2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
37 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
38 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
39 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
40 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
41 WINED3DTEXTUREFILTERTYPE filter);
43 static void surface_cleanup(struct wined3d_surface *surface)
45 TRACE("surface %p.\n", surface);
47 if (surface->texture_name || (surface->flags & SFLAG_PBO) || !list_empty(&surface->renderbuffers))
49 struct wined3d_renderbuffer_entry *entry, *entry2;
50 const struct wined3d_gl_info *gl_info;
51 struct wined3d_context *context;
53 context = context_acquire(surface->resource.device, NULL);
54 gl_info = context->gl_info;
58 if (surface->texture_name)
60 TRACE("Deleting texture %u.\n", surface->texture_name);
61 glDeleteTextures(1, &surface->texture_name);
64 if (surface->flags & SFLAG_PBO)
66 TRACE("Deleting PBO %u.\n", surface->pbo);
67 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
70 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
72 TRACE("Deleting renderbuffer %u.\n", entry->id);
73 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
74 HeapFree(GetProcessHeap(), 0, entry);
79 context_release(context);
82 if (surface->flags & SFLAG_DIBSECTION)
85 SelectObject(surface->hDC, surface->dib.holdbitmap);
86 DeleteDC(surface->hDC);
87 /* Release the DIB section. */
88 DeleteObject(surface->dib.DIBsection);
89 surface->dib.bitmap_data = NULL;
90 surface->resource.allocatedMemory = NULL;
93 if (surface->flags & SFLAG_USERPTR)
94 wined3d_surface_set_mem(surface, NULL);
95 if (surface->overlay_dest)
96 list_remove(&surface->overlay_entry);
98 HeapFree(GetProcessHeap(), 0, surface->palette9);
100 resource_cleanup(&surface->resource);
103 void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
105 TRACE("surface %p, container %p.\n", surface, container);
107 if (!container && type != WINED3D_CONTAINER_NONE)
108 ERR("Setting NULL container of type %#x.\n", type);
110 if (type == WINED3D_CONTAINER_SWAPCHAIN)
112 surface->get_drawable_size = get_drawable_size_swapchain;
116 switch (wined3d_settings.offscreen_rendering_mode)
119 surface->get_drawable_size = get_drawable_size_fbo;
123 surface->get_drawable_size = get_drawable_size_backbuffer;
127 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
132 surface->container.type = type;
133 surface->container.u.base = container;
140 enum tex_types tex_type;
141 GLfloat coords[4][3];
152 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
154 f->l = ((r->left * 2.0f) / w) - 1.0f;
155 f->t = ((r->top * 2.0f) / h) - 1.0f;
156 f->r = ((r->right * 2.0f) / w) - 1.0f;
157 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
160 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
162 GLfloat (*coords)[3] = info->coords;
168 FIXME("Unsupported texture target %#x\n", target);
169 /* Fall back to GL_TEXTURE_2D */
171 info->binding = GL_TEXTURE_BINDING_2D;
172 info->bind_target = GL_TEXTURE_2D;
173 info->tex_type = tex_2d;
174 coords[0][0] = (float)rect->left / w;
175 coords[0][1] = (float)rect->top / h;
178 coords[1][0] = (float)rect->right / w;
179 coords[1][1] = (float)rect->top / h;
182 coords[2][0] = (float)rect->left / w;
183 coords[2][1] = (float)rect->bottom / h;
186 coords[3][0] = (float)rect->right / w;
187 coords[3][1] = (float)rect->bottom / h;
191 case GL_TEXTURE_RECTANGLE_ARB:
192 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
193 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
194 info->tex_type = tex_rect;
195 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
196 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
197 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
198 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
201 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
202 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
203 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
204 info->tex_type = tex_cube;
205 cube_coords_float(rect, w, h, &f);
207 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
208 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
209 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
210 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
213 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
214 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
215 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
216 info->tex_type = tex_cube;
217 cube_coords_float(rect, w, h, &f);
219 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
220 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
221 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
222 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
225 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
226 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
227 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
228 info->tex_type = tex_cube;
229 cube_coords_float(rect, w, h, &f);
231 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
232 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
233 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
234 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
237 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
238 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
239 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
240 info->tex_type = tex_cube;
241 cube_coords_float(rect, w, h, &f);
243 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
244 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
245 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
246 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
249 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
250 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
251 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
252 info->tex_type = tex_cube;
253 cube_coords_float(rect, w, h, &f);
255 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
256 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
257 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
258 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
261 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
262 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
263 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
264 info->tex_type = tex_cube;
265 cube_coords_float(rect, w, h, &f);
267 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
268 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
269 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
270 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
275 static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
278 *rect_out = *rect_in;
283 rect_out->right = surface->resource.width;
284 rect_out->bottom = surface->resource.height;
288 /* GL locking and context activation is done by the caller */
289 void draw_textured_quad(const struct wined3d_surface *src_surface, const RECT *src_rect,
290 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 struct blt_info info;
294 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
296 glEnable(info.bind_target);
297 checkGLcall("glEnable(bind_target)");
299 /* Bind the texture */
300 glBindTexture(info.bind_target, src_surface->texture_name);
301 checkGLcall("glBindTexture");
303 /* Filtering for StretchRect */
304 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
305 wined3d_gl_mag_filter(magLookup, Filter));
306 checkGLcall("glTexParameteri");
307 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
308 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
309 checkGLcall("glTexParameteri");
310 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
312 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
313 checkGLcall("glTexEnvi");
316 glBegin(GL_TRIANGLE_STRIP);
317 glTexCoord3fv(info.coords[0]);
318 glVertex2i(dst_rect->left, dst_rect->top);
320 glTexCoord3fv(info.coords[1]);
321 glVertex2i(dst_rect->right, dst_rect->top);
323 glTexCoord3fv(info.coords[2]);
324 glVertex2i(dst_rect->left, dst_rect->bottom);
326 glTexCoord3fv(info.coords[3]);
327 glVertex2i(dst_rect->right, dst_rect->bottom);
330 /* Unbind the texture */
331 glBindTexture(info.bind_target, 0);
332 checkGLcall("glBindTexture(info->bind_target, 0)");
334 /* We changed the filtering settings on the texture. Inform the
335 * container about this to get the filters reset properly next draw. */
336 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
338 struct wined3d_texture *texture = src_surface->container.u.texture;
339 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
345 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
347 const struct wined3d_format *format = surface->resource.format;
355 TRACE("surface %p.\n", surface);
357 if (!(format->flags & WINED3DFMT_FLAG_GETDC))
359 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
360 return WINED3DERR_INVALIDCALL;
363 switch (format->byte_count)
367 /* Allocate extra space to store the RGB bit masks. */
368 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
372 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
376 /* Allocate extra space for a palette. */
377 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
378 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
383 return E_OUTOFMEMORY;
385 /* Some applications access the surface in via DWORDs, and do not take
386 * the necessary care at the end of the surface. So we need at least
387 * 4 extra bytes at the end of the surface. Check against the page size,
388 * if the last page used for the surface has at least 4 spare bytes we're
389 * safe, otherwise add an extra line to the DIB section. */
390 GetSystemInfo(&sysInfo);
391 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
394 TRACE("Adding an extra line to the DIB section.\n");
397 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
398 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
399 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
400 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
401 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
402 * wined3d_surface_get_pitch(surface);
403 b_info->bmiHeader.biPlanes = 1;
404 b_info->bmiHeader.biBitCount = format->byte_count * 8;
406 b_info->bmiHeader.biXPelsPerMeter = 0;
407 b_info->bmiHeader.biYPelsPerMeter = 0;
408 b_info->bmiHeader.biClrUsed = 0;
409 b_info->bmiHeader.biClrImportant = 0;
411 /* Get the bit masks */
412 masks = (DWORD *)b_info->bmiColors;
413 switch (surface->resource.format->id)
415 case WINED3DFMT_B8G8R8_UNORM:
416 usage = DIB_RGB_COLORS;
417 b_info->bmiHeader.biCompression = BI_RGB;
420 case WINED3DFMT_B5G5R5X1_UNORM:
421 case WINED3DFMT_B5G5R5A1_UNORM:
422 case WINED3DFMT_B4G4R4A4_UNORM:
423 case WINED3DFMT_B4G4R4X4_UNORM:
424 case WINED3DFMT_B2G3R3_UNORM:
425 case WINED3DFMT_B2G3R3A8_UNORM:
426 case WINED3DFMT_R10G10B10A2_UNORM:
427 case WINED3DFMT_R8G8B8A8_UNORM:
428 case WINED3DFMT_R8G8B8X8_UNORM:
429 case WINED3DFMT_B10G10R10A2_UNORM:
430 case WINED3DFMT_B5G6R5_UNORM:
431 case WINED3DFMT_R16G16B16A16_UNORM:
433 b_info->bmiHeader.biCompression = BI_BITFIELDS;
434 masks[0] = format->red_mask;
435 masks[1] = format->green_mask;
436 masks[2] = format->blue_mask;
440 /* Don't know palette */
441 b_info->bmiHeader.biCompression = BI_RGB;
446 if (!(dc = GetDC(0)))
448 HeapFree(GetProcessHeap(), 0, b_info);
449 return HRESULT_FROM_WIN32(GetLastError());
452 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
453 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
454 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
455 surface->dib.DIBsection = CreateDIBSection(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0);
458 if (!surface->dib.DIBsection)
460 ERR("Failed to create DIB section.\n");
461 HeapFree(GetProcessHeap(), 0, b_info);
462 return HRESULT_FROM_WIN32(GetLastError());
465 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
466 /* Copy the existing surface to the dib section. */
467 if (surface->resource.allocatedMemory)
469 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
470 surface->resource.height * wined3d_surface_get_pitch(surface));
474 /* This is to make maps read the GL texture although memory is allocated. */
475 surface->flags &= ~SFLAG_INSYSMEM;
477 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
479 HeapFree(GetProcessHeap(), 0, b_info);
481 /* Now allocate a DC. */
482 surface->hDC = CreateCompatibleDC(0);
483 surface->dib.holdbitmap = SelectObject(surface->hDC, surface->dib.DIBsection);
484 TRACE("Using wined3d palette %p.\n", surface->palette);
485 SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
487 surface->flags |= SFLAG_DIBSECTION;
489 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
490 surface->resource.heapMemory = NULL;
495 static void surface_prepare_system_memory(struct wined3d_surface *surface)
497 struct wined3d_device *device = surface->resource.device;
498 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
500 TRACE("surface %p.\n", surface);
502 /* Performance optimization: Count how often a surface is locked, if it is
503 * locked regularly do not throw away the system memory copy. This avoids
504 * the need to download the surface from OpenGL all the time. The surface
505 * is still downloaded if the OpenGL texture is changed. */
506 if (!(surface->flags & SFLAG_DYNLOCK))
508 if (++surface->lockCount > MAXLOCKCOUNT)
510 TRACE("Surface is locked regularly, not freeing the system memory copy any more.\n");
511 surface->flags |= SFLAG_DYNLOCK;
515 /* Create a PBO for dynamically locked surfaces but don't do it for
516 * converted or NPOT surfaces. Also don't create a PBO for systemmem
518 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (surface->flags & SFLAG_DYNLOCK)
519 && !(surface->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
520 && (surface->resource.pool != WINED3DPOOL_SYSTEMMEM))
522 struct wined3d_context *context;
525 context = context_acquire(device, NULL);
528 GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
529 error = glGetError();
530 if (!surface->pbo || error != GL_NO_ERROR)
531 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
533 TRACE("Binding PBO %u.\n", surface->pbo);
535 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
536 checkGLcall("glBindBufferARB");
538 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
539 surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
540 checkGLcall("glBufferDataARB");
542 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
543 checkGLcall("glBindBufferARB");
545 /* We don't need the system memory anymore and we can't even use it for PBOs. */
546 if (!(surface->flags & SFLAG_CLIENT))
548 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
549 surface->resource.heapMemory = NULL;
551 surface->resource.allocatedMemory = NULL;
552 surface->flags |= SFLAG_PBO;
554 context_release(context);
556 else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
558 /* Whatever surface we have, make sure that there is memory allocated
559 * for the downloaded copy, or a PBO to map. */
560 if (!surface->resource.heapMemory)
561 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
563 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
564 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
566 if (surface->flags & SFLAG_INSYSMEM)
567 ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
571 static void surface_evict_sysmem(struct wined3d_surface *surface)
573 if (surface->flags & SFLAG_DONOTFREE)
576 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
577 surface->resource.allocatedMemory = NULL;
578 surface->resource.heapMemory = NULL;
579 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
582 /* Context activation is done by the caller. */
583 static void surface_bind_and_dirtify(struct wined3d_surface *surface,
584 const struct wined3d_gl_info *gl_info, BOOL srgb)
586 struct wined3d_device *device = surface->resource.device;
587 DWORD active_sampler;
588 GLint active_texture;
590 /* We don't need a specific texture unit, but after binding the texture
591 * the current unit is dirty. Read the unit back instead of switching to
592 * 0, this avoids messing around with the state manager's GL states. The
593 * current texture unit should always be a valid one.
