2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
39 static void surface_download_data(IWineD3DSurfaceImpl *This) {
40 if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + 4);
41 if (This->resource.format == WINED3DFMT_DXT1 ||
42 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
43 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
44 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
45 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
47 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
48 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
50 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
51 checkGLcall("glGetCompressedTexImageARB()");
58 if(This->Flags & SFLAG_CONVERTED) {
59 FIXME("Read back converted textures unsupported\n");
63 if (This->Flags & SFLAG_NONPOW2) {
64 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
65 src_pitch = This->bytesPerPixel * This->pow2Width;
66 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
67 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
68 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
70 mem = This->resource.allocatedMemory;
73 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
74 This->glDescription.glFormat, This->glDescription.glType, mem);
76 if(This->Flags & SFLAG_PBO) {
77 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
78 checkGLcall("glBindBufferARB");
80 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
81 This->glDescription.glType, NULL);
82 checkGLcall("glGetTexImage()");
84 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
85 checkGLcall("glBindBufferARB");
87 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
88 This->glDescription.glType, mem);
89 checkGLcall("glGetTexImage()");
92 if (This->Flags & SFLAG_NONPOW2) {
93 LPBYTE src_data, dst_data;
96 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
97 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
98 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
100 * We're doing this...
102 * instead of boxing the texture :
103 * |<-texture width ->| -->pow2width| /\
104 * |111111111111111111| | |
105 * |222 Texture 222222| boxed empty | texture height
106 * |3333 Data 33333333| | |
107 * |444444444444444444| | \/
108 * ----------------------------------- |
109 * | boxed empty | boxed empty | pow2height
111 * -----------------------------------
114 * we're repacking the data to the expected texture width
116 * |<-texture width ->| -->pow2width| /\
117 * |111111111111111111222222222222222| |
118 * |222333333333333333333444444444444| texture height
122 * | empty | pow2height
124 * -----------------------------------
128 * |<-texture width ->| /\
129 * |111111111111111111|
130 * |222222222222222222|texture height
131 * |333333333333333333|
132 * |444444444444444444| \/
133 * --------------------
135 * this also means that any references to allocatedMemory should work with the data as if were a
136 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
138 * internally the texture is still stored in a boxed format so any references to textureName will
139 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
141 * Performance should not be an issue, because applications normally do not lock the surfaces when
142 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
143 * and doesn't have to be re-read.
146 dst_data = This->resource.allocatedMemory;
147 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
148 for (y = 1 ; y < This->currentDesc.Height; y++) {
149 /* skip the first row */
150 src_data += src_pitch;
151 dst_data += dst_pitch;
152 memcpy(dst_data, src_data, dst_pitch);
155 HeapFree(GetProcessHeap(), 0, mem);
158 /* Surface has now been downloaded */
159 This->Flags |= SFLAG_INSYSMEM;
162 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
163 if (This->resource.format == WINED3DFMT_DXT1 ||
164 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
165 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
166 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
167 FIXME("Using DXT1/3/5 without advertized support\n");
169 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
170 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
171 This->Flags |= SFLAG_CLIENT;
174 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
175 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
176 * function uses glCompressedTexImage2D instead of the SubImage call
178 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
181 if(This->Flags & SFLAG_PBO) {
182 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
183 checkGLcall("glBindBufferARB");
184 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
186 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
187 width, height, 0 /* border */, This->resource.size, NULL));
188 checkGLcall("glCompressedTexSubImage2D");
190 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
191 checkGLcall("glBindBufferARB");
193 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
194 width, height, 0 /* border */, This->resource.size, data));
195 checkGLcall("glCompressedTexSubImage2D");
200 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
203 if(This->Flags & SFLAG_PBO) {
204 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
205 checkGLcall("glBindBufferARB");
206 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
208 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
209 checkGLcall("glTexSubImage2D");
211 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
212 checkGLcall("glBindBufferARB");
215 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
216 checkGLcall("glTexSubImage2D");
223 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
224 BOOL enable_client_storage = FALSE;
226 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
227 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
229 if (This->resource.format == WINED3DFMT_DXT1 ||
230 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
231 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
232 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
233 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
239 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
240 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
241 /* In some cases we want to disable client storage.
242 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
243 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
244 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
245 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
246 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
248 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
249 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
250 This->Flags &= ~SFLAG_CLIENT;
251 enable_client_storage = TRUE;
253 This->Flags |= SFLAG_CLIENT;
254 /* Below point opengl to our allocated texture memory */
257 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
258 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
259 checkGLcall("glTexImage2D");
261 if(enable_client_storage) {
262 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
263 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
267 This->Flags |= SFLAG_ALLOCATED;
270 /* In D3D the depth stencil dimensions have to be greater than or equal to the
271 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
272 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
273 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
274 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
275 renderbuffer_entry_t *entry;
276 GLuint renderbuffer = 0;
277 unsigned int src_width, src_height;
279 src_width = This->pow2Width;
280 src_height = This->pow2Height;
282 /* A depth stencil smaller than the render target is not valid */
283 if (width > src_width || height > src_height) return;
285 /* Remove any renderbuffer set if the sizes match */
286 if (width == src_width && height == src_height) {
287 This->current_renderbuffer = NULL;
291 /* Look if we've already got a renderbuffer of the correct dimensions */
292 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
293 if (entry->width == width && entry->height == height) {
294 renderbuffer = entry->id;
295 This->current_renderbuffer = entry;
301 const GlPixelFormatDesc *glDesc;
302 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
304 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
305 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
306 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
308 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
309 entry->width = width;
310 entry->height = height;
311 entry->id = renderbuffer;
312 list_add_head(&This->renderbuffers, &entry->entry);
314 This->current_renderbuffer = entry;
317 checkGLcall("set_compatible_renderbuffer");
320 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
321 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
322 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
324 TRACE("(%p) : swapchain %p\n", This, swapchain);
326 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
327 TRACE("Returning GL_BACK\n");
329 } else if (swapchain_impl->frontBuffer == iface) {
330 TRACE("Returning GL_FRONT\n");
334 FIXME("Higher back buffer, returning GL_BACK\n");
338 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
339 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
340 ULONG ref = InterlockedDecrement(&This->resource.ref);
341 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
343 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
344 renderbuffer_entry_t *entry, *entry2;
345 TRACE("(%p) : cleaning up\n", This);
347 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
349 /* Need a context to destroy the texture. Use the currently active render target, but only if
350 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
351 * When destroying the primary rt, Uninit3D will activate a context before doing anything
353 if(device->render_targets && device->render_targets[0]) {
354 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
357 TRACE("Deleting texture %d\n", This->glDescription.textureName);
359 glDeleteTextures(1, &This->glDescription.textureName);
363 if(This->Flags & SFLAG_PBO) {
365 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
368 if(This->Flags & SFLAG_DIBSECTION) {
370 SelectObject(This->hDC, This->dib.holdbitmap);
372 /* Release the DIB section */
373 DeleteObject(This->dib.DIBsection);
374 This->dib.bitmap_data = NULL;
375 This->resource.allocatedMemory = NULL;
377 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
379 HeapFree(GetProcessHeap(), 0, This->palette9);
381 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
382 if(iface == device->ddraw_primary)
383 device->ddraw_primary = NULL;
385 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
386 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
387 HeapFree(GetProcessHeap(), 0, entry);
390 TRACE("(%p) Released\n", This);
391 HeapFree(GetProcessHeap(), 0, This);
397 /* ****************************************************
398 IWineD3DSurface IWineD3DResource parts follow
399 **************************************************** */
401 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
402 /* TODO: check for locks */
403 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
404 IWineD3DBaseTexture *baseTexture = NULL;
405 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
407 TRACE("(%p)Checking to see if the container is a base texture\n", This);
408 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
409 TRACE("Passing to container\n");
410 IWineD3DBaseTexture_PreLoad(baseTexture);
411 IWineD3DBaseTexture_Release(baseTexture);
413 TRACE("(%p) : About to load surface\n", This);
415 if(!device->isInDraw) {
416 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
420 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
421 if (!This->glDescription.level) {
422 if (!This->glDescription.textureName) {
423 glGenTextures(1, &This->glDescription.textureName);
424 checkGLcall("glGenTextures");
425 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
427 glBindTexture(This->glDescription.target, This->glDescription.textureName);
428 checkGLcall("glBindTexture");
429 IWineD3DSurface_LoadTexture(iface, FALSE);
430 /* This is where we should be reducing the amount of GLMemoryUsed */
431 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
432 /* assume this is a coding error not a real error for now */
433 FIXME("Mipmap surface has a glTexture bound to it!\n");
435 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
436 /* Tell opengl to try and keep this texture in video ram (well mostly) */
439 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
446 /* ******************************************************
447 IWineD3DSurface IWineD3DSurface parts follow
448 ****************************************************** */
450 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
451 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
452 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
453 if (This->glDescription.textureName == 0 && textureName != 0) {
454 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
455 IWineD3DSurface_AddDirtyRect(iface, NULL);
457 This->glDescription.textureName = textureName;
458 This->glDescription.target = target;
459 This->Flags &= ~SFLAG_ALLOCATED;
462 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
463 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
464 TRACE("(%p) : returning %p\n", This, &This->glDescription);
465 *glDescription = &This->glDescription;
468 /* TODO: think about moving this down to resource? */
469 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
470 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
471 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
472 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
473 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
475 return (CONST void*)(This->resource.allocatedMemory);
478 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
482 BYTE *row, *top, *bottom;
486 switch(This->resource.format)
490 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
491 /* In case of P8 render targets the index is stored in the alpha component */
493 type = GL_UNSIGNED_BYTE;
495 bpp = This->bytesPerPixel;
497 /* GL can't return palettized data, so read ARGB pixels into a
498 * separate block of memory and convert them into palettized format
499 * in software. Slow, but if the app means to use palettized render
500 * targets and locks it...
502 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
503 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
504 * for the color channels when palettizing the colors.
