wined3d: Invalidate the srgb tex in surface::unload.
[wine] / dlls / wined3d / surface.c
1 /*
2  * IWineD3DSurface Implementation
3  *
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  *
14  * This library is free software; you can redistribute it and/or
15  * modify it under the terms of the GNU Lesser General Public
16  * License as published by the Free Software Foundation; either
17  * version 2.1 of the License, or (at your option) any later version.
18  *
19  * This library is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
22  * Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public
25  * License along with this library; if not, write to the Free Software
26  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27  */
28
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35
36 #define GLINFO_LOCATION (*gl_info)
37
38 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 {
40     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
41     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
42     renderbuffer_entry_t *entry, *entry2;
43
44     TRACE("(%p) : Cleaning up.\n", This);
45
46     /* Need a context to destroy the texture. Use the currently active render
47      * target, but only if the primary render target exists. Otherwise
48      * lastActiveRenderTarget is garbage. When destroying the primary render
49      * target, Uninit3D() will activate a context before doing anything. */
50     if (device->render_targets && device->render_targets[0])
51     {
52         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
53     }
54
55     ENTER_GL();
56
57     if (This->glDescription.textureName)
58     {
59         /* Release the OpenGL texture. */
60         TRACE("Deleting texture %u.\n", This->glDescription.textureName);
61         glDeleteTextures(1, &This->glDescription.textureName);
62     }
63
64     if (This->Flags & SFLAG_PBO)
65     {
66         /* Delete the PBO. */
67         GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
68     }
69
70     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
71     {
72         GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
73         HeapFree(GetProcessHeap(), 0, entry);
74     }
75
76     LEAVE_GL();
77
78     if (This->Flags & SFLAG_DIBSECTION)
79     {
80         /* Release the DC. */
81         SelectObject(This->hDC, This->dib.holdbitmap);
82         DeleteDC(This->hDC);
83         /* Release the DIB section. */
84         DeleteObject(This->dib.DIBsection);
85         This->dib.bitmap_data = NULL;
86         This->resource.allocatedMemory = NULL;
87     }
88
89     if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
90     if (This->overlay_dest) list_remove(&This->overlay_entry);
91
92     HeapFree(GetProcessHeap(), 0, This->palette9);
93
94     resource_cleanup((IWineD3DResource *)This);
95 }
96
97 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
98 {
99     UINT size;
100
101     if (format_desc->format == WINED3DFMT_UNKNOWN)
102     {
103         size = 0;
104     }
105     else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
106     {
107         UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
108         UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
109         size = row_count * row_block_count * format_desc->block_byte_count;
110     }
111     else
112     {
113         /* The pitch is a multiple of 4 bytes. */
114         size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
115     }
116
117     if (format_desc->heightscale != 0.0) size *= format_desc->heightscale;
118
119     return size;
120 }
121
122 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
123         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
124         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
125         WINED3DPOOL pool, IUnknown *parent)
126 {
127     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
128     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &GLINFO_LOCATION);
129     void (*cleanup)(IWineD3DSurfaceImpl *This);
130     unsigned int resource_size;
131     HRESULT hr;
132
133     if (multisample_quality > 0)
134     {
135         FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
136         multisample_quality = 0;
137     }
138
139     /* FIXME: Check that the format is supported by the device. */
140
141     resource_size = surface_calculate_size(format_desc, alignment, width, height);
142
143     /* Look at the implementation and set the correct Vtable. */
144     switch (surface_type)
145     {
146         case SURFACE_OPENGL:
147             surface->lpVtbl = &IWineD3DSurface_Vtbl;
148             cleanup = surface_cleanup;
149             break;
150
151         case SURFACE_GDI:
152             surface->lpVtbl = &IWineGDISurface_Vtbl;
153             cleanup = surface_gdi_cleanup;
154             break;
155
156         default:
157             ERR("Requested unknown surface implementation %#x.\n", surface_type);
158             return WINED3DERR_INVALIDCALL;
159     }
160
161     hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
162             device, resource_size, usage, format_desc, pool, parent);
163     if (FAILED(hr))
164     {
165         WARN("Failed to initialize resource, returning %#x.\n", hr);
166         return hr;
167     }
168
169     /* "Standalone" surface. */
170     IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
171
172     surface->currentDesc.Width = width;
173     surface->currentDesc.Height = height;
174     surface->currentDesc.MultiSampleType = multisample_type;
175     surface->currentDesc.MultiSampleQuality = multisample_quality;
176     surface->glDescription.level = level;
177     list_init(&surface->overlays);
178
179     /* Flags */
180     surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
181     if (discard) surface->Flags |= SFLAG_DISCARD;
182     if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
183
184     /* Quick lockable sanity check.
185      * TODO: remove this after surfaces, usage and lockability have been debugged properly
186      * this function is too deep to need to care about things like this.
187      * Levels need to be checked too, since they all affect what can be done. */
188     switch (pool)
189     {
190         case WINED3DPOOL_SCRATCH:
191             if(!lockable)
192             {
193                 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
194                         "which are mutually exclusive, setting lockable to TRUE.\n");
195                 lockable = TRUE;
196             }
197             break;
198
199         case WINED3DPOOL_SYSTEMMEM:
200             if (!lockable)
201                 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
202             break;
203
204         case WINED3DPOOL_MANAGED:
205             if (usage & WINED3DUSAGE_DYNAMIC)
206                 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
207             break;
208
209         case WINED3DPOOL_DEFAULT:
210             if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
211                 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
212             break;
213
214         default:
215             FIXME("Unknown pool %#x.\n", pool);
216             break;
217     };
218
219     if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
220     {
221         FIXME("Trying to create a render target that isn't in the default pool.\n");
222     }
223
224     /* Mark the texture as dirty so that it gets loaded first time around. */
225     surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
226     list_init(&surface->renderbuffers);
227
228     TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
229
230     /* Call the private setup routine */
231     hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
232     if (FAILED(hr))
233     {
234         ERR("Private setup failed, returning %#x\n", hr);
235         cleanup(surface);
236         return hr;
237     }
238
239     return hr;
240 }
241
242 static void surface_force_reload(IWineD3DSurface *iface)
243 {
244     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
245
246     This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
247 }
248
249 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
250 {
251     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
252     GLuint *name;
253     DWORD flag;
254
255     if(srgb)
256     {
257         name = &This->glDescription.srgbTextureName;
258         flag = SFLAG_INSRGBTEX;
259     }
260     else
261     {
262         name = &This->glDescription.textureName;
263         flag = SFLAG_INTEXTURE;
264     }
265
266     TRACE("(%p) : setting texture name %u\n", This, new_name);
267
268     if (!*name && new_name)
269     {
270         /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
271          * surface has no texture name yet. See if we can get rid of this. */
272         if (This->Flags & flag)
273             ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
274         IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
275     }
276
277     *name = new_name;
278     surface_force_reload(iface);
279 }
280
281 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
282 {
283     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
284
285     TRACE("(%p) : setting target %#x\n", This, target);
286
287     if (This->glDescription.target != target)
288     {
289         if (target == GL_TEXTURE_RECTANGLE_ARB)
290         {
291             This->Flags &= ~SFLAG_NORMCOORD;
292         }
293         else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
294         {
295             This->Flags |= SFLAG_NORMCOORD;
296         }
297     }
298     This->glDescription.target = target;
299     surface_force_reload(iface);
300 }
301
302 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
303     int active_sampler;
304
305     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
306      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
307      * gl states. The current texture unit should always be a valid one.
308      *
309      * To be more specific, this is tricky because we can implicitly be called
310      * from sampler() in state.c. This means we can't touch anything other than
311      * whatever happens to be the currently active texture, or we would risk
312      * marking already applied sampler states dirty again.
313      *
314      * TODO: Track the current active texture per GL context instead of using glGet
315      */
316     GLint active_texture;
317     ENTER_GL();
318     glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
319     LEAVE_GL();
320     active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
321
322     if (active_sampler != -1) {
323         IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
324     }
325     IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
326 }
327
328 /* This function checks if the primary render target uses the 8bit paletted format. */
329 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
330 {
331     if (device->render_targets && device->render_targets[0]) {
332         IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
333         if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
334                 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
335             return TRUE;
336     }
337     return FALSE;
338 }
339
340 #undef GLINFO_LOCATION
341
342 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
343
344 /* This call just downloads data, the caller is responsible for activating the
345  * right context and binding the correct texture. */
346 static void surface_download_data(IWineD3DSurfaceImpl *This) {
347     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
348
349     /* Only support read back of converted P8 surfaces */
350     if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
351     {
352         FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
353         return;
354     }
355
356     ENTER_GL();
357
358     if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
359     {
360         TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
361                 This, This->glDescription.level, format_desc->glFormat, format_desc->glType,
362                 This->resource.allocatedMemory);
363
364         if (This->Flags & SFLAG_PBO)
365         {
366             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
367             checkGLcall("glBindBufferARB");
368             GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
369             checkGLcall("glGetCompressedTexImageARB()");
370             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
371             checkGLcall("glBindBufferARB");
372         }
373         else
374         {
375             GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target,
376                     This->glDescription.level, This->resource.allocatedMemory));
377             checkGLcall("glGetCompressedTexImageARB()");
378         }
379
380         LEAVE_GL();
381     } else {
382         void *mem;
383         GLenum format = format_desc->glFormat;
384         GLenum type = format_desc->glType;
385         int src_pitch = 0;
386         int dst_pitch = 0;
387
388         /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
389         if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
390         {
391             format = GL_ALPHA;
392             type = GL_UNSIGNED_BYTE;
393         }
394
395         if (This->Flags & SFLAG_NONPOW2) {
396             unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
397             src_pitch = format_desc->byte_count * This->pow2Width;
398             dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
399             src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
400             mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
401         } else {
402             mem = This->resource.allocatedMemory;
403         }
404
405         TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
406                 format, type, mem);
407
408         if(This->Flags & SFLAG_PBO) {
409             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
410             checkGLcall("glBindBufferARB");
411
412             glGetTexImage(This->glDescription.target, This->glDescription.level, format,
413                           type, NULL);
414             checkGLcall("glGetTexImage()");
415
416             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
417             checkGLcall("glBindBufferARB");
418         } else {
419             glGetTexImage(This->glDescription.target, This->glDescription.level, format,
420                           type, mem);
421             checkGLcall("glGetTexImage()");
422         }
423         LEAVE_GL();
424
425         if (This->Flags & SFLAG_NONPOW2) {
426             const BYTE *src_data;
427             BYTE *dst_data;
428             UINT y;
429             /*
430              * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
431              * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
432              * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
433              *
434              * We're doing this...
435              *
436              * instead of boxing the texture :
437              * |<-texture width ->|  -->pow2width|   /\
438              * |111111111111111111|              |   |
439              * |222 Texture 222222| boxed empty  | texture height
440              * |3333 Data 33333333|              |   |
441              * |444444444444444444|              |   \/
442              * -----------------------------------   |
443              * |     boxed  empty | boxed empty  | pow2height
444              * |                  |              |   \/
445              * -----------------------------------
446              *
447              *
448              * we're repacking the data to the expected texture width
449              *
450              * |<-texture width ->|  -->pow2width|   /\
451              * |111111111111111111222222222222222|   |
452              * |222333333333333333333444444444444| texture height
453              * |444444                           |   |
454              * |                                 |   \/
455              * |                                 |   |
456              * |            empty                | pow2height
457              * |                                 |   \/
458              * -----------------------------------
459              *
460              * == is the same as
461              *
462              * |<-texture width ->|    /\
463              * |111111111111111111|
464              * |222222222222222222|texture height
465              * |333333333333333333|
466              * |444444444444444444|    \/
467              * --------------------
468              *
469              * this also means that any references to allocatedMemory should work with the data as if were a
470              * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
471              *
472              * internally the texture is still stored in a boxed format so any references to textureName will
473              * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
474              *
475              * Performance should not be an issue, because applications normally do not lock the surfaces when
476              * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
477              * and doesn't have to be re-read.
478              */
479             src_data = mem;
480             dst_data = This->resource.allocatedMemory;
481             TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
482             for (y = 1 ; y < This->currentDesc.Height; y++) {
483                 /* skip the first row */
484                 src_data += src_pitch;
485                 dst_data += dst_pitch;
486                 memcpy(dst_data, src_data, dst_pitch);
487             }
488
489             HeapFree(GetProcessHeap(), 0, mem);
490         }
491     }
492
493     /* Surface has now been downloaded */
494     This->Flags |= SFLAG_INSYSMEM;
495 }
496
497 /* This call just uploads data, the caller is responsible for activating the
498  * right context and binding the correct texture. */
499 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
500     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
501
502     if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
503
504     if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
505     {
506         /* glCompressedTexSubImage2D() for uploading and glTexImage2D() for
507          * allocating does not work well on some drivers (r200 dri, MacOS ATI
508          * driver). glCompressedTexImage2D() does not accept NULL pointers. So
509          * for compressed textures surface_allocate_surface() does nothing,
510          * and this function uses glCompressedTexImage2D() instead of
511          * glCompressedTexSubImage2D(). */
512         TRACE("(%p) : Calling glCompressedTexImage2DARB w %u, h %u, data %p.\n", This, width, height, data);
513
514         ENTER_GL();
515
516         if (This->Flags & SFLAG_PBO)
517         {
518             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
519             checkGLcall("glBindBufferARB");
520
521             TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
522
523             GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level,
524                     internal, width, height, 0 /* border */, This->resource.size, NULL));
525             checkGLcall("glCompressedTexImage2DARB");
526
527             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
528             checkGLcall("glBindBufferARB");
529         }
530         else
531         {
532             GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level,
533                     internal, width, height, 0 /* border */, This->resource.size, data));
534             checkGLcall("glCompressedTexSubImage2D");
535         }
536
537         LEAVE_GL();
538     }
539     else
540     {
541         TRACE("(%p) : Calling glTexSubImage2D w %d,  h %d, data, %p\n", This, width, height, data);
542         ENTER_GL();
543
544         if(This->Flags & SFLAG_PBO) {
545             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
546             checkGLcall("glBindBufferARB");
547             TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
548
549             glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
550             checkGLcall("glTexSubImage2D");
551
552             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
553             checkGLcall("glBindBufferARB");
554         }
555         else {
556             glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
557             checkGLcall("glTexSubImage2D");
558         }
559
560         LEAVE_GL();
561     }
562 }
563
564 /* This call just allocates the texture, the caller is responsible for
565  * activating the right context and binding the correct texture. */
566 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
567     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
568     BOOL enable_client_storage = FALSE;
569     const BYTE *mem = NULL;
570
571     if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
572
573     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",
574             This, This->glDescription.target, This->glDescription.level, debug_d3dformat(format_desc->format),
575             internal, width, height, format, type);
576
577     if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
578     {
579         /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
580         TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
581
582         /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
583          * once, unfortunately
584          */
585         if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
586             /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
587             This->Flags |= SFLAG_CLIENT;
588             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
589             ENTER_GL();
590             GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
591                        width, height, 0 /* border */, This->resource.size, mem));
592             LEAVE_GL();
593         }
594
595         return;
596     }
597
598     ENTER_GL();
599
600     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
601         if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
602             /* In some cases we want to disable client storage.
603              * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
604              * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
605              * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
606              * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
607              * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
608              */
609             glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
610             checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
611             This->Flags &= ~SFLAG_CLIENT;
612             enable_client_storage = TRUE;
613         } else {
614             This->Flags |= SFLAG_CLIENT;
615
616             /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
617              * it might point into a pbo. Instead use heapMemory, but get the alignment right.
618              */
619             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
620         }
621     }
622     glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
623     checkGLcall("glTexImage2D");
624
625     if(enable_client_storage) {
626         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
627         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
628     }
629     LEAVE_GL();
630 }
631
632 /* In D3D the depth stencil dimensions have to be greater than or equal to the
633  * render target dimensions. With FBOs, the dimensions have to be an exact match. */
634 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
635 /* GL locking is done by the caller */
636 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
637     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
638     renderbuffer_entry_t *entry;
639     GLuint renderbuffer = 0;
640     unsigned int src_width, src_height;
641
642     src_width = This->pow2Width;
643     src_height = This->pow2Height;
644
645     /* A depth stencil smaller than the render target is not valid */
646     if (width > src_width || height > src_height) return;
647
648     /* Remove any renderbuffer set if the sizes match */
649     if (width == src_width && height == src_height) {
650         This->current_renderbuffer = NULL;
651         return;
652     }
653
654     /* Look if we've already got a renderbuffer of the correct dimensions */
655     LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
656         if (entry->width == width && entry->height == height) {
657             renderbuffer = entry->id;
658             This->current_renderbuffer = entry;
659             break;
660         }
661     }
662
663     if (!renderbuffer) {
664         GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
665         GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
666         GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
667                 This->resource.format_desc->glInternal, width, height));
668
669         entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
670         entry->width = width;
671         entry->height = height;
672         entry->id = renderbuffer;
673         list_add_head(&This->renderbuffers, &entry->entry);
674
675         This->current_renderbuffer = entry;
676     }
677
678     checkGLcall("set_compatible_renderbuffer");
679 }
680
681 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
682     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
683     IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
684
685     TRACE("(%p) : swapchain %p\n", This, swapchain);
686
687     if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
688         TRACE("Returning GL_BACK\n");
689         return GL_BACK;
690     } else if (swapchain_impl->frontBuffer == iface) {
691         TRACE("Returning GL_FRONT\n");
692         return GL_FRONT;
693     }
694
695     FIXME("Higher back buffer, returning GL_BACK\n");
696     return GL_BACK;
697 }
698
699 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
700 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
701 {
702     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
703     IWineD3DBaseTexture *baseTexture = NULL;
704
705     if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
706         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
707
708     IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
709     if (dirty_rect)
710     {
711         This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
712         This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
713         This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
714         This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
715     }
716     else
717     {
718         This->dirtyRect.left = 0;
719         This->dirtyRect.top = 0;
720         This->dirtyRect.right = This->currentDesc.Width;
721         This->dirtyRect.bottom = This->currentDesc.Height;
722     }
723
724     TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
725             This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
726
727     /* if the container is a basetexture then mark it dirty. */
728     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
729     {
730         TRACE("Passing to container\n");
731         IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
732         IWineD3DBaseTexture_Release(baseTexture);
733     }
734 }
735
736 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
737 {
738     return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
739             || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
740             && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
741             || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
742             && (src->resource.format_desc->format == dst->resource.format_desc->format
743             || (is_identity_fixup(src->resource.format_desc->color_fixup)
744             && is_identity_fixup(dst->resource.format_desc->color_fixup)));
745 }
746
747 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
748 {
749     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
750     ULONG ref = InterlockedDecrement(&This->resource.ref);
751     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
752
753     if (!ref)
754     {
755         surface_cleanup(This);
756
757         TRACE("(%p) Released.\n", This);
758         HeapFree(GetProcessHeap(), 0, This);
759     }
760
761     return ref;
762 }
763
764 /* ****************************************************
765    IWineD3DSurface IWineD3DResource parts follow
766    **************************************************** */
767
768 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
769 {
770     /* TODO: check for locks */
771     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
772     IWineD3DBaseTexture *baseTexture = NULL;
773     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
774
775     TRACE("(%p)Checking to see if the container is a base texture\n", This);
776     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
777         IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
778         TRACE("Passing to container\n");
779         tex_impl->baseTexture.internal_preload(baseTexture, SRGB_RGB);
780         IWineD3DBaseTexture_Release(baseTexture);
781     } else {
782         TRACE("(%p) : About to load surface\n", This);
783
784         if(!device->isInDraw) {
785             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
786         }
787
788         if (This->resource.format_desc->format == WINED3DFMT_P8
789                 || This->resource.format_desc->format == WINED3DFMT_A8P8)
790         {
791             if(palette9_changed(This)) {
792                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
793                 /* TODO: This is not necessarily needed with hw palettized texture support */
794                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
795                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
796                 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
797             }
798         }
799
800         IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
801
802         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
803             /* Tell opengl to try and keep this texture in video ram (well mostly) */
804             GLclampf tmp;
805             tmp = 0.9f;
806             ENTER_GL();
807             glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
808             LEAVE_GL();
809         }
810     }
811     return;
812 }
813
814 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
815     surface_internal_preload(iface, SRGB_ANY);
816 }
817
818 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
819     This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
820     This->resource.allocatedMemory =
821             (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
822
823     ENTER_GL();
824     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
825     checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
826     GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
827     checkGLcall("glGetBufferSubData");
828     GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
829     checkGLcall("glDeleteBuffers");
830     LEAVE_GL();
831
832     This->pbo = 0;
833     This->Flags &= ~SFLAG_PBO;
834 }
835
836 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
837     IWineD3DBaseTexture *texture = NULL;
838     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
839     renderbuffer_entry_t *entry, *entry2;
840     TRACE("(%p)\n", iface);
841
842     if(This->resource.pool == WINED3DPOOL_DEFAULT) {
843         /* Default pool resources are supposed to be destroyed before Reset is called.