595 * To be more specific, this is tricky because we can implicitly be
596 * called from sampler() in state.c. This means we can't touch anything
597 * other than whatever happens to be the currently active texture, or we
598 * would risk marking already applied sampler states dirty again.
600 * TODO: Track the current active texture per GL context instead of using
604 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
606 active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
608 if (active_sampler != WINED3D_UNMAPPED_STAGE)
609 device_invalidate_state(device, STATE_SAMPLER(active_sampler));
610 surface_bind(surface, gl_info, srgb);
613 static void surface_force_reload(struct wined3d_surface *surface)
615 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
618 static void surface_release_client_storage(struct wined3d_surface *surface)
620 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
623 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
624 if (surface->texture_name)
626 surface_bind_and_dirtify(surface, context->gl_info, FALSE);
627 glTexImage2D(surface->texture_target, surface->texture_level,
628 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
630 if (surface->texture_name_srgb)
632 surface_bind_and_dirtify(surface, context->gl_info, TRUE);
633 glTexImage2D(surface->texture_target, surface->texture_level,
634 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
636 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
639 context_release(context);
641 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
642 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
643 surface_force_reload(surface);
646 static HRESULT surface_private_setup(struct wined3d_surface *surface)
648 /* TODO: Check against the maximum texture sizes supported by the video card. */
649 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
650 unsigned int pow2Width, pow2Height;
652 TRACE("surface %p.\n", surface);
654 surface->texture_name = 0;
655 surface->texture_target = GL_TEXTURE_2D;
657 /* Non-power2 support */
658 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
660 pow2Width = surface->resource.width;
661 pow2Height = surface->resource.height;
665 /* Find the nearest pow2 match */
666 pow2Width = pow2Height = 1;
667 while (pow2Width < surface->resource.width)
669 while (pow2Height < surface->resource.height)
672 surface->pow2Width = pow2Width;
673 surface->pow2Height = pow2Height;
675 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
677 /* TODO: Add support for non power two compressed textures. */
678 if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
680 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
681 surface, surface->resource.width, surface->resource.height);
682 return WINED3DERR_NOTAVAILABLE;
686 if (pow2Width != surface->resource.width
687 || pow2Height != surface->resource.height)
689 surface->flags |= SFLAG_NONPOW2;
692 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
693 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
695 /* One of three options:
696 * 1: Do the same as we do with NPOT and scale the texture, (any
697 * texture ops would require the texture to be scaled which is
699 * 2: Set the texture to the maximum size (bad idea).
700 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
701 * 4: Create the surface, but allow it to be used only for DirectDraw
702 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
703 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
704 * the render target. */
705 if (surface->resource.pool == WINED3DPOOL_DEFAULT || surface->resource.pool == WINED3DPOOL_MANAGED)
707 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
708 return WINED3DERR_NOTAVAILABLE;
711 /* We should never use this surface in combination with OpenGL! */
712 TRACE("Creating an oversized surface: %ux%u.\n",
713 surface->pow2Width, surface->pow2Height);
717 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8
718 * and EXT_PALETTED_TEXTURE is used in combination with texture
719 * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that
720 * EXT_PALETTED_TEXTURE doesn't work in combination with
721 * ARB_TEXTURE_RECTANGLE. */
722 if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
723 && !(surface->resource.format->id == WINED3DFMT_P8_UINT
724 && gl_info->supported[EXT_PALETTED_TEXTURE]
725 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
727 surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
728 surface->pow2Width = surface->resource.width;
729 surface->pow2Height = surface->resource.height;
730 surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
734 switch (wined3d_settings.offscreen_rendering_mode)
737 surface->get_drawable_size = get_drawable_size_fbo;
741 surface->get_drawable_size = get_drawable_size_backbuffer;
745 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
746 return WINED3DERR_INVALIDCALL;
749 surface->flags |= SFLAG_INSYSMEM;
754 static void surface_realize_palette(struct wined3d_surface *surface)
756 struct wined3d_palette *palette = surface->palette;
758 TRACE("surface %p.\n", surface);
760 if (!palette) return;
762 if (surface->resource.format->id == WINED3DFMT_P8_UINT
763 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
765 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
767 /* Make sure the texture is up to date. This call doesn't do
768 * anything if the texture is already up to date. */
769 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
771 /* We want to force a palette refresh, so mark the drawable as not being up to date */
772 if (!surface_is_offscreen(surface))
773 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
777 if (!(surface->flags & SFLAG_INSYSMEM))
779 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
780 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
782 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
786 if (surface->flags & SFLAG_DIBSECTION)
791 TRACE("Updating the DC's palette.\n");
793 for (i = 0; i < 256; ++i)
795 col[i].rgbRed = palette->palents[i].peRed;
796 col[i].rgbGreen = palette->palents[i].peGreen;
797 col[i].rgbBlue = palette->palents[i].peBlue;
798 col[i].rgbReserved = 0;
800 SetDIBColorTable(surface->hDC, 0, 256, col);
803 /* Propagate the changes to the drawable when we have a palette. */
804 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
805 surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
808 static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
812 /* If there's no destination surface there is nothing to do. */
813 if (!surface->overlay_dest)
816 /* Blt calls ModifyLocation on the dest surface, which in turn calls
817 * DrawOverlay to update the overlay. Prevent an endless recursion. */
818 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
821 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
822 hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
823 &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
824 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
829 static void surface_preload(struct wined3d_surface *surface)
831 TRACE("surface %p.\n", surface);
833 surface_internal_preload(surface, SRGB_ANY);
836 static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
838 struct wined3d_device *device = surface->resource.device;
839 const RECT *pass_rect = rect;
841 TRACE("surface %p, rect %s, flags %#x.\n",
842 surface, wine_dbgstr_rect(rect), flags);
844 if (flags & WINED3DLOCK_DISCARD)
846 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
847 surface_prepare_system_memory(surface);
848 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
852 /* surface_load_location() does not check if the rectangle specifies
853 * the full surface. Most callers don't need that, so do it here. */
854 if (rect && !rect->top && !rect->left
855 && rect->right == surface->resource.width
856 && rect->bottom == surface->resource.height)
859 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
860 && ((surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
861 || surface == device->fb.render_targets[0])))
862 surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
865 if (surface->flags & SFLAG_PBO)
867 const struct wined3d_gl_info *gl_info;
868 struct wined3d_context *context;
870 context = context_acquire(device, NULL);
871 gl_info = context->gl_info;
874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
875 checkGLcall("glBindBufferARB");
877 /* This shouldn't happen but could occur if some other function
878 * didn't handle the PBO properly. */
879 if (surface->resource.allocatedMemory)
880 ERR("The surface already has PBO memory allocated.\n");
882 surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
883 checkGLcall("glMapBufferARB");
885 /* Make sure the PBO isn't set anymore in order not to break non-PBO
887 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
888 checkGLcall("glBindBufferARB");
891 context_release(context);
894 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
897 surface_add_dirty_rect(surface, NULL);
904 b.Right = rect->right;
905 b.Bottom = rect->bottom;
908 surface_add_dirty_rect(surface, &b);
913 static void surface_unmap(struct wined3d_surface *surface)
915 struct wined3d_device *device = surface->resource.device;
918 TRACE("surface %p.\n", surface);
920 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
922 if (surface->flags & SFLAG_PBO)
924 const struct wined3d_gl_info *gl_info;
925 struct wined3d_context *context;
927 TRACE("Freeing PBO memory.\n");
929 context = context_acquire(device, NULL);
930 gl_info = context->gl_info;
933 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
934 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
935 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
936 checkGLcall("glUnmapBufferARB");
938 context_release(context);
940 surface->resource.allocatedMemory = NULL;
943 TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
945 if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
947 TRACE("Not dirtified, nothing to do.\n");
951 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
952 || (device->fb.render_targets && surface == device->fb.render_targets[0]))
954 if (wined3d_settings.rendertargetlock_mode == RTL_DISABLE)
956 static BOOL warned = FALSE;
959 ERR("The application tries to write to the render target, but render target locking is disabled.\n");
965 if (!surface->dirtyRect.left && !surface->dirtyRect.top
966 && surface->dirtyRect.right == surface->resource.width
967 && surface->dirtyRect.bottom == surface->resource.height)
973 /* TODO: Proper partial rectangle tracking. */
975 surface->flags |= SFLAG_INSYSMEM;
978 surface_load_location(surface, SFLAG_INDRAWABLE, fullsurface ? NULL : &surface->dirtyRect);
980 /* Partial rectangle tracking is not commonly implemented, it is only
981 * done for render targets. INSYSMEM was set before to tell
982 * surface_load_location() where to read the rectangle from.
983 * Indrawable is set because all modifications from the partial
984 * sysmem copy are written back to the drawable, thus the surface is
985 * merged again in the drawable. The sysmem copy is not fully up to
986 * date because only a subrectangle was read in Map(). */
989 surface_modify_location(surface, SFLAG_INDRAWABLE, TRUE);
990 surface_evict_sysmem(surface);
993 surface->dirtyRect.left = surface->resource.width;
994 surface->dirtyRect.top = surface->resource.height;
995 surface->dirtyRect.right = 0;
996 surface->dirtyRect.bottom = 0;
998 else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1000 FIXME("Depth / stencil buffer locking is not implemented.\n");
1004 /* Overlays have to be redrawn manually after changes with the GL implementation */
1005 if (surface->overlay_dest)
1006 surface->surface_ops->surface_draw_overlay(surface);
1009 static HRESULT surface_getdc(struct wined3d_surface *surface)
1011 WINED3DLOCKED_RECT lock;
1014 TRACE("surface %p.\n", surface);
1016 /* Create a DIB section if there isn't a dc yet. */
1019 if (surface->flags & SFLAG_CLIENT)
1021 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1022 surface_release_client_storage(surface);
1024 hr = surface_create_dib_section(surface);
1026 return WINED3DERR_INVALIDCALL;
1028 /* Use the DIB section from now on if we are not using a PBO. */
1029 if (!(surface->flags & SFLAG_PBO))
1030 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1033 /* Map the surface. */
1034 hr = wined3d_surface_map(surface, &lock, NULL, 0);
1036 ERR("Map failed, hr %#x.\n", hr);
1038 /* Sync the DIB with the PBO. This can't be done earlier because Map()
1039 * activates the allocatedMemory. */
1040 if (surface->flags & SFLAG_PBO)
1041 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->dib.bitmap_size);
1046 static HRESULT surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override)
1048 TRACE("surface %p, override %p.\n", surface, override);
1050 /* Flipping is only supported on render targets and overlays. */
1051 if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
1053 WARN("Tried to flip a non-render target, non-overlay surface.\n");
1054 return WINEDDERR_NOTFLIPPABLE;
1057 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1059 flip_surface(surface, override);
1061 /* Update the overlay if it is visible */
1062 if (surface->overlay_dest)
1063 return surface->surface_ops->surface_draw_overlay(surface);
1071 static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
1073 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
1075 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
1080 static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct wined3d_surface *src_surface,
1081 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
1083 const struct wined3d_gl_info *gl_info;
1084 struct wined3d_context *context;
1085 DWORD src_mask, dst_mask;
1088 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
1089 device, src_surface, wine_dbgstr_rect(src_rect),
1090 dst_surface, wine_dbgstr_rect(dst_rect));
1092 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1093 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1095 if (src_mask != dst_mask)
1097 ERR("Incompatible formats %s and %s.\n",
1098 debug_d3dformat(src_surface->resource.format->id),
1099 debug_d3dformat(dst_surface->resource.format->id));
1105 ERR("Not a depth / stencil format: %s.\n",
1106 debug_d3dformat(src_surface->resource.format->id));
1111 if (src_mask & WINED3DFMT_FLAG_DEPTH)
1112 gl_mask |= GL_DEPTH_BUFFER_BIT;
1113 if (src_mask & WINED3DFMT_FLAG_STENCIL)
1114 gl_mask |= GL_STENCIL_BUFFER_BIT;
1116 /* Make sure the locations are up-to-date. Loading the destination
1117 * surface isn't required if the entire surface is overwritten. */
1118 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
1119 if (!surface_is_full_rect(dst_surface, dst_rect))
1120 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
1122 context = context_acquire(device, NULL);
1123 if (!context->valid)
1125 context_release(context);
1126 WARN("Invalid context, skipping blit.\n");
1130 gl_info = context->gl_info;
1134 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
1135 glReadBuffer(GL_NONE);
1136 checkGLcall("glReadBuffer()");
1137 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1139 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
1140 context_set_draw_buffer(context, GL_NONE);
1141 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1143 if (gl_mask & GL_DEPTH_BUFFER_BIT)
1145 glDepthMask(GL_TRUE);
1146 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
1148 if (gl_mask & GL_STENCIL_BUFFER_BIT)
1150 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