507 type = GL_UNSIGNED_BYTE;
509 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
511 ERR("Out of memory\n");
514 bpp = This->bytesPerPixel * 3;
521 fmt = This->glDescription.glFormat;
522 type = This->glDescription.glType;
523 bpp = This->bytesPerPixel;
526 if(This->Flags & SFLAG_PBO) {
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
528 checkGLcall("glBindBufferARB");
531 glReadPixels(rect->left, rect->top,
532 rect->right - rect->left,
533 rect->bottom - rect->top,
535 vcheckGLcall("glReadPixels");
537 if(This->Flags & SFLAG_PBO) {
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
539 checkGLcall("glBindBufferARB");
541 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
542 * to get a pointer to it and perform the flipping in software. This is a lot
543 * faster than calling glReadPixels for each line. In case we want more speed
544 * we should rerender it flipped in a FBO and read the data back from the FBO. */
546 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
547 checkGLcall("glBindBufferARB");
549 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
550 checkGLcall("glMapBufferARB");
554 /* TODO: Merge this with the palettization loop below for P8 targets */
557 /* glReadPixels returns the image upside down, and there is no way to prevent this.
558 Flip the lines in software */
559 len = (rect->right - rect->left) * bpp;
560 off = rect->left * bpp;
562 row = HeapAlloc(GetProcessHeap(), 0, len);
564 ERR("Out of memory\n");
565 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
569 top = mem + pitch * rect->top;
570 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
571 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
572 memcpy(row, top + off, len);
573 memcpy(top + off, bottom + off, len);
574 memcpy(bottom + off, row, len);
578 HeapFree(GetProcessHeap(), 0, row);
580 /* Unmap the temp PBO buffer */
581 if(This->Flags & SFLAG_PBO) {
582 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
583 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
587 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
588 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
589 * the same color but we have no choice.
590 * In case of render targets, the index is stored in the alpha component so no conversion is needed.
592 if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
594 DWORD width = pitch / 3;
597 pal = This->palette->palents;
599 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
602 for(y = rect->top; y < rect->bottom; y++) {
603 for(x = rect->left; x < rect->right; x++) {
604 /* start lines pixels */
605 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
606 BYTE *green = blue + 1;
607 BYTE *red = green + 1;
609 for(c = 0; c < 256; c++) {
610 if(*red == pal[c].peRed &&
611 *green == pal[c].peGreen &&
612 *blue == pal[c].peBlue)
614 *((BYTE *) dest + y * width + x) = c;
620 HeapFree(GetProcessHeap(), 0, mem);
624 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
625 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
626 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
627 IWineD3DSwapChainImpl *swapchain = NULL;
629 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
631 if (This->Flags & SFLAG_LOCKED) {
632 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
633 return WINED3DERR_INVALIDCALL;
635 if (!(This->Flags & SFLAG_LOCKABLE)) {
636 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
637 texture regions, and since the destination is an unlockable region we need
639 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
640 /*return WINED3DERR_INVALIDCALL; */
643 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
645 /* Mark the surface locked */
646 This->Flags |= SFLAG_LOCKED;
648 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
651 if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
652 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
653 if(This->Flags & SFLAG_INSYSMEM) {
654 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
658 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
659 * Also don't create a PBO for systemmem surfaces. */
660 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
664 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
665 error = glGetError();
666 if(This->pbo == 0 || error != GL_NO_ERROR) {
667 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
670 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
672 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
673 checkGLcall("glBindBufferARB");
675 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
676 checkGLcall("glBufferDataARB");
678 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
679 checkGLcall("glBindBufferARB");
681 /* We don't need the system memory anymore and we can't even use it for PBOs */
682 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
683 This->resource.allocatedMemory = NULL;
684 This->Flags |= SFLAG_PBO;
688 /* Calculate the correct start address to report */
690 This->lockedRect.left = 0;
691 This->lockedRect.top = 0;
692 This->lockedRect.right = This->currentDesc.Width;
693 This->lockedRect.bottom = This->currentDesc.Height;
694 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
696 This->lockedRect.left = pRect->left;
697 This->lockedRect.top = pRect->top;
698 This->lockedRect.right = pRect->right;
699 This->lockedRect.bottom = pRect->bottom;
700 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
703 if (This->Flags & SFLAG_NONPOW2) {
704 TRACE("Locking non-power 2 texture\n");
707 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
708 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
711 if(!(This->Flags & SFLAG_DYNLOCK)) {
713 /* MAXLOCKCOUNT is defined in wined3d_private.h */
714 if(This->lockCount > MAXLOCKCOUNT) {
715 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
716 This->Flags |= SFLAG_DYNLOCK;
720 if (Flags & WINED3DLOCK_DISCARD) {
721 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
722 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
723 This->Flags |= SFLAG_INSYSMEM;
726 if (This->Flags & SFLAG_INSYSMEM) {
727 TRACE("Local copy is up to date, not downloading data\n");
731 /* Now download the surface content from opengl
732 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
733 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
735 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
736 if(swapchain || iface == myDevice->render_targets[0]) {
737 BOOL srcIsUpsideDown;
739 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
740 static BOOL warned = FALSE;
742 ERR("The application tries to lock the render target, but render target locking is disabled\n");
745 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
749 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
750 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
751 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
752 * context->last_was_blit set on the unlock.
754 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
757 /* Select the correct read buffer, and give some debug output.
758 * There is no need to keep track of the current read buffer or reset it, every part of the code
759 * that reads sets the read buffer as desired.
762 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
763 * Read from the back buffer
765 TRACE("Locking offscreen render target\n");
766 glReadBuffer(myDevice->offscreenBuffer);
767 srcIsUpsideDown = TRUE;
769 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
770 TRACE("Locking %#x buffer\n", buffer);
771 glReadBuffer(buffer);
772 checkGLcall("glReadBuffer");
774 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
775 srcIsUpsideDown = FALSE;
778 switch(wined3d_settings.rendertargetlock_mode) {
782 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
787 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
788 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
794 /* Mark the local copy up to date if a full download was done */
795 if(This->lockedRect.left == 0 &&
796 This->lockedRect.top == 0 &&
797 This->lockedRect.right == This->currentDesc.Width &&
798 This->lockedRect.bottom == This->currentDesc.Height) {
799 This->Flags |= SFLAG_INSYSMEM;
801 } else if(iface == myDevice->stencilBufferTarget) {
802 /** the depth stencil in openGL has a format of GL_FLOAT
803 * which should be good for WINED3DFMT_D16_LOCKABLE
805 * it is unclear what format the stencil buffer is in except.
806 * 'Each index is converted to fixed point...
807 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
808 * mappings in the table GL_PIXEL_MAP_S_TO_S.
809 * glReadPixels(This->lockedRect.left,
810 * This->lockedRect.bottom - j - 1,
811 * This->lockedRect.right - This->lockedRect.left,
813 * GL_DEPTH_COMPONENT,
815 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
817 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
818 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
819 * none of that is the case the problem is not in this function :-)
820 ********************************************/
821 FIXME("Depth stencil locking not supported yet\n");
823 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
824 TRACE("locking an ordinary surface\n");
825 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
829 if(This->Flags & SFLAG_PBO) {
830 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
832 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
833 checkGLcall("glBindBufferARB");
835 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
836 if(This->resource.allocatedMemory) {
837 ERR("The surface already has PBO memory allocated!\n");
840 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
841 checkGLcall("glMapBufferARB");
843 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
844 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
845 checkGLcall("glBindBufferARB");
850 /* Calculate the correct start address to report */
852 pLockedRect->pBits = This->resource.allocatedMemory;
854 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
855 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
856 * slightly different meaning compared to regular textures. For DXTn
857 * textures Pitch is the size of a row of blocks, 4 high and "width"
858 * long. The x offset is calculated differently as well, since moving 4
859 * pixels to the right actually moves an entire 4x4 block to right, ie
860 * 16 bytes (8 in case of DXT1). */
861 if (This->resource.format == WINED3DFMT_DXT1) {
862 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
863 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
864 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
865 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
867 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
871 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
874 IWineD3DBaseTexture *pBaseTexture;
877 * as seen in msdn docs
879 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
881 /** Dirtify Container if needed */
882 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
883 TRACE("Making container dirty\n");
884 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
885 IWineD3DBaseTexture_Release(pBaseTexture);
887 TRACE("Surface is standalone, no need to dirty the container\n");
891 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
892 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
896 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
898 GLint prev_rasterpos[4];
900 BOOL storechanged = FALSE, memory_allocated = FALSE;
904 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
906 glDisable(GL_TEXTURE_2D);
907 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
910 vcheckGLcall("glFlush");
911 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
912 vcheckGLcall("glIntegerv");
913 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
914 vcheckGLcall("glIntegerv");
915 glPixelZoom(1.0, -1.0);
916 vcheckGLcall("glPixelZoom");
918 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
919 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
920 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
922 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
923 vcheckGLcall("glRasterPos2f");
925 /* Some drivers(radeon dri, others?) don't like exceptions during
926 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
927 * after ReleaseDC. Reading it will cause an exception, which x11drv will
928 * catch to put the dib section in InSync mode, which leads to a crash
929 * and a blocked x server on my radeon card.
931 * The following lines read the dib section so it is put in inSync mode
932 * before glDrawPixels is called and the crash is prevented. There won't
933 * be any interfering gdi accesses, because UnlockRect is called from
934 * ReleaseDC, and the app won't use the dc any more afterwards.