844          * Implicit resources stay however. So this means we have an implicit render target
845          * or depth stencil. The content may be destroyed, but we still have to tear down
846          * opengl resources, so we cannot leave early.
847          *
848          * Put the most up to date surface location into the drawable. D3D-wise this content
849          * is undefined, so it would be nowhere, but that would make the location management
850          * more complicated. The drawable is a sane location, because if we mark sysmem or
851          * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
852          * uninitialized drawable. That's pointless and we'd have to allocate the texture /
853          * sysmem copy here.
854          */
855         if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
856             IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
857         } else {
858             IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
859         }
860     } else {
861         /* Load the surface into system memory */
862         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
863         IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
864     }
865     IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
866     IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
867     This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
868
869     /* Destroy PBOs, but load them into real sysmem before */
870     if(This->Flags & SFLAG_PBO) {
871         surface_remove_pbo(This);
872     }
873
874     /* Destroy fbo render buffers. This is needed for implicit render targets, for
875      * all application-created targets the application has to release the surface
876      * before calling _Reset
877      */
878     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
879         ENTER_GL();
880         GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
881         LEAVE_GL();
882         list_remove(&entry->entry);
883         HeapFree(GetProcessHeap(), 0, entry);
884     }
885     list_init(&This->renderbuffers);
886     This->current_renderbuffer = NULL;
887
888     /* If we're in a texture, the texture name belongs to the texture. Otherwise,
889      * destroy it
890      */
891     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
892     if(!texture) {
893         ENTER_GL();
894         glDeleteTextures(1, &This->glDescription.textureName);
895         This->glDescription.textureName = 0;
896         glDeleteTextures(1, &This->glDescription.srgbTextureName);
897         This->glDescription.srgbTextureName = 0;
898         LEAVE_GL();
899     } else {
900         IWineD3DBaseTexture_Release(texture);
901     }
902     return;
903 }
904
905 /* ******************************************************
906    IWineD3DSurface IWineD3DSurface parts follow
907    ****************************************************** */
908
909 static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
910 {
911     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
912     TRACE("(%p) : returning %p\n", This, &This->glDescription);
913     *glDescription = &This->glDescription;
914 }
915
916 /* Read the framebuffer back into the surface */
917 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
918     IWineD3DSwapChainImpl *swapchain;
919     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
920     BYTE *mem;
921     GLint fmt;
922     GLint type;
923     BYTE *row, *top, *bottom;
924     int i;
925     BOOL bpp;
926     RECT local_rect;
927     BOOL srcIsUpsideDown;
928     GLint rowLen = 0;
929     GLint skipPix = 0;
930     GLint skipRow = 0;
931
932     if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
933         static BOOL warned = FALSE;
934         if(!warned) {
935             ERR("The application tries to lock the render target, but render target locking is disabled\n");
936             warned = TRUE;
937         }
938         return;
939     }
940
941     /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
942      * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
943      * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
944      * context->last_was_blit set on the unlock.
945      */
946     ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
947     ENTER_GL();
948
949     /* Select the correct read buffer, and give some debug output.
950      * There is no need to keep track of the current read buffer or reset it, every part of the code
951      * that reads sets the read buffer as desired.
952      */
953     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
954     {
955         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
956         TRACE("Locking %#x buffer\n", buffer);
957         glReadBuffer(buffer);
958         checkGLcall("glReadBuffer");
959
960         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
961         srcIsUpsideDown = FALSE;
962     } else {
963         /* Locking the primary render target which is not on a swapchain(=offscreen render target).
964          * Read from the back buffer
965          */
966         TRACE("Locking offscreen render target\n");
967         glReadBuffer(myDevice->offscreenBuffer);
968         srcIsUpsideDown = TRUE;
969     }
970
971     /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
972     if(!rect) {
973         local_rect.left = 0;
974         local_rect.top = 0;
975         local_rect.right = This->currentDesc.Width;
976         local_rect.bottom = This->currentDesc.Height;
977     } else {
978         local_rect = *rect;
979     }
980     /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
981
982     switch(This->resource.format_desc->format)
983     {
984         case WINED3DFMT_P8:
985         {
986             if(primary_render_target_is_p8(myDevice)) {
987                 /* In case of P8 render targets the index is stored in the alpha component */
988                 fmt = GL_ALPHA;
989                 type = GL_UNSIGNED_BYTE;
990                 mem = dest;
991                 bpp = This->resource.format_desc->byte_count;
992             } else {
993                 /* GL can't return palettized data, so read ARGB pixels into a
994                  * separate block of memory and convert them into palettized format
995                  * in software. Slow, but if the app means to use palettized render
996                  * targets and locks it...
997                  *
998                  * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
999                  * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1000                  * for the color channels when palettizing the colors.
1001                  */
1002                 fmt = GL_RGB;
1003                 type = GL_UNSIGNED_BYTE;
1004                 pitch *= 3;
1005                 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1006                 if(!mem) {
1007                     ERR("Out of memory\n");
1008                     LEAVE_GL();
1009                     return;
1010                 }
1011                 bpp = This->resource.format_desc->byte_count * 3;
1012             }
1013         }
1014         break;
1015
1016         default:
1017             mem = dest;
1018             fmt = This->resource.format_desc->glFormat;
1019             type = This->resource.format_desc->glType;
1020             bpp = This->resource.format_desc->byte_count;
1021     }
1022
1023     if(This->Flags & SFLAG_PBO) {
1024         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1025         checkGLcall("glBindBufferARB");
1026         if(mem != NULL) {
1027             ERR("mem not null for pbo -- unexpected\n");
1028             mem = NULL;
1029         }
1030     }
1031
1032     /* Save old pixel store pack state */
1033     glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1034     checkGLcall("glIntegerv");
1035     glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1036     checkGLcall("glIntegerv");
1037     glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1038     checkGLcall("glIntegerv");
1039
1040     /* Setup pixel store pack state -- to glReadPixels into the correct place */
1041     glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1042     checkGLcall("glPixelStorei");
1043     glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1044     checkGLcall("glPixelStorei");
1045     glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1046     checkGLcall("glPixelStorei");
1047
1048     glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1049                  local_rect.right - local_rect.left,
1050                  local_rect.bottom - local_rect.top,
1051                  fmt, type, mem);
1052     checkGLcall("glReadPixels");
1053
1054     /* Reset previous pixel store pack state */
1055     glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1056     checkGLcall("glPixelStorei");
1057     glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1058     checkGLcall("glPixelStorei");
1059     glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1060     checkGLcall("glPixelStorei");
1061
1062     if(This->Flags & SFLAG_PBO) {
1063         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1064         checkGLcall("glBindBufferARB");
1065
1066         /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1067          * to get a pointer to it and perform the flipping in software. This is a lot
1068          * faster than calling glReadPixels for each line. In case we want more speed
1069          * we should rerender it flipped in a FBO and read the data back from the FBO. */
1070         if(!srcIsUpsideDown) {
1071             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1072             checkGLcall("glBindBufferARB");
1073
1074             mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1075             checkGLcall("glMapBufferARB");
1076         }
1077     }
1078
1079     /* TODO: Merge this with the palettization loop below for P8 targets */
1080     if(!srcIsUpsideDown) {
1081         UINT len, off;
1082         /* glReadPixels returns the image upside down, and there is no way to prevent this.
1083             Flip the lines in software */
1084         len = (local_rect.right - local_rect.left) * bpp;
1085         off = local_rect.left * bpp;
1086
1087         row = HeapAlloc(GetProcessHeap(), 0, len);
1088         if(!row) {
1089             ERR("Out of memory\n");
1090             if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
1091             LEAVE_GL();
1092             return;
1093         }
1094
1095         top = mem + pitch * local_rect.top;
1096         bottom = mem + pitch * (local_rect.bottom - 1);
1097         for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1098             memcpy(row, top + off, len);
1099             memcpy(top + off, bottom + off, len);
1100             memcpy(bottom + off, row, len);
1101             top += pitch;
1102             bottom -= pitch;
1103         }
1104         HeapFree(GetProcessHeap(), 0, row);
1105
1106         /* Unmap the temp PBO buffer */
1107         if(This->Flags & SFLAG_PBO) {
1108             GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1109             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1110         }
1111     }
1112
1113     LEAVE_GL();
1114
1115     /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1116      * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1117      * the same color but we have no choice.
1118      * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1119      */
1120     if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
1121     {
1122         const PALETTEENTRY *pal = NULL;
1123         DWORD width = pitch / 3;
1124         int x, y, c;
1125
1126         if(This->palette) {
1127             pal = This->palette->palents;
1128         } else {
1129             ERR("Palette is missing, cannot perform inverse palette lookup\n");
1130             HeapFree(GetProcessHeap(), 0, mem);
1131             return ;
1132         }
1133
1134         for(y = local_rect.top; y < local_rect.bottom; y++) {
1135             for(x = local_rect.left; x < local_rect.right; x++) {
1136                 /*                      start              lines            pixels      */
1137                 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1138                 const BYTE *green = blue  + 1;
1139                 const BYTE *red = green + 1;
1140
1141                 for(c = 0; c < 256; c++) {
1142                     if(*red   == pal[c].peRed   &&
1143                        *green == pal[c].peGreen &&
1144                        *blue  == pal[c].peBlue)
1145                     {
1146                         *((BYTE *) dest + y * width + x) = c;
1147                         break;
1148                     }
1149                 }
1150             }
1151         }
1152         HeapFree(GetProcessHeap(), 0, mem);
1153     }
1154 }
1155
1156 /* Read the framebuffer contents into a texture */
1157 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1158 {
1159     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1160     IWineD3DSwapChainImpl *swapchain;
1161     int bpp;
1162     GLenum format, internal, type;
1163     CONVERT_TYPES convert;
1164     GLint prevRead;
1165     BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1166
1167     d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1168
1169     /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1170      * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1171      * states in the stateblock, and no driver was found yet that had bugs in that regard.
1172      */
1173     ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1174     surface_bind_and_dirtify(This, srgb);
1175
1176     ENTER_GL();
1177     glGetIntegerv(GL_READ_BUFFER, &prevRead);
1178     LEAVE_GL();
1179
1180     /* Select the correct read buffer, and give some debug output.
1181      * There is no need to keep track of the current read buffer or reset it, every part of the code
1182      * that reads sets the read buffer as desired.
1183      */
1184     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1185     {
1186         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1187         TRACE("Locking %#x buffer\n", buffer);
1188
1189         ENTER_GL();
1190         glReadBuffer(buffer);
1191         checkGLcall("glReadBuffer");
1192         LEAVE_GL();
1193
1194         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1195     } else {
1196         /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1197          * Read from the back buffer
1198          */
1199         TRACE("Locking offscreen render target\n");
1200         ENTER_GL();
1201         glReadBuffer(device->offscreenBuffer);
1202         checkGLcall("glReadBuffer");
1203         LEAVE_GL();
1204     }
1205
1206     if(!(This->Flags & alloc_flag)) {
1207         surface_allocate_surface(This, internal, This->pow2Width,
1208                                  This->pow2Height, format, type);
1209         This->Flags |= alloc_flag;
1210     }
1211
1212     ENTER_GL();
1213     /* If !SrcIsUpsideDown we should flip the surface.
1214      * This can be done using glCopyTexSubImage2D but this
1215      * is VERY slow, so don't do that. We should prevent
1216      * this code from getting called in such cases or perhaps
1217      * we can use FBOs */
1218
1219     glCopyTexSubImage2D(This->glDescription.target,
1220                         This->glDescription.level,
1221                         0, 0, 0, 0,
1222                         This->currentDesc.Width,
1223                         This->currentDesc.Height);
1224     checkGLcall("glCopyTexSubImage2D");
1225
1226     glReadBuffer(prevRead);
1227     checkGLcall("glReadBuffer");
1228
1229     LEAVE_GL();
1230     TRACE("Updated target %d\n", This->glDescription.target);
1231 }
1232
1233 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1234     /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1235      * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1236      * changed
1237      */
1238     if(!(This->Flags & SFLAG_DYNLOCK)) {
1239         This->lockCount++;
1240         /* MAXLOCKCOUNT is defined in wined3d_private.h */
1241         if(This->lockCount > MAXLOCKCOUNT) {
1242             TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1243             This->Flags |= SFLAG_DYNLOCK;
1244         }
1245     }
1246
1247     /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1248      * Also don't create a PBO for systemmem surfaces.
1249      */
1250     if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1251         GLenum error;
1252         IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1253
1254         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1255         ENTER_GL();
1256
1257         GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1258         error = glGetError();
1259         if(This->pbo == 0 || error != GL_NO_ERROR) {
1260             ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1261         }
1262
1263         TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1264
1265         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1266         checkGLcall("glBindBufferARB");
1267
1268         GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1269         checkGLcall("glBufferDataARB");
1270
1271         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1272         checkGLcall("glBindBufferARB");
1273
1274         /* We don't need the system memory anymore and we can't even use it for PBOs */
1275         if(!(This->Flags & SFLAG_CLIENT)) {
1276             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1277             This->resource.heapMemory = NULL;
1278         }
1279         This->resource.allocatedMemory = NULL;
1280         This->Flags |= SFLAG_PBO;
1281         LEAVE_GL();
1282     } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1283         /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1284          * or a pbo to map
1285          */
1286         if(!This->resource.heapMemory) {
1287             This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1288         }
1289         This->resource.allocatedMemory =
1290                 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1291         if(This->Flags & SFLAG_INSYSMEM) {
1292             ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1293         }
1294     }
1295 }
1296
1297 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1298     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1299     IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
1300     const RECT *pass_rect = pRect;
1301
1302     TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1303
1304     /* This is also done in the base class, but we have to verify this before loading any data from
1305      * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1306      * may interfere, and all other bad things may happen
1307      */
1308     if (This->Flags & SFLAG_LOCKED) {
1309         WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1310         return WINED3DERR_INVALIDCALL;
1311     }
1312     This->Flags |= SFLAG_LOCKED;
1313
1314     if (!(This->Flags & SFLAG_LOCKABLE))
1315     {
1316         TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1317     }
1318
1319     if (Flags & WINED3DLOCK_DISCARD) {
1320         /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1321         TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1322         surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1323         This->Flags |= SFLAG_INSYSMEM;
1324         goto lock_end;
1325     }
1326
1327     if (This->Flags & SFLAG_INSYSMEM) {
1328         TRACE("Local copy is up to date, not downloading data\n");
1329         surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1330         goto lock_end;
1331     }
1332
1333     /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1334      * the full surface. Most callers don't need that, so do it here. */
1335     if (pRect && pRect->top == 0 && pRect->left == 0
1336             && pRect->right == This->currentDesc.Width
1337             && pRect->bottom == This->currentDesc.Height)
1338     {
1339         pass_rect = NULL;
1340     }
1341
1342     if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1343             && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1344     {
1345         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1346     }
1347
1348 lock_end:
1349     if(This->Flags & SFLAG_PBO) {
1350         ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1351         ENTER_GL();
1352         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1353         checkGLcall("glBindBufferARB");
1354
1355         /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1356         if(This->resource.allocatedMemory) {
1357             ERR("The surface already has PBO memory allocated!\n");
1358         }
1359
1360         This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1361         checkGLcall("glMapBufferARB");
1362
1363         /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1364         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1365         checkGLcall("glBindBufferARB");
1366
1367         LEAVE_GL();
1368     }
1369
1370     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1371         /* Don't dirtify */
1372     } else {
1373         IWineD3DBaseTexture *pBaseTexture;
1374         /**
1375          * Dirtify on lock
1376          * as seen in msdn docs
1377          */
1378         surface_add_dirty_rect(iface, pRect);
1379
1380         /** Dirtify Container if needed */
1381         if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1382             TRACE("Making container dirty\n");
1383             IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1384             IWineD3DBaseTexture_Release(pBaseTexture);
1385         } else {
1386             TRACE("Surface is standalone, no need to dirty the container\n");
1387         }
1388     }
1389
1390     return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1391 }
1392
1393 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1394     GLint  prev_store;
1395     GLint  prev_rasterpos[4];
1396     GLint skipBytes = 0;
1397     UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);    /* target is argb, 4 byte */
1398     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1399     IWineD3DSwapChainImpl *swapchain;
1400
1401     /* Activate the correct context for the render target */
1402     ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1403     ENTER_GL();
1404
1405     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1406         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1407         TRACE("Unlocking %#x buffer\n", buffer);
1408         glDrawBuffer(buffer);
1409         checkGLcall("glDrawBuffer");
1410
1411         IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1412     } else {
1413         /* Primary offscreen render target */
1414         TRACE("Offscreen render target\n");
1415         glDrawBuffer(myDevice->offscreenBuffer);
1416         checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1417     }
1418
1419     glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1420     checkGLcall("glIntegerv");
1421     glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1422     checkGLcall("glIntegerv");
1423     glPixelZoom(1.0, -1.0);
1424     checkGLcall("glPixelZoom");
1425
1426     /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1427     glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1428     glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1429
1430     glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1431     checkGLcall("glRasterPos2f");
1432
1433     /* Some drivers(radeon dri, others?) don't like exceptions during
1434      * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1435      * after ReleaseDC. Reading it will cause an exception, which x11drv will
1436      * catch to put the dib section in InSync mode, which leads to a crash
1437      * and a blocked x server on my radeon card.