1152 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1153 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
1156 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
1159 glDisable(GL_SCISSOR_TEST);
1160 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1162 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
1163 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
1164 checkGLcall("glBlitFramebuffer()");
1168 if (wined3d_settings.strict_draw_ordering)
1169 wglFlush(); /* Flush to ensure ordering across contexts. */
1171 context_release(context);
1174 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1175 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1176 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1178 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
1181 /* Source and/or destination need to be on the GL side */
1182 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
1187 case WINED3D_BLIT_OP_COLOR_BLIT:
1188 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
1190 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
1194 case WINED3D_BLIT_OP_DEPTH_BLIT:
1195 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1197 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1205 if (!(src_format->id == dst_format->id
1206 || (is_identity_fixup(src_format->color_fixup)
1207 && is_identity_fixup(dst_format->color_fixup))))
1213 static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
1215 const struct wined3d_format *format = surface->resource.format;
1219 case WINED3DFMT_S1_UINT_D15_UNORM:
1220 *float_depth = depth / (float)0x00007fff;
1223 case WINED3DFMT_D16_UNORM:
1224 *float_depth = depth / (float)0x0000ffff;
1227 case WINED3DFMT_D24_UNORM_S8_UINT:
1228 case WINED3DFMT_X8D24_UNORM:
1229 *float_depth = depth / (float)0x00ffffff;
1232 case WINED3DFMT_D32_UNORM:
1233 *float_depth = depth / (float)0xffffffff;
1237 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1244 /* Do not call while under the GL lock. */
1245 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1247 const struct wined3d_resource *resource = &surface->resource;
1248 struct wined3d_device *device = resource->device;
1249 const struct blit_shader *blitter;
1251 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
1252 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1255 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1256 return WINED3DERR_INVALIDCALL;
1259 return blitter->depth_fill(device, surface, rect, depth);
1262 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
1263 struct wined3d_surface *dst_surface, const RECT *dst_rect)
1265 struct wined3d_device *device = src_surface->resource.device;
1267 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1268 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1269 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1270 return WINED3DERR_INVALIDCALL;
1272 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
1274 surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
1275 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1276 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
1281 /* Do not call while under the GL lock. */
1282 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1283 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
1284 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
1286 const struct wined3d_swapchain *src_swapchain, *dst_swapchain;
1287 struct wined3d_device *device = dst_surface->resource.device;
1288 DWORD src_ds_flags, dst_ds_flags;
1289 RECT src_rect, dst_rect;
1291 static const DWORD simple_blit = WINEDDBLT_ASYNC
1292 | WINEDDBLT_COLORFILL
1294 | WINEDDBLT_DEPTHFILL
1295 | WINEDDBLT_DONOTWAIT;
1297 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1298 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
1299 flags, fx, debug_d3dtexturefiltertype(filter));
1300 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
1302 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
1304 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
1305 return WINEDDERR_SURFACEBUSY;
1308 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
1310 if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
1311 || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
1312 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
1313 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
1314 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
1316 /* The destination rect can be out of bounds on the condition
1317 * that a clipper is set for the surface. */
1318 if (dst_surface->clipper)
1319 FIXME("Blit clipping not implemented.\n");
1321 WARN("The application gave us a bad destination rectangle without a clipper set.\n");
1322 return WINEDDERR_INVALIDRECT;
1327 surface_get_rect(src_surface, src_rect_in, &src_rect);
1329 if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
1330 || src_rect.left > src_surface->resource.width || src_rect.left < 0
1331 || src_rect.top > src_surface->resource.height || src_rect.top < 0
1332 || src_rect.right > src_surface->resource.width || src_rect.right < 0
1333 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
1335 WARN("Application gave us bad source rectangle for Blt.\n");
1336 return WINEDDERR_INVALIDRECT;
1341 memset(&src_rect, 0, sizeof(src_rect));
1344 if (!fx || !(fx->dwDDFX))
1345 flags &= ~WINEDDBLT_DDFX;
1347 if (flags & WINEDDBLT_WAIT)
1348 flags &= ~WINEDDBLT_WAIT;
1350 if (flags & WINEDDBLT_ASYNC)
1352 static unsigned int once;
1355 FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
1356 flags &= ~WINEDDBLT_ASYNC;
1359 /* WINEDDBLT_DONOTWAIT appeared in DX7. */
1360 if (flags & WINEDDBLT_DONOTWAIT)
1362 static unsigned int once;
1365 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
1366 flags &= ~WINEDDBLT_DONOTWAIT;
1369 if (!device->d3d_initialized)
1371 WARN("D3D not initialized, using fallback.\n");
1375 if (flags & ~simple_blit)
1377 WARN("Using fallback for complex blit (%#x).\n", flags);
1381 if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1382 src_swapchain = src_surface->container.u.swapchain;
1384 src_swapchain = NULL;
1386 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1387 dst_swapchain = dst_surface->container.u.swapchain;
1389 dst_swapchain = NULL;
1391 /* This isn't strictly needed. FBO blits for example could deal with
1392 * cross-swapchain blits by first downloading the source to a texture
1393 * before switching to the destination context. We just have this here to
1394 * not have to deal with the issue, since cross-swapchain blits should be
1396 if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
1398 FIXME("Using fallback for cross-swapchain blit.\n");
1402 dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1404 src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1408 if (src_ds_flags || dst_ds_flags)
1410 if (flags & WINEDDBLT_DEPTHFILL)
1414 TRACE("Depth fill.\n");
1416 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
1417 return WINED3DERR_INVALIDCALL;
1419 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
1424 /* Accessing depth / stencil surfaces is supposed to fail while in
1425 * a scene, except for fills, which seem to work. */
1426 if (device->inScene)
1428 WARN("Rejecting depth / stencil access while in scene.\n");
1429 return WINED3DERR_INVALIDCALL;
1432 if (src_ds_flags != dst_ds_flags)
1434 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
1435 return WINED3DERR_INVALIDCALL;
1438 if (src_rect.top || src_rect.left
1439 || src_rect.bottom != src_surface->resource.height
1440 || src_rect.right != src_surface->resource.width)
1442 WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
1443 wine_dbgstr_rect(&src_rect));
1444 return WINED3DERR_INVALIDCALL;
1447 if (dst_rect.top || dst_rect.left
1448 || dst_rect.bottom != dst_surface->resource.height
1449 || dst_rect.right != dst_surface->resource.width)
1451 WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
1452 wine_dbgstr_rect(&src_rect));
1453 return WINED3DERR_INVALIDCALL;
1456 if (src_surface->resource.height != dst_surface->resource.height
1457 || src_surface->resource.width != dst_surface->resource.width)
1459 WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
1460 return WINED3DERR_INVALIDCALL;
1463 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
1470 /* Special cases for render targets. */
1471 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1472 || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
1474 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
1475 src_surface, &src_rect, flags, fx, filter)))
1481 /* For the rest call the X11 surface implementation. For render targets
1482 * this should be implemented OpenGL accelerated in BltOverride, other
1483 * blits are rather rare. */
1484 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1487 /* Do not call while under the GL lock. */
1488 HRESULT CDECL wined3d_surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
1489 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD trans)
1491 RECT src_rect, dst_rect;
1494 TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect_in %s, trans %#x.\n",
1495 dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect_in), trans);
1497 surface_get_rect(src_surface, src_rect_in, &src_rect);
1499 dst_rect.left = dst_x;
1500 dst_rect.top = dst_y;
1501 dst_rect.right = dst_x + src_rect.right - src_rect.left;
1502 dst_rect.bottom = dst_y + src_rect.bottom - src_rect.top;
1504 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
1505 flags |= WINEDDBLT_KEYSRC;
1506 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
1507 flags |= WINEDDBLT_KEYDEST;
1508 if (trans & WINEDDBLTFAST_WAIT)
1509 flags |= WINEDDBLT_WAIT;
1510 if (trans & WINEDDBLTFAST_DONOTWAIT)
1511 flags |= WINEDDBLT_DONOTWAIT;
1513 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, NULL, WINED3DTEXF_POINT);
1516 static HRESULT surface_set_mem(struct wined3d_surface *surface, void *mem)
1518 TRACE("surface %p, mem %p.\n", surface, mem);
1520 if (mem && mem != surface->resource.allocatedMemory)
1522 void *release = NULL;
1524 /* Do I have to copy the old surface content? */
1525 if (surface->flags & SFLAG_DIBSECTION)
1527 SelectObject(surface->hDC, surface->dib.holdbitmap);
1528 DeleteDC(surface->hDC);
1529 /* Release the DIB section. */
1530 DeleteObject(surface->dib.DIBsection);
1531 surface->dib.bitmap_data = NULL;
1532 surface->resource.allocatedMemory = NULL;
1533 surface->hDC = NULL;
1534 surface->flags &= ~SFLAG_DIBSECTION;
1536 else if (!(surface->flags & SFLAG_USERPTR))
1538 release = surface->resource.heapMemory;
1539 surface->resource.heapMemory = NULL;
1541 surface->resource.allocatedMemory = mem;
1542 surface->flags |= SFLAG_USERPTR;
1544 /* Now the surface memory is most up do date. Invalidate drawable and texture. */
1545 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1547 /* For client textures OpenGL has to be notified. */
1548 if (surface->flags & SFLAG_CLIENT)
1549 surface_release_client_storage(surface);
1551 /* Now free the old memory if any. */
1552 HeapFree(GetProcessHeap(), 0, release);
1554 else if (surface->flags & SFLAG_USERPTR)
1556 /* Map and GetDC will re-create the dib section and allocated memory. */
1557 surface->resource.allocatedMemory = NULL;
1558 /* HeapMemory should be NULL already. */
1559 if (surface->resource.heapMemory)
1560 ERR("User pointer surface has heap memory allocated.\n");
1561 surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
1563 if (surface->flags & SFLAG_CLIENT)
1564 surface_release_client_storage(surface);
1566 surface_prepare_system_memory(surface);
1567 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1573 /* Context activation is done by the caller. */
1574 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1576 if (!surface->resource.heapMemory)
1578 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
1579 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
1580 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1584 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1585 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
1586 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
1587 surface->resource.size, surface->resource.allocatedMemory));
1588 checkGLcall("glGetBufferSubDataARB");
1589 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
1590 checkGLcall("glDeleteBuffersARB");
1594 surface->flags &= ~SFLAG_PBO;
1597 /* Do not call while under the GL lock. */
1598 static void surface_unload(struct wined3d_resource *resource)
1600 struct wined3d_surface *surface = surface_from_resource(resource);
1601 struct wined3d_renderbuffer_entry *entry, *entry2;
1602 struct wined3d_device *device = resource->device;
1603 const struct wined3d_gl_info *gl_info;
1604 struct wined3d_context *context;
1606 TRACE("surface %p.\n", surface);
1608 if (resource->pool == WINED3DPOOL_DEFAULT)
1610 /* Default pool resources are supposed to be destroyed before Reset is called.
1611 * Implicit resources stay however. So this means we have an implicit render target
1612 * or depth stencil. The content may be destroyed, but we still have to tear down
1613 * opengl resources, so we cannot leave early.
1615 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1616 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1617 * or the depth stencil into an FBO the texture or render buffer will be removed
1618 * and all flags get lost
1620 surface_init_sysmem(surface);
1624 /* Load the surface into system memory */
1625 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1626 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
1628 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1629 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1630 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1632 context = context_acquire(device, NULL);
1633 gl_info = context->gl_info;
1635 /* Destroy PBOs, but load them into real sysmem before */
1636 if (surface->flags & SFLAG_PBO)
1637 surface_remove_pbo(surface, gl_info);
1639 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1640 * all application-created targets the application has to release the surface
1641 * before calling _Reset
1643 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1646 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1648 list_remove(&entry->entry);
1649 HeapFree(GetProcessHeap(), 0, entry);
1651 list_init(&surface->renderbuffers);
1652 surface->current_renderbuffer = NULL;
1654 /* If we're in a texture, the texture name belongs to the texture.
1655 * Otherwise, destroy it. */
1656 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
1659 glDeleteTextures(1, &surface->texture_name);
1660 surface->texture_name = 0;
1661 glDeleteTextures(1, &surface->texture_name_srgb);
1662 surface->texture_name_srgb = 0;
1666 context_release(context);
1668 resource_unload(resource);
1671 static const struct wined3d_resource_ops surface_resource_ops =
1676 static const struct wined3d_surface_ops surface_ops =
1678 surface_private_setup,
1680 surface_realize_palette,
1681 surface_draw_overlay,
1690 /*****************************************************************************
1691 * Initializes the GDI surface, aka creates the DIB section we render to
1692 * The DIB section creation is done by calling GetDC, which will create the
1693 * section and releasing the dc to allow the app to use it. The dib section
1694 * will stay until the surface is released
1696 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1697 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1698 * avoid confusion in the shared surface code.