936 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
938 read = This->resource.allocatedMemory[0];
941 switch (This->resource.format) {
942 /* No special care needed */
943 case WINED3DFMT_A4R4G4B4:
944 case WINED3DFMT_R5G6B5:
945 case WINED3DFMT_A1R5G5B5:
946 case WINED3DFMT_R8G8B8:
947 type = This->glDescription.glType;
948 fmt = This->glDescription.glFormat;
949 mem = This->resource.allocatedMemory;
950 bpp = This->bytesPerPixel;
953 case WINED3DFMT_X4R4G4B4:
956 unsigned short *data;
957 data = (unsigned short *)This->resource.allocatedMemory;
958 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
964 type = This->glDescription.glType;
965 fmt = This->glDescription.glFormat;
966 mem = This->resource.allocatedMemory;
967 bpp = This->bytesPerPixel;
971 case WINED3DFMT_X1R5G5B5:
974 unsigned short *data;
975 data = (unsigned short *)This->resource.allocatedMemory;
976 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
982 type = This->glDescription.glType;
983 fmt = This->glDescription.glFormat;
984 mem = This->resource.allocatedMemory;
985 bpp = This->bytesPerPixel;
989 case WINED3DFMT_X8R8G8B8:
991 /* make sure the X byte is set to alpha on, since it
992 could be any random value. This fixes the intro movie in Pirates! */
995 data = (unsigned int *)This->resource.allocatedMemory;
996 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1005 case WINED3DFMT_A8R8G8B8:
1007 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1008 vcheckGLcall("glPixelStorei");
1009 storechanged = TRUE;
1010 type = This->glDescription.glType;
1011 fmt = This->glDescription.glFormat;
1012 mem = This->resource.allocatedMemory;
1013 bpp = This->bytesPerPixel;
1017 case WINED3DFMT_A2R10G10B10:
1019 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1020 vcheckGLcall("glPixelStorei");
1021 storechanged = TRUE;
1022 type = This->glDescription.glType;
1023 fmt = This->glDescription.glFormat;
1024 mem = This->resource.allocatedMemory;
1025 bpp = This->bytesPerPixel;
1031 int height = This->glRect.bottom - This->glRect.top;
1032 type = GL_UNSIGNED_BYTE;
1035 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1037 ERR("Out of memory\n");
1040 memory_allocated = TRUE;
1041 d3dfmt_convert_surface(This->resource.allocatedMemory,
1049 bpp = This->bytesPerPixel * 4;
1055 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1058 type = This->glDescription.glType;
1059 fmt = This->glDescription.glFormat;
1060 mem = This->resource.allocatedMemory;
1061 bpp = This->bytesPerPixel;
1064 if(This->Flags & SFLAG_PBO) {
1065 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1066 checkGLcall("glBindBufferARB");
1069 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1070 (This->lockedRect.bottom - This->lockedRect.top)-1,
1072 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1073 checkGLcall("glDrawPixels");
1075 if(This->Flags & SFLAG_PBO) {
1076 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1077 checkGLcall("glBindBufferARB");
1080 glPixelZoom(1.0,1.0);
1081 vcheckGLcall("glPixelZoom");
1083 glRasterPos3iv(&prev_rasterpos[0]);
1084 vcheckGLcall("glRasterPos3iv");
1086 /* Reset to previous pack row length */
1087 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1088 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1090 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1091 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1094 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1097 glEnable(GL_TEXTURE_2D);
1098 checkGLcall("glEnable(GL_TEXTURE_2D)");
1100 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1104 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1105 float glTexCoord[4];
1107 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1108 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1109 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1110 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1112 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1116 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1117 checkGLcall("glEnable glBindTexture");
1119 /* No filtering for blts */
1120 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1121 checkGLcall("glTexParameteri");
1122 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1123 checkGLcall("glTexParameteri");
1125 /* Start drawing a quad */
1128 glColor3d(1.0f, 1.0f, 1.0f);
1129 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1130 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1132 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1133 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1135 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1136 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1138 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1139 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1142 checkGLcall("glEnd");
1144 /* Unbind the texture */
1145 glBindTexture(GL_TEXTURE_2D, 0);
1146 checkGLcall("glEnable glBindTexture");
1151 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1152 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1153 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1154 IWineD3DSwapChainImpl *swapchain = NULL;
1156 if (!(This->Flags & SFLAG_LOCKED)) {
1157 WARN("trying to Unlock an unlocked surf@%p\n", This);
1158 return WINED3DERR_INVALIDCALL;
1161 if (This->Flags & SFLAG_PBO) {
1162 TRACE("Freeing PBO memory\n");
1163 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1165 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1166 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1167 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1168 checkGLcall("glUnmapBufferARB");
1170 This->resource.allocatedMemory = NULL;
1173 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1175 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1176 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1180 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1181 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1182 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1183 static BOOL warned = FALSE;
1185 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1188 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1192 /* Activate the correct context for the render target */
1193 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1197 /* Primary offscreen render target */
1198 TRACE("Offscreen render target\n");
1199 glDrawBuffer(myDevice->offscreenBuffer);
1200 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1202 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1203 TRACE("Unlocking %#x buffer\n", buffer);
1204 glDrawBuffer(buffer);
1205 checkGLcall("glDrawBuffer");
1207 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1210 switch(wined3d_settings.rendertargetlock_mode) {
1214 flush_to_framebuffer_drawpixels(This);
1219 flush_to_framebuffer_texture(This);
1223 glDrawBuffer(myDevice->offscreenBuffer);
1224 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1225 } else if(swapchain->backBuffer) {
1226 glDrawBuffer(GL_BACK);
1227 checkGLcall("glDrawBuffer(GL_BACK)");
1229 glDrawBuffer(GL_FRONT);
1230 checkGLcall("glDrawBuffer(GL_FRONT)");
1234 This->dirtyRect.left = This->currentDesc.Width;
1235 This->dirtyRect.top = This->currentDesc.Height;
1236 This->dirtyRect.right = 0;
1237 This->dirtyRect.bottom = 0;
1238 This->Flags |= SFLAG_INDRAWABLE;
1239 } else if(iface == myDevice->stencilBufferTarget) {
1240 FIXME("Depth Stencil buffer locking is not implemented\n");
1242 /* The rest should be a normal texture */
1243 IWineD3DBaseTextureImpl *impl;
1244 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1245 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1246 * states need resetting
1248 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1249 if(impl->baseTexture.bindCount) {
1250 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1252 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1257 This->Flags &= ~SFLAG_LOCKED;
1258 memset(&This->lockedRect, 0, sizeof(RECT));
1262 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1263 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1264 WINED3DLOCKED_RECT lock;
1268 TRACE("(%p)->(%p)\n",This,pHDC);
1270 if(This->Flags & SFLAG_USERPTR) {
1271 ERR("Not supported on surfaces with an application-provided surfaces\n");
1272 return WINEDDERR_NODC;
1275 /* Give more detailed info for ddraw */
1276 if (This->Flags & SFLAG_DCINUSE)
1277 return WINEDDERR_DCALREADYCREATED;
1279 /* Can't GetDC if the surface is locked */
1280 if (This->Flags & SFLAG_LOCKED)
1281 return WINED3DERR_INVALIDCALL;
1283 memset(&lock, 0, sizeof(lock)); /* To be sure */
1285 /* Create a DIB section if there isn't a hdc yet */
1287 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1288 if(This->Flags & SFLAG_CLIENT) {
1289 IWineD3DSurface_PreLoad(iface);
1292 /* Use the dib section from now on if we are not using a PBO */
1293 if(!(This->Flags & SFLAG_PBO))
1294 This->resource.allocatedMemory = This->dib.bitmap_data;
1297 /* Lock the surface */
1298 hr = IWineD3DSurface_LockRect(iface,
1303 if(This->Flags & SFLAG_PBO) {
1304 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1305 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1309 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1310 /* keep the dib section */
1314 if(This->resource.format == WINED3DFMT_P8 ||
1315 This->resource.format == WINED3DFMT_A8P8) {
1318 PALETTEENTRY ent[256];
1320 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1321 for (n=0; n<256; n++) {
1322 col[n].rgbRed = ent[n].peRed;
1323 col[n].rgbGreen = ent[n].peGreen;
1324 col[n].rgbBlue = ent[n].peBlue;
1325 col[n].rgbReserved = 0;
1328 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1330 for (n=0; n<256; n++) {
1331 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1332 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1333 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1334 col[n].rgbReserved = 0;
1338 SetDIBColorTable(This->hDC, 0, 256, col);
1342 TRACE("returning %p\n",*pHDC);
1343 This->Flags |= SFLAG_DCINUSE;
1348 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1351 TRACE("(%p)->(%p)\n",This,hDC);
1353 if (!(This->Flags & SFLAG_DCINUSE))
1354 return WINED3DERR_INVALIDCALL;
1356 if (This->hDC !=hDC) {
1357 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1358 return WINED3DERR_INVALIDCALL;
1361 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1362 /* Copy the contents of the DIB over to the PBO */
1363 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1366 /* we locked first, so unlock now */
1367 IWineD3DSurface_UnlockRect(iface);
1369 This->Flags &= ~SFLAG_DCINUSE;
1374 /* ******************************************************
1375 IWineD3DSurface Internal (No mapping to directx api) parts follow
1376 ****************************************************** */
1378 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) {
1379 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1380 const GlPixelFormatDesc *glDesc;
1381 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1383 /* Default values: From the surface */
1384 *format = glDesc->glFormat;
1385 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1386 *type = glDesc->glType;
1387 *convert = NO_CONVERSION;
1388 *target_bpp = This->bytesPerPixel;
1390 /* Ok, now look if we have to do any conversion */
1391 switch(This->resource.format) {
1396 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1397 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1399 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1401 *internal = GL_RGBA;
1402 *type = GL_UNSIGNED_BYTE;
1404 if(colorkey_active) {
1405 *convert = CONVERT_PALETTED_CK;
1407 *convert = CONVERT_PALETTED;
1410 else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1412 *internal = GL_RGBA;
1413 *type = GL_UNSIGNED_BYTE;
1419 case WINED3DFMT_R3G3B2:
1420 /* **********************
1421 GL_UNSIGNED_BYTE_3_3_2
1422 ********************** */
1423 if (colorkey_active) {
1424 /* This texture format will never be used.. So do not care about color keying
1425 up until the point in time it will be needed :-) */
1426 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1430 case WINED3DFMT_R5G6B5:
1431 if (colorkey_active) {
1432 *convert = CONVERT_CK_565;
1434 *internal = GL_RGBA;
1435 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1439 case WINED3DFMT_X1R5G5B5:
1440 if (colorkey_active) {
1441 *convert = CONVERT_CK_5551;
1443 *internal = GL_RGBA;
1444 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1448 case WINED3DFMT_R8G8B8:
1449 if (colorkey_active) {
1450 *convert = CONVERT_CK_RGB24;
1452 *internal = GL_RGBA;
1453 *type = GL_UNSIGNED_INT_8_8_8_8;
1458 case WINED3DFMT_X8R8G8B8:
1459 if (colorkey_active) {
1460 *convert = CONVERT_RGB32_888;
1462 *internal = GL_RGBA;
1463 *type = GL_UNSIGNED_INT_8_8_8_8;
1467 case WINED3DFMT_V8U8:
1468 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1469 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1470 *format = GL_DUDV_ATI;
1471 *internal = GL_DU8DV8_ATI;
1473 /* No conversion - Just change the gl type */
1476 *convert = CONVERT_V8U8;
1478 *internal = GL_RGB8;
1479 *type = GL_UNSIGNED_BYTE;
1483 case WINED3DFMT_L6V5U5:
1484 *convert = CONVERT_L6V5U5;
1485 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1487 /* Use format and types from table */
1489 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1492 *internal = GL_RGB5;
1493 *type = GL_UNSIGNED_SHORT_5_6_5;
1497 case WINED3DFMT_X8L8V8U8:
1498 *convert = CONVERT_X8L8V8U8;
1500 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1501 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1502 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1503 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1504 * the needed type and format parameter, so the internal format contains a
1505 * 4th component, which is returned as alpha
1508 /* Not supported by GL_ATI_envmap_bumpmap */
1510 *internal = GL_RGB8;
1511 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1515 case WINED3DFMT_Q8W8V8U8:
1516 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1517 *convert = CONVERT_Q8W8V8U8;
1519 *internal = GL_RGBA8;
1520 *type = GL_UNSIGNED_BYTE;
1522 /* Not supported by GL_ATI_envmap_bumpmap */
1525 case WINED3DFMT_V16U16:
1526 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1527 *convert = CONVERT_V16U16;
1529 *internal = GL_RGB16_EXT;
1530 *type = GL_UNSIGNED_SHORT;
1532 /* What should I do here about GL_ATI_envmap_bumpmap?