1438      *
1439      * The following lines read the dib section so it is put in InSync mode
1440      * before glDrawPixels is called and the crash is prevented. There won't
1441      * be any interfering gdi accesses, because UnlockRect is called from
1442      * ReleaseDC, and the app won't use the dc any more afterwards.
1443      */
1444     if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1445         volatile BYTE read;
1446         read = This->resource.allocatedMemory[0];
1447     }
1448
1449     if(This->Flags & SFLAG_PBO) {
1450         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1451         checkGLcall("glBindBufferARB");
1452     }
1453
1454     /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1455     if(This->Flags & SFLAG_LOCKED) {
1456         glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1457                      (This->lockedRect.bottom - This->lockedRect.top)-1,
1458                      fmt, type,
1459                      mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1460         checkGLcall("glDrawPixels");
1461     } else {
1462         glDrawPixels(This->currentDesc.Width,
1463                      This->currentDesc.Height,
1464                      fmt, type, mem);
1465         checkGLcall("glDrawPixels");
1466     }
1467
1468     if(This->Flags & SFLAG_PBO) {
1469         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1470         checkGLcall("glBindBufferARB");
1471     }
1472
1473     glPixelZoom(1.0,1.0);
1474     checkGLcall("glPixelZoom");
1475
1476     glRasterPos3iv(&prev_rasterpos[0]);
1477     checkGLcall("glRasterPos3iv");
1478
1479     /* Reset to previous pack row length */
1480     glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1481     checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1482
1483     if(!swapchain) {
1484         glDrawBuffer(myDevice->offscreenBuffer);
1485         checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1486     } else if(swapchain->backBuffer) {
1487         glDrawBuffer(GL_BACK);
1488         checkGLcall("glDrawBuffer(GL_BACK)");
1489     } else {
1490         glDrawBuffer(GL_FRONT);
1491         checkGLcall("glDrawBuffer(GL_FRONT)");
1492     }
1493     LEAVE_GL();
1494
1495     return;
1496 }
1497
1498 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1499     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1500     IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
1501     BOOL fullsurface;
1502
1503     if (!(This->Flags & SFLAG_LOCKED)) {
1504         WARN("trying to Unlock an unlocked surf@%p\n", This);
1505         return WINEDDERR_NOTLOCKED;
1506     }
1507
1508     if (This->Flags & SFLAG_PBO) {
1509         TRACE("Freeing PBO memory\n");
1510         ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1511         ENTER_GL();
1512         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1513         GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1514         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1515         checkGLcall("glUnmapBufferARB");
1516         LEAVE_GL();
1517         This->resource.allocatedMemory = NULL;
1518     }
1519
1520     TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1521
1522     if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1523         TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1524         goto unlock_end;
1525     }
1526
1527     if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1528     {
1529         if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1530             static BOOL warned = FALSE;
1531             if(!warned) {
1532                 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1533                 warned = TRUE;
1534             }
1535             goto unlock_end;
1536         }
1537
1538         if(This->dirtyRect.left   == 0 &&
1539            This->dirtyRect.top    == 0 &&
1540            This->dirtyRect.right  == This->currentDesc.Width &&
1541            This->dirtyRect.bottom == This->currentDesc.Height) {
1542             fullsurface = TRUE;
1543         } else {
1544             /* TODO: Proper partial rectangle tracking */
1545             fullsurface = FALSE;
1546             This->Flags |= SFLAG_INSYSMEM;
1547         }
1548
1549         switch(wined3d_settings.rendertargetlock_mode) {
1550             case RTL_READTEX:
1551             case RTL_TEXTEX:
1552                 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1553                 /* drop through */
1554
1555             case RTL_AUTO:
1556             case RTL_READDRAW:
1557             case RTL_TEXDRAW:
1558                 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1559                 break;
1560         }
1561
1562         if(!fullsurface) {
1563             /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1564              * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1565              * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1566              * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1567              * not fully up to date because only a subrectangle was read in LockRect.
1568              */
1569             This->Flags &= ~SFLAG_INSYSMEM;
1570             This->Flags |= SFLAG_INDRAWABLE;
1571         }
1572
1573         This->dirtyRect.left   = This->currentDesc.Width;
1574         This->dirtyRect.top    = This->currentDesc.Height;
1575         This->dirtyRect.right  = 0;
1576         This->dirtyRect.bottom = 0;
1577     } else if(iface == myDevice->stencilBufferTarget) {
1578         FIXME("Depth Stencil buffer locking is not implemented\n");
1579     } else {
1580         /* The rest should be a normal texture */
1581         IWineD3DBaseTextureImpl *impl;
1582         /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1583          * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1584          * states need resetting
1585          */
1586         if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1587             if(impl->baseTexture.bindCount) {
1588                 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1589             }
1590             IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1591         }
1592     }
1593
1594     unlock_end:
1595     This->Flags &= ~SFLAG_LOCKED;
1596     memset(&This->lockedRect, 0, sizeof(RECT));
1597
1598     /* Overlays have to be redrawn manually after changes with the GL implementation */
1599     if(This->overlay_dest) {
1600         IWineD3DSurface_DrawOverlay(iface);
1601     }
1602     return WINED3D_OK;
1603 }
1604
1605 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1606 {
1607     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1608     WINED3DLOCKED_RECT lock;
1609     HRESULT hr;
1610     RGBQUAD col[256];
1611
1612     TRACE("(%p)->(%p)\n",This,pHDC);
1613
1614     if(This->Flags & SFLAG_USERPTR) {
1615         ERR("Not supported on surfaces with an application-provided surfaces\n");
1616         return WINEDDERR_NODC;
1617     }
1618
1619     /* Give more detailed info for ddraw */
1620     if (This->Flags & SFLAG_DCINUSE)
1621         return WINEDDERR_DCALREADYCREATED;
1622
1623     /* Can't GetDC if the surface is locked */
1624     if (This->Flags & SFLAG_LOCKED)
1625         return WINED3DERR_INVALIDCALL;
1626
1627     /* According to Direct3D9 docs, only these formats are supported */
1628     if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1629         if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1630                 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1631                 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1632                 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1633             return WINED3DERR_INVALIDCALL;
1634     }
1635
1636     memset(&lock, 0, sizeof(lock)); /* To be sure */
1637
1638     /* Create a DIB section if there isn't a hdc yet */
1639     if(!This->hDC) {
1640         IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1641         if(This->Flags & SFLAG_CLIENT) {
1642             surface_internal_preload(iface, SRGB_RGB);
1643         }
1644
1645         /* Use the dib section from now on if we are not using a PBO */
1646         if(!(This->Flags & SFLAG_PBO))
1647             This->resource.allocatedMemory = This->dib.bitmap_data;
1648     }
1649
1650     /* Lock the surface */
1651     hr = IWineD3DSurface_LockRect(iface,
1652                                   &lock,
1653                                   NULL,
1654                                   0);
1655
1656     if(This->Flags & SFLAG_PBO) {
1657         /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1658         memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1659     }
1660
1661     if(FAILED(hr)) {
1662         ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1663         /* keep the dib section */
1664         return hr;
1665     }
1666
1667     if (This->resource.format_desc->format == WINED3DFMT_P8
1668             || This->resource.format_desc->format == WINED3DFMT_A8P8)
1669     {
1670         /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1671             D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1672         unsigned int n;
1673         const PALETTEENTRY *pal = NULL;
1674
1675         if(This->palette) {
1676             pal = This->palette->palents;
1677         } else {
1678             IWineD3DSurfaceImpl *dds_primary;
1679             IWineD3DSwapChainImpl *swapchain;
1680             swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1681             dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1682             if (dds_primary && dds_primary->palette)
1683                 pal = dds_primary->palette->palents;
1684         }
1685
1686         if (pal) {
1687             for (n=0; n<256; n++) {
1688                 col[n].rgbRed   = pal[n].peRed;
1689                 col[n].rgbGreen = pal[n].peGreen;
1690                 col[n].rgbBlue  = pal[n].peBlue;
1691                 col[n].rgbReserved = 0;
1692             }
1693             SetDIBColorTable(This->hDC, 0, 256, col);
1694         }
1695     }
1696
1697     *pHDC = This->hDC;
1698     TRACE("returning %p\n",*pHDC);
1699     This->Flags |= SFLAG_DCINUSE;
1700
1701     return WINED3D_OK;
1702 }
1703
1704 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1705 {
1706     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1707
1708     TRACE("(%p)->(%p)\n",This,hDC);
1709
1710     if (!(This->Flags & SFLAG_DCINUSE))
1711         return WINEDDERR_NODC;
1712
1713     if (This->hDC !=hDC) {
1714         WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1715         return WINEDDERR_NODC;
1716     }
1717
1718     if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1719         /* Copy the contents of the DIB over to the PBO */
1720         memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1721     }
1722
1723     /* we locked first, so unlock now */
1724     IWineD3DSurface_UnlockRect(iface);
1725
1726     This->Flags &= ~SFLAG_DCINUSE;
1727
1728     return WINED3D_OK;
1729 }
1730
1731 /* ******************************************************
1732    IWineD3DSurface Internal (No mapping to directx api) parts follow
1733    ****************************************************** */
1734
1735 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1736     BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1737     const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1738     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1739
1740     /* Default values: From the surface */
1741     *format = glDesc->glFormat;
1742     *type = glDesc->glType;
1743     *convert = NO_CONVERSION;
1744     *target_bpp = glDesc->byte_count;
1745
1746     if(srgb_mode) {
1747         *internal = glDesc->glGammaInternal;
1748     }
1749     else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1750             && !(This->Flags & SFLAG_SWAPCHAIN))
1751     {
1752         *internal = glDesc->rtInternal;
1753     } else {
1754         *internal = glDesc->glInternal;
1755     }
1756
1757     /* Ok, now look if we have to do any conversion */
1758     switch(This->resource.format_desc->format)
1759     {
1760         case WINED3DFMT_P8:
1761             /* ****************
1762                 Paletted Texture
1763                 **************** */
1764
1765              /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1766              * of the two is available make sure texturing is requested as neither of the two works in
1767              * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1768              * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1769              * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1770              * conflicts with this.
1771              */
1772             if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1773                   (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1774                    device->render_targets &&
1775                    This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1776                 colorkey_active || !use_texturing ) {
1777                 *format = GL_RGBA;
1778                 *internal = GL_RGBA;
1779                 *type = GL_UNSIGNED_BYTE;
1780                 *target_bpp = 4;
1781                 if(colorkey_active) {
1782                     *convert = CONVERT_PALETTED_CK;
1783                 } else {
1784                     *convert = CONVERT_PALETTED;
1785                 }
1786             }
1787             else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1788                 *format = GL_ALPHA;
1789                 *type = GL_UNSIGNED_BYTE;
1790                 *target_bpp = 1;
1791             }
1792
1793             break;
1794
1795         case WINED3DFMT_R3G3B2:
1796             /* **********************
1797                 GL_UNSIGNED_BYTE_3_3_2
1798                 ********************** */
1799             if (colorkey_active) {
1800                 /* This texture format will never be used.. So do not care about color keying
1801                     up until the point in time it will be needed :-) */
1802                 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1803             }
1804             break;
1805
1806         case WINED3DFMT_R5G6B5:
1807             if (colorkey_active) {
1808                 *convert = CONVERT_CK_565;
1809                 *format = GL_RGBA;
1810                 *internal = GL_RGB5_A1;
1811                 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1812             }
1813             break;
1814
1815         case WINED3DFMT_X1R5G5B5:
1816             if (colorkey_active) {
1817                 *convert = CONVERT_CK_5551;
1818                 *format = GL_BGRA;
1819                 *internal = GL_RGB5_A1;
1820                 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1821             }
1822             break;
1823
1824         case WINED3DFMT_R8G8B8:
1825             if (colorkey_active) {
1826                 *convert = CONVERT_CK_RGB24;
1827                 *format = GL_RGBA;
1828                 *internal = GL_RGBA8;
1829                 *type = GL_UNSIGNED_INT_8_8_8_8;
1830                 *target_bpp = 4;
1831             }
1832             break;
1833
1834         case WINED3DFMT_X8R8G8B8:
1835             if (colorkey_active) {
1836                 *convert = CONVERT_RGB32_888;
1837                 *format = GL_RGBA;
1838                 *internal = GL_RGBA8;
1839                 *type = GL_UNSIGNED_INT_8_8_8_8;
1840             }
1841             break;
1842
1843         case WINED3DFMT_R8G8_SNORM:
1844             if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1845             *convert = CONVERT_V8U8;
1846             *format = GL_BGR;
1847             *type = GL_UNSIGNED_BYTE;
1848             *target_bpp = 3;
1849             break;
1850
1851         case WINED3DFMT_L6V5U5:
1852             *convert = CONVERT_L6V5U5;
1853             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1854                 *target_bpp = 3;
1855                 /* Use format and types from table */
1856             } else {
1857                 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1858                 *target_bpp = 2;
1859                 *format = GL_RGB;
1860                 *type = GL_UNSIGNED_SHORT_5_6_5;
1861             }
1862             break;
1863
1864         case WINED3DFMT_X8L8V8U8:
1865             *convert = CONVERT_X8L8V8U8;
1866             *target_bpp = 4;
1867             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1868                 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1869                  * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1870                  * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1871                  * the needed type and format parameter, so the internal format contains a
1872                  * 4th component, which is returned as alpha
1873                  */
1874             } else {
1875                 *format = GL_BGRA;
1876                 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1877             }
1878             break;
1879
1880         case WINED3DFMT_R8G8B8A8_SNORM:
1881             if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1882             *convert = CONVERT_Q8W8V8U8;
1883             *format = GL_BGRA;
1884             *type = GL_UNSIGNED_BYTE;
1885             *target_bpp = 4;
1886             break;
1887
1888         case WINED3DFMT_R16G16_SNORM:
1889             if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1890             *convert = CONVERT_V16U16;
1891             *format = GL_BGR;
1892             *type = GL_UNSIGNED_SHORT;
1893             *target_bpp = 6;
1894             break;
1895
1896         case WINED3DFMT_A4L4:
1897             /* A4L4 exists as an internal gl format, but for some reason there is not
1898              * format+type combination to load it. Thus convert it to A8L8, then load it
1899              * with A4L4 internal, but A8L8 format+type
1900              */
1901             *convert = CONVERT_A4L4;
1902             *format = GL_LUMINANCE_ALPHA;
1903             *type = GL_UNSIGNED_BYTE;
1904             *target_bpp = 2;
1905             break;
1906
1907         case WINED3DFMT_R16G16_UNORM:
1908             *convert = CONVERT_G16R16;
1909             *format = GL_RGB;
1910             *type = GL_UNSIGNED_SHORT;
1911             *target_bpp = 6;
1912             break;
1913
1914         case WINED3DFMT_R16G16_FLOAT:
1915             *convert = CONVERT_R16G16F;
1916             *format = GL_RGB;
1917             *type = GL_HALF_FLOAT_ARB;
1918             *target_bpp = 6;
1919             break;
1920
1921         case WINED3DFMT_R32G32_FLOAT:
1922             *convert = CONVERT_R32G32F;
1923             *format = GL_RGB;
1924             *type = GL_FLOAT;
1925             *target_bpp = 12;
1926             break;
1927
1928         case WINED3DFMT_D15S1:
1929             if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1930             {
1931                 *convert = CONVERT_D15S1;
1932                 *target_bpp = 4;
1933             }
1934             break;
1935
1936         case WINED3DFMT_D24X4S4:
1937             if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1938             {
1939                 *convert = CONVERT_D24X4S4;
1940             }
1941             break;
1942
1943         case WINED3DFMT_D24FS8:
1944             if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1945             {
1946                 *convert = CONVERT_D24FS8;
1947                 *target_bpp = 8;
1948             }
1949             break;
1950
1951         default:
1952             break;
1953     }
1954
1955     return WINED3D_OK;
1956 }
1957
1958 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1959 {
1960     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1961     IWineD3DPaletteImpl *pal = This->palette;
1962     BOOL index_in_alpha = FALSE;
1963     unsigned int i;
1964
1965     /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1966      * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1967      * is slow. Further RGB->P8 conversion is not possible because palettes can have
1968      * duplicate entries. Store the color key in the unused alpha component to speed the
1969      * download up and to make conversion unneeded. */
1970     index_in_alpha = primary_render_target_is_p8(device);
1971
1972     if (!pal)
1973     {
1974         UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1975
1976         /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1977         if (dxVersion <= 7)
1978         {
1979             ERR("This code should never get entered for DirectDraw!, expect problems\n");
1980             if (index_in_alpha)
1981             {
1982                 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1983                  * there's no palette at this time. */
1984                 for (i = 0; i < 256; i++) table[i][3] = i;
1985             }
1986         }
1987         else
1988         {
1989             /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1990              * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1991              * capability flag is present (wine does advertise this capability) */
1992             for (i = 0; i < 256; ++i)
1993             {
1994                 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1995                 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1996                 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1997                 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1998             }
1999         }
2000     }
2001     else
2002     {
2003         TRACE("Using surface palette %p\n", pal);
2004         /* Get the surface's palette */
2005         for (i = 0; i < 256; ++i)
2006         {
2007             table[i][0] = pal->palents[i].peRed;
2008             table[i][1] = pal->palents[i].peGreen;
2009             table[i][2] = pal->palents[i].peBlue;
2010
2011             /* When index_in_alpha is set the palette index is stored in the
2012              * alpha component. In case of a readback we can then read
2013              * GL_ALPHA. Color keying is handled in BltOverride using a
2014              * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2015              * color key itself is passed to glAlphaFunc in other cases the
2016              * alpha component of pixels that should be masked away is set to 0. */
2017             if (index_in_alpha)
2018             {
2019                 table[i][3] = i;
2020             }
2021             else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2022                     && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2023             {
2024                 table[i][3] = 0x00;
2025             }
2026             else if(pal->Flags & WINEDDPCAPS_ALPHA)
2027             {
2028                 table[i][3] = pal->palents[i].peFlags;
2029             }
2030             else
2031             {
2032                 table[i][3] = 0xFF;
2033             }
2034         }
2035     }
2036 }
2037
2038 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2039         UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2040 {
2041     const BYTE *source;
2042     BYTE *dest;
2043     TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2044
2045     switch (convert) {
2046         case NO_CONVERSION:
2047         {
2048             memcpy(dst, src, pitch * height);
2049             break;
2050         }
2051         case CONVERT_PALETTED:
2052         case CONVERT_PALETTED_CK:
2053         {
2054             IWineD3DPaletteImpl* pal = This->palette;
2055             BYTE table[256][4];
2056             unsigned int x, y;
2057
2058             if( pal == NULL) {
2059                 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2060             }
2061
2062             d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2063
2064             for (y = 0; y < height; y++)
2065             {
2066                 source = src + pitch * y;
2067                 dest = dst + outpitch * y;
2068                 /* This is an 1 bpp format, using the width here is fine */
2069                 for (x = 0; x < width; x++) {
2070                     BYTE color = *source++;
2071                     *dest++ = table[color][0];
2072                     *dest++ = table[color][1];
2073                     *dest++ = table[color][2];
2074                     *dest++ = table[color][3];
2075                 }
2076             }
2077         }
2078         break;
2079
2080         case CONVERT_CK_565:
2081         {
2082             /* Converting the 565 format in 5551 packed to emulate color-keying.