1701 * WINED3D_OK on success
1702 * The return values of called methods on failure
1704 *****************************************************************************/
1705 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1709 TRACE("surface %p.\n", surface);
1711 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1713 ERR("Overlays not yet supported by GDI surfaces.\n");
1714 return WINED3DERR_INVALIDCALL;
1717 /* Sysmem textures have memory already allocated - release it,
1718 * this avoids an unnecessary memcpy. */
1719 hr = surface_create_dib_section(surface);
1722 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1723 surface->resource.heapMemory = NULL;
1724 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1727 /* We don't mind the nonpow2 stuff in GDI. */
1728 surface->pow2Width = surface->resource.width;
1729 surface->pow2Height = surface->resource.height;
1734 static void surface_gdi_cleanup(struct wined3d_surface *surface)
1736 TRACE("surface %p.\n", surface);
1738 if (surface->flags & SFLAG_DIBSECTION)
1740 /* Release the DC. */
1741 SelectObject(surface->hDC, surface->dib.holdbitmap);
1742 DeleteDC(surface->hDC);
1743 /* Release the DIB section. */
1744 DeleteObject(surface->dib.DIBsection);
1745 surface->dib.bitmap_data = NULL;
1746 surface->resource.allocatedMemory = NULL;
1749 if (surface->flags & SFLAG_USERPTR)
1750 wined3d_surface_set_mem(surface, NULL);
1751 if (surface->overlay_dest)
1752 list_remove(&surface->overlay_entry);
1754 HeapFree(GetProcessHeap(), 0, surface->palette9);
1756 resource_cleanup(&surface->resource);
1759 static void gdi_surface_realize_palette(struct wined3d_surface *surface)
1761 struct wined3d_palette *palette = surface->palette;
1763 TRACE("surface %p.\n", surface);
1765 if (!palette) return;
1767 if (surface->flags & SFLAG_DIBSECTION)
1772 TRACE("Updating the DC's palette.\n");
1774 for (i = 0; i < 256; ++i)
1776 col[i].rgbRed = palette->palents[i].peRed;
1777 col[i].rgbGreen = palette->palents[i].peGreen;
1778 col[i].rgbBlue = palette->palents[i].peBlue;
1779 col[i].rgbReserved = 0;
1781 SetDIBColorTable(surface->hDC, 0, 256, col);
1784 /* Update the image because of the palette change. Some games like e.g.
1785 * Red Alert call SetEntries a lot to implement fading. */
1786 /* Tell the swapchain to update the screen. */
1787 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1789 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1790 if (surface == swapchain->front_buffer)
1792 x11_copy_to_screen(swapchain, NULL);
1797 static HRESULT gdi_surface_draw_overlay(struct wined3d_surface *surface)
1799 FIXME("GDI surfaces can't draw overlays yet.\n");
1803 static void gdi_surface_preload(struct wined3d_surface *surface)
1805 TRACE("surface %p.\n", surface);
1807 ERR("Preloading GDI surfaces is not supported.\n");
1810 static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
1812 TRACE("surface %p, rect %s, flags %#x.\n",
1813 surface, wine_dbgstr_rect(rect), flags);
1815 if (!surface->resource.allocatedMemory)
1817 /* This happens on gdi surfaces if the application set a user pointer
1818 * and resets it. Recreate the DIB section. */
1819 surface_create_dib_section(surface);
1820 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1824 static void gdi_surface_unmap(struct wined3d_surface *surface)
1826 TRACE("surface %p.\n", surface);
1828 /* Tell the swapchain to update the screen. */
1829 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1831 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1832 if (surface == swapchain->front_buffer)
1834 x11_copy_to_screen(swapchain, &surface->lockedRect);
1838 memset(&surface->lockedRect, 0, sizeof(RECT));
1841 static HRESULT gdi_surface_getdc(struct wined3d_surface *surface)
1843 WINED3DLOCKED_RECT lock;
1846 TRACE("surface %p.\n", surface);
1848 /* Should have a DIB section already. */
1849 if (!(surface->flags & SFLAG_DIBSECTION))
1851 WARN("DC not supported on this surface\n");
1852 return WINED3DERR_INVALIDCALL;
1855 /* Map the surface. */
1856 hr = wined3d_surface_map(surface, &lock, NULL, 0);
1858 ERR("Map failed, hr %#x.\n", hr);
1863 static HRESULT gdi_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override)
1865 TRACE("surface %p, override %p.\n", surface, override);
1870 static HRESULT gdi_surface_set_mem(struct wined3d_surface *surface, void *mem)
1872 TRACE("surface %p, mem %p.\n", surface, mem);
1874 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
1875 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1877 ERR("Not supported on render targets.\n");
1878 return WINED3DERR_INVALIDCALL;
1881 if (mem && mem != surface->resource.allocatedMemory)
1883 void *release = NULL;
1885 /* Do I have to copy the old surface content? */
1886 if (surface->flags & SFLAG_DIBSECTION)
1888 SelectObject(surface->hDC, surface->dib.holdbitmap);
1889 DeleteDC(surface->hDC);
1890 /* Release the DIB section. */
1891 DeleteObject(surface->dib.DIBsection);
1892 surface->dib.bitmap_data = NULL;
1893 surface->resource.allocatedMemory = NULL;
1894 surface->hDC = NULL;
1895 surface->flags &= ~SFLAG_DIBSECTION;
1897 else if (!(surface->flags & SFLAG_USERPTR))
1899 release = surface->resource.allocatedMemory;
1901 surface->resource.allocatedMemory = mem;
1902 surface->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
1904 /* Now free the old memory, if any. */
1905 HeapFree(GetProcessHeap(), 0, release);
1907 else if (surface->flags & SFLAG_USERPTR)
1909 /* Map() and GetDC() will re-create the dib section and allocated memory. */
1910 surface->resource.allocatedMemory = NULL;
1911 surface->flags &= ~SFLAG_USERPTR;
1917 static const struct wined3d_surface_ops gdi_surface_ops =
1919 gdi_surface_private_setup,
1920 surface_gdi_cleanup,
1921 gdi_surface_realize_palette,
1922 gdi_surface_draw_overlay,
1923 gdi_surface_preload,
1928 gdi_surface_set_mem,
1931 void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
1936 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
1940 name = &surface->texture_name_srgb;
1941 flag = SFLAG_INSRGBTEX;
1945 name = &surface->texture_name;
1946 flag = SFLAG_INTEXTURE;
1949 if (!*name && new_name)
1951 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
1952 * surface has no texture name yet. See if we can get rid of this. */
1953 if (surface->flags & flag)
1954 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
1955 surface_modify_location(surface, flag, FALSE);
1959 surface_force_reload(surface);
1962 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
1964 TRACE("surface %p, target %#x.\n", surface, target);
1966 if (surface->texture_target != target)
1968 if (target == GL_TEXTURE_RECTANGLE_ARB)
1970 surface->flags &= ~SFLAG_NORMCOORD;
1972 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
1974 surface->flags |= SFLAG_NORMCOORD;
1977 surface->texture_target = target;
1978 surface_force_reload(surface);
1981 /* Context activation is done by the caller. */
1982 void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1984 TRACE("surface %p, gl_info %p, srgb %#x.\n", surface, gl_info, srgb);
1986 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1988 struct wined3d_texture *texture = surface->container.u.texture;
1990 TRACE("Passing to container (%p).\n", texture);
1991 texture->texture_ops->texture_bind(texture, gl_info, srgb);
1995 if (surface->texture_level)
1997 ERR("Standalone surface %p is non-zero texture level %u.\n",
1998 surface, surface->texture_level);
2002 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
2006 if (!surface->texture_name)
2008 glGenTextures(1, &surface->texture_name);
2009 checkGLcall("glGenTextures");
2011 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
2013 glBindTexture(surface->texture_target, surface->texture_name);
2014 checkGLcall("glBindTexture");
2015 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2016 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2017 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2018 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2019 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2020 checkGLcall("glTexParameteri");
2024 glBindTexture(surface->texture_target, surface->texture_name);
2025 checkGLcall("glBindTexture");
2032 /* This function checks if the primary render target uses the 8bit paletted format. */
2033 static BOOL primary_render_target_is_p8(const struct wined3d_device *device)
2035 if (device->fb.render_targets && device->fb.render_targets[0])
2037 const struct wined3d_surface *render_target = device->fb.render_targets[0];
2038 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
2039 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
2045 /* This call just downloads data, the caller is responsible for binding the
2046 * correct texture. */
2047 /* Context activation is done by the caller. */
2048 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
2050 const struct wined3d_format *format = surface->resource.format;
2052 /* Only support read back of converted P8 surfaces. */
2053 if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
2055 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
2061 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2063 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
2064 surface, surface->texture_level, format->glFormat, format->glType,
2065 surface->resource.allocatedMemory);
2067 if (surface->flags & SFLAG_PBO)
2069 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2070 checkGLcall("glBindBufferARB");
2071 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
2072 checkGLcall("glGetCompressedTexImageARB");
2073 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2074 checkGLcall("glBindBufferARB");
2078 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
2079 surface->texture_level, surface->resource.allocatedMemory));
2080 checkGLcall("glGetCompressedTexImageARB");
2088 GLenum gl_format = format->glFormat;
2089 GLenum gl_type = format->glType;
2093 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */
2094 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
2096 gl_format = GL_ALPHA;
2097 gl_type = GL_UNSIGNED_BYTE;
2100 if (surface->flags & SFLAG_NONPOW2)
2102 unsigned char alignment = surface->resource.device->surface_alignment;
2103 src_pitch = format->byte_count * surface->pow2Width;
2104 dst_pitch = wined3d_surface_get_pitch(surface);
2105 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
2106 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
2110 mem = surface->resource.allocatedMemory;
2113 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
2114 surface, surface->texture_level, gl_format, gl_type, mem);
2116 if (surface->flags & SFLAG_PBO)
2118 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2119 checkGLcall("glBindBufferARB");
2121 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
2122 checkGLcall("glGetTexImage");
2124 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2125 checkGLcall("glBindBufferARB");
2129 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
2130 checkGLcall("glGetTexImage");
2134 if (surface->flags & SFLAG_NONPOW2)
2136 const BYTE *src_data;
2140 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
2141 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
2142 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
2144 * We're doing this...
2146 * instead of boxing the texture :
2147 * |<-texture width ->| -->pow2width| /\
2148 * |111111111111111111| | |
2149 * |222 Texture 222222| boxed empty | texture height
2150 * |3333 Data 33333333| | |
2151 * |444444444444444444| | \/
2152 * ----------------------------------- |
2153 * | boxed empty | boxed empty | pow2height
2155 * -----------------------------------
2158 * we're repacking the data to the expected texture width
2160 * |<-texture width ->| -->pow2width| /\
2161 * |111111111111111111222222222222222| |
2162 * |222333333333333333333444444444444| texture height
2166 * | empty | pow2height
2168 * -----------------------------------
2172 * |<-texture width ->| /\
2173 * |111111111111111111|
2174 * |222222222222222222|texture height
2175 * |333333333333333333|
2176 * |444444444444444444| \/
2177 * --------------------
2179 * this also means that any references to allocatedMemory should work with the data as if were a
2180 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
2182 * internally the texture is still stored in a boxed format so any references to textureName will
2183 * get a boxed texture with width pow2width and not a texture of width resource.width.
2185 * Performance should not be an issue, because applications normally do not lock the surfaces when
2186 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
2187 * and doesn't have to be re-read. */
2189 dst_data = surface->resource.allocatedMemory;
2190 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
2191 for (y = 1; y < surface->resource.height; ++y)
2193 /* skip the first row */
2194 src_data += src_pitch;
2195 dst_data += dst_pitch;
2196 memcpy(dst_data, src_data, dst_pitch);
2199 HeapFree(GetProcessHeap(), 0, mem);
2203 /* Surface has now been downloaded */
2204 surface->flags |= SFLAG_INSYSMEM;
2207 /* This call just uploads data, the caller is responsible for binding the
2208 * correct texture. */
2209 /* Context activation is done by the caller. */
2210 void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2211 const struct wined3d_format *format, const RECT *src_rect, UINT src_w, const POINT *dst_point,
2212 BOOL srgb, const struct wined3d_bo_address *data)
2214 UINT update_w = src_rect->right - src_rect->left;
2215 UINT update_h = src_rect->bottom - src_rect->top;
2217 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_w %u, dst_point %p, srgb %#x, data {%#x:%p}.\n",
2218 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_w,
2219 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
2221 if (format->heightscale != 1.0f && format->heightscale != 0.0f)
2222 update_h *= format->heightscale;
2226 if (data->buffer_object)
2228 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
2229 checkGLcall("glBindBufferARB");
2232 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2234 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
2235 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
2236 UINT src_pitch = wined3d_format_calculate_size(format, 1, src_w, 1);
2237 const BYTE *addr = data->addr;
2240 addr += (src_rect->top / format->block_height) * src_pitch;
2241 addr += (src_rect->left / format->block_width) * format->block_byte_count;
2244 internal = format->glGammaInternal;
2245 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2246 internal = format->rtInternal;
2248 internal = format->glInternal;
2250 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
2251 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
2252 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
2254 if (row_length == src_pitch)
2256 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2257 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
2263 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
2264 * can't use the unpack row length like below. */
2265 for (row = 0, y = dst_point->y; row < row_count; ++row)
2267 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2268 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
2269 y += format->block_height;
2273 checkGLcall("glCompressedTexSubImage2DARB");
2277 const BYTE *addr = data->addr;
2279 addr += src_rect->top * src_w * format->byte_count;
2280 addr += src_rect->left * format->byte_count;
2282 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
2283 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2284 update_w, update_h, format->glFormat, format->glType, addr);
2286 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
2287 glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2288 update_w, update_h, format->glFormat, format->glType, addr);
2289 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2290 checkGLcall("glTexSubImage2D");
2293 if (data->buffer_object)
2295 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2296 checkGLcall("glBindBufferARB");
2301 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2303 struct wined3d_device *device = surface->resource.device;
2306 for (i = 0; i < device->context_count; ++i)
2308 context_surface_update(device->contexts[i], surface);
2313 /* This call just allocates the texture, the caller is responsible for binding
2314 * the correct texture. */
2315 /* Context activation is done by the caller. */
2316 static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2317 const struct wined3d_format *format, BOOL srgb)
2319 BOOL enable_client_storage = FALSE;
2320 GLsizei width = surface->pow2Width;
2321 GLsizei height = surface->pow2Height;
2322 const BYTE *mem = NULL;
2327 internal = format->glGammaInternal;
2329 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2331 internal = format->rtInternal;
2335 internal = format->glInternal;
2338 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
2340 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",
2341 surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
2342 internal, width, height, format->glFormat, format->glType);
2346 if (gl_info->supported[APPLE_CLIENT_STORAGE])
2348 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
2349 || !surface->resource.allocatedMemory)
2351 /* In some cases we want to disable client storage.