1533 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1537 case WINED3DFMT_A4L4:
1538 /* A4L4 exists as an internal gl format, but for some reason there is not
1539 * format+type combination to load it. Thus convert it to A8L8, then load it
1540 * with A4L4 internal, but A8L8 format+type
1542 *convert = CONVERT_A4L4;
1543 *format = GL_LUMINANCE_ALPHA;
1544 *internal = GL_LUMINANCE4_ALPHA4;
1545 *type = GL_UNSIGNED_BYTE;
1549 case WINED3DFMT_R32F:
1550 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1551 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1552 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1555 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1557 *convert = CONVERT_R32F;
1559 *internal = GL_RGB32F_ARB;
1564 case WINED3DFMT_R16F:
1565 /* Similar to R32F */
1566 *convert = CONVERT_R16F;
1568 *internal = GL_RGB16F_ARB;
1569 *type = GL_HALF_FLOAT_ARB;
1580 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1581 BYTE *source, *dest;
1582 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1587 memcpy(dst, src, pitch * height);
1590 case CONVERT_PALETTED:
1591 case CONVERT_PALETTED_CK:
1593 IWineD3DPaletteImpl* pal = This->palette;
1598 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1601 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1603 for (y = 0; y < height; y++)
1605 source = src + pitch * y;
1606 dest = dst + outpitch * y;
1607 /* This is an 1 bpp format, using the width here is fine */
1608 for (x = 0; x < width; x++) {
1609 BYTE color = *source++;
1610 *dest++ = table[color][0];
1611 *dest++ = table[color][1];
1612 *dest++ = table[color][2];
1613 *dest++ = table[color][3];
1619 case CONVERT_CK_565:
1621 /* Converting the 565 format in 5551 packed to emulate color-keying.
1623 Note : in all these conversion, it would be best to average the averaging
1624 pixels to get the color of the pixel that will be color-keyed to
1625 prevent 'color bleeding'. This will be done later on if ever it is
1628 Note2: Nvidia documents say that their driver does not support alpha + color keying
1629 on the same surface and disables color keying in such a case
1635 TRACE("Color keyed 565\n");
1637 for (y = 0; y < height; y++) {
1638 Source = (WORD *) (src + y * pitch);
1639 Dest = (WORD *) (dst + y * outpitch);
1640 for (x = 0; x < width; x++ ) {
1641 WORD color = *Source++;
1642 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1643 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1644 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1653 case CONVERT_CK_5551:
1655 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1659 TRACE("Color keyed 5551\n");
1660 for (y = 0; y < height; y++) {
1661 Source = (WORD *) (src + y * pitch);
1662 Dest = (WORD *) (dst + y * outpitch);
1663 for (x = 0; x < width; x++ ) {
1664 WORD color = *Source++;
1666 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1667 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1671 *Dest &= ~(1 << 15);
1683 unsigned char *Dest;
1684 for(y = 0; y < height; y++) {
1685 Source = (short *) (src + y * pitch);
1686 Dest = (unsigned char *) (dst + y * outpitch);
1687 for (x = 0; x < width; x++ ) {
1688 long color = (*Source++);
1689 /* B */ Dest[0] = 0xff;
1690 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1691 /* R */ Dest[2] = (color) + 128; /* U */
1698 case CONVERT_V16U16:
1702 unsigned short *Dest;
1703 for(y = 0; y < height; y++) {
1704 Source = (DWORD *) (src + y * pitch);
1705 Dest = (unsigned short *) (dst + y * outpitch);
1706 for (x = 0; x < width; x++ ) {
1707 DWORD color = (*Source++);
1708 /* B */ Dest[0] = 0xffff;
1709 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1710 /* R */ Dest[2] = (color ) + 32768; /* U */
1717 case CONVERT_Q8W8V8U8:
1721 unsigned char *Dest;
1722 for(y = 0; y < height; y++) {
1723 Source = (DWORD *) (src + y * pitch);
1724 Dest = (unsigned char *) (dst + y * outpitch);
1725 for (x = 0; x < width; x++ ) {
1726 long color = (*Source++);
1727 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1728 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1729 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1730 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1737 case CONVERT_L6V5U5:
1741 unsigned char *Dest;
1743 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1744 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1745 * fixed function and shaders without further conversion once the surface is
1748 for(y = 0; y < height; y++) {
1749 Source = (WORD *) (src + y * pitch);
1750 Dest = (unsigned char *) (dst + y * outpitch);
1751 for (x = 0; x < width; x++ ) {
1752 short color = (*Source++);
1753 unsigned char l = ((color >> 10) & 0xfc);
1754 char v = ((color >> 5) & 0x3e);
1755 char u = ((color ) & 0x1f);
1757 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1758 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1759 * shift. GL reads a signed value and converts it into an unsigned value.
1761 /* M */ Dest[2] = l << 1;
1763 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1764 * from 5 bit values to 8 bit values.
1766 /* V */ Dest[1] = v << 3;
1767 /* U */ Dest[0] = u << 3;
1772 for(y = 0; y < height; y++) {
1773 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1774 Source = (WORD *) (src + y * pitch);
1775 for (x = 0; x < width; x++ ) {
1776 short color = (*Source++);
1777 unsigned char l = ((color >> 10) & 0xfc);
1778 short v = ((color >> 5) & 0x3e);
1779 short u = ((color ) & 0x1f);
1780 short v_conv = v + 16;
1781 short u_conv = u + 16;
1783 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1791 case CONVERT_X8L8V8U8:
1795 unsigned char *Dest;
1797 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1798 /* This implementation works with the fixed function pipeline and shaders
1799 * without further modification after converting the surface.
1801 for(y = 0; y < height; y++) {
1802 Source = (DWORD *) (src + y * pitch);
1803 Dest = (unsigned char *) (dst + y * outpitch);
1804 for (x = 0; x < width; x++ ) {
1805 long color = (*Source++);
1806 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1807 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1808 /* U */ Dest[0] = (color & 0xff); /* U */
1809 /* I */ Dest[3] = 255; /* X */
1814 /* Doesn't work correctly with the fixed function pipeline, but can work in
1815 * shaders if the shader is adjusted. (There's no use for this format in gl's
1816 * standard fixed function pipeline anyway).
1818 for(y = 0; y < height; y++) {
1819 Source = (DWORD *) (src + y * pitch);
1820 Dest = (unsigned char *) (dst + y * outpitch);
1821 for (x = 0; x < width; x++ ) {
1822 long color = (*Source++);
1823 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1824 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1825 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1836 unsigned char *Source;
1837 unsigned char *Dest;
1838 for(y = 0; y < height; y++) {
1839 Source = (unsigned char *) (src + y * pitch);
1840 Dest = (unsigned char *) (dst + y * outpitch);
1841 for (x = 0; x < width; x++ ) {
1842 unsigned char color = (*Source++);
1843 /* A */ Dest[1] = (color & 0xf0) << 0;
1844 /* L */ Dest[0] = (color & 0x0f) << 4;
1856 for(y = 0; y < height; y++) {
1857 Source = (float *) (src + y * pitch);
1858 Dest = (float *) (dst + y * outpitch);
1859 for (x = 0; x < width; x++ ) {
1860 float color = (*Source++);
1876 for(y = 0; y < height; y++) {
1877 Source = (WORD *) (src + y * pitch);
1878 Dest = (WORD *) (dst + y * outpitch);
1879 for (x = 0; x < width; x++ ) {
1880 WORD color = (*Source++);
1890 ERR("Unsupported conversation type %d\n", convert);
1895 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
1896 IWineD3DPaletteImpl* pal = This->palette;
1897 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1898 BOOL index_in_alpha = FALSE;
1901 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1902 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1903 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1904 * duplicate entries. Store the color key in the unused alpha component to speed the
1905 * download up and to make conversion unneeded. */
1906 if (device->render_targets && device->render_targets[0]) {
1907 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
1909 if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1910 index_in_alpha = TRUE;
1914 /* Still no palette? Use the device's palette */
1915 /* Get the surface's palette */
1916 for (i = 0; i < 256; i++) {
1917 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1918 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1919 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1921 if(index_in_alpha) {
1923 } else if (colorkey &&
1924 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1925 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1926 /* We should maybe here put a more 'neutral' color than the standard bright purple
1927 one often used by application to prevent the nice purple borders when bi-linear
1935 TRACE("Using surface palette %p\n", pal);
1936 /* Get the surface's palette */
1937 for (i = 0; i < 256; i++) {
1938 table[i][0] = pal->palents[i].peRed;
1939 table[i][1] = pal->palents[i].peGreen;
1940 table[i][2] = pal->palents[i].peBlue;
1942 if(index_in_alpha) {
1945 else if (colorkey &&
1946 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1947 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1948 /* We should maybe here put a more 'neutral' color than the standard bright purple
1949 one often used by application to prevent the nice purple borders when bi-linear
1952 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1953 table[i][3] = pal->palents[i].peFlags;
1961 const char *fragment_palette_conversion =
1964 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
1965 "TEX index.x, fragment.texcoord[0], texture[0], 2D;\n" /* store the red-component of the current pixel */
1966 "MAD index.x, index.x, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
1967 "TEX result.color, index, texture[1], 1D;\n" /* use the red-component as a index in the palette to get the final color */
1970 /* This function is used in case of 8bit paletted textures to upload the palette.