2083
2084               Note : in all these conversion, it would be best to average the averaging
2085                       pixels to get the color of the pixel that will be color-keyed to
2086                       prevent 'color bleeding'. This will be done later on if ever it is
2087                       too visible.
2088
2089               Note2: Nvidia documents say that their driver does not support alpha + color keying
2090                      on the same surface and disables color keying in such a case
2091             */
2092             unsigned int x, y;
2093             const WORD *Source;
2094             WORD *Dest;
2095
2096             TRACE("Color keyed 565\n");
2097
2098             for (y = 0; y < height; y++) {
2099                 Source = (const WORD *)(src + y * pitch);
2100                 Dest = (WORD *) (dst + y * outpitch);
2101                 for (x = 0; x < width; x++ ) {
2102                     WORD color = *Source++;
2103                     *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2104                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2105                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2106                         *Dest |= 0x0001;
2107                     }
2108                     Dest++;
2109                 }
2110             }
2111         }
2112         break;
2113
2114         case CONVERT_CK_5551:
2115         {
2116             /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2117             unsigned int x, y;
2118             const WORD *Source;
2119             WORD *Dest;
2120             TRACE("Color keyed 5551\n");
2121             for (y = 0; y < height; y++) {
2122                 Source = (const WORD *)(src + y * pitch);
2123                 Dest = (WORD *) (dst + y * outpitch);
2124                 for (x = 0; x < width; x++ ) {
2125                     WORD color = *Source++;
2126                     *Dest = color;
2127                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2128                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2129                         *Dest |= (1 << 15);
2130                     }
2131                     else {
2132                         *Dest &= ~(1 << 15);
2133                     }
2134                     Dest++;
2135                 }
2136             }
2137         }
2138         break;
2139
2140         case CONVERT_CK_RGB24:
2141         {
2142             /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2143             unsigned int x, y;
2144             for (y = 0; y < height; y++)
2145             {
2146                 source = src + pitch * y;
2147                 dest = dst + outpitch * y;
2148                 for (x = 0; x < width; x++) {
2149                     DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2150                     DWORD dstcolor = color << 8;
2151                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2152                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2153                         dstcolor |= 0xff;
2154                     }
2155                     *(DWORD*)dest = dstcolor;
2156                     source += 3;
2157                     dest += 4;
2158                 }
2159             }
2160         }
2161         break;
2162
2163         case CONVERT_RGB32_888:
2164         {
2165             /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2166             unsigned int x, y;
2167             for (y = 0; y < height; y++)
2168             {
2169                 source = src + pitch * y;
2170                 dest = dst + outpitch * y;
2171                 for (x = 0; x < width; x++) {
2172                     DWORD color = 0xffffff & *(const DWORD*)source;
2173                     DWORD dstcolor = color << 8;
2174                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2175                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2176                         dstcolor |= 0xff;
2177                     }
2178                     *(DWORD*)dest = dstcolor;
2179                     source += 4;
2180                     dest += 4;
2181                 }
2182             }
2183         }
2184         break;
2185
2186         case CONVERT_V8U8:
2187         {
2188             unsigned int x, y;
2189             const short *Source;
2190             unsigned char *Dest;
2191             for(y = 0; y < height; y++) {
2192                 Source = (const short *)(src + y * pitch);
2193                 Dest = dst + y * outpitch;
2194                 for (x = 0; x < width; x++ ) {
2195                     long color = (*Source++);
2196                     /* B */ Dest[0] = 0xff;
2197                     /* G */ Dest[1] = (color >> 8) + 128; /* V */
2198                     /* R */ Dest[2] = (color) + 128;      /* U */
2199                     Dest += 3;
2200                 }
2201             }
2202             break;
2203         }
2204
2205         case CONVERT_V16U16:
2206         {
2207             unsigned int x, y;
2208             const DWORD *Source;
2209             unsigned short *Dest;
2210             for(y = 0; y < height; y++) {
2211                 Source = (const DWORD *)(src + y * pitch);
2212                 Dest = (unsigned short *) (dst + y * outpitch);
2213                 for (x = 0; x < width; x++ ) {
2214                     DWORD color = (*Source++);
2215                     /* B */ Dest[0] = 0xffff;
2216                     /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2217                     /* R */ Dest[2] = (color      ) + 32768; /* U */
2218                     Dest += 3;
2219                 }
2220             }
2221             break;
2222         }
2223
2224         case CONVERT_Q8W8V8U8:
2225         {
2226             unsigned int x, y;
2227             const DWORD *Source;
2228             unsigned char *Dest;
2229             for(y = 0; y < height; y++) {
2230                 Source = (const DWORD *)(src + y * pitch);
2231                 Dest = dst + y * outpitch;
2232                 for (x = 0; x < width; x++ ) {
2233                     long color = (*Source++);
2234                     /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2235                     /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2236                     /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
2237                     /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2238                     Dest += 4;
2239                 }
2240             }
2241             break;
2242         }
2243
2244         case CONVERT_L6V5U5:
2245         {
2246             unsigned int x, y;
2247             const WORD *Source;
2248             unsigned char *Dest;
2249
2250             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2251                 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2252                  * fixed function and shaders without further conversion once the surface is
2253                  * loaded
2254                  */
2255                 for(y = 0; y < height; y++) {
2256                     Source = (const WORD *)(src + y * pitch);
2257                     Dest = dst + y * outpitch;
2258                     for (x = 0; x < width; x++ ) {
2259                         short color = (*Source++);
2260                         unsigned char l = ((color >> 10) & 0xfc);
2261                                   char v = ((color >>  5) & 0x3e);
2262                                   char u = ((color      ) & 0x1f);
2263
2264                         /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2265                          * and doubles the positive range. Thus shift left only once, gl does the 2nd
2266                          * shift. GL reads a signed value and converts it into an unsigned value.
2267                          */
2268                         /* M */ Dest[2] = l << 1;
2269
2270                         /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2271                          * from 5 bit values to 8 bit values.
2272                          */
2273                         /* V */ Dest[1] = v << 3;
2274                         /* U */ Dest[0] = u << 3;
2275                         Dest += 3;
2276                     }
2277                 }
2278             } else {
2279                 for(y = 0; y < height; y++) {
2280                     unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2281                     Source = (const WORD *)(src + y * pitch);
2282                     for (x = 0; x < width; x++ ) {
2283                         short color = (*Source++);
2284                         unsigned char l = ((color >> 10) & 0xfc);
2285                                  short v = ((color >>  5) & 0x3e);
2286                                  short u = ((color      ) & 0x1f);
2287                         short v_conv = v + 16;
2288                         short u_conv = u + 16;
2289
2290                         *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2291                         Dest_s += 1;
2292                     }
2293                 }
2294             }
2295             break;
2296         }
2297
2298         case CONVERT_X8L8V8U8:
2299         {
2300             unsigned int x, y;
2301             const DWORD *Source;
2302             unsigned char *Dest;
2303
2304             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2305                 /* This implementation works with the fixed function pipeline and shaders
2306                  * without further modification after converting the surface.
2307                  */
2308                 for(y = 0; y < height; y++) {
2309                     Source = (const DWORD *)(src + y * pitch);
2310                     Dest = dst + y * outpitch;
2311                     for (x = 0; x < width; x++ ) {
2312                         long color = (*Source++);
2313                         /* L */ Dest[2] = ((color >> 16) & 0xff);   /* L */
2314                         /* V */ Dest[1] = ((color >> 8 ) & 0xff);   /* V */
2315                         /* U */ Dest[0] = (color         & 0xff);   /* U */
2316                         /* I */ Dest[3] = 255;                      /* X */
2317                         Dest += 4;
2318                     }
2319                 }
2320             } else {
2321                 /* Doesn't work correctly with the fixed function pipeline, but can work in
2322                  * shaders if the shader is adjusted. (There's no use for this format in gl's
2323                  * standard fixed function pipeline anyway).
2324                  */
2325                 for(y = 0; y < height; y++) {
2326                     Source = (const DWORD *)(src + y * pitch);
2327                     Dest = dst + y * outpitch;
2328                     for (x = 0; x < width; x++ ) {
2329                         long color = (*Source++);
2330                         /* B */ Dest[0] = ((color >> 16) & 0xff);       /* L */
2331                         /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2332                         /* R */ Dest[2] = (color         & 0xff) + 128;  /* U */
2333                         Dest += 4;
2334                     }
2335                 }
2336             }
2337             break;
2338         }
2339
2340         case CONVERT_A4L4:
2341         {
2342             unsigned int x, y;
2343             const unsigned char *Source;
2344             unsigned char *Dest;
2345             for(y = 0; y < height; y++) {
2346                 Source = src + y * pitch;
2347                 Dest = dst + y * outpitch;
2348                 for (x = 0; x < width; x++ ) {
2349                     unsigned char color = (*Source++);
2350                     /* A */ Dest[1] = (color & 0xf0) << 0;
2351                     /* L */ Dest[0] = (color & 0x0f) << 4;
2352                     Dest += 2;
2353                 }
2354             }
2355             break;
2356         }
2357
2358         case CONVERT_G16R16:
2359         case CONVERT_R16G16F:
2360         {
2361             unsigned int x, y;
2362             const WORD *Source;
2363             WORD *Dest;
2364
2365             for(y = 0; y < height; y++) {
2366                 Source = (const WORD *)(src + y * pitch);
2367                 Dest = (WORD *) (dst + y * outpitch);
2368                 for (x = 0; x < width; x++ ) {
2369                     WORD green = (*Source++);
2370                     WORD red = (*Source++);
2371                     Dest[0] = green;
2372                     Dest[1] = red;
2373                     /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2374                      * shader overwrites it anyway
2375                      */
2376                     Dest[2] = 0xffff;
2377                     Dest += 3;
2378                 }
2379             }
2380             break;
2381         }
2382
2383         case CONVERT_R32G32F:
2384         {
2385             unsigned int x, y;
2386             const float *Source;
2387             float *Dest;
2388             for(y = 0; y < height; y++) {
2389                 Source = (const float *)(src + y * pitch);
2390                 Dest = (float *) (dst + y * outpitch);
2391                 for (x = 0; x < width; x++ ) {
2392                     float green = (*Source++);
2393                     float red = (*Source++);
2394                     Dest[0] = green;
2395                     Dest[1] = red;
2396                     Dest[2] = 1.0;
2397                     Dest += 3;
2398                 }
2399             }
2400             break;
2401         }
2402
2403         case CONVERT_D15S1:
2404         {
2405             unsigned int x, y;
2406
2407             for (y = 0; y < height; ++y)
2408             {
2409                 const WORD *source = (const WORD *)(src + y * pitch);
2410                 DWORD *dest = (DWORD *)(dst + y * outpitch);
2411
2412                 for (x = 0; x < width; ++x)
2413                 {
2414                     /* The depth data is normalized, so needs to be scaled,
2415                      * the stencil data isn't.  Scale depth data by
2416                      *      (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2417                     WORD d15 = source[x] >> 1;
2418                     DWORD d24 = (d15 << 9) + (d15 >> 6);
2419                     dest[x] = (d24 << 8) | (source[x] & 0x1);
2420                 }
2421             }
2422             break;
2423         }
2424
2425         case CONVERT_D24X4S4:
2426         {
2427             unsigned int x, y;
2428
2429             for (y = 0; y < height; ++y)
2430             {
2431                 const DWORD *source = (const DWORD *)(src + y * pitch);
2432                 DWORD *dest = (DWORD *)(dst + y * outpitch);
2433
2434                 for (x = 0; x < width; ++x)
2435                 {
2436                     /* Just need to clear out the X4 part. */
2437                     dest[x] = source[x] & ~0xf0;
2438                 }
2439             }
2440             break;
2441         }
2442
2443         case CONVERT_D24FS8:
2444         {
2445             unsigned int x, y;
2446
2447             for (y = 0; y < height; ++y)
2448             {
2449                 const DWORD *source = (const DWORD *)(src + y * pitch);
2450                 float *dest_f = (float *)(dst + y * outpitch);
2451                 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2452
2453                 for (x = 0; x < width; ++x)
2454                 {
2455                     dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2456                     dest_s[x * 2 + 1] = source[x] & 0xff;
2457                 }
2458             }
2459             break;
2460         }
2461
2462         default:
2463             ERR("Unsupported conversion type %#x.\n", convert);
2464     }
2465     return WINED3D_OK;
2466 }
2467
2468 /* This function is used in case of 8bit paletted textures to upload the palette.
2469    It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2470    extensions like ATI_fragment_shaders is possible.
2471 */
2472 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2473     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2474     BYTE table[256][4];
2475     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2476
2477     d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2478
2479     /* Try to use the paletted texture extension */
2480     if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2481     {
2482         TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2483         ENTER_GL();
2484         GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2485         LEAVE_GL();
2486     }
2487     else
2488     {
2489         /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2490          * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2491         TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2492
2493         ENTER_GL();
2494
2495         /* Create the fragment program if we don't have it */
2496         if(!device->paletteConversionShader)
2497         {
2498             const char *fragment_palette_conversion =
2499                 "!!ARBfp1.0\n"
2500                 "TEMP index;\n"
2501                 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2502                 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2503                 /* The alpha-component contains the palette index */
2504                 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2505                 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2506                 "MAD index.a, index.a, constants.x, constants.y;\n"
2507                 /* Use the alpha-component as an index in the palette to get the final color */
2508                 "TEX result.color, index.a, texture[1], 1D;\n"
2509                 "END";
2510
2511             glEnable(GL_FRAGMENT_PROGRAM_ARB);
2512             GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2513             GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2514             GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2515             glDisable(GL_FRAGMENT_PROGRAM_ARB);
2516         }
2517
2518         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2519         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2520
2521         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2522         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2523
2524         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2525         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2526         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2527         glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2528
2529         /* Switch back to unit 0 in which the 2D texture will be stored. */
2530         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2531
2532         /* Rebind the texture because it isn't bound anymore */
2533         glBindTexture(This->glDescription.target, This->glDescription.textureName);
2534
2535         LEAVE_GL();
2536     }
2537 }
2538
2539 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2540     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2541
2542     if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2543             && This->resource.format_desc->format != WINED3DFMT_A8P8))
2544     {
2545         /* If a ddraw-style palette is attached assume no d3d9 palette change.
2546          * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2547          */
2548         return FALSE;
2549     }
2550
2551     if(This->palette9) {
2552         if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2553             return FALSE;
2554         }
2555     } else {
2556         This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2557     }
2558     memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2559     return TRUE;
2560 }
2561
2562 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2563     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2564     DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2565
2566     if (!(This->Flags & flag)) {
2567         TRACE("Reloading because surface is dirty\n");
2568     } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2569               ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2570               /* Reload: vice versa  OR */
2571               ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2572               /* Also reload: Color key is active AND the color key has changed */
2573               ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2574                 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2575                 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2576         TRACE("Reloading because of color keying\n");
2577         /* To perform the color key conversion we need a sysmem copy of
2578          * the surface. Make sure we have it
2579          */
2580
2581         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2582         /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2583         /* TODO: This is not necessarily needed with hw palettized texture support */
2584         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2585     } else {
2586         TRACE("surface is already in texture\n");
2587         return WINED3D_OK;
2588     }
2589
2590     /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2591      *  These resources are not bound by device size or format restrictions. Because of this,
2592      *  these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2593      *  However, these resources can always be created, locked, and copied.