2352 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
2353 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
2354 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
2355 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
2357 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2358 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
2359 surface->flags &= ~SFLAG_CLIENT;
2360 enable_client_storage = TRUE;
2364 surface->flags |= SFLAG_CLIENT;
2366 /* Point OpenGL to our allocated texture memory. Do not use
2367 * resource.allocatedMemory here because it might point into a
2368 * PBO. Instead use heapMemory, but get the alignment right. */
2369 mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
2370 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
2374 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
2376 GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
2377 internal, width, height, 0, surface->resource.size, mem));
2378 checkGLcall("glCompressedTexImage2DARB");
2382 glTexImage2D(surface->texture_target, surface->texture_level,
2383 internal, width, height, 0, format->glFormat, format->glType, mem);
2384 checkGLcall("glTexImage2D");
2387 if(enable_client_storage) {
2388 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2389 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2394 /* In D3D the depth stencil dimensions have to be greater than or equal to the
2395 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
2396 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
2397 /* GL locking is done by the caller */
2398 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
2400 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
2401 struct wined3d_renderbuffer_entry *entry;
2402 GLuint renderbuffer = 0;
2403 unsigned int src_width, src_height;
2404 unsigned int width, height;
2406 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2408 width = rt->pow2Width;
2409 height = rt->pow2Height;
2413 width = surface->pow2Width;
2414 height = surface->pow2Height;
2417 src_width = surface->pow2Width;
2418 src_height = surface->pow2Height;
2420 /* A depth stencil smaller than the render target is not valid */
2421 if (width > src_width || height > src_height) return;
2423 /* Remove any renderbuffer set if the sizes match */
2424 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2425 || (width == src_width && height == src_height))
2427 surface->current_renderbuffer = NULL;
2431 /* Look if we've already got a renderbuffer of the correct dimensions */
2432 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2434 if (entry->width == width && entry->height == height)
2436 renderbuffer = entry->id;
2437 surface->current_renderbuffer = entry;
2444 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
2445 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2446 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
2447 surface->resource.format->glInternal, width, height);
2449 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
2450 entry->width = width;
2451 entry->height = height;
2452 entry->id = renderbuffer;
2453 list_add_head(&surface->renderbuffers, &entry->entry);
2455 surface->current_renderbuffer = entry;
2458 checkGLcall("set_compatible_renderbuffer");
2461 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
2463 const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2465 TRACE("surface %p.\n", surface);
2467 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2469 ERR("Surface %p is not on a swapchain.\n", surface);
2473 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
2475 if (swapchain->render_to_fbo)
2477 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
2478 return GL_COLOR_ATTACHMENT0;
2480 TRACE("Returning GL_BACK\n");
2483 else if (surface == swapchain->front_buffer)
2485 TRACE("Returning GL_FRONT\n");
2489 FIXME("Higher back buffer, returning GL_BACK\n");
2493 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
2494 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect)
2496 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
2498 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
2499 /* No partial locking for textures yet. */
2500 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2502 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2505 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->Left);
2506 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->Top);
2507 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->Right);
2508 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->Bottom);
2512 surface->dirtyRect.left = 0;
2513 surface->dirtyRect.top = 0;
2514 surface->dirtyRect.right = surface->resource.width;
2515 surface->dirtyRect.bottom = surface->resource.height;
2518 /* if the container is a texture then mark it dirty. */
2519 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2521 TRACE("Passing to container.\n");
2522 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
2526 static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface,
2527 DWORD color, WINED3DCOLORVALUE *float_color)
2529 const struct wined3d_format *format = surface->resource.format;
2530 const struct wined3d_device *device = surface->resource.device;
2534 case WINED3DFMT_P8_UINT:
2535 if (surface->palette)
2537 float_color->r = surface->palette->palents[color].peRed / 255.0f;
2538 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
2539 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
2543 float_color->r = 0.0f;
2544 float_color->g = 0.0f;
2545 float_color->b = 0.0f;
2547 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
2550 case WINED3DFMT_B5G6R5_UNORM:
2551 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
2552 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
2553 float_color->b = (color & 0x1f) / 31.0f;
2554 float_color->a = 1.0f;
2557 case WINED3DFMT_B8G8R8_UNORM:
2558 case WINED3DFMT_B8G8R8X8_UNORM:
2559 float_color->r = D3DCOLOR_R(color);
2560 float_color->g = D3DCOLOR_G(color);
2561 float_color->b = D3DCOLOR_B(color);
2562 float_color->a = 1.0f;
2565 case WINED3DFMT_B8G8R8A8_UNORM:
2566 float_color->r = D3DCOLOR_R(color);
2567 float_color->g = D3DCOLOR_G(color);
2568 float_color->b = D3DCOLOR_B(color);
2569 float_color->a = D3DCOLOR_A(color);
2573 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
2580 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
2582 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2585 TRACE("surface %p, srgb %#x.\n", surface, srgb);
2587 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
2589 ERR("Not supported on scratch surfaces.\n");
2590 return WINED3DERR_INVALIDCALL;
2593 ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT);
2595 /* Reload if either the texture and sysmem have different ideas about the
2596 * color key, or the actual key values changed. */
2597 if (ck_changed || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2598 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
2599 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
2601 TRACE("Reloading because of color keying\n");
2602 /* To perform the color key conversion we need a sysmem copy of
2603 * the surface. Make sure we have it. */
2605 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2606 /* Make sure the texture is reloaded because of the color key change,
2607 * this kills performance though :( */
2608 /* TODO: This is not necessarily needed with hw palettized texture support. */
2609 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2610 /* Switching color keying on / off may change the internal format. */
2612 surface_force_reload(surface);
2614 else if (!(surface->flags & flag))
2616 TRACE("Reloading because surface is dirty.\n");
2620 TRACE("surface is already in texture\n");
2624 /* No partial locking for textures yet. */
2625 surface_load_location(surface, flag, NULL);
2626 surface_evict_sysmem(surface);
2631 /* See also float_16_to_32() in wined3d_private.h */
2632 static inline unsigned short float_32_to_16(const float *in)
2635 float tmp = fabsf(*in);
2636 unsigned int mantissa;
2639 /* Deal with special numbers */
2645 return (*in < 0.0f ? 0xfc00 : 0x7c00);
2647 if (tmp < powf(2, 10))
2653 } while (tmp < powf(2, 10));
2655 else if (tmp >= powf(2, 11))
2661 } while (tmp >= powf(2, 11));
2664 mantissa = (unsigned int)tmp;
2665 if (tmp - mantissa >= 0.5f)
2666 ++mantissa; /* Round to nearest, away from zero. */
2668 exp += 10; /* Normalize the mantissa. */
2669 exp += 15; /* Exponent is encoded with excess 15. */
2671 if (exp > 30) /* too big */
2673 ret = 0x7c00; /* INF */
2677 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
2680 mantissa = mantissa >> 1;
2683 ret = mantissa & 0x3ff;
2687 ret = (exp << 10) | (mantissa & 0x3ff);
2690 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
2694 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
2698 TRACE("Surface %p, container %p of type %#x.\n",
2699 surface, surface->container.u.base, surface->container.type);
2701 switch (surface->container.type)
2703 case WINED3D_CONTAINER_TEXTURE:
2704 return wined3d_texture_incref(surface->container.u.texture);
2706 case WINED3D_CONTAINER_SWAPCHAIN:
2707 return wined3d_swapchain_incref(surface->container.u.swapchain);
2710 ERR("Unhandled container type %#x.\n", surface->container.type);
2711 case WINED3D_CONTAINER_NONE:
2715 refcount = InterlockedIncrement(&surface->resource.ref);
2716 TRACE("%p increasing refcount to %u.\n", surface, refcount);
2721 /* Do not call while under the GL lock. */
2722 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
2726 TRACE("Surface %p, container %p of type %#x.\n",
2727 surface, surface->container.u.base, surface->container.type);
2729 switch (surface->container.type)
2731 case WINED3D_CONTAINER_TEXTURE:
2732 return wined3d_texture_decref(surface->container.u.texture);
2734 case WINED3D_CONTAINER_SWAPCHAIN:
2735 return wined3d_swapchain_decref(surface->container.u.swapchain);
2738 ERR("Unhandled container type %#x.\n", surface->container.type);
2739 case WINED3D_CONTAINER_NONE:
2743 refcount = InterlockedDecrement(&surface->resource.ref);
2744 TRACE("%p decreasing refcount to %u.\n", surface, refcount);
2748 surface->surface_ops->surface_cleanup(surface);
2749 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
2751 TRACE("Destroyed surface %p.\n", surface);
2752 HeapFree(GetProcessHeap(), 0, surface);
2758 DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
2760 return resource_set_priority(&surface->resource, priority);
2763 DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
2765 return resource_get_priority(&surface->resource);
2768 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
2770 TRACE("surface %p.\n", surface);
2772 surface->surface_ops->surface_preload(surface);
2775 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
2777 TRACE("surface %p.\n", surface);
2779 return surface->resource.parent;
2782 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
2784 TRACE("surface %p.\n", surface);
2786 return &surface->resource;
2789 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
2791 TRACE("surface %p, flags %#x.\n", surface, flags);
2795 case WINEDDGBS_CANBLT:
2796 case WINEDDGBS_ISBLTDONE:
2800 return WINED3DERR_INVALIDCALL;
2804 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
2806 TRACE("surface %p, flags %#x.\n", surface, flags);
2808 /* XXX: DDERR_INVALIDSURFACETYPE */
2812 case WINEDDGFS_CANFLIP:
2813 case WINEDDGFS_ISFLIPDONE:
2817 return WINED3DERR_INVALIDCALL;
2821 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
2823 TRACE("surface %p.\n", surface);
2825 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
2826 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
2829 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
2831 TRACE("surface %p.\n", surface);
2833 /* So far we don't lose anything :) */
2834 surface->flags &= ~SFLAG_LOST;
2838 HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
2840 TRACE("surface %p, palette %p.\n", surface, palette);
2842 if (surface->palette == palette)
2844 TRACE("Nop palette change.\n");
2848 if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
2849 surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
2851 surface->palette = palette;
2855 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
2856 palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
2858 surface->surface_ops->surface_realize_palette(surface);
2864 HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
2865 DWORD flags, const WINEDDCOLORKEY *color_key)
2867 TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
2869 if (flags & WINEDDCKEY_COLORSPACE)
2871 FIXME(" colorkey value not supported (%08x) !\n", flags);
2872 return WINED3DERR_INVALIDCALL;
2875 /* Dirtify the surface, but only if a key was changed. */
2878 switch (flags & ~WINEDDCKEY_COLORSPACE)
2880 case WINEDDCKEY_DESTBLT:
2881 surface->DestBltCKey = *color_key;
2882 surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
2885 case WINEDDCKEY_DESTOVERLAY:
2886 surface->DestOverlayCKey = *color_key;
2887 surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
2890 case WINEDDCKEY_SRCOVERLAY:
2891 surface->SrcOverlayCKey = *color_key;
2892 surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
2895 case WINEDDCKEY_SRCBLT:
2896 surface->SrcBltCKey = *color_key;
2897 surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
2903 switch (flags & ~WINEDDCKEY_COLORSPACE)
2905 case WINEDDCKEY_DESTBLT:
2906 surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
2909 case WINEDDCKEY_DESTOVERLAY:
2910 surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
2913 case WINEDDCKEY_SRCOVERLAY:
2914 surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
2917 case WINEDDCKEY_SRCBLT:
2918 surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
2926 struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
2928 TRACE("surface %p.\n", surface);
2930 return surface->palette;
2933 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
2935 const struct wined3d_format *format = surface->resource.format;
2938 TRACE("surface %p.\n", surface);
2940 if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
2942 /* Since compressed formats are block based, pitch means the amount of
2943 * bytes to the next row of block rather than the next row of pixels. */
