl_info;
4147 TRACE("surface %p, new location %#x.\n", surface, location);
4149 /* TODO: Make this work for modes other than FBO */
4150 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4152 if (!(surface->flags & location))
4154 surface->ds_current_size.cx = 0;
4155 surface->ds_current_size.cy = 0;
4158 if (surface->ds_current_size.cx == surface->currentDesc.Width
4159 && surface->ds_current_size.cy == surface->currentDesc.Height)
4161 TRACE("Location (%#x) is already up to date.\n", location);
4165 if (surface->current_renderbuffer)
4167 FIXME("Not supported with fixed up depth stencil.\n");
4171 if (!(surface->flags & SFLAG_LOCATIONS))
4173 FIXME("No up to date depth stencil location.\n");
4174 surface->flags |= location;
4178 if (location == SFLAG_DS_OFFSCREEN)
4180 GLint old_binding = 0;
4184 /* The render target is allowed to be smaller than the depth/stencil
4185 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4186 * than the offscreen surface. Don't overwrite the offscreen surface
4187 * with undefined data. */
4188 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4189 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4191 TRACE("Copying onscreen depth buffer to depth texture.\n");
4195 if (!device->depth_blt_texture)
4197 glGenTextures(1, &device->depth_blt_texture);
4200 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4201 * directly on the FBO texture. That's because we need to flip. */
4202 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4203 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4205 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4206 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4210 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4211 bind_target = GL_TEXTURE_2D;
4213 glBindTexture(bind_target, device->depth_blt_texture);
4214 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4215 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4216 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4217 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4218 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4219 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4220 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4221 glBindTexture(bind_target, old_binding);
4223 /* Setup the destination */
4224 if (!device->depth_blt_rb)
4226 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4227 checkGLcall("glGenRenderbuffersEXT");
4229 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4231 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4232 checkGLcall("glBindRenderbufferEXT");
4233 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4234 checkGLcall("glRenderbufferStorageEXT");
4235 device->depth_blt_rb_w = w;
4236 device->depth_blt_rb_h = h;
4239 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4240 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4241 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4242 checkGLcall("glFramebufferRenderbufferEXT");
4243 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4245 /* Do the actual blit */
4246 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4247 checkGLcall("depth_blt");
4249 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4250 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4254 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4256 else if (location == SFLAG_DS_ONSCREEN)
4258 TRACE("Copying depth texture to onscreen depth buffer.\n");
4262 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4263 surface_depth_blt(surface, gl_info, surface->texture_name,
4264 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4265 checkGLcall("depth_blt");
4267 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4271 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4275 ERR("Invalid location (%#x) specified.\n", location);
4278 surface->flags |= location;
4279 surface->ds_current_size.cx = surface->currentDesc.Width;
4280 surface->ds_current_size.cy = surface->currentDesc.Height;
4283 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4285 IWineD3DSurfaceImpl *overlay;
4287 TRACE("surface %p, location %s, persistent %#x.\n",
4288 surface, debug_surflocation(flag), persistent);
4290 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4292 if (surface_is_offscreen(surface))
4294 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4295 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4299 TRACE("Surface %p is an onscreen surface.\n", surface);
4305 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4306 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4308 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4310 TRACE("Passing to container.\n");
4311 basetexture_set_dirty(surface->container.u.texture, TRUE);
4314 surface->flags &= ~SFLAG_LOCATIONS;
4315 surface->flags |= flag;
4317 /* Redraw emulated overlays, if any */
4318 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4320 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4322 overlay->surface_ops->surface_draw_overlay(overlay);
4328 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4330 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4332 TRACE("Passing to container\n");
4333 basetexture_set_dirty(surface->container.u.texture, TRUE);