1971 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
1972 extensions like ATI_fragment_shaders is possible.
1974 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1975 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1977 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1979 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1981 /* Try to use the paletted texture extension */
1982 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
1984 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
1985 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1989 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
1990 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
1991 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
1993 /* Create the fragment program if we don't have it */
1994 if(!device->paletteConversionShader)
1996 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1997 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
1998 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
1999 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2000 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2003 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2004 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2006 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2007 glEnable(GL_TEXTURE_1D);
2008 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2010 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2011 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2012 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2013 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2015 /* Switch back to unit 0 in which the 2D texture will be stored. */
2016 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2018 /* Rebind the texture because it isn't bound anymore */
2019 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2023 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2024 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2026 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2027 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2028 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2033 if(This->palette9) {
2034 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2038 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2040 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2044 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2045 GLboolean oldwrite[4];
2047 /* Some formats have only some color channels, and the others are 1.0.
2048 * since our rendering renders to all channels, and those pixel formats
2049 * are emulated by using a full texture with the other channels set to 1.0
2050 * manually, clear the unused channels.
2052 * This could be done with hacking colorwriteenable to mask the colors,
2053 * but before drawing the buffer would have to be cleared too, so there's
2056 switch(This->resource.format) {
2057 case WINED3DFMT_R16F:
2058 case WINED3DFMT_R32F:
2059 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2060 /* Do not activate a context, the correct drawable is active already
2061 * though just the read buffer is set, make sure to have the correct draw
2064 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2065 glDisable(GL_SCISSOR_TEST);
2066 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2067 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2068 glClearColor(0.0, 1.0, 1.0, 1.0);
2069 glClear(GL_COLOR_BUFFER_BIT);
2070 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2071 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2072 checkGLcall("Unused channel clear\n");
2079 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2080 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2081 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2082 GLenum format, internal, type;
2083 CONVERT_TYPES convert;
2085 int width, pitch, outpitch;
2088 if (!(This->Flags & SFLAG_INTEXTURE)) {
2089 TRACE("Reloading because surface is dirty\n");
2090 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2091 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2092 /* Reload: vice versa OR */
2093 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2094 /* Also reload: Color key is active AND the color key has changed */
2095 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2096 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2097 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2098 TRACE("Reloading because of color keying\n");
2099 } else if(palette9_changed(This)) {
2100 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2102 TRACE("surface is already in texture\n");
2106 This->Flags |= SFLAG_INTEXTURE;
2108 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2109 * These resources are not bound by device size or format restrictions. Because of this,
2110 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2111 * However, these resources can always be created, locked, and copied.
2113 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2115 FIXME("(%p) Operation not supported for scratch textures\n",This);
2116 return WINED3DERR_INVALIDCALL;
2119 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb_mode);
2121 if (This->Flags & SFLAG_INDRAWABLE) {
2122 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
2123 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
2124 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
2125 This->resource.format == WINED3DFMT_DXT5)
2126 FIXME("Format %d not supported\n", This->resource.format);
2131 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2132 vcheckGLcall("glGetIntegerv");
2133 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2134 vcheckGLcall("glReadBuffer");
2136 if(!(This->Flags & SFLAG_ALLOCATED)) {
2137 surface_allocate_surface(This, internal, This->pow2Width,
2138 This->pow2Height, format, type);
2141 clear_unused_channels(This);
2143 glCopyTexSubImage2D(This->glDescription.target,
2144 This->glDescription.level,
2146 This->currentDesc.Width,
2147 This->currentDesc.Height);
2148 checkGLcall("glCopyTexSubImage2D");
2150 glReadBuffer(prevRead);
2151 vcheckGLcall("glReadBuffer");
2155 TRACE("Updated target %d\n", This->glDescription.target);
2159 /* The only place where LoadTexture() might get called when isInDraw=1
2160 * is ActivateContext where lastActiveRenderTarget is preloaded.
2162 if(iface == device->lastActiveRenderTarget && device->isInDraw)
2163 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
2165 /* Otherwise: System memory copy must be most up to date */
2167 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
2168 This->Flags |= SFLAG_GLCKEY;
2169 This->glCKey = This->SrcBltCKey;
2171 else This->Flags &= ~SFLAG_GLCKEY;
2173 /* The width is in 'length' not in bytes */
2174 width = This->currentDesc.Width;
2175 pitch = IWineD3DSurface_GetPitch(iface);
2177 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
2178 int height = This->currentDesc.Height;
2180 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
2181 outpitch = width * bpp;
2182 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
2184 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
2186 ERR("Out of memory %d, %d!\n", outpitch, height);
2187 return WINED3DERR_OUTOFVIDEOMEMORY;
2189 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
2191 This->Flags |= SFLAG_CONVERTED;
2192 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
2193 d3dfmt_p8_upload_palette(iface, convert);
2194 This->Flags &= ~SFLAG_CONVERTED;
2195 mem = This->resource.allocatedMemory;
2197 This->Flags &= ~SFLAG_CONVERTED;
2198 mem = This->resource.allocatedMemory;
2201 /* Make sure the correct pitch is used */
2202 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
2204 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
2205 TRACE("non power of two support\n");
2206 if(!(This->Flags & SFLAG_ALLOCATED)) {
2207 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
2209 if (mem || (This->Flags & SFLAG_PBO)) {
2210 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
2213 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
2214 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
2216 if(!(This->Flags & SFLAG_ALLOCATED)) {
2217 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
2219 if (mem || (This->Flags & SFLAG_PBO)) {
2220 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
2224 /* Restore the default pitch */
2225 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2227 /* Don't delete PBO memory */
2228 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
2229 HeapFree(GetProcessHeap(), 0, mem);
2233 static unsigned int gen = 0;
2236 if ((gen % 10) == 0) {
2237 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2238 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2241 * debugging crash code
2250 if (!(This->Flags & SFLAG_DONOTFREE)) {
2251 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2252 This->resource.allocatedMemory = NULL;
2253 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2261 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2264 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2265 char *allocatedMemory;
2267 IWineD3DSwapChain *swapChain = NULL;
2269 GLuint tmpTexture = 0;
2272 Textures may not be stored in ->allocatedgMemory and a GlTexture
2273 so we should lock the surface before saving a snapshot, or at least check that
2275 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2276 by calling GetTexImage and in compressed form by calling
2277 GetCompressedTexImageARB. Queried compressed images can be saved and
2278 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2279 texture images do not need to be processed by the GL and should
2280 significantly improve texture loading performance relative to uncompressed
2283 /* Setup the width and height to be the internal texture width and height. */
2284 width = This->pow2Width;
2285 height = This->pow2Height;
2286 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2287 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2289 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2290 /* if were not a real texture then read the back buffer into a real texture */
2291 /* we don't want to interfere with the back buffer so read the data into a temporary
2292 * texture and then save the data out of the temporary texture
2296 TRACE("(%p) Reading render target into texture\n", This);
2297 glEnable(GL_TEXTURE_2D);
2299 glGenTextures(1, &tmpTexture);
2300 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2302 glTexImage2D(GL_TEXTURE_2D,
2309 GL_UNSIGNED_INT_8_8_8_8_REV,
2312 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2313 vcheckGLcall("glGetIntegerv");
2314 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2315 vcheckGLcall("glReadBuffer");
2316 glCopyTexImage2D(GL_TEXTURE_2D,
2325 checkGLcall("glCopyTexImage2D");
2326 glReadBuffer(prevRead);
2329 } else { /* bind the real texture, and make sure it up to date */
2330 IWineD3DSurface_PreLoad(iface);
2332 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2334 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2335 glGetTexImage(GL_TEXTURE_2D,
2336 This->glDescription.level,
2338 GL_UNSIGNED_INT_8_8_8_8_REV,
2340 checkGLcall("glTexImage2D");
2342 glBindTexture(GL_TEXTURE_2D, 0);
2343 glDeleteTextures(1, &tmpTexture);
2347 f = fopen(filename, "w+");
2349 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2350 return WINED3DERR_INVALIDCALL;
2352 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2353 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2368 fwrite(&width,2,1,f);
2370 fwrite(&height,2,1,f);
2375 /* 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 */
2377 textureRow = allocatedMemory + (width * (height - 1) *4);
2379 textureRow = allocatedMemory;
2380 for (y = 0 ; y < height; y++) {
2381 for (i = 0; i < width; i++) {
2382 color = *((DWORD*)textureRow);
2383 fputc((color >> 16) & 0xFF, f); /* B */
2384 fputc((color >> 8) & 0xFF, f); /* G */
2385 fputc((color >> 0) & 0xFF, f); /* R */
2386 fputc((color >> 24) & 0xFF, f); /* A */
2389 /* take two rows of the pointer to the texture memory */
2391 (textureRow-= width << 3);
2394 TRACE("Closing file\n");
2398 IWineD3DSwapChain_Release(swapChain);
2400 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2405 * Slightly inefficient way to handle multiple dirty rects but it works :)
2407 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2408 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2409 IWineD3DBaseTexture *baseTexture = NULL;
2411 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2412 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2414 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2415 if (NULL != pDirtyRect) {
2416 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2417 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2418 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2419 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2421 This->dirtyRect.left = 0;
2422 This->dirtyRect.top = 0;
2423 This->dirtyRect.right = This->currentDesc.Width;
2424 This->dirtyRect.bottom = This->currentDesc.Height;
2426 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2427 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2428 /* if the container is a basetexture then mark it dirty. */
2429 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2430 TRACE("Passing to container\n");
2431 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2432 IWineD3DBaseTexture_Release(baseTexture);
2437 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2438 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2440 const GlPixelFormatDesc *glDesc;
2441 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2443 TRACE("(%p) : Calling base function first\n", This);
2444 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2446 /* Setup some glformat defaults */
2447 This->glDescription.glFormat = glDesc->glFormat;
2448 This->glDescription.glFormatInternal = glDesc->glInternal;
2449 This->glDescription.glType = glDesc->glType;
2451 This->Flags &= ~SFLAG_ALLOCATED;
2452 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2453 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2458 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2459 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2461 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2462 WARN("Surface is locked or the HDC is in use\n");
2463 return WINED3DERR_INVALIDCALL;
2466 if(Mem && Mem != This->resource.allocatedMemory) {
2467 void *release = NULL;
2469 /* Do I have to copy the old surface content? */
2470 if(This->Flags & SFLAG_DIBSECTION) {
2471 /* Release the DC. No need to hold the critical section for the update
2472 * Thread because this thread runs only on front buffers, but this method
2473 * fails for render targets in the check above.