2594      */
2595     if (This->resource.pool == WINED3DPOOL_SCRATCH )
2596     {
2597         FIXME("(%p) Operation not supported for scratch textures\n",This);
2598         return WINED3DERR_INVALIDCALL;
2599     }
2600
2601     IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2602
2603 #if 0
2604     {
2605         static unsigned int gen = 0;
2606         char buffer[4096];
2607         ++gen;
2608         if ((gen % 10) == 0) {
2609             snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2610             IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2611         }
2612         /*
2613          * debugging crash code
2614          if (gen == 250) {
2615          void** test = NULL;
2616          *test = 0;
2617          }
2618          */
2619     }
2620 #endif
2621
2622     if (!(This->Flags & SFLAG_DONOTFREE)) {
2623         HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2624         This->resource.allocatedMemory = NULL;
2625         This->resource.heapMemory = NULL;
2626         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2627     }
2628
2629     return WINED3D_OK;
2630 }
2631
2632 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2633     /* TODO: check for locks */
2634     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2635     IWineD3DBaseTexture *baseTexture = NULL;
2636     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2637
2638     TRACE("(%p)Checking to see if the container is a base texture\n", This);
2639     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2640         TRACE("Passing to container\n");
2641         IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2642         IWineD3DBaseTexture_Release(baseTexture);
2643     } else {
2644         GLuint *name;
2645         TRACE("(%p) : Binding surface\n", This);
2646
2647         name = srgb ? &This->glDescription.srgbTextureName : &This->glDescription.textureName;
2648         if(!device->isInDraw) {
2649             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2650         }
2651
2652         ENTER_GL();
2653
2654         if (!This->glDescription.level) {
2655             if (!*name) {
2656                 glGenTextures(1, name);
2657                 checkGLcall("glGenTextures");
2658                 TRACE("Surface %p given name %d\n", This, *name);
2659
2660                 glBindTexture(This->glDescription.target, *name);
2661                 checkGLcall("glBindTexture");
2662                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2663                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2664                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2665                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2666                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2667                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2668                 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2669                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2670                 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2671                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2672             }
2673             /* This is where we should be reducing the amount of GLMemoryUsed */
2674         } else if (*name) {
2675             /* Mipmap surfaces should have a base texture container */
2676             ERR("Mipmap surface has a glTexture bound to it!\n");
2677         }
2678
2679         glBindTexture(This->glDescription.target, *name);
2680         checkGLcall("glBindTexture");
2681
2682         LEAVE_GL();
2683     }
2684     return;
2685 }
2686
2687 #include <errno.h>
2688 #include <stdio.h>
2689 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2690 {
2691     FILE* f = NULL;
2692     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2693     char *allocatedMemory;
2694     const char *textureRow;
2695     IWineD3DSwapChain *swapChain = NULL;
2696     int width, height, i, y;
2697     GLuint tmpTexture = 0;
2698     DWORD color;
2699     /*FIXME:
2700     Textures may not be stored in ->allocatedgMemory and a GlTexture
2701     so we should lock the surface before saving a snapshot, or at least check that
2702     */
2703     /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2704     by calling GetTexImage and in compressed form by calling
2705     GetCompressedTexImageARB.  Queried compressed images can be saved and
2706     later reused by calling CompressedTexImage[123]DARB.  Pre-compressed
2707     texture images do not need to be processed by the GL and should
2708     significantly improve texture loading performance relative to uncompressed
2709     images. */
2710
2711 /* Setup the width and height to be the internal texture width and height. */
2712     width  = This->pow2Width;
2713     height = This->pow2Height;
2714 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2715     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2716
2717     if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2718         /* if were not a real texture then read the back buffer into a real texture */
2719         /* we don't want to interfere with the back buffer so read the data into a temporary
2720          * texture and then save the data out of the temporary texture
2721          */
2722         GLint prevRead;
2723         ENTER_GL();
2724         TRACE("(%p) Reading render target into texture\n", This);
2725
2726         glGenTextures(1, &tmpTexture);
2727         glBindTexture(GL_TEXTURE_2D, tmpTexture);
2728
2729         glTexImage2D(GL_TEXTURE_2D,
2730                         0,
2731                         GL_RGBA,
2732                         width,
2733                         height,
2734                         0/*border*/,
2735                         GL_RGBA,
2736                         GL_UNSIGNED_INT_8_8_8_8_REV,
2737                         NULL);
2738
2739         glGetIntegerv(GL_READ_BUFFER, &prevRead);
2740         checkGLcall("glGetIntegerv");
2741         glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2742         checkGLcall("glReadBuffer");
2743         glCopyTexImage2D(GL_TEXTURE_2D,
2744                             0,
2745                             GL_RGBA,
2746                             0,
2747                             0,
2748                             width,
2749                             height,
2750                             0);
2751
2752         checkGLcall("glCopyTexImage2D");
2753         glReadBuffer(prevRead);
2754         LEAVE_GL();
2755
2756     } else { /* bind the real texture, and make sure it up to date */
2757         surface_internal_preload(iface, SRGB_RGB);
2758         surface_bind_and_dirtify(This, FALSE);
2759     }
2760     allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width  * height * 4);
2761     ENTER_GL();
2762     FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2763     glGetTexImage(GL_TEXTURE_2D,
2764                 This->glDescription.level,
2765                 GL_RGBA,
2766                 GL_UNSIGNED_INT_8_8_8_8_REV,
2767                 allocatedMemory);
2768     checkGLcall("glTexImage2D");
2769     if (tmpTexture) {
2770         glBindTexture(GL_TEXTURE_2D, 0);
2771         glDeleteTextures(1, &tmpTexture);
2772     }
2773     LEAVE_GL();
2774
2775     f = fopen(filename, "w+");
2776     if (NULL == f) {
2777         ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2778         return WINED3DERR_INVALIDCALL;
2779     }
2780 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2781     TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2782 /* TGA header */
2783     fputc(0,f);
2784     fputc(0,f);
2785     fputc(2,f);
2786     fputc(0,f);
2787     fputc(0,f);
2788     fputc(0,f);
2789     fputc(0,f);
2790     fputc(0,f);
2791     fputc(0,f);
2792     fputc(0,f);
2793     fputc(0,f);
2794     fputc(0,f);
2795 /* short width*/
2796     fwrite(&width,2,1,f);
2797 /* short height */
2798     fwrite(&height,2,1,f);
2799 /* format rgba */
2800     fputc(0x20,f);
2801     fputc(0x28,f);
2802 /* raw data */
2803     /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2804     if(swapChain)
2805         textureRow = allocatedMemory + (width * (height - 1) *4);
2806     else
2807         textureRow = allocatedMemory;
2808     for (y = 0 ; y < height; y++) {
2809         for (i = 0; i < width;  i++) {
2810             color = *((const DWORD*)textureRow);
2811             fputc((color >> 16) & 0xFF, f); /* B */
2812             fputc((color >>  8) & 0xFF, f); /* G */
2813             fputc((color >>  0) & 0xFF, f); /* R */
2814             fputc((color >> 24) & 0xFF, f); /* A */
2815             textureRow += 4;
2816         }
2817         /* take two rows of the pointer to the texture memory */
2818         if(swapChain)
2819             (textureRow-= width << 3);
2820
2821     }
2822     TRACE("Closing file\n");
2823     fclose(f);
2824
2825     if(swapChain) {
2826         IWineD3DSwapChain_Release(swapChain);
2827     }
2828     HeapFree(GetProcessHeap(), 0, allocatedMemory);
2829     return WINED3D_OK;
2830 }
2831
2832 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2833     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2834     HRESULT hr;
2835
2836     TRACE("(%p) : Calling base function first\n", This);
2837     hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2838     if(SUCCEEDED(hr)) {
2839         This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2840         TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2841                 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2842     }
2843     return hr;
2844 }
2845
2846 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2847     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2848
2849     if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2850         WARN("Surface is locked or the HDC is in use\n");
2851         return WINED3DERR_INVALIDCALL;
2852     }
2853
2854     if(Mem && Mem != This->resource.allocatedMemory) {
2855         void *release = NULL;
2856
2857         /* Do I have to copy the old surface content? */
2858         if(This->Flags & SFLAG_DIBSECTION) {
2859                 /* Release the DC. No need to hold the critical section for the update
2860                  * Thread because this thread runs only on front buffers, but this method
2861                  * fails for render targets in the check above.
2862                  */
2863                 SelectObject(This->hDC, This->dib.holdbitmap);
2864                 DeleteDC(This->hDC);
2865                 /* Release the DIB section */
2866                 DeleteObject(This->dib.DIBsection);
2867                 This->dib.bitmap_data = NULL;
2868                 This->resource.allocatedMemory = NULL;
2869                 This->hDC = NULL;
2870                 This->Flags &= ~SFLAG_DIBSECTION;
2871         } else if(!(This->Flags & SFLAG_USERPTR)) {
2872             release = This->resource.heapMemory;
2873             This->resource.heapMemory = NULL;
2874         }
2875         This->resource.allocatedMemory = Mem;
2876         This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2877
2878         /* Now the surface memory is most up do date. Invalidate drawable and texture */
2879         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2880
2881         /* For client textures opengl has to be notified */
2882         if(This->Flags & SFLAG_CLIENT) {
2883             DWORD oldFlags = This->Flags;
2884             This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2885             if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2886             if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2887             /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2888         }
2889
2890         /* Now free the old memory if any */
2891         HeapFree(GetProcessHeap(), 0, release);
2892     } else if(This->Flags & SFLAG_USERPTR) {
2893         /* LockRect and GetDC will re-create the dib section and allocated memory */
2894         This->resource.allocatedMemory = NULL;
2895         /* HeapMemory should be NULL already */
2896         if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2897         This->Flags &= ~SFLAG_USERPTR;
2898
2899         if(This->Flags & SFLAG_CLIENT) {
2900             DWORD oldFlags = This->Flags;
2901             This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2902             /* This respecifies an empty texture and opengl knows that the old memory is gone */
2903             if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2904             if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2905         }
2906     }
2907     return WINED3D_OK;
2908 }
2909
2910 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2911
2912     /* Flip the surface contents */
2913     /* Flip the DC */
2914     {
2915         HDC tmp;
2916         tmp = front->hDC;
2917         front->hDC = back->hDC;
2918         back->hDC = tmp;
2919     }
2920
2921     /* Flip the DIBsection */
2922     {
2923         HBITMAP tmp;
2924         BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2925         tmp = front->dib.DIBsection;
2926         front->dib.DIBsection = back->dib.DIBsection;
2927         back->dib.DIBsection = tmp;
2928
2929         if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2930         else front->Flags &= ~SFLAG_DIBSECTION;
2931         if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2932         else back->Flags &= ~SFLAG_DIBSECTION;
2933     }
2934
2935     /* Flip the surface data */
2936     {
2937         void* tmp;
2938
2939         tmp = front->dib.bitmap_data;
2940         front->dib.bitmap_data = back->dib.bitmap_data;
2941         back->dib.bitmap_data = tmp;
2942
2943         tmp = front->resource.allocatedMemory;
2944         front->resource.allocatedMemory = back->resource.allocatedMemory;
2945         back->resource.allocatedMemory = tmp;
2946
2947         tmp = front->resource.heapMemory;
2948         front->resource.heapMemory = back->resource.heapMemory;
2949         back->resource.heapMemory = tmp;
2950     }
2951
2952     /* Flip the PBO */
2953     {
2954         GLuint tmp_pbo = front->pbo;
2955         front->pbo = back->pbo;
2956         back->pbo = tmp_pbo;
2957     }
2958
2959     /* client_memory should not be different, but just in case */
2960     {
2961         BOOL tmp;
2962         tmp = front->dib.client_memory;
2963         front->dib.client_memory = back->dib.client_memory;
2964         back->dib.client_memory = tmp;
2965     }
2966
2967     /* Flip the opengl texture */
2968     {
2969         glDescriptor tmp_desc = back->glDescription;
2970         back->glDescription = front->glDescription;
2971         front->glDescription = tmp_desc;
2972     }
2973
2974     {
2975         DWORD tmp_flags = back->Flags;
2976         back->Flags = front->Flags;
2977         front->Flags = tmp_flags;
2978     }
2979 }
2980
2981 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2982     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2983     IWineD3DSwapChainImpl *swapchain = NULL;
2984     HRESULT hr;
2985     TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2986
2987     /* Flipping is only supported on RenderTargets and overlays*/
2988     if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2989         WARN("Tried to flip a non-render target, non-overlay surface\n");
2990         return WINEDDERR_NOTFLIPPABLE;
2991     }
2992
2993     if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2994         flip_surface(This, (IWineD3DSurfaceImpl *) override);
2995
2996         /* Update the overlay if it is visible */
2997         if(This->overlay_dest) {
2998             return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2999         } else {
3000             return WINED3D_OK;
3001         }
3002     }
3003
3004     if(override) {
3005         /* DDraw sets this for the X11 surfaces, so don't confuse the user 
3006          * FIXME("(%p) Target override is not supported by now\n", This);
3007          * Additionally, it isn't really possible to support triple-buffering
3008          * properly on opengl at all
3009          */
3010     }
3011
3012     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
3013     if(!swapchain) {
3014         ERR("Flipped surface is not on a swapchain\n");
3015         return WINEDDERR_NOTFLIPPABLE;
3016     }
3017
3018     /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
3019      * and only d3d8 and d3d9 apps specify the presentation interval
3020      */
3021     if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
3022         /* Most common case first to avoid wasting time on all the other cases */
3023         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3024     } else if(Flags & WINEDDFLIP_NOVSYNC) {
3025         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3026     } else if(Flags & WINEDDFLIP_INTERVAL2) {
3027         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3028     } else if(Flags & WINEDDFLIP_INTERVAL3) {
3029         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3030     } else {
3031         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3032     }
3033
3034     /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3035     hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3036     IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3037     return hr;
3038 }
3039
3040 /* Does a direct frame buffer -> texture copy. Stretching is done
3041  * with single pixel copy calls
3042  */
3043 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3044         IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3045         BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3046 {
3047     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3048     float xrel, yrel;
3049     UINT row;
3050     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3051
3052
3053     ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3054     surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3055     ENTER_GL();
3056
3057     /* Bind the target texture */
3058     glBindTexture(This->glDescription.target, This->glDescription.textureName);
3059     checkGLcall("glBindTexture");
3060     if(!swapchain) {
3061         TRACE("Reading from an offscreen target\n");
3062         upsidedown = !upsidedown;
3063         glReadBuffer(myDevice->offscreenBuffer);
3064     } else {
3065         GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3066         glReadBuffer(buffer);
3067     }
3068     checkGLcall("glReadBuffer");
3069
3070     xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3071     yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3072
3073     if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
3074         FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3075
3076         if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3077             ERR("Texture filtering not supported in direct blit\n");
3078         }
3079     } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
3080         ERR("Texture filtering not supported in direct blit\n");
3081     }
3082
3083     if(upsidedown &&
3084        !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
3085        !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
3086         /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3087
3088         glCopyTexSubImage2D(This->glDescription.target,
3089                             This->glDescription.level,
3090                             drect->x1, drect->y1, /* xoffset, yoffset */
3091                             srect->x1, Src->currentDesc.Height - srect->y2,
3092                             drect->x2 - drect->x1, drect->y2 - drect->y1);
3093     } else {
3094         UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3095         /* I have to process this row by row to swap the image,
3096          * otherwise it would be upside down, so stretching in y direction
3097          * doesn't cost extra time
3098          *
3099          * However, stretching in x direction can be avoided if not necessary
3100          */
3101         for(row = drect->y1; row < drect->y2; row++) {
3102             if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
3103                 /* Well, that stuff works, but it's very slow.
3104                  * find a better way instead
3105                  */
3106                 UINT col;
3107
3108                 for(col = drect->x1; col < drect->x2; col++) {
3109                     glCopyTexSubImage2D(This->glDescription.target,
3110                                         This->glDescription.level,
3111                                         drect->x1 + col, row, /* xoffset, yoffset */
3112                                         srect->x1 + col * xrel, yoffset - (int) (row * yrel),
3113                                         1, 1);
3114                 }
3115             } else {
3116                 glCopyTexSubImage2D(This->glDescription.target,
3117                                     This->glDescription.level,
3118                                     drect->x1, row, /* xoffset, yoffset */
3119                                     srect->x1, yoffset - (int) (row * yrel),
3120                                     drect->x2-drect->x1, 1);
3121             }
3122         }
3123     }
3124     checkGLcall("glCopyTexSubImage2D");
3125
3126     LEAVE_GL();
3127 }
3128
3129 /* Uses the hardware to stretch and flip the image */
3130 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3131         IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3132         BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3133 {
3134     GLuint src, backup = 0;
3135     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3136     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3137     float left, right, top, bottom; /* Texture coordinates */
3138     UINT fbwidth = Src->currentDesc.Width;
3139     UINT fbheight = Src->currentDesc.Height;
3140     GLenum drawBuffer = GL_BACK;
3141     GLenum texture_target;
3142     BOOL noBackBufferBackup;
3143
3144     TRACE("Using hwstretch blit\n");
3145     /* Activate the Proper context for reading from the source surface, set it up for blitting */
3146     ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3147     surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3148
3149     noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3150     if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
3151         /* Get it a description */
3152         surface_internal_preload(SrcSurface, SRGB_RGB);
3153     }
3154     ENTER_GL();
3155
3156     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3157      * This way we don't have to wait for the 2nd readback to finish to leave this function.