4336 surface->flags &= ~flag;
4339 if (!(surface->flags & SFLAG_LOCATIONS))
4341 ERR("Surface %p does not have any up to date location.\n", surface);
4345 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4347 IWineD3DDeviceImpl *device = surface->resource.device;
4348 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4349 BOOL drawable_read_ok = surface_is_offscreen(surface);
4350 struct wined3d_format format;
4351 CONVERT_TYPES convert;
4352 int width, pitch, outpitch;
4354 BOOL in_fbo = FALSE;
4356 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4358 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4360 if (flag == SFLAG_INTEXTURE)
4362 struct wined3d_context *context = context_acquire(device, NULL);
4363 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4364 context_release(context);
4369 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4370 return WINED3DERR_INVALIDCALL;
4374 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4376 if (surface_is_offscreen(surface))
4378 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4379 * Prefer SFLAG_INTEXTURE. */
4380 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4381 drawable_read_ok = FALSE;
4386 TRACE("Surface %p is an onscreen surface.\n", surface);
4390 if (surface->flags & flag)
4392 TRACE("Location already up to date\n");
4396 if (!(surface->flags & SFLAG_LOCATIONS))
4398 ERR("Surface %p does not have any up to date location.\n", surface);
4399 surface->flags |= SFLAG_LOST;
4400 return WINED3DERR_DEVICELOST;
4403 if (flag == SFLAG_INSYSMEM)
4405 surface_prepare_system_memory(surface);
4407 /* Download the surface to system memory */
4408 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4410 struct wined3d_context *context = NULL;
4412 if (!device->isInDraw) context = context_acquire(device, NULL);
4414 surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4415 surface_download_data(surface, gl_info);
4417 if (context) context_release(context);
4421 /* Note: It might be faster to download into a texture first. */
4422 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4423 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4426 else if (flag == SFLAG_INDRAWABLE)
4428 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4429 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4431 if (surface->flags & SFLAG_INTEXTURE)
4435 surface_get_rect(surface, rect, &r);
4436 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4441 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4443 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4444 * values, otherwise we get incorrect values in the target. For now go the slow way
4445 * via a system memory copy
4447 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4450 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4451 FALSE /* We won't use textures */, &format, &convert);
4453 /* The width is in 'length' not in bytes */
4454 width = surface->currentDesc.Width;
4455 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4457 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4458 * but it isn't set (yet) in all cases it is getting called. */
4459 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4461 struct wined3d_context *context = NULL;
4463 TRACE("Removing the pbo attached to surface %p.\n", surface);
4465 if (!device->isInDraw) context = context_acquire(device, NULL);
4466 surface_remove_pbo(surface, gl_info);
4467 if (context) context_release(context);
4470 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4472 int height = surface->currentDesc.Height;
4473 byte_count = format.conv_byte_count;
4475 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4476 outpitch = width * byte_count;
4477 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4479 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4481 ERR("Out of memory %d, %d!\n", outpitch, height);
4482 return WINED3DERR_OUTOFVIDEOMEMORY;
4484 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4485 width, height, outpitch, convert, surface);
4487 surface->flags |= SFLAG_CONVERTED;
4491 surface->flags &= ~SFLAG_CONVERTED;
4492 mem = surface->resource.allocatedMemory;
4493 byte_count = format.byte_count;
4496 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4498 /* Don't delete PBO memory */
4499 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4500 HeapFree(GetProcessHeap(), 0, mem);
4503 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4505 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4507 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4509 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4511 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4512 && (surface->resource.format->flags & attach_flags) == attach_flags
4513 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4514 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4515 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4517 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4518 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4520 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4521 surface, src_location, &rect, surface, flag, &rect);
4525 /* Upload from system memory */
4526 BOOL srgb = flag == SFLAG_INSRGBTEX;
4527 struct wined3d_context *context = NULL;