2475 SelectObject(This->hDC, This->dib.holdbitmap);
2476 DeleteDC(This->hDC);
2477 /* Release the DIB section */
2478 DeleteObject(This->dib.DIBsection);
2479 This->dib.bitmap_data = NULL;
2480 This->resource.allocatedMemory = NULL;
2482 This->Flags &= ~SFLAG_DIBSECTION;
2483 } else if(!(This->Flags & SFLAG_USERPTR)) {
2484 release = This->resource.allocatedMemory;
2486 This->resource.allocatedMemory = Mem;
2487 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2489 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2490 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2492 /* For client textures opengl has to be notified */
2493 if(This->Flags & SFLAG_CLIENT) {
2494 This->Flags &= ~SFLAG_ALLOCATED;
2495 IWineD3DSurface_PreLoad(iface);
2496 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2499 /* Now free the old memory if any */
2500 HeapFree(GetProcessHeap(), 0, release);
2501 } else if(This->Flags & SFLAG_USERPTR) {
2502 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2503 This->resource.allocatedMemory = NULL;
2504 This->Flags &= ~SFLAG_USERPTR;
2506 if(This->Flags & SFLAG_CLIENT) {
2507 This->Flags &= ~SFLAG_ALLOCATED;
2508 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2509 IWineD3DSurface_PreLoad(iface);
2515 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2516 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2517 IWineD3DSwapChainImpl *swapchain = NULL;
2519 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2521 /* Flipping is only supported on RenderTargets */
2522 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2525 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2526 * FIXME("(%p) Target override is not supported by now\n", This);
2527 * Additionally, it isn't really possible to support triple-buffering
2528 * properly on opengl at all
2532 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2534 ERR("Flipped surface is not on a swapchain\n");
2535 return WINEDDERR_NOTFLIPPABLE;
2538 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2539 * and only d3d8 and d3d9 apps specify the presentation interval
2541 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2542 /* Most common case first to avoid wasting time on all the other cases */
2543 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2544 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2545 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2546 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2547 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2548 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2549 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2551 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2554 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2555 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2556 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2560 /* Does a direct frame buffer -> texture copy. Stretching is done
2561 * with single pixel copy calls
2563 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2564 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2567 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2570 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2572 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2574 /* Bind the target texture */
2575 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2576 checkGLcall("glBindTexture");
2578 glReadBuffer(myDevice->offscreenBuffer);
2580 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2581 glReadBuffer(buffer);
2583 checkGLcall("glReadBuffer");
2585 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2586 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2588 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2589 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2591 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2592 ERR("Texture filtering not supported in direct blit\n");
2594 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2595 ERR("Texture filtering not supported in direct blit\n");
2599 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2600 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2601 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2603 glCopyTexSubImage2D(This->glDescription.target,
2604 This->glDescription.level,
2605 drect->x1, drect->y1, /* xoffset, yoffset */
2606 srect->x1, Src->currentDesc.Height - srect->y2,
2607 drect->x2 - drect->x1, drect->y2 - drect->y1);
2609 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2610 /* I have to process this row by row to swap the image,
2611 * otherwise it would be upside down, so stretching in y direction
2612 * doesn't cost extra time
2614 * However, stretching in x direction can be avoided if not necessary
2616 for(row = drect->y1; row < drect->y2; row++) {
2617 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2618 /* Well, that stuff works, but it's very slow.
2619 * find a better way instead
2623 for(col = drect->x1; col < drect->x2; col++) {
2624 glCopyTexSubImage2D(This->glDescription.target,
2625 This->glDescription.level,
2626 drect->x1 + col, row, /* xoffset, yoffset */
2627 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2631 glCopyTexSubImage2D(This->glDescription.target,
2632 This->glDescription.level,
2633 drect->x1, row, /* xoffset, yoffset */
2634 srect->x1, yoffset - (int) (row * yrel),
2635 drect->x2-drect->x1, 1);
2640 vcheckGLcall("glCopyTexSubImage2D");
2644 /* Uses the hardware to stretch and flip the image */
2645 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2646 GLuint src, backup = 0;
2647 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2648 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2649 float left, right, top, bottom; /* Texture coordinates */
2650 UINT fbwidth = Src->currentDesc.Width;
2651 UINT fbheight = Src->currentDesc.Height;
2652 GLenum drawBuffer = GL_BACK;
2654 TRACE("Using hwstretch blit\n");
2655 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2656 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2658 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2660 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2661 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2663 if(GL_LIMITS(aux_buffers) >= 2) {
2664 /* Got more than one aux buffer? Use the 2nd aux buffer */
2665 drawBuffer = GL_AUX1;
2666 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2667 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2668 drawBuffer = GL_AUX0;
2671 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2672 glGenTextures(1, &backup);
2673 checkGLcall("glGenTextures\n");
2674 glBindTexture(GL_TEXTURE_2D, backup);
2675 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2677 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2678 * we are reading from the back buffer, the backup can be used as source texture
2680 if(Src->glDescription.textureName == 0) {
2681 /* Get it a description */
2682 IWineD3DSurface_PreLoad(SrcSurface);
2684 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2685 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2687 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2688 Src->Flags &= ~SFLAG_INTEXTURE;
2691 glReadBuffer(GL_BACK);
2692 checkGLcall("glReadBuffer(GL_BACK)");
2694 /* TODO: Only back up the part that will be overwritten */
2695 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2696 0, 0 /* read offsets */,
2701 checkGLcall("glCopyTexSubImage2D");
2703 /* No issue with overriding these - the sampler is dirty due to blit usage */
2704 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2705 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2706 checkGLcall("glTexParameteri");
2707 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2708 minMipLookup[Filter][WINED3DTEXF_NONE]);
2709 checkGLcall("glTexParameteri");
2711 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2712 src = backup ? backup : Src->glDescription.textureName;
2714 glReadBuffer(GL_FRONT);
2715 checkGLcall("glReadBuffer(GL_FRONT)");
2717 glGenTextures(1, &src);
2718 checkGLcall("glGenTextures(1, &src)");
2719 glBindTexture(GL_TEXTURE_2D, src);
2720 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2722 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2723 * out for power of 2 sizes
2725 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2726 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2727 checkGLcall("glTexImage2D");
2728 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2729 0, 0 /* read offsets */,
2734 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2735 checkGLcall("glTexParameteri");
2736 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2737 checkGLcall("glTexParameteri");
2739 glReadBuffer(GL_BACK);
2740 checkGLcall("glReadBuffer(GL_BACK)");
2742 checkGLcall("glEnd and previous");
2744 left = (float) srect->x1 / (float) Src->pow2Width;
2745 right = (float) srect->x2 / (float) Src->pow2Width;
2748 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2749 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2751 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2752 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2755 /* draw the source texture stretched and upside down. The correct surface is bound already */
2756 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2757 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2759 glDrawBuffer(drawBuffer);
2760 glReadBuffer(drawBuffer);
2764 glTexCoord2f(left, bottom);
2765 glVertex2i(0, fbheight);
2768 glTexCoord2f(left, top);
2769 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2772 glTexCoord2f(right, top);
2773 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2776 glTexCoord2f(right, bottom);
2777 glVertex2i(drect->x2 - drect->x1, fbheight);
2779 checkGLcall("glEnd and previous");
2781 /* Now read the stretched and upside down image into the destination texture */
2782 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2783 checkGLcall("glBindTexture");
2784 glCopyTexSubImage2D(This->glDescription.target,
2786 drect->x1, drect->y1, /* xoffset, yoffset */
2787 0, 0, /* We blitted the image to the origin */
2788 drect->x2 - drect->x1, drect->y2 - drect->y1);
2789 checkGLcall("glCopyTexSubImage2D");
2791 /* Write the back buffer backup back */
2792 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2793 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2795 if(drawBuffer == GL_BACK) {
2798 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2802 glTexCoord2f(0.0, 0.0);
2803 glVertex2i(0, fbheight);
2806 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2807 glVertex2i(fbwidth, Src->currentDesc.Height);
2810 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2811 glVertex2i(fbwidth, 0);
2814 /* Restore the old draw buffer */
2815 glDrawBuffer(GL_BACK);
2819 if(src != Src->glDescription.textureName && src != backup) {
2820 glDeleteTextures(1, &src);
2821 checkGLcall("glDeleteTextures(1, &src)");
2824 glDeleteTextures(1, &backup);
2825 checkGLcall("glDeleteTextures(1, &backup)");
2830 /* Not called from the VTable */
2831 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2833 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2834 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2835 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2837 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2839 /* Get the swapchain. One of the surfaces has to be a primary surface */
2840 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2841 WARN("Destination is in sysmem, rejecting gl blt\n");
2842 return WINED3DERR_INVALIDCALL;
2844 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2845 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2847 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2848 WARN("Src is in sysmem, rejecting gl blt\n");
2849 return WINED3DERR_INVALIDCALL;
2851 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2852 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2855 /* Early sort out of cases where no render target is used */
2856 if(!dstSwapchain && !srcSwapchain &&
2857 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2858 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2859 return WINED3DERR_INVALIDCALL;
2862 /* No destination color keying supported */
2863 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2864 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2865 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2866 return WINED3DERR_INVALIDCALL;
2870 rect.x1 = DestRect->left;
2871 rect.y1 = DestRect->top;
2872 rect.x2 = DestRect->right;
2873 rect.y2 = DestRect->bottom;
2877 rect.x2 = This->currentDesc.Width;
2878 rect.y2 = This->currentDesc.Height;
2881 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2882 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2883 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2884 /* Half-life does a Blt from the back buffer to the front buffer,
2885 * Full surface size, no flags... Use present instead
2887 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2890 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2894 TRACE("Looking if a Present can be done...\n");
2895 /* Source Rectangle must be full surface */
2897 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2898 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2899 TRACE("No, Source rectangle doesn't match\n");
2905 mySrcRect.right = Src->currentDesc.Width;
2906 mySrcRect.bottom = Src->currentDesc.Height;
2908 /* No stretching may occur */
2909 if(mySrcRect.right != rect.x2 - rect.x1 ||
2910 mySrcRect.bottom != rect.y2 - rect.y1) {
2911 TRACE("No, stretching is done\n");
2915 /* Destination must be full surface or match the clipping rectangle */
2916 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2920 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2925 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2928 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2929 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2931 TRACE("No, dest rectangle doesn't match(clipper)\n");
2932 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2933 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2939 if(rect.x1 != 0 || rect.y1 != 0 ||
2940 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2941 TRACE("No, dest rectangle doesn't match(surface size)\n");
2948 /* These flags are unimportant for the flag check, remove them */
2949 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2950 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2952 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2953 * take very long, while a flip is fast.