3158      */
3159     if(myDevice->activeContext->aux_buffers >= 2) {
3160         /* Got more than one aux buffer? Use the 2nd aux buffer */
3161         drawBuffer = GL_AUX1;
3162     } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
3163         /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3164         drawBuffer = GL_AUX0;
3165     }
3166
3167     if(noBackBufferBackup) {
3168         glGenTextures(1, &backup);
3169         checkGLcall("glGenTextures\n");
3170         glBindTexture(GL_TEXTURE_2D, backup);
3171         checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3172         texture_target = GL_TEXTURE_2D;
3173     } else {
3174         /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3175          * we are reading from the back buffer, the backup can be used as source texture
3176          */
3177         texture_target = Src->glDescription.target;
3178         glBindTexture(texture_target, Src->glDescription.textureName);
3179         checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
3180         glEnable(texture_target);
3181         checkGLcall("glEnable(texture_target)");
3182
3183         /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3184         Src->Flags &= ~SFLAG_INTEXTURE;
3185     }
3186
3187     if(swapchain) {
3188         glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3189     } else {
3190         TRACE("Reading from an offscreen target\n");
3191         upsidedown = !upsidedown;
3192         glReadBuffer(myDevice->offscreenBuffer);
3193     }
3194
3195     /* TODO: Only back up the part that will be overwritten */
3196     glCopyTexSubImage2D(texture_target, 0,
3197                         0, 0 /* read offsets */,
3198                         0, 0,
3199                         fbwidth,
3200                         fbheight);
3201
3202     checkGLcall("glCopyTexSubImage2D");
3203
3204     /* No issue with overriding these - the sampler is dirty due to blit usage */
3205     glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3206                     magLookup[Filter - WINED3DTEXF_NONE]);
3207     checkGLcall("glTexParameteri");
3208     glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3209                     minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3210     checkGLcall("glTexParameteri");
3211
3212     if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3213         src = backup ? backup : Src->glDescription.textureName;
3214     } else {
3215         glReadBuffer(GL_FRONT);
3216         checkGLcall("glReadBuffer(GL_FRONT)");
3217
3218         glGenTextures(1, &src);
3219         checkGLcall("glGenTextures(1, &src)");
3220         glBindTexture(GL_TEXTURE_2D, src);
3221         checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3222
3223         /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3224          * out for power of 2 sizes
3225          */
3226         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3227                     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3228         checkGLcall("glTexImage2D");
3229         glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3230                             0, 0 /* read offsets */,
3231                             0, 0,
3232                             fbwidth,
3233                             fbheight);
3234
3235         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3236         checkGLcall("glTexParameteri");
3237         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3238         checkGLcall("glTexParameteri");
3239
3240         glReadBuffer(GL_BACK);
3241         checkGLcall("glReadBuffer(GL_BACK)");
3242
3243         if(texture_target != GL_TEXTURE_2D) {
3244             glDisable(texture_target);
3245             glEnable(GL_TEXTURE_2D);
3246             texture_target = GL_TEXTURE_2D;
3247         }
3248     }
3249     checkGLcall("glEnd and previous");
3250
3251     left = srect->x1;
3252     right = srect->x2;
3253
3254     if(upsidedown) {
3255         top = Src->currentDesc.Height - srect->y1;
3256         bottom = Src->currentDesc.Height - srect->y2;
3257     } else {
3258         top = Src->currentDesc.Height - srect->y2;
3259         bottom = Src->currentDesc.Height - srect->y1;
3260     }
3261
3262     if(Src->Flags & SFLAG_NORMCOORD) {
3263         left /= Src->pow2Width;
3264         right /= Src->pow2Width;
3265         top /= Src->pow2Height;
3266         bottom /= Src->pow2Height;
3267     }
3268
3269     /* draw the source texture stretched and upside down. The correct surface is bound already */
3270     glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3271     glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3272
3273     glDrawBuffer(drawBuffer);
3274     glReadBuffer(drawBuffer);
3275
3276     glBegin(GL_QUADS);
3277         /* bottom left */
3278         glTexCoord2f(left, bottom);
3279         glVertex2i(0, fbheight);
3280
3281         /* top left */
3282         glTexCoord2f(left, top);
3283         glVertex2i(0, fbheight - drect->y2 - drect->y1);
3284
3285         /* top right */
3286         glTexCoord2f(right, top);
3287         glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3288
3289         /* bottom right */
3290         glTexCoord2f(right, bottom);
3291         glVertex2i(drect->x2 - drect->x1, fbheight);
3292     glEnd();
3293     checkGLcall("glEnd and previous");
3294
3295     if(texture_target != This->glDescription.target) {
3296         glDisable(texture_target);
3297         glEnable(This->glDescription.target);
3298         texture_target = This->glDescription.target;
3299     }
3300
3301     /* Now read the stretched and upside down image into the destination texture */
3302     glBindTexture(texture_target, This->glDescription.textureName);
3303     checkGLcall("glBindTexture");
3304     glCopyTexSubImage2D(texture_target,
3305                         0,
3306                         drect->x1, drect->y1, /* xoffset, yoffset */
3307                         0, 0, /* We blitted the image to the origin */
3308                         drect->x2 - drect->x1, drect->y2 - drect->y1);
3309     checkGLcall("glCopyTexSubImage2D");
3310
3311     if(drawBuffer == GL_BACK) {
3312         /* Write the back buffer backup back */
3313         if(backup) {
3314             if(texture_target != GL_TEXTURE_2D) {
3315                 glDisable(texture_target);
3316                 glEnable(GL_TEXTURE_2D);
3317                 texture_target = GL_TEXTURE_2D;
3318             }
3319             glBindTexture(GL_TEXTURE_2D, backup);
3320             checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3321         } else {
3322             if(texture_target != Src->glDescription.target) {
3323                 glDisable(texture_target);
3324                 glEnable(Src->glDescription.target);
3325                 texture_target = Src->glDescription.target;
3326             }
3327             glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3328             checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3329         }
3330
3331         glBegin(GL_QUADS);
3332             /* top left */
3333             glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3334             glVertex2i(0, 0);
3335
3336             /* bottom left */
3337             glTexCoord2f(0.0, 0.0);
3338             glVertex2i(0, fbheight);
3339
3340             /* bottom right */
3341             glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3342             glVertex2i(fbwidth, Src->currentDesc.Height);
3343
3344             /* top right */
3345             glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3346             glVertex2i(fbwidth, 0);
3347         glEnd();
3348     } else {
3349         /* Restore the old draw buffer */
3350         glDrawBuffer(GL_BACK);
3351     }
3352     glDisable(texture_target);
3353     checkGLcall("glDisable(texture_target)");
3354
3355     /* Cleanup */
3356     if(src != Src->glDescription.textureName && src != backup) {
3357         glDeleteTextures(1, &src);
3358         checkGLcall("glDeleteTextures(1, &src)");
3359     }
3360     if(backup) {
3361         glDeleteTextures(1, &backup);
3362         checkGLcall("glDeleteTextures(1, &backup)");
3363     }
3364
3365     LEAVE_GL();
3366 }
3367
3368 /* Not called from the VTable */
3369 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3370         IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3371         WINED3DTEXTUREFILTERTYPE Filter)
3372 {
3373     WINED3DRECT rect;
3374     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3375     IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3376     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3377
3378     TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3379
3380     /* Get the swapchain. One of the surfaces has to be a primary surface */
3381     if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3382         WARN("Destination is in sysmem, rejecting gl blt\n");
3383         return WINED3DERR_INVALIDCALL;
3384     }
3385     IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3386     if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3387     if(Src) {
3388         if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3389             WARN("Src is in sysmem, rejecting gl blt\n");
3390             return WINED3DERR_INVALIDCALL;
3391         }
3392         IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3393         if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3394     }
3395
3396     /* Early sort out of cases where no render target is used */
3397     if(!dstSwapchain && !srcSwapchain &&
3398         SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3399         TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3400         return WINED3DERR_INVALIDCALL;
3401     }
3402
3403     /* No destination color keying supported */
3404     if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3405         /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3406         TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3407         return WINED3DERR_INVALIDCALL;
3408     }
3409
3410     if (DestRect) {
3411         rect.x1 = DestRect->left;
3412         rect.y1 = DestRect->top;
3413         rect.x2 = DestRect->right;
3414         rect.y2 = DestRect->bottom;
3415     } else {
3416         rect.x1 = 0;
3417         rect.y1 = 0;
3418         rect.x2 = This->currentDesc.Width;
3419         rect.y2 = This->currentDesc.Height;
3420     }
3421
3422     /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3423     if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3424        ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3425         /* Half-life does a Blt from the back buffer to the front buffer,
3426          * Full surface size, no flags... Use present instead
3427          *
3428          * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3429          */
3430
3431         /* Check rects - IWineD3DDevice_Present doesn't handle them */
3432         while(1)
3433         {
3434             RECT mySrcRect;
3435             TRACE("Looking if a Present can be done...\n");
3436             /* Source Rectangle must be full surface */
3437             if( SrcRect ) {
3438                 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3439                    SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3440                     TRACE("No, Source rectangle doesn't match\n");
3441                     break;
3442                 }
3443             }
3444             mySrcRect.left = 0;
3445             mySrcRect.top = 0;
3446             mySrcRect.right = Src->currentDesc.Width;
3447             mySrcRect.bottom = Src->currentDesc.Height;
3448
3449             /* No stretching may occur */
3450             if(mySrcRect.right != rect.x2 - rect.x1 ||
3451                mySrcRect.bottom != rect.y2 - rect.y1) {
3452                 TRACE("No, stretching is done\n");
3453                 break;
3454             }
3455
3456             /* Destination must be full surface or match the clipping rectangle */
3457             if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3458             {
3459                 RECT cliprect;
3460                 POINT pos[2];
3461                 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3462                 pos[0].x = rect.x1;
3463                 pos[0].y = rect.y1;
3464                 pos[1].x = rect.x2;
3465                 pos[1].y = rect.y2;
3466                 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3467                                 pos, 2);
3468
3469                 if(pos[0].x != cliprect.left  || pos[0].y != cliprect.top   ||
3470                    pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3471                 {
3472                     TRACE("No, dest rectangle doesn't match(clipper)\n");
3473                     TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3474                     TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3475                     break;
3476                 }
3477             }
3478             else
3479             {
3480                 if(rect.x1 != 0 || rect.y1 != 0 ||
3481                    rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3482                     TRACE("No, dest rectangle doesn't match(surface size)\n");
3483                     break;
3484                 }
3485             }
3486
3487             TRACE("Yes\n");
3488
3489             /* These flags are unimportant for the flag check, remove them */
3490             if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3491                 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3492
3493                 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3494                     * take very long, while a flip is fast.
3495                     * This applies to Half-Life, which does such Blts every time it finished
3496                     * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3497                     * menu. This is also used by all apps when they do windowed rendering
3498                     *
3499                     * The problem is that flipping is not really the same as copying. After a
3500                     * Blt the front buffer is a copy of the back buffer, and the back buffer is
3501                     * untouched. Therefore it's necessary to override the swap effect
3502                     * and to set it back after the flip.
3503                     *
3504                     * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3505                     * testcases.
3506                     */
3507
3508                 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3509                 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3510
3511                 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3512                 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3513
3514                 dstSwapchain->presentParms.SwapEffect = orig_swap;
3515
3516                 return WINED3D_OK;
3517             }
3518             break;
3519         }
3520
3521         TRACE("Unsupported blit between buffers on the same swapchain\n");
3522         return WINED3DERR_INVALIDCALL;
3523     } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3524         FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3525         return WINED3DERR_INVALIDCALL;
3526     } else if(dstSwapchain && srcSwapchain) {
3527         FIXME("Implement hardware blit between two different swapchains\n");
3528         return WINED3DERR_INVALIDCALL;
3529     } else if(dstSwapchain) {
3530         if(SrcSurface == myDevice->render_targets[0]) {
3531             TRACE("Blit from active render target to a swapchain\n");
3532             /* Handled with regular texture -> swapchain blit */
3533         }
3534     } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3535         FIXME("Implement blit from a swapchain to the active render target\n");
3536         return WINED3DERR_INVALIDCALL;
3537     }
3538
3539     if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3540         /* Blit from render target to texture */
3541         WINED3DRECT srect;
3542         BOOL upsideDown, stretchx;
3543         BOOL paletteOverride = FALSE;
3544
3545         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3546             TRACE("Color keying not supported by frame buffer to texture blit\n");
3547             return WINED3DERR_INVALIDCALL;
3548             /* Destination color key is checked above */
3549         }
3550
3551         /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3552          * glCopyTexSubImage is a bit picky about the parameters we pass to it
3553          */
3554         if(SrcRect) {
3555             if(SrcRect->top < SrcRect->bottom) {
3556                 srect.y1 = SrcRect->top;
3557                 srect.y2 = SrcRect->bottom;
3558                 upsideDown = FALSE;
3559             } else {
3560                 srect.y1 = SrcRect->bottom;
3561                 srect.y2 = SrcRect->top;
3562                 upsideDown = TRUE;
3563             }
3564             srect.x1 = SrcRect->left;
3565             srect.x2 = SrcRect->right;
3566         } else {
3567             srect.x1 = 0;
3568             srect.y1 = 0;
3569             srect.x2 = Src->currentDesc.Width;
3570             srect.y2 = Src->currentDesc.Height;
3571             upsideDown = FALSE;
3572         }
3573         if(rect.x1 > rect.x2) {
3574             UINT tmp = rect.x2;
3575             rect.x2 = rect.x1;
3576             rect.x1 = tmp;
3577             upsideDown = !upsideDown;
3578         }
3579
3580         if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3581             stretchx = TRUE;
3582         } else {
3583             stretchx = FALSE;
3584         }
3585
3586         /* When blitting from a render target a texture, the texture isn't required to have a palette.
3587          * In this case grab the palette from the render target. */
3588         if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3589         {
3590             paletteOverride = TRUE;
3591             TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3592             This->palette = Src->palette;
3593         }
3594
3595         /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3596          * flip the image nor scale it.
3597          *
3598          * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3599          * -> If the app wants a image width an unscaled width, copy it line per line
3600          * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3601          *    than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3602          *    back buffer. This is slower than reading line per line, thus not used for flipping
3603          * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3604          *    pixel by pixel
3605          *
3606          * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3607          * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3608          * backends.
3609          */
3610         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3611                 && surface_can_stretch_rect(Src, This))
3612         {
3613             stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3614                     (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3615         } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3616                                     rect.y2 - rect.y1 > Src->currentDesc.Height) {
3617             TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3618             fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3619         } else {
3620             TRACE("Using hardware stretching to flip / stretch the texture\n");
3621             fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3622         }
3623
3624         /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3625         if(paletteOverride)
3626             This->palette = NULL;
3627
3628         if(!(This->Flags & SFLAG_DONOTFREE)) {
3629             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3630             This->resource.allocatedMemory = NULL;
3631             This->resource.heapMemory = NULL;
3632         } else {
3633             This->Flags &= ~SFLAG_INSYSMEM;
3634         }
3635         /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3636          * path is never entered
3637          */
3638         IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3639
3640         return WINED3D_OK;
3641     } else if(Src) {
3642         /* Blit from offscreen surface to render target */
3643         float glTexCoord[4];
3644         DWORD oldCKeyFlags = Src->CKeyFlags;
3645         WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3646         RECT SourceRectangle;
3647         BOOL paletteOverride = FALSE;
3648
3649         TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3650
3651         if(SrcRect) {
3652             SourceRectangle.left = SrcRect->left;
3653             SourceRectangle.right = SrcRect->right;
3654             SourceRectangle.top = SrcRect->top;
3655             SourceRectangle.bottom = SrcRect->bottom;
3656         } else {
3657             SourceRectangle.left = 0;
3658             SourceRectangle.right = Src->currentDesc.Width;
3659             SourceRectangle.top = 0;
3660             SourceRectangle.bottom = Src->currentDesc.Height;
3661         }
3662
3663         /* When blitting from an offscreen surface to a rendertarget, the source
3664          * surface is not required to have a palette. Our rendering / conversion
3665          * code further down the road retrieves the palette from the surface, so
3666          * it must have a palette set. */
3667         if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3668         {
3669             paletteOverride = TRUE;
3670             TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3671             Src->palette = This->palette;
3672         }
3673
3674         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3675                 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3676                 && surface_can_stretch_rect(Src, This))
3677         {
3678             TRACE("Using stretch_rect_fbo\n");
3679             /* The source is always a texture, but never the currently active render target, and the texture
3680              * contents are never upside down
3681              */
3682             stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3683                               (IWineD3DSurface *)This, &rect, Filter, FALSE);
3684
3685             /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3686             if(paletteOverride)
3687                 Src->palette = NULL;
3688             return WINED3D_OK;
3689         }
3690
3691         if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3692             /* Fall back to software */
3693             WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3694                     SourceRectangle.left, SourceRectangle.top,
3695                     SourceRectangle.right, SourceRectangle.bottom);
3696             return WINED3DERR_INVALIDCALL;
3697         }
3698
3699         /* Color keying: Check if we have to do a color keyed blt,
3700          * and if not check if a color key is activated.
3701          *
3702          * Just modify the color keying parameters in the surface and restore them afterwards
3703          * The surface keeps track of the color key last used to load the opengl surface.
3704          * PreLoad will catch the change to the flags and color key and reload if necessary.
3705          */
3706         if(Flags & WINEDDBLT_KEYSRC) {
3707             /* Use color key from surface */
3708         } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3709             /* Use color key from DDBltFx */
3710             Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3711             Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3712         } else {
3713             /* Do not use color key */
3714             Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3715         }
3716
3717         /* Now load the surface */
3718         surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3719
3720         /* Activate the destination context, set it up for blitting */
3721         ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3722
3723         /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3724          * while OpenGL coordinates are window relative.
3725          * Also beware of the origin difference(top left vs bottom left).
3726          * Also beware that the front buffer's surface size is screen width x screen height,
3727          * whereas the real gl drawable size is the size of the window.
3728          */
3729         if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3730             RECT windowsize;
3731             POINT offset = {0,0};
3732             UINT h;
3733             ClientToScreen(dstSwapchain->win_handle, &offset);
3734             GetClientRect(dstSwapchain->win_handle, &windowsize);
3735             h = windowsize.bottom - windowsize.top;
3736             rect.x1 -= offset.x; rect.x2 -=offset.x;
3737             rect.y1 -= offset.y; rect.y2 -=offset.y;
3738             rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3739         }
3740
3741         if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3742         {
3743             FIXME("Destination format %s has a fixup, this is not supported.\n",
3744                     debug_d3dformat(This->resource.format_desc->format));
3745             dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3746         }
3747
3748         if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3749         {
3750             FIXME("Source format %s has an unsupported fixup:\n",
3751                     debug_d3dformat(Src->resource.format_desc->format));
3752             dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3753         }
3754
3755         myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3756                 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3757
3758         ENTER_GL();
3759
3760         /* Bind the texture */
3761         glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3762         checkGLcall("glBindTexture");
3763
3764         /* Filtering for StretchRect */
3765         glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3766                         magLookup[Filter - WINED3DTEXF_NONE]);
3767         checkGLcall("glTexParameteri");
3768         glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3769                         minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3770         checkGLcall("glTexParameteri");
3771         glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3772         glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3773         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3774         checkGLcall("glTexEnvi");
3775
3776         /* This is for color keying */
3777         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3778             glEnable(GL_ALPHA_TEST);
3779             checkGLcall("glEnable GL_ALPHA_TEST");
3780
3781             /* When the primary render target uses P8, the alpha component contains the palette index.
3782              * Which means that the colorkey is one of the palette entries. In other cases pixels that
3783              * should be masked away have alpha set to 0. */
3784             if(primary_render_target_is_p8(myDevice))
3785                 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3786             else
3787                 glAlphaFunc(GL_NOTEQUAL, 0.0);
3788             checkGLcall("glAlphaFunc\n");
3789         } else {
3790             glDisable(GL_ALPHA_TEST);
3791             checkGLcall("glDisable GL_ALPHA_TEST");
3792         }
3793
3794         /* Draw a textured quad
3795          */
3796         glBegin(GL_QUADS);
3797
3798         glColor3d(1.0f, 1.0f, 1.0f);
3799         glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3800         glVertex3f(rect.x1,
3801                     rect.y1,
3802                     0.0);
3803
3804         glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3805         glVertex3f(rect.x1, rect.y2, 0.0);
3806
3807         glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3808         glVertex3f(rect.x2,
3809                     rect.y2,
3810                     0.0);
3811
3812         glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3813         glVertex3f(rect.x2,
3814                     rect.y1,
3815                     0.0);
3816         glEnd();
3817         checkGLcall("glEnd");
3818
3819         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3820             glDisable(GL_ALPHA_TEST);
3821             checkGLcall("glDisable(GL_ALPHA_TEST)");
3822         }
3823
3824         glBindTexture(Src->glDescription.target, 0);
3825         checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3826
3827         /* Restore the color key parameters */
3828         Src->CKeyFlags = oldCKeyFlags;
3829         Src->SrcBltCKey = oldBltCKey;
3830
3831         /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3832         if(paletteOverride)
3833             Src->palette = NULL;
3834
3835         LEAVE_GL();
3836
3837         /* Leave the opengl state valid for blitting */
3838         myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3839
3840         /* Flush in case the drawable is used by multiple GL contexts */
3841         if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3842             glFlush();
3843
3844         /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3845         /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3846          * is outdated now
3847          */
3848         IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3849
3850         return WINED3D_OK;
3851     } else {
3852         /* Source-Less Blit to render target */
3853         if (Flags & WINEDDBLT_COLORFILL) {
3854             /* This is easy to handle for the D3D Device... */
3855             DWORD color;
3856
3857             TRACE("Colorfill\n");
3858
3859             /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3860                 must be true if we are here */
3861             if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3862                     !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3863                       (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3864                 TRACE("Surface is higher back buffer, falling back to software\n");
3865                 return WINED3DERR_INVALIDCALL;
3866             }
3867
3868             /* The color as given in the Blt function is in the format of the frame-buffer...