2944 UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
2945 pitch = row_block_count * format->block_byte_count;
2949 unsigned char alignment = surface->resource.device->surface_alignment;
2950 pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
2951 pitch = (pitch + alignment - 1) & ~(alignment - 1);
2954 TRACE("Returning %u.\n", pitch);
2959 HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
2961 TRACE("surface %p, mem %p.\n", surface, mem);
2963 if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2965 WARN("Surface is locked or the DC is in use.\n");
2966 return WINED3DERR_INVALIDCALL;
2969 return surface->surface_ops->surface_set_mem(surface, mem);
2972 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
2976 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
2978 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2980 WARN("Not an overlay surface.\n");
2981 return WINEDDERR_NOTAOVERLAYSURFACE;
2984 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2985 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2986 surface->overlay_destrect.left = x;
2987 surface->overlay_destrect.top = y;
2988 surface->overlay_destrect.right = x + w;
2989 surface->overlay_destrect.bottom = y + h;
2991 surface->surface_ops->surface_draw_overlay(surface);
2996 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
2998 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
3000 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3002 TRACE("Not an overlay surface.\n");
3003 return WINEDDERR_NOTAOVERLAYSURFACE;
3006 if (!surface->overlay_dest)
3008 TRACE("Overlay not visible.\n");
3011 return WINEDDERR_OVERLAYNOTVISIBLE;
3014 *x = surface->overlay_destrect.left;
3015 *y = surface->overlay_destrect.top;
3017 TRACE("Returning position %d, %d.\n", *x, *y);
3022 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
3023 DWORD flags, struct wined3d_surface *ref)
3025 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
3027 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3029 TRACE("Not an overlay surface.\n");
3030 return WINEDDERR_NOTAOVERLAYSURFACE;
3036 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
3037 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
3039 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
3040 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
3042 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3044 WARN("Not an overlay surface.\n");
3045 return WINEDDERR_NOTAOVERLAYSURFACE;
3047 else if (!dst_surface)
3049 WARN("Dest surface is NULL.\n");
3050 return WINED3DERR_INVALIDCALL;
3055 surface->overlay_srcrect = *src_rect;
3059 surface->overlay_srcrect.left = 0;
3060 surface->overlay_srcrect.top = 0;
3061 surface->overlay_srcrect.right = surface->resource.width;
3062 surface->overlay_srcrect.bottom = surface->resource.height;
3067 surface->overlay_destrect = *dst_rect;
3071 surface->overlay_destrect.left = 0;
3072 surface->overlay_destrect.top = 0;
3073 surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
3074 surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
3077 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
3079 list_remove(&surface->overlay_entry);
3082 if (flags & WINEDDOVER_SHOW)
3084 if (surface->overlay_dest != dst_surface)
3086 surface->overlay_dest = dst_surface;
3087 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
3090 else if (flags & WINEDDOVER_HIDE)
3092 /* tests show that the rectangles are erased on hide */
3093 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
3094 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
3095 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
3096 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
3097 surface->overlay_dest = NULL;
3100 surface->surface_ops->surface_draw_overlay(surface);
3105 HRESULT CDECL wined3d_surface_set_clipper(struct wined3d_surface *surface, struct wined3d_clipper *clipper)
3107 TRACE("surface %p, clipper %p.\n", surface, clipper);
3109 surface->clipper = clipper;
3114 struct wined3d_clipper * CDECL wined3d_surface_get_clipper(const struct wined3d_surface *surface)
3116 TRACE("surface %p.\n", surface);
3118 return surface->clipper;
3121 HRESULT CDECL wined3d_surface_set_format(struct wined3d_surface *surface, enum wined3d_format_id format_id)
3123 const struct wined3d_format *format = wined3d_get_format(&surface->resource.device->adapter->gl_info, format_id);
3125 TRACE("surface %p, format %s.\n", surface, debug_d3dformat(format_id));
3127 if (surface->resource.format->id != WINED3DFMT_UNKNOWN)
3129 FIXME("The format of the surface must be WINED3DFORMAT_UNKNOWN.\n");
3130 return WINED3DERR_INVALIDCALL;
3133 surface->resource.size = wined3d_format_calculate_size(format, surface->resource.device->surface_alignment,
3134 surface->pow2Width, surface->pow2Height);
3135 surface->flags |= (WINED3DFMT_D16_LOCKABLE == format_id) ? SFLAG_LOCKABLE : 0;
3136 surface->resource.format = format;
3138 TRACE("size %u, byte_count %u\n", surface->resource.size, format->byte_count);
3139 TRACE("glFormat %#x, glInternal %#x, glType %#x.\n",
3140 format->glFormat, format->glInternal, format->glType);
3145 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
3146 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3148 unsigned short *dst_s;
3152 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3154 for (y = 0; y < h; ++y)
3156 src_f = (const float *)(src + y * pitch_in);
3157 dst_s = (unsigned short *) (dst + y * pitch_out);
3158 for (x = 0; x < w; ++x)
3160 dst_s[x] = float_32_to_16(src_f + x);
3165 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
3166 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3168 static const unsigned char convert_5to8[] =
3170 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
3171 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
3172 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
3173 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
3175 static const unsigned char convert_6to8[] =
3177 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
3178 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
3179 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
3180 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
3181 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
3182 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
3183 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
3184 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
3188 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3190 for (y = 0; y < h; ++y)
3192 const WORD *src_line = (const WORD *)(src + y * pitch_in);
3193 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3194 for (x = 0; x < w; ++x)
3196 WORD pixel = src_line[x];
3197 dst_line[x] = 0xff000000
3198 | convert_5to8[(pixel & 0xf800) >> 11] << 16
3199 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
3200 | convert_5to8[(pixel & 0x001f)];
3205 /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
3206 * in both cases we're just setting the X / Alpha channel to 0xff. */
3207 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
3208 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3212 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3214 for (y = 0; y < h; ++y)
3216 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
3217 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3219 for (x = 0; x < w; ++x)
3221 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
3226 static inline BYTE cliptobyte(int x)
3228 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
3231 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
3232 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3234 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3237 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3239 for (y = 0; y < h; ++y)
3241 const BYTE *src_line = src + y * pitch_in;
3242 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3243 for (x = 0; x < w; ++x)
3245 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3246 * C = Y - 16; D = U - 128; E = V - 128;
3247 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3248 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3249 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3250 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3251 * U and V are shared between the pixels. */
3252 if (!(x & 1)) /* For every even pixel, read new U and V. */
3254 d = (int) src_line[1] - 128;
3255 e = (int) src_line[3] - 128;
3257 g2 = - 100 * d - 208 * e + 128;
3260 c2 = 298 * ((int) src_line[0] - 16);
3261 dst_line[x] = 0xff000000
3262 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
3263 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
3264 | cliptobyte((c2 + b2) >> 8); /* blue */
3265 /* Scale RGB values to 0..255 range,
3266 * then clip them if still not in range (may be negative),
3267 * then shift them within DWORD if necessary. */
3273 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
3274 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3277 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3279 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
3281 for (y = 0; y < h; ++y)
3283 const BYTE *src_line = src + y * pitch_in;
3284 WORD *dst_line = (WORD *)(dst + y * pitch_out);
3285 for (x = 0; x < w; ++x)
3287 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3288 * C = Y - 16; D = U - 128; E = V - 128;
3289 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3290 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3291 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3292 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3293 * U and V are shared between the pixels. */
3294 if (!(x & 1)) /* For every even pixel, read new U and V. */
3296 d = (int) src_line[1] - 128;
3297 e = (int) src_line[3] - 128;
3299 g2 = - 100 * d - 208 * e + 128;
3302 c2 = 298 * ((int) src_line[0] - 16);
3303 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
3304 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
3305 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
3306 /* Scale RGB values to 0..255 range,
3307 * then clip them if still not in range (may be negative),
3308 * then shift them within DWORD if necessary. */
3314 struct d3dfmt_convertor_desc
3316 enum wined3d_format_id from, to;
3317 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
3320 static const struct d3dfmt_convertor_desc convertors[] =
3322 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
3323 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
3324 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3325 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3326 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
3327 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
3330 static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
3331 enum wined3d_format_id to)
3335 for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
3337 if (convertors[i].from == from && convertors[i].to == to)
3338 return &convertors[i];
3344 /*****************************************************************************
3345 * surface_convert_format
3347 * Creates a duplicate of a surface in a different format. Is used by Blt to
3348 * blit between surfaces with different formats.
3351 * source: Source surface
3352 * fmt: Requested destination format
3354 *****************************************************************************/
3355 static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
3357 const struct d3dfmt_convertor_desc *conv;
3358 WINED3DLOCKED_RECT lock_src, lock_dst;
3359 struct wined3d_surface *ret = NULL;
3362 conv = find_convertor(source->resource.format->id, to_fmt);
3365 FIXME("Cannot find a conversion function from format %s to %s.\n",
3366 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
3370 wined3d_surface_create(source->resource.device, source->resource.width,
3371 source->resource.height, to_fmt, TRUE /* lockable */, TRUE /* discard */, 0 /* level */,
3372 0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */,
3373 0 /* MultiSampleQuality */, source->surface_type, NULL /* parent */, &wined3d_null_parent_ops, &ret);
3376 ERR("Failed to create a destination surface for conversion.\n");
3380 memset(&lock_src, 0, sizeof(lock_src));
3381 memset(&lock_dst, 0, sizeof(lock_dst));
3383 hr = wined3d_surface_map(source, &lock_src, NULL, WINED3DLOCK_READONLY);
3386 ERR("Failed to lock the source surface.\n");
3387 wined3d_surface_decref(ret);
3390 hr = wined3d_surface_map(ret, &lock_dst, NULL, WINED3DLOCK_READONLY);
3393 ERR("Failed to lock the destination surface.\n");
3394 wined3d_surface_unmap(source);
3395 wined3d_surface_decref(ret);
3399 conv->convert(lock_src.pBits, lock_dst.pBits, lock_src.Pitch, lock_dst.Pitch,
3400 source->resource.width, source->resource.height);
3402 wined3d_surface_unmap(ret);
3403 wined3d_surface_unmap(source);
3408 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
3409 unsigned int bpp, UINT pitch, DWORD color)
3416 #define COLORFILL_ROW(type) \
3418 type *d = (type *)buf; \
3419 for (x = 0; x < width; ++x) \
3420 d[x] = (type)color; \
3426 COLORFILL_ROW(BYTE);
3430 COLORFILL_ROW(WORD);
3436 for (x = 0; x < width; ++x, d += 3)
3438 d[0] = (color ) & 0xFF;
3439 d[1] = (color >> 8) & 0xFF;
3440 d[2] = (color >> 16) & 0xFF;
3445 COLORFILL_ROW(DWORD);
3449 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
3450 return WINED3DERR_NOTAVAILABLE;
3453 #undef COLORFILL_ROW
3455 /* Now copy first row. */
3457 for (y = 1; y < height; ++y)
3460 memcpy(buf, first, width * bpp);
3466 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
3468 TRACE("surface %p.\n", surface);
3470 if (!(surface->flags & SFLAG_LOCKED))
3472 WARN("Trying to unmap unmapped surface.\n");
3473 return WINEDDERR_NOTLOCKED;
3475 surface->flags &= ~SFLAG_LOCKED;
3477 surface->surface_ops->surface_unmap(surface);
3482 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
3483 WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
3485 TRACE("surface %p, locked_rect %p, rect %s, flags %#x.\n",
3486 surface, locked_rect, wine_dbgstr_rect(rect), flags);
3488 if (surface->flags & SFLAG_LOCKED)
3490 WARN("Surface is already mapped.\n");
3491 return WINED3DERR_INVALIDCALL;
3493 surface->flags |= SFLAG_LOCKED;