2954 * This applies to Half-Life, which does such Blts every time it finished
2955 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2956 * menu. This is also used by all apps when they do windowed rendering
2958 * The problem is that flipping is not really the same as copying. After a
2959 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2960 * untouched. Therefore it's necessary to override the swap effect
2961 * and to set it back after the flip.
2963 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2967 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2968 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2970 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2971 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2973 dstSwapchain->presentParms.SwapEffect = orig_swap;
2980 TRACE("Unsupported blit between buffers on the same swapchain\n");
2981 return WINED3DERR_INVALIDCALL;
2982 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2983 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2984 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2985 return WINED3DERR_INVALIDCALL;
2988 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2989 /* Blit from render target to texture */
2991 BOOL upsideDown, stretchx;
2993 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2994 TRACE("Color keying not supported by frame buffer to texture blit\n");
2995 return WINED3DERR_INVALIDCALL;
2996 /* Destination color key is checked above */
2999 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3000 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3003 if(SrcRect->top < SrcRect->bottom) {
3004 srect.y1 = SrcRect->top;
3005 srect.y2 = SrcRect->bottom;
3008 srect.y1 = SrcRect->bottom;
3009 srect.y2 = SrcRect->top;
3012 srect.x1 = SrcRect->left;
3013 srect.x2 = SrcRect->right;
3017 srect.x2 = Src->currentDesc.Width;
3018 srect.y2 = Src->currentDesc.Height;
3021 if(rect.x1 > rect.x2) {
3025 upsideDown = !upsideDown;
3028 TRACE("Reading from an offscreen target\n");
3029 upsideDown = !upsideDown;
3032 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3038 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3039 * flip the image nor scale it.
3041 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3042 * -> If the app wants a image width an unscaled width, copy it line per line
3043 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3044 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3045 * back buffer. This is slower than reading line per line, thus not used for flipping
3046 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3049 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3050 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3053 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3054 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3055 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3056 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3057 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3058 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3059 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3061 TRACE("Using hardware stretching to flip / stretch the texture\n");
3062 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3065 if(!(This->Flags & SFLAG_DONOTFREE)) {
3066 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
3067 This->resource.allocatedMemory = NULL;
3069 This->Flags &= ~SFLAG_INSYSMEM;
3071 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3072 * path is never entered
3074 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3078 /* Blit from offscreen surface to render target */
3079 float glTexCoord[4];
3080 DWORD oldCKeyFlags = Src->CKeyFlags;
3081 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3082 RECT SourceRectangle;
3084 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3087 SourceRectangle.left = SrcRect->left;
3088 SourceRectangle.right = SrcRect->right;
3089 SourceRectangle.top = SrcRect->top;
3090 SourceRectangle.bottom = SrcRect->bottom;
3092 SourceRectangle.left = 0;
3093 SourceRectangle.right = Src->currentDesc.Width;
3094 SourceRectangle.top = 0;
3095 SourceRectangle.bottom = Src->currentDesc.Height;
3098 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3099 /* Fall back to software */
3100 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3101 SourceRectangle.left, SourceRectangle.top,
3102 SourceRectangle.right, SourceRectangle.bottom);
3103 return WINED3DERR_INVALIDCALL;
3106 /* Color keying: Check if we have to do a color keyed blt,
3107 * and if not check if a color key is activated.
3109 * Just modify the color keying parameters in the surface and restore them afterwards
3110 * The surface keeps track of the color key last used to load the opengl surface.
3111 * PreLoad will catch the change to the flags and color key and reload if necessary.
3113 if(Flags & WINEDDBLT_KEYSRC) {
3114 /* Use color key from surface */
3115 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3116 /* Use color key from DDBltFx */
3117 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3118 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3120 /* Do not use color key */
3121 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3124 /* Now load the surface */
3125 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3128 /* Activate the destination context, set it up for blitting */
3129 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3133 TRACE("Drawing to offscreen buffer\n");
3134 glDrawBuffer(myDevice->offscreenBuffer);
3135 checkGLcall("glDrawBuffer");
3137 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3138 TRACE("Drawing to %#x buffer\n", buffer);
3139 glDrawBuffer(buffer);
3140 checkGLcall("glDrawBuffer");
3143 /* Bind the texture */
3144 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
3145 checkGLcall("glBindTexture");
3147 /* Filtering for StretchRect */
3148 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
3149 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3150 checkGLcall("glTexParameteri");
3151 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
3152 minMipLookup[Filter][WINED3DTEXF_NONE]);
3153 checkGLcall("glTexParameteri");
3154 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3155 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3156 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3157 checkGLcall("glTexEnvi");
3159 /* This is for color keying */
3160 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3161 glEnable(GL_ALPHA_TEST);
3162 checkGLcall("glEnable GL_ALPHA_TEST");
3163 glAlphaFunc(GL_NOTEQUAL, 0.0);
3164 checkGLcall("glAlphaFunc\n");
3166 glDisable(GL_ALPHA_TEST);
3167 checkGLcall("glDisable GL_ALPHA_TEST");
3170 /* Draw a textured quad
3174 glColor3d(1.0f, 1.0f, 1.0f);
3175 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3180 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3181 glVertex3f(rect.x1, rect.y2, 0.0);
3183 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3188 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3193 checkGLcall("glEnd");
3195 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3196 glDisable(GL_ALPHA_TEST);
3197 checkGLcall("glDisable(GL_ALPHA_TEST)");
3200 /* Unbind the texture */
3201 glBindTexture(GL_TEXTURE_2D, 0);
3202 checkGLcall("glEnable glBindTexture");
3204 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3205 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3207 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3208 glDrawBuffer(GL_BACK);
3209 checkGLcall("glDrawBuffer");
3211 /* Restore the color key parameters */
3212 Src->CKeyFlags = oldCKeyFlags;
3213 This->SrcBltCKey = oldBltCKey;
3217 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3218 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3221 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3222 /* TODO: This should be moved to ModifyLocation() */
3223 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3224 This->Flags |= SFLAG_INTEXTURE;
3229 /* Source-Less Blit to render target */
3230 if (Flags & WINEDDBLT_COLORFILL) {
3231 /* This is easy to handle for the D3D Device... */
3234 TRACE("Colorfill\n");
3236 /* The color as given in the Blt function is in the format of the frame-buffer...