3869              * 'clear' expect it in ARGB format => we need to do some conversion :-)
3870              */
3871             if (This->resource.format_desc->format == WINED3DFMT_P8)
3872             {
3873                 DWORD alpha;
3874
3875                 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3876                 else alpha = 0xFF000000;
3877
3878                 if (This->palette) {
3879                     color = (alpha |
3880                             (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3881                             (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3882                             (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3883                 } else {
3884                     color = alpha;
3885                 }
3886             }
3887             else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3888             {
3889                 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3890                     color = 0xFFFFFFFF;
3891                 } else {
3892                     color = ((0xFF000000) |
3893                             ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3894                             ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3895                             ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3896                 }
3897             }
3898             else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3899                     || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3900             {
3901                 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3902             }
3903             else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3904             {
3905                 color = DDBltFx->u5.dwFillColor;
3906             }
3907             else {
3908                 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3909                 return WINED3DERR_INVALIDCALL;
3910             }
3911
3912             TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3913             IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3914                                             1, /* Number of rectangles */
3915                                             &rect, WINED3DCLEAR_TARGET, color,
3916                                             0.0 /* Z */,
3917                                             0 /* Stencil */);
3918             return WINED3D_OK;
3919         }
3920     }
3921
3922     /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3923     TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3924     return WINED3DERR_INVALIDCALL;
3925 }
3926
3927 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3928         IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3929 {
3930     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3931     float depth;
3932
3933     if (Flags & WINEDDBLT_DEPTHFILL) {
3934         switch(This->resource.format_desc->format)
3935         {
3936             case WINED3DFMT_D16_UNORM:
3937                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3938                 break;
3939             case WINED3DFMT_D15S1:
3940                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3941                 break;
3942             case WINED3DFMT_D24S8:
3943             case WINED3DFMT_D24X8:
3944                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3945                 break;
3946             case WINED3DFMT_D32:
3947                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3948                 break;
3949             default:
3950                 depth = 0.0;
3951                 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3952         }
3953
3954         return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3955                                     DestRect == NULL ? 0 : 1,
3956                                     (const WINED3DRECT *)DestRect,
3957                                     WINED3DCLEAR_ZBUFFER,
3958                                     0x00000000,
3959                                     depth,
3960                                     0x00000000);
3961     }
3962
3963     FIXME("(%p): Unsupp depthstencil blit\n", This);
3964     return WINED3DERR_INVALIDCALL;
3965 }
3966
3967 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3968         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3969     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3970     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3971     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3972     TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3973     TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3974
3975     if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3976     {
3977         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3978         return WINEDDERR_SURFACEBUSY;
3979     }
3980
3981     /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3982      * except depth blits, which seem to work
3983      */
3984     if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3985         if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3986             TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3987             return WINED3DERR_INVALIDCALL;
3988         } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3989             TRACE("Z Blit override handled the blit\n");
3990             return WINED3D_OK;
3991         }
3992     }
3993
3994     /* Special cases for RenderTargets */
3995     if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3996         ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3997         if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3998     }
3999
4000     /* For the rest call the X11 surface implementation.
4001      * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4002      * other Blts are rather rare
4003      */
4004     return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
4005 }
4006
4007 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4008         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
4009 {
4010     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4011     IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
4012     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
4013     TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
4014
4015     if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
4016     {
4017         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4018         return WINEDDERR_SURFACEBUSY;
4019     }
4020
4021     if(myDevice->inScene &&
4022        (iface == myDevice->stencilBufferTarget ||
4023        (Source && Source == myDevice->stencilBufferTarget))) {
4024         TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4025         return WINED3DERR_INVALIDCALL;
4026     }
4027
4028     /* Special cases for RenderTargets */
4029     if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4030         ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4031
4032         RECT SrcRect, DstRect;
4033         DWORD Flags=0;
4034
4035         if(rsrc) {
4036             SrcRect.left = rsrc->left;
4037             SrcRect.top= rsrc->top;
4038             SrcRect.bottom = rsrc->bottom;
4039             SrcRect.right = rsrc->right;
4040         } else {
4041             SrcRect.left = 0;
4042             SrcRect.top = 0;
4043             SrcRect.right = srcImpl->currentDesc.Width;
4044             SrcRect.bottom = srcImpl->currentDesc.Height;
4045         }
4046
4047         DstRect.left = dstx;
4048         DstRect.top=dsty;
4049         DstRect.right = dstx + SrcRect.right - SrcRect.left;
4050         DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4051
4052         /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4053         if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4054             Flags |= WINEDDBLT_KEYSRC;
4055         if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4056             Flags |= WINEDDBLT_KEYDEST;
4057         if(trans & WINEDDBLTFAST_WAIT)
4058             Flags |= WINEDDBLT_WAIT;
4059         if(trans & WINEDDBLTFAST_DONOTWAIT)
4060             Flags |= WINEDDBLT_DONOTWAIT;
4061
4062         if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4063     }
4064
4065
4066     return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4067 }
4068
4069 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4070 {
4071     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4072     RGBQUAD col[256];
4073     IWineD3DPaletteImpl *pal = This->palette;
4074     unsigned int n;
4075     TRACE("(%p)\n", This);
4076
4077     if (!pal) return WINED3D_OK;
4078
4079     if (This->resource.format_desc->format == WINED3DFMT_P8
4080             || This->resource.format_desc->format == WINED3DFMT_A8P8)
4081     {
4082         int bpp;
4083         GLenum format, internal, type;
4084         CONVERT_TYPES convert;
4085
4086         /* Check if we are using a RTL mode which uses texturing for uploads */
4087         BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
4088
4089         /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4090         d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4091
4092         if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4093         {
4094             /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4095             IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4096
4097             /* We want to force a palette refresh, so mark the drawable as not being up to date */
4098             IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4099
4100             /* Re-upload the palette */
4101             d3dfmt_p8_upload_palette(iface, convert);
4102         } else {
4103             if(!(This->Flags & SFLAG_INSYSMEM)) {
4104                 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4105                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4106             }
4107             TRACE("Dirtifying surface\n");
4108             IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4109         }
4110     }
4111
4112     if(This->Flags & SFLAG_DIBSECTION) {
4113         TRACE("(%p): Updating the hdc's palette\n", This);
4114         for (n=0; n<256; n++) {
4115             col[n].rgbRed   = pal->palents[n].peRed;
4116             col[n].rgbGreen = pal->palents[n].peGreen;
4117             col[n].rgbBlue  = pal->palents[n].peBlue;
4118             col[n].rgbReserved = 0;
4119         }
4120         SetDIBColorTable(This->hDC, 0, 256, col);
4121     }
4122
4123     /* Propagate the changes to the drawable when we have a palette. */
4124     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4125         IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4126
4127     return WINED3D_OK;
4128 }
4129
4130 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4131     /** Check against the maximum texture sizes supported by the video card **/
4132     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4133     unsigned int pow2Width, pow2Height;
4134
4135     This->glDescription.textureName      = 0;
4136     This->glDescription.target           = GL_TEXTURE_2D;
4137
4138     /* Non-power2 support */
4139     if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4140         pow2Width = This->currentDesc.Width;
4141         pow2Height = This->currentDesc.Height;
4142     } else {
4143         /* Find the nearest pow2 match */
4144         pow2Width = pow2Height = 1;
4145         while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4146         while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4147     }
4148     This->pow2Width  = pow2Width;
4149     This->pow2Height = pow2Height;
4150
4151     if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4152         /** TODO: add support for non power two compressed textures **/
4153         if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4154         {
4155             FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4156                   This, This->currentDesc.Width, This->currentDesc.Height);
4157             return WINED3DERR_NOTAVAILABLE;
4158         }
4159     }
4160
4161     if(pow2Width != This->currentDesc.Width ||
4162        pow2Height != This->currentDesc.Height) {
4163         This->Flags |= SFLAG_NONPOW2;
4164     }
4165
4166     TRACE("%p\n", This);
4167     if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
4168         /* one of three options
4169         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)
4170         2: Set the texture to the maximum size (bad idea)
4171         3:    WARN and return WINED3DERR_NOTAVAILABLE;
4172         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.
4173         */
4174         WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4175              This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4176         This->Flags |= SFLAG_OVERSIZE;
4177
4178         /* This will be initialized on the first blt */
4179         This->glRect.left = 0;
4180         This->glRect.top = 0;
4181         This->glRect.right = 0;
4182         This->glRect.bottom = 0;
4183     } else {
4184         /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4185            Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4186            is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4187            doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4188         */
4189         if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4190                 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4191                 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
4192                 || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
4193         {
4194             This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
4195             This->pow2Width  = This->currentDesc.Width;
4196             This->pow2Height = This->currentDesc.Height;
4197             This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4198         }
4199
4200         /* No oversize, gl rect is the full texture size */
4201         This->Flags &= ~SFLAG_OVERSIZE;
4202         This->glRect.left = 0;
4203         This->glRect.top = 0;
4204         This->glRect.right = This->pow2Width;
4205         This->glRect.bottom = This->pow2Height;
4206     }
4207
4208     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4209         switch(wined3d_settings.offscreen_rendering_mode) {
4210             case ORM_FBO:        This->get_drawable_size = get_drawable_size_fbo;        break;
4211             case ORM_PBUFFER:    This->get_drawable_size = get_drawable_size_pbuffer;    break;
4212             case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4213         }
4214     }
4215
4216     This->Flags |= SFLAG_INSYSMEM;
4217
4218     return WINED3D_OK;
4219 }
4220
4221 struct depth_blt_info
4222 {
4223     GLenum binding;
4224     GLenum bind_target;
4225     enum tex_types tex_type;
4226     GLfloat coords[4][3];
4227 };
4228
4229 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4230 {
4231     GLfloat (*coords)[3] = info->coords;
4232
4233     switch (target)
4234     {
4235         default:
4236             FIXME("Unsupported texture target %#x\n", target);
4237             /* Fall back to GL_TEXTURE_2D */
4238         case GL_TEXTURE_2D:
4239             info->binding = GL_TEXTURE_BINDING_2D;
4240             info->bind_target = GL_TEXTURE_2D;
4241             info->tex_type = tex_2d;
4242             coords[0][0] = 0.0f;    coords[0][1] = 1.0f;    coords[0][2] = 0.0f;
4243             coords[1][0] = 1.0f;    coords[1][1] = 1.0f;    coords[1][2] = 0.0f;
4244             coords[2][0] = 0.0f;    coords[2][1] = 0.0f;    coords[2][2] = 0.0f;
4245             coords[3][0] = 1.0f;    coords[3][1] = 0.0f;    coords[3][2] = 0.0f;
4246             break;
4247
4248         case GL_TEXTURE_RECTANGLE_ARB:
4249             info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4250             info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4251             info->tex_type = tex_rect;
4252             coords[0][0] = 0.0f;    coords[0][1] = h;       coords[0][2] = 0.0f;
4253             coords[1][0] = w;       coords[1][1] = h;       coords[1][2] = 0.0f;
4254             coords[2][0] = 0.0f;    coords[2][1] = 0.0f;    coords[2][2] = 0.0f;
4255             coords[3][0] = w;       coords[3][1] = 0.0f;    coords[3][2] = 0.0f;
4256             break;
4257
4258         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4259             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4260             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4261             info->tex_type = tex_cube;
4262             coords[0][0] =  1.0f;   coords[0][1] = -1.0f;   coords[0][2] =  1.0f;
4263             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4264             coords[2][0] =  1.0f;   coords[2][1] =  1.0f;   coords[2][2] =  1.0f;
4265             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4266
4267         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4268             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4269             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4270             info->tex_type = tex_cube;
4271             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4272             coords[1][0] = -1.0f;   coords[1][1] = -1.0f;   coords[1][2] =  1.0f;
4273             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4274             coords[3][0] = -1.0f;   coords[3][1] =  1.0f;   coords[3][2] =  1.0f;
4275
4276         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4277             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4278             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4279             info->tex_type = tex_cube;
4280             coords[0][0] = -1.0f;   coords[0][1] =  1.0f;   coords[0][2] =  1.0f;
4281             coords[1][0] =  1.0f;   coords[1][1] =  1.0f;   coords[1][2] =  1.0f;
4282             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4283             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4284
4285         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4286             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4287             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4288             info->tex_type = tex_cube;
4289             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4290             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4291             coords[2][0] = -1.0f;   coords[2][1] = -1.0f;   coords[2][2] =  1.0f;
4292             coords[3][0] =  1.0f;   coords[3][1] = -1.0f;   coords[3][2] =  1.0f;
4293
4294         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4295             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4296             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4297             info->tex_type = tex_cube;
4298             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] =  1.0f;
4299             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] =  1.0f;
4300             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] =  1.0f;
4301             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] =  1.0f;
4302
4303         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4304             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4305             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4306             info->tex_type = tex_cube;
4307             coords[0][0] =  1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4308             coords[1][0] = -1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4309             coords[2][0] =  1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4310             coords[3][0] = -1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4311     }
4312 }
4313
4314 /* GL locking is done by the caller */
4315 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4316 {
4317     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4318     struct depth_blt_info info;
4319     GLint old_binding = 0;
4320
4321     glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4322
4323     glDisable(GL_CULL_FACE);
4324     glEnable(GL_BLEND);
4325     glDisable(GL_ALPHA_TEST);
4326     glDisable(GL_SCISSOR_TEST);
4327     glDisable(GL_STENCIL_TEST);
4328     glEnable(GL_DEPTH_TEST);
4329     glDepthFunc(GL_ALWAYS);
4330     glDepthMask(GL_TRUE);
4331     glBlendFunc(GL_ZERO, GL_ONE);
4332     glViewport(0, 0, w, h);
4333
4334     surface_get_depth_blt_info(target, w, h, &info);
4335     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4336     glGetIntegerv(info.binding, &old_binding);
4337     glBindTexture(info.bind_target, texture);
4338
4339     device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4340
4341     glBegin(GL_TRIANGLE_STRIP);
4342     glTexCoord3fv(info.coords[0]);
4343     glVertex2f(-1.0f, -1.0f);
4344     glTexCoord3fv(info.coords[1]);
4345     glVertex2f(1.0f, -1.0f);
4346     glTexCoord3fv(info.coords[2]);
4347     glVertex2f(-1.0f, 1.0f);
4348     glTexCoord3fv(info.coords[3]);
4349     glVertex2f(1.0f, 1.0f);
4350     glEnd();
4351
4352     glBindTexture(info.bind_target, old_binding);
4353
4354     glPopAttrib();
4355
4356     device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4357 }
4358
4359 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4360     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4361
4362     TRACE("(%p) New location %#x\n", This, location);
4363
4364     if (location & ~SFLAG_DS_LOCATIONS) {
4365         FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4366     }
4367
4368     This->Flags &= ~SFLAG_DS_LOCATIONS;
4369     This->Flags |= location;
4370 }
4371
4372 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4373     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4374     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4375
4376     TRACE("(%p) New location %#x\n", This, location);
4377
4378     /* TODO: Make this work for modes other than FBO */
4379     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4380
4381     if (This->Flags & location) {
4382         TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4383         return;
4384     }
4385
4386     if (This->current_renderbuffer) {
4387         FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4388         return;
4389     }
4390
4391     if (location == SFLAG_DS_OFFSCREEN) {
4392         if (This->Flags & SFLAG_DS_ONSCREEN) {
4393             GLint old_binding = 0;
4394             GLenum bind_target;
4395
4396             TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4397
4398             ENTER_GL();
4399
4400             if (!device->depth_blt_texture) {
4401                 glGenTextures(1, &device->depth_blt_texture);
4402             }
4403
4404             /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4405              * directly on the FBO texture. That's because we need to flip. */
4406             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4407             if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4408                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4409                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4410             } else {
4411                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4412                 bind_target = GL_TEXTURE_2D;
4413             }
4414             glBindTexture(bind_target, device->depth_blt_texture);
4415             glCopyTexImage2D(bind_target,
4416                     This->glDescription.level,
4417                     This->resource.format_desc->glInternal,
4418                     0,
4419                     0,
4420                     This->currentDesc.Width,
4421                     This->currentDesc.Height,
4422                     0);
4423             glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4424             glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4425             glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4426             glBindTexture(bind_target, old_binding);
4427
4428             /* Setup the destination */
4429             if (!device->depth_blt_rb) {
4430                 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4431                 checkGLcall("glGenRenderbuffersEXT");
4432             }
4433             if (device->depth_blt_rb_w != This->currentDesc.Width
4434                     || device->depth_blt_rb_h != This->currentDesc.Height) {
4435                 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4436                 checkGLcall("glBindRenderbufferEXT");
4437                 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4438                 checkGLcall("glRenderbufferStorageEXT");
4439                 device->depth_blt_rb_w = This->currentDesc.Width;
4440                 device->depth_blt_rb_h = This->currentDesc.Height;
4441             }
4442
4443             context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4444             GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4445             checkGLcall("glFramebufferRenderbufferEXT");
4446             context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4447
4448             /* Do the actual blit */
4449             surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4450             checkGLcall("depth_blt");
4451
4452             if (device->activeContext->current_fbo) {
4453                 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4454             } else {
4455                 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4456                 checkGLcall("glBindFramebuffer()");
4457             }
4458
4459             LEAVE_GL();
4460         } else {
4461             FIXME("No up to date depth stencil location\n");
4462         }
4463     } else if (location == SFLAG_DS_ONSCREEN) {
4464         if (This->Flags & SFLAG_DS_OFFSCREEN) {
4465             TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4466
4467             ENTER_GL();
4468
4469             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4470             checkGLcall("glBindFramebuffer()");
4471             surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4472             checkGLcall("depth_blt");
4473
4474             if (device->activeContext->current_fbo) {
4475                 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4476                 checkGLcall("glBindFramebuffer()");
4477             }
4478
4479             LEAVE_GL();
4480         } else {
4481             FIXME("No up to date depth stencil location\n");
4482         }
4483     } else {
4484         ERR("(%p) Invalid location (%#x) specified\n", This, location);
4485     }
4486
4487     This->Flags |= location;
4488 }
4489