4529 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4530 TRUE /* We will use textures */, &format, &convert);
4534 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4536 /* Performance warning... */
4537 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4538 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4543 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4545 /* Performance warning... */
4546 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4547 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4550 if (!(surface->flags & SFLAG_INSYSMEM))
4552 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4553 /* Lets hope we get it from somewhere... */
4554 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4557 if (!device->isInDraw) context = context_acquire(device, NULL);
4559 surface_prepare_texture(surface, gl_info, srgb);
4560 surface_bind_and_dirtify(surface, srgb);
4562 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4564 surface->flags |= SFLAG_GLCKEY;
4565 surface->glCKey = surface->SrcBltCKey;
4567 else surface->flags &= ~SFLAG_GLCKEY;
4569 /* The width is in 'length' not in bytes */
4570 width = surface->currentDesc.Width;
4571 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4573 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4574 * but it isn't set (yet) in all cases it is getting called. */
4575 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4577 TRACE("Removing the pbo attached to surface %p.\n", surface);
4578 surface_remove_pbo(surface, gl_info);
4583 /* This code is entered for texture formats which need a fixup. */
4584 int height = surface->currentDesc.Height;
4586 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4587 outpitch = width * format.conv_byte_count;
4588 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4590 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4592 ERR("Out of memory %d, %d!\n", outpitch, height);
4593 if (context) context_release(context);
4594 return WINED3DERR_OUTOFVIDEOMEMORY;
4596 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4598 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4600 /* This code is only entered for color keying fixups */
4601 int height = surface->currentDesc.Height;
4603 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4604 outpitch = width * format.conv_byte_count;
4605 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4607 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4609 ERR("Out of memory %d, %d!\n", outpitch, height);
4610 if (context) context_release(context);
4611 return WINED3DERR_OUTOFVIDEOMEMORY;
4613 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4614 width, height, outpitch, convert, surface);
4618 mem = surface->resource.allocatedMemory;
4621 /* Make sure the correct pitch is used */
4623 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4626 if (mem || (surface->flags & SFLAG_PBO))
4627 surface_upload_data(surface, gl_info, &format, srgb, mem);
4629 /* Restore the default pitch */
4631 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4634 if (context) context_release(context);
4636 /* Don't delete PBO memory */
4637 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4638 HeapFree(GetProcessHeap(), 0, mem);
4642 if (!rect) surface->flags |= flag;
4644 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4646 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4647 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4653 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4654 return SURFACE_OPENGL;
4657 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4659 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4661 /* Not on a swapchain - must be offscreen */
4662 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4664 /* The front buffer is always onscreen */
4665 if (surface == swapchain->front_buffer) return FALSE;
4667 /* If the swapchain is rendered to an FBO, the backbuffer is
4668 * offscreen, otherwise onscreen */
4669 return swapchain->render_to_fbo;
4672 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4675 IWineD3DBaseSurfaceImpl_QueryInterface,
4676 IWineD3DBaseSurfaceImpl_AddRef,
4677 IWineD3DSurfaceImpl_Release,
4678 /* IWineD3DResource */
4679 IWineD3DBaseSurfaceImpl_GetParent,
4680 IWineD3DBaseSurfaceImpl_SetPrivateData,
4681 IWineD3DBaseSurfaceImpl_GetPrivateData,
4682 IWineD3DBaseSurfaceImpl_FreePrivateData,
4683 IWineD3DBaseSurfaceImpl_SetPriority,
4684 IWineD3DBaseSurfaceImpl_GetPriority,
4685 IWineD3DSurfaceImpl_PreLoad,
4686 IWineD3DBaseSurfaceImpl_GetType,
4687 /* IWineD3DSurface */
4688 IWineD3DBaseSurfaceImpl_GetResource,
4689 IWineD3DBaseSurfaceImpl_GetDesc,
4690 IWineD3DSurfaceImpl_Map,
4691 IWineD3DSurfaceImpl_Unmap,
4692 IWineD3DSurfaceImpl_GetDC,
4693 IWineD3DSurfaceImpl_ReleaseDC,
4694 IWineD3DSurfaceImpl_Flip,
4695 IWineD3DSurfaceImpl_Blt,
4696 IWineD3DBaseSurfaceImpl_GetBltStatus,
4697 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4698 IWineD3DBaseSurfaceImpl_IsLost,
4699 IWineD3DBaseSurfaceImpl_Restore,
4700 IWineD3DSurfaceImpl_BltFast,
4701 IWineD3DBaseSurfaceImpl_GetPalette,
4702 IWineD3DBaseSurfaceImpl_SetPalette,
4703 IWineD3DBaseSurfaceImpl_SetColorKey,
4704 IWineD3DBaseSurfaceImpl_GetPitch,
4705 IWineD3DSurfaceImpl_SetMem,