3495 if (!(surface->flags & SFLAG_LOCKABLE))
3496 WARN("Trying to lock unlockable surface.\n");
3498 surface->surface_ops->surface_map(surface, rect, flags);
3500 locked_rect->Pitch = wined3d_surface_get_pitch(surface);
3504 locked_rect->pBits = surface->resource.allocatedMemory;
3505 surface->lockedRect.left = 0;
3506 surface->lockedRect.top = 0;
3507 surface->lockedRect.right = surface->resource.width;
3508 surface->lockedRect.bottom = surface->resource.height;
3512 const struct wined3d_format *format = surface->resource.format;
3514 if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
3516 /* Compressed textures are block based, so calculate the offset of
3517 * the block that contains the top-left pixel of the locked rectangle. */
3518 locked_rect->pBits = surface->resource.allocatedMemory
3519 + ((rect->top / format->block_height) * locked_rect->Pitch)
3520 + ((rect->left / format->block_width) * format->block_byte_count);
3524 locked_rect->pBits = surface->resource.allocatedMemory
3525 + (locked_rect->Pitch * rect->top)
3526 + (rect->left * format->byte_count);
3528 surface->lockedRect.left = rect->left;
3529 surface->lockedRect.top = rect->top;
3530 surface->lockedRect.right = rect->right;
3531 surface->lockedRect.bottom = rect->bottom;
3534 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
3535 TRACE("Returning memory %p, pitch %u.\n", locked_rect->pBits, locked_rect->Pitch);
3540 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
3544 TRACE("surface %p, dc %p.\n", surface, dc);
3546 if (surface->flags & SFLAG_USERPTR)
3548 ERR("Not supported on surfaces with application-provided memory.\n");
3549 return WINEDDERR_NODC;
3552 /* Give more detailed info for ddraw. */
3553 if (surface->flags & SFLAG_DCINUSE)
3554 return WINEDDERR_DCALREADYCREATED;
3556 /* Can't GetDC if the surface is locked. */
3557 if (surface->flags & SFLAG_LOCKED)
3558 return WINED3DERR_INVALIDCALL;
3560 hr = surface->surface_ops->surface_getdc(surface);
3564 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3565 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3567 /* GetDC on palettized formats is unsupported in D3D9, and the method
3568 * is missing in D3D8, so this should only be used for DX <=7
3569 * surfaces (with non-device palettes). */
3570 const PALETTEENTRY *pal = NULL;
3572 if (surface->palette)
3574 pal = surface->palette->palents;
3578 struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
3579 struct wined3d_surface *dds_primary = swapchain->front_buffer;
3581 if (dds_primary && dds_primary->palette)
3582 pal = dds_primary->palette->palents;
3590 for (i = 0; i < 256; ++i)
3592 col[i].rgbRed = pal[i].peRed;
3593 col[i].rgbGreen = pal[i].peGreen;
3594 col[i].rgbBlue = pal[i].peBlue;
3595 col[i].rgbReserved = 0;
3597 SetDIBColorTable(surface->hDC, 0, 256, col);
3601 surface->flags |= SFLAG_DCINUSE;
3604 TRACE("Returning dc %p.\n", *dc);
3609 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
3611 TRACE("surface %p, dc %p.\n", surface, dc);
3613 if (!(surface->flags & SFLAG_DCINUSE))
3614 return WINEDDERR_NODC;
3616 if (surface->hDC != dc)
3618 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
3620 return WINEDDERR_NODC;
3623 if ((surface->flags & SFLAG_PBO) && surface->resource.allocatedMemory)
3625 /* Copy the contents of the DIB over to the PBO. */
3626 memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->dib.bitmap_size);
3629 /* We locked first, so unlock now. */
3630 wined3d_surface_unmap(surface);
3632 surface->flags &= ~SFLAG_DCINUSE;
3637 HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
3639 struct wined3d_swapchain *swapchain;
3642 TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
3644 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
3646 ERR("Flipped surface is not on a swapchain.\n");
3647 return WINEDDERR_NOTFLIPPABLE;
3649 swapchain = surface->container.u.swapchain;
3651 hr = surface->surface_ops->surface_flip(surface, override);
3655 /* Just overwrite the swapchain presentation interval. This is ok because
3656 * only ddraw apps can call Flip, and only d3d8 and d3d9 applications
3657 * specify the presentation interval. */
3658 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
3659 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3660 else if (flags & WINEDDFLIP_NOVSYNC)
3661 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3662 else if (flags & WINEDDFLIP_INTERVAL2)
3663 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3664 else if (flags & WINEDDFLIP_INTERVAL3)
3665 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3667 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3669 return wined3d_swapchain_present(swapchain, NULL, NULL, swapchain->win_handle, NULL, 0);
3672 /* Do not call while under the GL lock. */
3673 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
3675 struct wined3d_device *device = surface->resource.device;
3677 TRACE("iface %p, srgb %#x.\n", surface, srgb);
3679 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
3681 struct wined3d_texture *texture = surface->container.u.texture;
3683 TRACE("Passing to container (%p).\n", texture);
3684 texture->texture_ops->texture_preload(texture, srgb);
3688 struct wined3d_context *context = NULL;
3690 TRACE("(%p) : About to load surface\n", surface);
3692 if (!device->isInDraw) context = context_acquire(device, NULL);
3694 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3695 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3697 if (palette9_changed(surface))
3699 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
3700 /* TODO: This is not necessarily needed with hw palettized texture support */
3701 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
3702 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
3703 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
3707 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
3709 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
3711 /* Tell opengl to try and keep this texture in video ram (well mostly) */
3715 glPrioritizeTextures(1, &surface->texture_name, &tmp);
3719 if (context) context_release(context);
3723 BOOL surface_init_sysmem(struct wined3d_surface *surface)
3725 if (!surface->resource.allocatedMemory)
3727 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
3728 surface->resource.size + RESOURCE_ALIGNMENT);
3729 if (!surface->resource.heapMemory)
3731 ERR("Out of memory\n");
3734 surface->resource.allocatedMemory =
3735 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
3739 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
3742 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3747 /* Read the framebuffer back into the surface */
3748 static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
3750 struct wined3d_device *device = surface->resource.device;
3751 const struct wined3d_gl_info *gl_info;
3752 struct wined3d_context *context;
3756 BYTE *row, *top, *bottom;
3760 BOOL srcIsUpsideDown;
3765 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
3766 static BOOL warned = FALSE;
3768 ERR("The application tries to lock the render target, but render target locking is disabled\n");
3774 context = context_acquire(device, surface);
3775 context_apply_blit_state(context, device);
3776 gl_info = context->gl_info;
3780 /* Select the correct read buffer, and give some debug output.
3781 * There is no need to keep track of the current read buffer or reset it, every part of the code
3782 * that reads sets the read buffer as desired.
3784 if (surface_is_offscreen(surface))
3786 /* Mapping the primary render target which is not on a swapchain.
3787 * Read from the back buffer. */
3788 TRACE("Mapping offscreen render target.\n");
3789 glReadBuffer(device->offscreenBuffer);
3790 srcIsUpsideDown = TRUE;
3794 /* Onscreen surfaces are always part of a swapchain */
3795 GLenum buffer = surface_get_gl_buffer(surface);
3796 TRACE("Mapping %#x buffer.\n", buffer);
3797 glReadBuffer(buffer);
3798 checkGLcall("glReadBuffer");
3799 srcIsUpsideDown = FALSE;
3802 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
3805 local_rect.left = 0;
3807 local_rect.right = surface->resource.width;
3808 local_rect.bottom = surface->resource.height;
3814 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
3816 switch (surface->resource.format->id)
3818 case WINED3DFMT_P8_UINT:
3820 if (primary_render_target_is_p8(device))
3822 /* In case of P8 render targets the index is stored in the alpha component */
3824 type = GL_UNSIGNED_BYTE;
3826 bpp = surface->resource.format->byte_count;
3830 /* GL can't return palettized data, so read ARGB pixels into a
3831 * separate block of memory and convert them into palettized format
3832 * in software. Slow, but if the app means to use palettized render
3833 * targets and locks it...
3835 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
3836 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
3837 * for the color channels when palettizing the colors.
3840 type = GL_UNSIGNED_BYTE;
3842 mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3);
3845 ERR("Out of memory\n");
3849 bpp = surface->resource.format->byte_count * 3;
3856 fmt = surface->resource.format->glFormat;
3857 type = surface->resource.format->glType;
3858 bpp = surface->resource.format->byte_count;
3861 if (surface->flags & SFLAG_PBO)
3863 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
3864 checkGLcall("glBindBufferARB");
3867 ERR("mem not null for pbo -- unexpected\n");
3872 /* Save old pixel store pack state */
3873 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
3874 checkGLcall("glGetIntegerv");
3875 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
3876 checkGLcall("glGetIntegerv");
3877 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
3878 checkGLcall("glGetIntegerv");
3880 /* Setup pixel store pack state -- to glReadPixels into the correct place */
3881 glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width);
3882 checkGLcall("glPixelStorei");
3883 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
3884 checkGLcall("glPixelStorei");
3885 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
3886 checkGLcall("glPixelStorei");
3888 glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top,
3889 local_rect.right - local_rect.left,
3890 local_rect.bottom - local_rect.top,
3892 checkGLcall("glReadPixels");
3894 /* Reset previous pixel store pack state */
3895 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
3896 checkGLcall("glPixelStorei");
3897 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
3898 checkGLcall("glPixelStorei");
3899 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
3900 checkGLcall("glPixelStorei");
3902 if (surface->flags & SFLAG_PBO)
3904 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
3905 checkGLcall("glBindBufferARB");
3907 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
3908 * to get a pointer to it and perform the flipping in software. This is a lot
3909 * faster than calling glReadPixels for each line. In case we want more speed
3910 * we should rerender it flipped in a FBO and read the data back from the FBO. */
3911 if (!srcIsUpsideDown)
3913 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
3914 checkGLcall("glBindBufferARB");
3916 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
3917 checkGLcall("glMapBufferARB");
3921 /* TODO: Merge this with the palettization loop below for P8 targets */
3922 if(!srcIsUpsideDown) {
3924 /* glReadPixels returns the image upside down, and there is no way to prevent this.
3925 Flip the lines in software */
3926 len = (local_rect.right - local_rect.left) * bpp;
3927 off = local_rect.left * bpp;
3929 row = HeapAlloc(GetProcessHeap(), 0, len);
3931 ERR("Out of memory\n");
3932 if (surface->resource.format->id == WINED3DFMT_P8_UINT)
3933 HeapFree(GetProcessHeap(), 0, mem);
3938 top = mem + pitch * local_rect.top;
3939 bottom = mem + pitch * (local_rect.bottom - 1);
3940 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
3941 memcpy(row, top + off, len);
3942 memcpy(top + off, bottom + off, len);
3943 memcpy(bottom + off, row, len);
3947 HeapFree(GetProcessHeap(), 0, row);
3949 /* Unmap the temp PBO buffer */
3950 if (surface->flags & SFLAG_PBO)
3952 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
3953 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3958 context_release(context);
3960 /* For P8 textures we need to perform an inverse palette lookup. This is
3961 * done by searching for a palette index which matches the RGB value.
3962 * Note this isn't guaranteed to work when there are multiple entries for
3963 * the same color but we have no choice. In case of P8 render targets,
3964 * the index is stored in the alpha component so no conversion is needed. */
3965 if (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
3967 const PALETTEENTRY *pal = NULL;
3968 DWORD width = pitch / 3;
3971 if (surface->palette)
3973 pal = surface->palette->palents;
3977 ERR("Palette is missing, cannot perform inverse palette lookup\n");
3978 HeapFree(GetProcessHeap(), 0, mem);
3982 for(y = local_rect.top; y < local_rect.bottom; y++) {
3983 for(x = local_rect.left; x < local_rect.right; x++) {
3984 /* start lines pixels */
3985 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
3986 const BYTE *green = blue + 1;
3987 const BYTE *red = green + 1;
3989 for(c = 0; c < 256; c++) {
3990 if(*red == pal[c].peRed &&
3991 *green == pal[c].peGreen &&
3992 *blue == pal[c].peBlue)
3994 *((BYTE *) dest + y * width + x) = c;
4000 HeapFree(GetProcessHeap(), 0, mem);
4004 /* Read the framebuffer contents into a texture */
4005 static void read_from_framebuffer_texture(struct wined3d_surface *surface, BOOL srgb)
4007 struct wined3d_device *device = surface->resource.device;
4008 const struct wined3d_gl_info *gl_info;
4009 struct wined3d_context *context;
4011 if (!surface_is_offscreen(surface))
4013 /* We would need to flip onscreen surfaces, but there's no efficient
4014 * way to do that here. It makes more sense for the caller to
4015 * explicitly go through sysmem. */
4016 ERR("Not supported for onscreen targets.\n");
4020 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
4021 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
4022 * states in the stateblock, and no driver was found yet that had bugs in that regard.