4490 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4491     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4492     IWineD3DBaseTexture *texture;
4493     IWineD3DSurfaceImpl *overlay;
4494
4495     TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4496           persistent ? "TRUE" : "FALSE");
4497
4498     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4499         if (This->Flags & SFLAG_SWAPCHAIN)
4500         {
4501             TRACE("Surface %p is an onscreen surface\n", iface);
4502         } else {
4503             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4504             if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4505         }
4506     }
4507
4508     if(persistent) {
4509         if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4510            ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4511             if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4512                 TRACE("Passing to container\n");
4513                 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4514                 IWineD3DBaseTexture_Release(texture);
4515             }
4516         }
4517         This->Flags &= ~SFLAG_LOCATIONS;
4518         This->Flags |= flag;
4519
4520         /* Redraw emulated overlays, if any */
4521         if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4522             LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4523                 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4524             }
4525         }
4526     } else {
4527         if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4528             if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4529                 TRACE("Passing to container\n");
4530                 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4531                 IWineD3DBaseTexture_Release(texture);
4532             }
4533         }
4534         This->Flags &= ~flag;
4535     }
4536
4537     if(!(This->Flags & SFLAG_LOCATIONS)) {
4538         ERR("%p: Surface does not have any up to date location\n", This);
4539     }
4540 }
4541
4542 struct coords {
4543     GLfloat x, y, z;
4544 };
4545
4546 struct float_rect
4547 {
4548     float l;
4549     float t;
4550     float r;
4551     float b;
4552 };
4553
4554 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4555 {
4556     f->l = ((r->left * 2.0f) / w) - 1.0f;
4557     f->t = ((r->top * 2.0f) / h) - 1.0f;
4558     f->r = ((r->right * 2.0f) / w) - 1.0f;
4559     f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4560 }
4561
4562 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4563     struct coords coords[4];
4564     RECT rect;
4565     IWineD3DSwapChain *swapchain;
4566     IWineD3DBaseTexture *texture;
4567     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4568     GLenum bind_target;
4569     struct float_rect f;
4570
4571     if(rect_in) {
4572         rect = *rect_in;
4573     } else {
4574         rect.left = 0;
4575         rect.top = 0;
4576         rect.right = This->currentDesc.Width;
4577         rect.bottom = This->currentDesc.Height;
4578     }
4579
4580     switch(This->glDescription.target)
4581     {
4582         case GL_TEXTURE_2D:
4583             bind_target = GL_TEXTURE_2D;
4584
4585             coords[0].x = (float)rect.left / This->pow2Width;
4586             coords[0].y = (float)rect.top / This->pow2Height;
4587             coords[0].z = 0;
4588
4589             coords[1].x = (float)rect.left / This->pow2Width;
4590             coords[1].y = (float)rect.bottom / This->pow2Height;
4591             coords[1].z = 0;
4592
4593             coords[2].x = (float)rect.right / This->pow2Width;
4594             coords[2].y = (float)rect.bottom / This->pow2Height;
4595             coords[2].z = 0;
4596
4597             coords[3].x = (float)rect.right / This->pow2Width;
4598             coords[3].y = (float)rect.top / This->pow2Height;
4599             coords[3].z = 0;
4600             break;
4601
4602         case GL_TEXTURE_RECTANGLE_ARB:
4603             bind_target = GL_TEXTURE_RECTANGLE_ARB;
4604             coords[0].x = rect.left;    coords[0].y = rect.top;     coords[0].z = 0;
4605             coords[1].x = rect.left;    coords[1].y = rect.bottom;  coords[1].z = 0;
4606             coords[2].x = rect.right;   coords[2].y = rect.bottom;  coords[2].z = 0;
4607             coords[3].x = rect.right;   coords[3].y = rect.top;     coords[3].z = 0;
4608             break;
4609
4610         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4611             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4612             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4613             coords[0].x =    1; coords[0].y = -f.t; coords[0].z = -f.l;
4614             coords[1].x =    1; coords[1].y = -f.b; coords[1].z = -f.l;
4615             coords[2].x =    1; coords[2].y = -f.b; coords[2].z = -f.r;
4616             coords[3].x =    1; coords[3].y = -f.t; coords[3].z = -f.r;
4617             break;
4618
4619         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4620             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4621             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4622             coords[0].x =   -1; coords[0].y = -f.t; coords[0].z =  f.l;
4623             coords[1].x =   -1; coords[1].y = -f.b; coords[1].z =  f.l;
4624             coords[2].x =   -1; coords[2].y = -f.b; coords[2].z =  f.r;
4625             coords[3].x =   -1; coords[3].y = -f.t; coords[3].z =  f.r;
4626             break;
4627
4628         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4629             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4630             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4631             coords[0].x =  f.l; coords[0].y =    1; coords[0].z =  f.t;
4632             coords[1].x =  f.l; coords[1].y =    1; coords[1].z =  f.b;
4633             coords[2].x =  f.r; coords[2].y =    1; coords[2].z =  f.b;
4634             coords[3].x =  f.r; coords[3].y =    1; coords[3].z =  f.t;
4635             break;
4636
4637         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4638             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4639             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4640             coords[0].x =  f.l; coords[0].y =   -1; coords[0].z = -f.t;
4641             coords[1].x =  f.l; coords[1].y =   -1; coords[1].z = -f.b;
4642             coords[2].x =  f.r; coords[2].y =   -1; coords[2].z = -f.b;
4643             coords[3].x =  f.r; coords[3].y =   -1; coords[3].z = -f.t;
4644             break;
4645
4646         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4647             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4648             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4649             coords[0].x =  f.l; coords[0].y = -f.t; coords[0].z =    1;
4650             coords[1].x =  f.l; coords[1].y = -f.b; coords[1].z =    1;
4651             coords[2].x =  f.r; coords[2].y = -f.b; coords[2].z =    1;
4652             coords[3].x =  f.r; coords[3].y = -f.t; coords[3].z =    1;
4653             break;
4654
4655         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4656             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4657             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4658             coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z =   -1;
4659             coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z =   -1;
4660             coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z =   -1;
4661             coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z =   -1;
4662             break;
4663
4664         default:
4665             ERR("Unexpected texture target %#x\n", This->glDescription.target);
4666             return;
4667     }
4668
4669     ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4670     ENTER_GL();
4671
4672     glEnable(bind_target);
4673     checkGLcall("glEnable(bind_target)");
4674     glBindTexture(bind_target, This->glDescription.textureName);
4675     checkGLcall("bind_target, This->glDescription.textureName)");
4676     glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4677     checkGLcall("glTexParameteri");
4678     glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4679     checkGLcall("glTexParameteri");
4680
4681     if (device->render_offscreen)
4682     {
4683         LONG tmp = rect.top;
4684         rect.top = rect.bottom;
4685         rect.bottom = tmp;
4686     }
4687
4688     glBegin(GL_QUADS);
4689     glTexCoord3fv(&coords[0].x);
4690     glVertex2i(rect.left, rect.top);
4691
4692     glTexCoord3fv(&coords[1].x);
4693     glVertex2i(rect.left, rect.bottom);
4694
4695     glTexCoord3fv(&coords[2].x);
4696     glVertex2i(rect.right, rect.bottom);
4697
4698     glTexCoord3fv(&coords[3].x);
4699     glVertex2i(rect.right, rect.top);
4700     glEnd();
4701     checkGLcall("glEnd");
4702
4703     glDisable(bind_target);
4704     checkGLcall("glDisable(bind_target)");
4705
4706     LEAVE_GL();
4707
4708     if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4709     {
4710         /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4711         if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4712            ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4713             glFlush();
4714
4715         IWineD3DSwapChain_Release(swapchain);
4716     } else {
4717         /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4718          * reset properly next draw
4719          */
4720         if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4721         {
4722             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4723             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4724             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4725             IWineD3DBaseTexture_Release(texture);
4726         }
4727     }
4728 }
4729
4730 /*****************************************************************************
4731  * IWineD3DSurface::LoadLocation
4732  *
4733  * Copies the current surface data from wherever it is to the requested
4734  * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4735  * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4736  * multiple locations, the gl texture is preferred over the drawable, which is
4737  * preferred over system memory. The PBO counts as system memory. If rect is
4738  * not NULL, only the specified rectangle is copied (only supported for
4739  * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4740  * location is marked up to date after the copy.
4741  *
4742  * Parameters:
4743  *  flag: Surface location flag to be updated
4744  *  rect: rectangle to be copied
4745  *
4746  * Returns:
4747  *  WINED3D_OK on success
4748  *  WINED3DERR_DEVICELOST on an internal error
4749  *
4750  *****************************************************************************/
4751 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4752     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4753     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4754     GLenum format, internal, type;
4755     CONVERT_TYPES convert;
4756     int bpp;
4757     int width, pitch, outpitch;
4758     BYTE *mem;
4759     BOOL drawable_read_ok = TRUE;
4760
4761     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4762         if (This->Flags & SFLAG_SWAPCHAIN)
4763         {
4764             TRACE("Surface %p is an onscreen surface\n", iface);
4765         } else {
4766             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4767              * Prefer SFLAG_INTEXTURE. */
4768             if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4769             drawable_read_ok = FALSE;
4770         }
4771     }
4772
4773     TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4774     if(rect) {
4775         TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4776     }
4777
4778     if(This->Flags & flag) {
4779         TRACE("Location already up to date\n");
4780         return WINED3D_OK;
4781     }
4782
4783     if(!(This->Flags & SFLAG_LOCATIONS)) {
4784         ERR("%p: Surface does not have any up to date location\n", This);
4785         This->Flags |= SFLAG_LOST;
4786         return WINED3DERR_DEVICELOST;
4787     }
4788
4789     if(flag == SFLAG_INSYSMEM) {
4790         surface_prepare_system_memory(This);
4791
4792         /* Download the surface to system memory */
4793         if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4794             if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4795             surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4796
4797             surface_download_data(This);
4798         } else {
4799             /* Note: It might be faster to download into a texture first. */
4800             read_from_framebuffer(This, rect,
4801                                   This->resource.allocatedMemory,
4802                                   IWineD3DSurface_GetPitch(iface));
4803         }
4804     } else if(flag == SFLAG_INDRAWABLE) {
4805         if(This->Flags & SFLAG_INTEXTURE) {
4806             surface_blt_to_drawable(This, rect);
4807         } else {
4808             if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4809                 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4810                  * values, otherwise we get incorrect values in the target. For now go the slow way
4811                  * via a system memory copy
4812                  */
4813                 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4814             }
4815
4816             d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4817
4818             /* The width is in 'length' not in bytes */
4819             width = This->currentDesc.Width;
4820             pitch = IWineD3DSurface_GetPitch(iface);
4821
4822             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4823              * but it isn't set (yet) in all cases it is getting called. */
4824             if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4825                 TRACE("Removing the pbo attached to surface %p\n", This);
4826                 surface_remove_pbo(This);
4827             }
4828
4829             if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4830                 int height = This->currentDesc.Height;
4831
4832                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4833                 outpitch = width * bpp;
4834                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4835
4836                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4837                 if(!mem) {
4838                     ERR("Out of memory %d, %d!\n", outpitch, height);
4839                     return WINED3DERR_OUTOFVIDEOMEMORY;
4840                 }
4841                 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4842
4843                 This->Flags |= SFLAG_CONVERTED;
4844             } else {
4845                 This->Flags &= ~SFLAG_CONVERTED;
4846                 mem = This->resource.allocatedMemory;
4847             }
4848
4849             flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4850
4851             /* Don't delete PBO memory */
4852             if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4853                 HeapFree(GetProcessHeap(), 0, mem);
4854         }
4855     } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4856         if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4857             read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4858         } else { /* Upload from system memory */
4859             BOOL srgb = flag == SFLAG_INSRGBTEX;
4860             DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4861             d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4862
4863             if(srgb) {
4864                 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4865                     /* Performance warning ... */
4866                     FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4867                     IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4868                 }
4869             } else {
4870                 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4871                     /* Performance warning ... */
4872                     FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4873                     IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4874                 }
4875             }
4876
4877             if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4878             surface_bind_and_dirtify(This, srgb);
4879
4880             if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4881                 This->Flags |= SFLAG_GLCKEY;
4882                 This->glCKey = This->SrcBltCKey;
4883             }
4884             else This->Flags &= ~SFLAG_GLCKEY;
4885
4886             /* The width is in 'length' not in bytes */
4887             width = This->currentDesc.Width;
4888             pitch = IWineD3DSurface_GetPitch(iface);
4889
4890             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4891              * but it isn't set (yet) in all cases it is getting called. */
4892             if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4893                 TRACE("Removing the pbo attached to surface %p\n", This);
4894                 surface_remove_pbo(This);
4895             }
4896
4897             if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4898                 int height = This->currentDesc.Height;
4899
4900                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4901                 outpitch = width * bpp;
4902                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4903
4904                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4905                 if(!mem) {
4906                     ERR("Out of memory %d, %d!\n", outpitch, height);
4907                     return WINED3DERR_OUTOFVIDEOMEMORY;
4908                 }
4909                 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4910
4911                 This->Flags |= SFLAG_CONVERTED;
4912             }
4913             else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4914                     && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4915             {
4916                 d3dfmt_p8_upload_palette(iface, convert);
4917                 This->Flags &= ~SFLAG_CONVERTED;
4918                 mem = This->resource.allocatedMemory;
4919             } else {
4920                 This->Flags &= ~SFLAG_CONVERTED;
4921                 mem = This->resource.allocatedMemory;
4922             }
4923
4924             /* Make sure the correct pitch is used */
4925             ENTER_GL();
4926             glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4927             LEAVE_GL();
4928
4929             if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4930                 TRACE("non power of two support\n");
4931                 if(!(This->Flags & alloc_flag)) {
4932                     surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4933                     This->Flags |= alloc_flag;
4934                 }
4935                 if (mem || (This->Flags & SFLAG_PBO)) {
4936                     surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4937                 }
4938             } else {
4939                 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4940                  * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4941                  */
4942                 if(!(This->Flags & alloc_flag)) {
4943                     surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4944                     This->Flags |= alloc_flag;
4945                 }
4946                 if (mem || (This->Flags & SFLAG_PBO)) {
4947                     surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4948                 }
4949             }
4950
4951             /* Restore the default pitch */
4952             ENTER_GL();
4953             glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4954             LEAVE_GL();
4955
4956             /* Don't delete PBO memory */
4957             if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4958                 HeapFree(GetProcessHeap(), 0, mem);
4959         }
4960     }
4961
4962     if(rect == NULL) {
4963         This->Flags |= flag;
4964     }
4965
4966     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4967             && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4968         /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4969         This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4970     }
4971
4972     return WINED3D_OK;
4973 }
4974
4975 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4976 {
4977     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4978     IWineD3DSwapChain *swapchain = NULL;
4979
4980     /* Update the drawable size method */
4981     if(container) {
4982         IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4983     }
4984     if(swapchain) {
4985         This->get_drawable_size = get_drawable_size_swapchain;
4986         IWineD3DSwapChain_Release(swapchain);
4987     } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4988         switch(wined3d_settings.offscreen_rendering_mode) {
4989             case ORM_FBO:        This->get_drawable_size = get_drawable_size_fbo;        break;
4990             case ORM_PBUFFER:    This->get_drawable_size = get_drawable_size_pbuffer;    break;
4991             case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4992         }
4993     }
4994
4995     return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4996 }
4997
4998 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4999     return SURFACE_OPENGL;
5000 }
5001
5002 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
5003     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5004     HRESULT hr;
5005
5006     /* If there's no destination surface there is nothing to do */
5007     if(!This->overlay_dest) return WINED3D_OK;
5008
5009     /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5010      * update the overlay. Prevent an endless recursion
5011      */
5012     if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5013         return WINED3D_OK;
5014     }
5015     This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5016     hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5017                                  iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5018                                  NULL, WINED3DTEXF_LINEAR);
5019     This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5020
5021     return hr;
5022 }
5023
5024 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5025 {
5026     /* IUnknown */
5027     IWineD3DBaseSurfaceImpl_QueryInterface,
5028     IWineD3DBaseSurfaceImpl_AddRef,
5029     IWineD3DSurfaceImpl_Release,
5030     /* IWineD3DResource */
5031     IWineD3DBaseSurfaceImpl_GetParent,
5032     IWineD3DBaseSurfaceImpl_GetDevice,
5033     IWineD3DBaseSurfaceImpl_SetPrivateData,
5034     IWineD3DBaseSurfaceImpl_GetPrivateData,
5035     IWineD3DBaseSurfaceImpl_FreePrivateData,
5036     IWineD3DBaseSurfaceImpl_SetPriority,
5037     IWineD3DBaseSurfaceImpl_GetPriority,
5038     IWineD3DSurfaceImpl_PreLoad,
5039     IWineD3DSurfaceImpl_UnLoad,
5040     IWineD3DBaseSurfaceImpl_GetType,
5041     /* IWineD3DSurface */
5042     IWineD3DBaseSurfaceImpl_GetContainer,
5043     IWineD3DBaseSurfaceImpl_GetDesc,
5044     IWineD3DSurfaceImpl_LockRect,
5045     IWineD3DSurfaceImpl_UnlockRect,
5046     IWineD3DSurfaceImpl_GetDC,
5047     IWineD3DSurfaceImpl_ReleaseDC,
5048     IWineD3DSurfaceImpl_Flip,
5049     IWineD3DSurfaceImpl_Blt,
5050     IWineD3DBaseSurfaceImpl_GetBltStatus,
5051     IWineD3DBaseSurfaceImpl_GetFlipStatus,
5052     IWineD3DBaseSurfaceImpl_IsLost,
5053     IWineD3DBaseSurfaceImpl_Restore,
5054     IWineD3DSurfaceImpl_BltFast,
5055     IWineD3DBaseSurfaceImpl_GetPalette,
5056     IWineD3DBaseSurfaceImpl_SetPalette,
5057     IWineD3DSurfaceImpl_RealizePalette,
5058     IWineD3DBaseSurfaceImpl_SetColorKey,
5059     IWineD3DBaseSurfaceImpl_GetPitch,
5060     IWineD3DSurfaceImpl_SetMem,
5061     IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5062     IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5063     IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5064     IWineD3DBaseSurfaceImpl_UpdateOverlay,
5065     IWineD3DBaseSurfaceImpl_SetClipper,
5066     IWineD3DBaseSurfaceImpl_GetClipper,
5067     /* Internal use: */
5068     IWineD3DSurfaceImpl_LoadTexture,
5069     IWineD3DSurfaceImpl_BindTexture,
5070     IWineD3DSurfaceImpl_SaveSnapshot,
5071     IWineD3DSurfaceImpl_SetContainer,
5072     IWineD3DSurfaceImpl_GetGlDesc,
5073     IWineD3DBaseSurfaceImpl_GetData,
5074     IWineD3DSurfaceImpl_SetFormat,
5075     IWineD3DSurfaceImpl_PrivateSetup,
5076     IWineD3DSurfaceImpl_ModifyLocation,
5077     IWineD3DSurfaceImpl_LoadLocation,
5078     IWineD3DSurfaceImpl_GetImplType,
5079     IWineD3DSurfaceImpl_DrawOverlay
5080 };
5081 #undef GLINFO_LOCATION
5082
5083 #define GLINFO_LOCATION device->adapter->gl_info
5084 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5085 static void ffp_blit_free(IWineD3DDevice *iface) { }
5086
5087 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5088         GLenum textype, UINT width, UINT height)
5089 {
5090     ENTER_GL();
5091     glEnable(textype);
5092     checkGLcall("glEnable(textype)");
5093     LEAVE_GL();
5094     return WINED3D_OK;
5095 }
5096
5097 static void ffp_blit_unset(IWineD3DDevice *iface) {
5098     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5099     ENTER_GL();
5100     glDisable(GL_TEXTURE_2D);
5101     checkGLcall("glDisable(GL_TEXTURE_2D)");
5102     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5103         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5104         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5105     }
5106     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5107         glDisable(GL_TEXTURE_RECTANGLE_ARB);
5108         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5109     }
5110     LEAVE_GL();
5111 }
5112
5113 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5114 {
5115     if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5116     {
5117         TRACE("Checking support for fixup:\n");
5118         dump_color_fixup_desc(fixup);
5119     }
5120
5121     /* We only support identity conversions. */
5122     if (is_identity_fixup(fixup))
5123     {
5124         TRACE("[OK]\n");
5125         return TRUE;
5126     }
5127
5128     TRACE("[FAILED]\n");
5129     return FALSE;
5130 }
5131
5132 const struct blit_shader ffp_blit =  {
5133     ffp_blit_alloc,
5134     ffp_blit_free,
5135     ffp_blit_set,
5136     ffp_blit_unset,
5137     ffp_blit_color_fixup_supported
5138 };