4706 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4707 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4708 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4709 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4710 IWineD3DBaseSurfaceImpl_SetClipper,
4711 IWineD3DBaseSurfaceImpl_GetClipper,
4713 IWineD3DSurfaceImpl_SetFormat,
4714 IWineD3DSurfaceImpl_PrivateSetup,
4715 IWineD3DSurfaceImpl_GetImplType,
4718 static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
4719 /* Context activation is done by the caller. */
4720 static void ffp_blit_free(IWineD3DDeviceImpl *device) { }
4722 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4723 /* Context activation is done by the caller. */
4724 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4727 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4729 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4731 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4733 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4737 /* Context activation is done by the caller. */
4738 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4740 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4742 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4743 * else the surface is converted in software at upload time in LoadLocation.
4745 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4746 ffp_blit_p8_upload_palette(surface, gl_info);
4749 glEnable(surface->texture_target);
4750 checkGLcall("glEnable(surface->texture_target)");
4755 /* Context activation is done by the caller. */
4756 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
4759 glDisable(GL_TEXTURE_2D);
4760 checkGLcall("glDisable(GL_TEXTURE_2D)");
4761 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4763 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4764 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4766 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4768 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4769 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4774 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4775 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4776 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4778 enum complex_fixup src_fixup;
4780 if (blit_op == BLIT_OP_COLOR_FILL)
4782 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4784 TRACE("Color fill not supported\n");
4791 src_fixup = get_complex_fixup(src_format->color_fixup);
4792 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4794 TRACE("Checking support for fixup:\n");
4795 dump_color_fixup_desc(src_format->color_fixup);
4798 if (blit_op != BLIT_OP_BLIT)
4800 TRACE("Unsupported blit_op=%d\n", blit_op);
4804 if (!is_identity_fixup(dst_format->color_fixup))
4806 TRACE("Destination fixups are not supported\n");
4810 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4812 TRACE("P8 fixup supported\n");
4816 /* We only support identity conversions. */
4817 if (is_identity_fixup(src_format->color_fixup))
4823 TRACE("[FAILED]\n");
4827 /* Do not call while under the GL lock. */
4828 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4829 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4831 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4833 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4834 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4837 const struct blit_shader ffp_blit = {
4846 static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
4851 /* Context activation is done by the caller. */
4852 static void cpu_blit_free(IWineD3DDeviceImpl *device)
4856 /* Context activation is done by the caller. */
4857 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4862 /* Context activation is done by the caller. */
4863 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
4867 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4868 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4869 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4871 if (blit_op == BLIT_OP_COLOR_FILL)
4879 /* Do not call while under the GL lock. */
4880 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4881 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4885 memset(&BltFx, 0, sizeof(BltFx));
4886 BltFx.dwSize = sizeof(BltFx);
4887 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4888 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4889 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4892 const struct blit_shader cpu_blit = {
4901 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4902 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4903 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4905 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4908 /* We only support blitting. Things like color keying / color fill should
4909 * be handled by other blitters.
4911 if (blit_op != BLIT_OP_BLIT)
4914 /* Source and/or destination need to be on the GL side */
4915 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4918 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4919 && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4922 if (!(src_format->id == dst_format->id
4923 || (is_identity_fixup(src_format->color_fixup)
4924 && is_identity_fixup(dst_format->color_fixup))))