3237 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3239 if (This->resource.format == WINED3DFMT_P8) {
3240 if (This->palette) {
3241 color = ((0xFF000000) |
3242 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3243 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3244 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3249 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3250 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3253 color = ((0xFF000000) |
3254 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3255 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3256 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3259 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3260 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3261 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3263 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3264 color = DDBltFx->u5.dwFillColor;
3267 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3268 return WINED3DERR_INVALIDCALL;
3271 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3272 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3273 glDrawBuffer(GL_BACK);
3274 checkGLcall("glDrawBuffer(GL_BACK)");
3275 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3276 glDrawBuffer(GL_FRONT);
3277 checkGLcall("glDrawBuffer(GL_FRONT)");
3278 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3279 glDrawBuffer(myDevice->offscreenBuffer);
3280 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3282 TRACE("Surface is higher back buffer, falling back to software\n");
3283 return WINED3DERR_INVALIDCALL;
3286 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3288 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3289 1 /* Number of rectangles */,
3291 WINED3DCLEAR_TARGET,
3296 /* Restore the original draw buffer */
3298 glDrawBuffer(myDevice->offscreenBuffer);
3299 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3300 glDrawBuffer(GL_BACK);
3302 vcheckGLcall("glDrawBuffer");
3308 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3309 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3310 return WINED3DERR_INVALIDCALL;
3313 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3315 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3318 if (Flags & WINEDDBLT_DEPTHFILL) {
3319 switch(This->resource.format) {
3320 case WINED3DFMT_D16:
3321 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3323 case WINED3DFMT_D15S1:
3324 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3326 case WINED3DFMT_D24S8:
3327 case WINED3DFMT_D24X8:
3328 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3330 case WINED3DFMT_D32:
3331 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3335 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3338 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3339 DestRect == NULL ? 0 : 1,
3340 (WINED3DRECT *) DestRect,
3341 WINED3DCLEAR_ZBUFFER,
3347 FIXME("(%p): Unsupp depthstencil blit\n", This);
3348 return WINED3DERR_INVALIDCALL;
3351 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3352 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3353 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3354 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3355 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3356 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3358 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3359 * except depth blits, which seem to work
3361 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3362 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3363 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3364 return WINED3DERR_INVALIDCALL;
3365 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3366 TRACE("Z Blit override handled the blit\n");
3371 /* Special cases for RenderTargets */
3372 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3373 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3374 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3377 /* For the rest call the X11 surface implementation.
3378 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3379 * other Blts are rather rare
3381 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3384 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3385 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3386 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3387 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3388 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3390 if(myDevice->inScene &&
3391 (iface == myDevice->stencilBufferTarget ||
3392 (Source && Source == myDevice->stencilBufferTarget))) {
3393 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3394 return WINED3DERR_INVALIDCALL;
3397 /* Special cases for RenderTargets */
3398 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3399 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3401 RECT SrcRect, DstRect;
3405 SrcRect.left = rsrc->left;
3406 SrcRect.top= rsrc->top;
3407 SrcRect.bottom = rsrc->bottom;
3408 SrcRect.right = rsrc->right;
3412 SrcRect.right = srcImpl->currentDesc.Width;
3413 SrcRect.bottom = srcImpl->currentDesc.Height;
3416 DstRect.left = dstx;
3418 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3419 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3421 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3422 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3423 Flags |= WINEDDBLT_KEYSRC;
3424 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3425 Flags |= WINEDDBLT_KEYDEST;
3426 if(trans & WINEDDBLTFAST_WAIT)
3427 Flags |= WINEDDBLT_WAIT;
3428 if(trans & WINEDDBLTFAST_DONOTWAIT)
3429 Flags |= WINEDDBLT_DONOTWAIT;
3431 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3435 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3438 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3439 /** Check against the maximum texture sizes supported by the video card **/
3440 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3441 unsigned int pow2Width, pow2Height;
3442 const GlPixelFormatDesc *glDesc;
3444 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3445 /* Setup some glformat defaults */
3446 This->glDescription.glFormat = glDesc->glFormat;
3447 This->glDescription.glFormatInternal = glDesc->glInternal;
3448 This->glDescription.glType = glDesc->glType;
3450 This->glDescription.textureName = 0;
3451 This->glDescription.target = GL_TEXTURE_2D;
3453 /* Non-power2 support */
3454 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3455 pow2Width = This->currentDesc.Width;
3456 pow2Height = This->currentDesc.Height;
3458 /* Find the nearest pow2 match */
3459 pow2Width = pow2Height = 1;
3460 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3461 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3463 This->pow2Width = pow2Width;
3464 This->pow2Height = pow2Height;
3466 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3467 WINED3DFORMAT Format = This->resource.format;
3468 /** TODO: add support for non power two compressed textures **/
3469 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3470 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3471 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3472 This, This->currentDesc.Width, This->currentDesc.Height);
3473 return WINED3DERR_NOTAVAILABLE;
3477 if(pow2Width != This->currentDesc.Width ||
3478 pow2Height != This->currentDesc.Height) {
3479 This->Flags |= SFLAG_NONPOW2;
3482 TRACE("%p\n", This);
3483 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3484 /* one of three options
3485 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)
3486 2: Set the texture to the maximum size (bad idea)
3487 3: WARN and return WINED3DERR_NOTAVAILABLE;
3488 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.
3490 WARN("(%p) Creating an oversized surface\n", This);
3491 This->Flags |= SFLAG_OVERSIZE;
3493 /* This will be initialized on the first blt */
3494 This->glRect.left = 0;
3495 This->glRect.top = 0;
3496 This->glRect.right = 0;
3497 This->glRect.bottom = 0;
3499 /* No oversize, gl rect is the full texture size */
3500 This->Flags &= ~SFLAG_OVERSIZE;
3501 This->glRect.left = 0;
3502 This->glRect.top = 0;
3503 This->glRect.right = This->pow2Width;
3504 This->glRect.bottom = This->pow2Height;
3507 if(This->resource.allocatedMemory == NULL) {
3508 /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
3509 * gl does not, so we need to upload zeroes to init the gl texture.
3511 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3513 This->Flags |= SFLAG_INSYSMEM;
3518 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
3519 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3521 TRACE("(%p)->(%s, %s)\n", iface,
3522 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3523 persistent ? "TRUE" : "FALSE");
3525 /* TODO: For offscreen textures with fbo offscreen rendering the drawable is the same as the texture.*/
3527 This->Flags &= ~SFLAG_LOCATIONS;
3528 This->Flags |= flag;
3530 This->Flags &= ~flag;
3534 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
3535 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3536 IWineD3DDeviceImpl *myDevice;
3538 TRACE("(%p)->(%s, %p)\n", iface,
3539 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3542 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
3545 /* TODO: For fbo targets, texture == drawable */
3546 if(This->Flags & flag) {
3547 TRACE("Location already up to date\n");
3551 if(!(This->Flags & SFLAG_LOCATIONS)) {
3552 ERR("Surface does not have any up to date location\n");
3553 This->Flags |= SFLAG_LOST;
3554 return WINED3DERR_DEVICELOST;
3556 myDevice = This->resource.wineD3DDevice;
3558 if(flag == SFLAG_INSYSMEM) {
3559 /* Download the surface to system memory */
3560 if(This->Flags & SFLAG_INTEXTURE) {
3561 if (0 == This->glDescription.textureName) {
3562 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
3565 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
3566 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3570 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
3571 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3572 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
3573 checkGLcall("glActiveTextureARB");
3575 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
3576 IWineD3DSurface_PreLoad(iface);
3578 surface_download_data(This);
3581 /* Download drawable to sysmem */
3583 } else if(flag == SFLAG_INDRAWABLE) {
3584 if(This->Flags & SFLAG_INTEXTURE) {
3585 /* Blit texture to drawable */
3587 /* Load drawable from sysmem */
3589 } else /* if(flag == SFLAG_INTEXTURE) */ {
3590 if(This->Flags & SFLAG_INDRAWABLE) {
3591 /* glCopyTexImage the drawable into the texture */
3593 /* Load the texture from sysmem */
3600 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3603 IWineD3DBaseSurfaceImpl_QueryInterface,
3604 IWineD3DBaseSurfaceImpl_AddRef,
3605 IWineD3DSurfaceImpl_Release,
3606 /* IWineD3DResource */
3607 IWineD3DBaseSurfaceImpl_GetParent,
3608 IWineD3DBaseSurfaceImpl_GetDevice,
3609 IWineD3DBaseSurfaceImpl_SetPrivateData,
3610 IWineD3DBaseSurfaceImpl_GetPrivateData,
3611 IWineD3DBaseSurfaceImpl_FreePrivateData,
3612 IWineD3DBaseSurfaceImpl_SetPriority,
3613 IWineD3DBaseSurfaceImpl_GetPriority,
3614 IWineD3DSurfaceImpl_PreLoad,
3615 IWineD3DBaseSurfaceImpl_GetType,
3616 /* IWineD3DSurface */
3617 IWineD3DBaseSurfaceImpl_GetContainer,
3618 IWineD3DBaseSurfaceImpl_GetDesc,
3619 IWineD3DSurfaceImpl_LockRect,
3620 IWineD3DSurfaceImpl_UnlockRect,
3621 IWineD3DSurfaceImpl_GetDC,
3622 IWineD3DSurfaceImpl_ReleaseDC,
3623 IWineD3DSurfaceImpl_Flip,
3624 IWineD3DSurfaceImpl_Blt,
3625 IWineD3DBaseSurfaceImpl_GetBltStatus,
3626 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3627 IWineD3DBaseSurfaceImpl_IsLost,
3628 IWineD3DBaseSurfaceImpl_Restore,
3629 IWineD3DSurfaceImpl_BltFast,
3630 IWineD3DBaseSurfaceImpl_GetPalette,
3631 IWineD3DBaseSurfaceImpl_SetPalette,
3632 IWineD3DBaseSurfaceImpl_RealizePalette,
3633 IWineD3DBaseSurfaceImpl_SetColorKey,
3634 IWineD3DBaseSurfaceImpl_GetPitch,
3635 IWineD3DSurfaceImpl_SetMem,
3636 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3637 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3638 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3639 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3640 IWineD3DBaseSurfaceImpl_SetClipper,
3641 IWineD3DBaseSurfaceImpl_GetClipper,
3643 IWineD3DSurfaceImpl_AddDirtyRect,
3644 IWineD3DSurfaceImpl_LoadTexture,
3645 IWineD3DSurfaceImpl_SaveSnapshot,
3646 IWineD3DBaseSurfaceImpl_SetContainer,
3647 IWineD3DSurfaceImpl_SetGlTextureDesc,
3648 IWineD3DSurfaceImpl_GetGlDesc,
3649 IWineD3DSurfaceImpl_GetData,
3650 IWineD3DSurfaceImpl_SetFormat,
3651 IWineD3DSurfaceImpl_PrivateSetup,
3652 IWineD3DSurfaceImpl_ModifyLocation,
3653 IWineD3DSurfaceImpl_LoadLocation