4024 context = context_acquire(device, surface);
4025 gl_info = context->gl_info;
4026 device_invalidate_state(device, STATE_FRAMEBUFFER);
4028 surface_prepare_texture(surface, gl_info, srgb);
4029 surface_bind_and_dirtify(surface, gl_info, srgb);
4031 TRACE("Reading back offscreen render target %p.\n", surface);
4035 glReadBuffer(device->offscreenBuffer);
4036 checkGLcall("glReadBuffer");
4038 glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
4039 0, 0, 0, 0, surface->resource.width, surface->resource.height);
4040 checkGLcall("glCopyTexSubImage2D");
4044 context_release(context);
4047 /* Context activation is done by the caller. */
4048 static void surface_prepare_texture_internal(struct wined3d_surface *surface,
4049 const struct wined3d_gl_info *gl_info, BOOL srgb)
4051 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4052 CONVERT_TYPES convert;
4053 struct wined3d_format format;
4055 if (surface->flags & alloc_flag) return;
4057 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
4058 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
4059 else surface->flags &= ~SFLAG_CONVERTED;
4061 surface_bind_and_dirtify(surface, gl_info, srgb);
4062 surface_allocate_surface(surface, gl_info, &format, srgb);
4063 surface->flags |= alloc_flag;
4066 /* Context activation is done by the caller. */
4067 void surface_prepare_texture(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
4069 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4071 struct wined3d_texture *texture = surface->container.u.texture;
4072 UINT sub_count = texture->level_count * texture->layer_count;
4075 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
4077 for (i = 0; i < sub_count; ++i)
4079 struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
4080 surface_prepare_texture_internal(s, gl_info, srgb);
4086 surface_prepare_texture_internal(surface, gl_info, srgb);
4089 static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
4090 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
4092 struct wined3d_device *device = surface->resource.device;
4093 UINT pitch = wined3d_surface_get_pitch(surface);
4094 const struct wined3d_gl_info *gl_info;
4095 struct wined3d_context *context;
4099 surface_get_rect(surface, rect, &local_rect);
4101 mem += local_rect.top * pitch + local_rect.left * bpp;
4102 w = local_rect.right - local_rect.left;
4103 h = local_rect.bottom - local_rect.top;
4105 /* Activate the correct context for the render target */
4106 context = context_acquire(device, surface);
4107 context_apply_blit_state(context, device);
4108 gl_info = context->gl_info;
4112 if (!surface_is_offscreen(surface))
4114 GLenum buffer = surface_get_gl_buffer(surface);
4115 TRACE("Unlocking %#x buffer.\n", buffer);
4116 context_set_draw_buffer(context, buffer);
4118 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
4119 glPixelZoom(1.0f, -1.0f);
4123 /* Primary offscreen render target */
4124 TRACE("Offscreen render target.\n");
4125 context_set_draw_buffer(context, device->offscreenBuffer);
4127 glPixelZoom(1.0f, 1.0f);
4130 glRasterPos3i(local_rect.left, local_rect.top, 1);
4131 checkGLcall("glRasterPos3i");
4133 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
4134 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
4136 if (surface->flags & SFLAG_PBO)
4138 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4139 checkGLcall("glBindBufferARB");
4142 glDrawPixels(w, h, fmt, type, mem);
4143 checkGLcall("glDrawPixels");
4145 if (surface->flags & SFLAG_PBO)
4147 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4148 checkGLcall("glBindBufferARB");
4151 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4152 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
4156 if (wined3d_settings.strict_draw_ordering
4157 || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4158 && surface->container.u.swapchain->front_buffer == surface))
4161 context_release(context);
4164 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck,
4165 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
4167 BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
4168 const struct wined3d_device *device = surface->resource.device;
4169 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4170 BOOL blit_supported = FALSE;
4172 /* Copy the default values from the surface. Below we might perform fixups */
4173 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
4174 *format = *surface->resource.format;
4175 *convert = NO_CONVERSION;
4177 /* Ok, now look if we have to do any conversion */
4178 switch (surface->resource.format->id)
4180 case WINED3DFMT_P8_UINT:
4181 /* Below the call to blit_supported is disabled for Wine 1.2
4182 * because the function isn't operating correctly yet. At the
4183 * moment 8-bit blits are handled in software and if certain GL
4184 * extensions are around, surface conversion is performed at
4185 * upload time. The blit_supported call recognizes it as a
4186 * destination fixup. This type of upload 'fixup' and 8-bit to
4187 * 8-bit blits need to be handled by the blit_shader.
4188 * TODO: get rid of this #if 0. */
4190 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
4191 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
4192 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
4194 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
4196 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
4197 * texturing. Further also use conversion in case of color keying.
4198 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
4199 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
4200 * conflicts with this.
4202 if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
4203 || colorkey_active || !use_texturing)
4205 format->glFormat = GL_RGBA;
4206 format->glInternal = GL_RGBA;
4207 format->glType = GL_UNSIGNED_BYTE;
4208 format->conv_byte_count = 4;
4209 if (colorkey_active)
4210 *convert = CONVERT_PALETTED_CK;
4212 *convert = CONVERT_PALETTED;
4216 case WINED3DFMT_B2G3R3_UNORM:
4217 /* **********************
4218 GL_UNSIGNED_BYTE_3_3_2
4219 ********************** */
4220 if (colorkey_active) {
4221 /* This texture format will never be used.. So do not care about color keying
4222 up until the point in time it will be needed :-) */
4223 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
4227 case WINED3DFMT_B5G6R5_UNORM:
4228 if (colorkey_active)
4230 *convert = CONVERT_CK_565;
4231 format->glFormat = GL_RGBA;
4232 format->glInternal = GL_RGB5_A1;
4233 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
4234 format->conv_byte_count = 2;
4238 case WINED3DFMT_B5G5R5X1_UNORM:
4239 if (colorkey_active)
4241 *convert = CONVERT_CK_5551;
4242 format->glFormat = GL_BGRA;
4243 format->glInternal = GL_RGB5_A1;
4244 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
4245 format->conv_byte_count = 2;
4249 case WINED3DFMT_B8G8R8_UNORM:
4250 if (colorkey_active)
4252 *convert = CONVERT_CK_RGB24;
4253 format->glFormat = GL_RGBA;
4254 format->glInternal = GL_RGBA8;
4255 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4256 format->conv_byte_count = 4;
4260 case WINED3DFMT_B8G8R8X8_UNORM:
4261 if (colorkey_active)
4263 *convert = CONVERT_RGB32_888;
4264 format->glFormat = GL_RGBA;
4265 format->glInternal = GL_RGBA8;
4266 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4267 format->conv_byte_count = 4;
4278 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
4280 const struct wined3d_device *device = surface->resource.device;
4281 const struct wined3d_palette *pal = surface->palette;
4282 BOOL index_in_alpha = FALSE;
4285 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
4286 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
4287 * is slow. Further RGB->P8 conversion is not possible because palettes can have
4288 * duplicate entries. Store the color key in the unused alpha component to speed the
4289 * download up and to make conversion unneeded. */
4290 index_in_alpha = primary_render_target_is_p8(device);
4294 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
4295 if (device->wined3d->flags & WINED3D_PALETTE_PER_SURFACE)
4297 ERR("This code should never get entered for DirectDraw!, expect problems\n");
4300 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
4301 * there's no palette at this time. */
4302 for (i = 0; i < 256; i++) table[i][3] = i;
4307 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
4308 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
4309 * capability flag is present (wine does advertise this capability) */
4310 for (i = 0; i < 256; ++i)
4312 table[i][0] = device->palettes[device->currentPalette][i].peRed;
4313 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
4314 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
4315 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
4321 TRACE("Using surface palette %p\n", pal);
4322 /* Get the surface's palette */
4323 for (i = 0; i < 256; ++i)
4325 table[i][0] = pal->palents[i].peRed;
4326 table[i][1] = pal->palents[i].peGreen;
4327 table[i][2] = pal->palents[i].peBlue;
4329 /* When index_in_alpha is set the palette index is stored in the
4330 * alpha component. In case of a readback we can then read
4331 * GL_ALPHA. Color keying is handled in BltOverride using a
4332 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
4333 * color key itself is passed to glAlphaFunc in other cases the
4334 * alpha component of pixels that should be masked away is set to 0. */
4339 else if (colorkey && (i >= surface->SrcBltCKey.dwColorSpaceLowValue)
4340 && (i <= surface->SrcBltCKey.dwColorSpaceHighValue))
4344 else if (pal->flags & WINEDDPCAPS_ALPHA)
4346 table[i][3] = pal->palents[i].peFlags;
4356 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
4357 UINT height, UINT outpitch, CONVERT_TYPES convert, struct wined3d_surface *surface)
4361 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surface);
4366 memcpy(dst, src, pitch * height);
4369 case CONVERT_PALETTED:
4370 case CONVERT_PALETTED_CK:
4375 d3dfmt_p8_init_palette(surface, table, (convert == CONVERT_PALETTED_CK));
4377 for (y = 0; y < height; y++)
4379 source = src + pitch * y;
4380 dest = dst + outpitch * y;
4381 /* This is an 1 bpp format, using the width here is fine */
4382 for (x = 0; x < width; x++) {
4383 BYTE color = *source++;
4384 *dest++ = table[color][0];
4385 *dest++ = table[color][1];
4386 *dest++ = table[color][2];
4387 *dest++ = table[color][3];
4393 case CONVERT_CK_565:
4395 /* Converting the 565 format in 5551 packed to emulate color-keying.
4397 Note : in all these conversion, it would be best to average the averaging
4398 pixels to get the color of the pixel that will be color-keyed to
4399 prevent 'color bleeding'. This will be done later on if ever it is
4402 Note2: Nvidia documents say that their driver does not support alpha + color keying
4403 on the same surface and disables color keying in such a case
4409 TRACE("Color keyed 565\n");
4411 for (y = 0; y < height; y++) {
4412 Source = (const WORD *)(src + y * pitch);
4413 Dest = (WORD *) (dst + y * outpitch);
4414 for (x = 0; x < width; x++ ) {
4415 WORD color = *Source++;
4416 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
4417 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4418 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4426 case CONVERT_CK_5551:
4428 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
4432 TRACE("Color keyed 5551\n");
4433 for (y = 0; y < height; y++) {
4434 Source = (const WORD *)(src + y * pitch);
4435 Dest = (WORD *) (dst + y * outpitch);
4436 for (x = 0; x < width; x++ ) {
4437 WORD color = *Source++;
4439 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4440 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4443 *Dest &= ~(1 << 15);
4450 case CONVERT_CK_RGB24:
4452 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
4454 for (y = 0; y < height; y++)
4456 source = src + pitch * y;
4457 dest = dst + outpitch * y;
4458 for (x = 0; x < width; x++) {
4459 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
4460 DWORD dstcolor = color << 8;
4461 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4462 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4464 *(DWORD*)dest = dstcolor;
4472 case CONVERT_RGB32_888:
4474 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
4476 for (y = 0; y < height; y++)
4478 source = src + pitch * y;
4479 dest = dst + outpitch * y;
4480 for (x = 0; x < width; x++) {
4481 DWORD color = 0xffffff & *(const DWORD*)source;
4482 DWORD dstcolor = color << 8;
4483 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4484 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4486 *(DWORD*)dest = dstcolor;
4495 ERR("Unsupported conversion type %#x.\n", convert);
4500 BOOL palette9_changed(struct wined3d_surface *surface)
4502 struct wined3d_device *device = surface->resource.device;
4504 if (surface->palette || (surface->resource.format->id != WINED3DFMT_P8_UINT
4505 && surface->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
4507 /* If a ddraw-style palette is attached assume no d3d9 palette change.
4508 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
4513 if (surface->palette9)
4515 if (!memcmp(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
4522 surface->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4524 memcpy(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
4529 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
4531 /* Flip the surface contents */
4536 front->hDC = back->hDC;
4540 /* Flip the DIBsection */
4543 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
4544 tmp = front->dib.DIBsection;
4545 front->dib.DIBsection = back->dib.DIBsection;
4546 back->dib.DIBsection = tmp;
4548 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
4549 else front->flags &= ~SFLAG_DIBSECTION;
4550 if (hasDib) back->flags |= SFLAG_DIBSECTION;
4551 else back->flags &= ~SFLAG_DIBSECTION;
4554 /* Flip the surface data */
4558 tmp = front->dib.bitmap_data;
4559 front->dib.bitmap_data = back->dib.bitmap_data;
4560 back->dib.bitmap_data = tmp;
4562 tmp = front->resource.allocatedMemory;
4563 front->resource.allocatedMemory = back->resource.allocatedMemory;
4564 back->resource.allocatedMemory = tmp;
4566 tmp = front->resource.heapMemory;
4567 front->resource.heapMemory = back->resource.heapMemory;
4568 back->resource.heapMemory = tmp;
4573 GLuint tmp_pbo = front->pbo;
4574 front->pbo = back->pbo;
4575 back->pbo = tmp_pbo;
4578 /* client_memory should not be different, but just in case */
4581 tmp = front->dib.client_memory;
4582 front->dib.client_memory = back->dib.client_memory;
4583 back->dib.client_memory = tmp;
4586 /* Flip the opengl texture */
4590 tmp = back->texture_name;
4591 back->texture_name = front->texture_name;
4592 front->texture_name = tmp;
4594 tmp = back->texture_name_srgb;
4595 back->texture_name_srgb = front->texture_name_srgb;
4596 front->texture_name_srgb = tmp;
4598 resource_unload(&back->resource);
4599 resource_unload(&front->resource);
4603 DWORD tmp_flags = back->flags;
4604 back->flags = front->flags;
4605 front->flags = tmp_flags;
4609 /* Does a direct frame buffer -> texture copy. Stretching is done with single
4610 * pixel copy calls. */
4611 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4612 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4614 struct wined3d_device *device = dst_surface->resource.device;
4617 struct wined3d_context *context;
4618 BOOL upsidedown = FALSE;
4619 RECT dst_rect = *dst_rect_in;
4621 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4622 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4624 if(dst_rect.top > dst_rect.bottom) {
4625 UINT tmp = dst_rect.bottom;
4626 dst_rect.bottom = dst_rect.top;
4631 context = context_acquire(device, src_surface);
4632 context_apply_blit_state(context, device);
4633 surface_internal_preload(dst_surface, SRGB_RGB);
4636 /* Bind the target texture */
4637 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
4638 checkGLcall("glBindTexture");
4639 if (surface_is_offscreen(src_surface))
4641 TRACE("Reading from an offscreen target\n");
4642 upsidedown = !upsidedown;
4643 glReadBuffer(device->offscreenBuffer);
4647 glReadBuffer(surface_get_gl_buffer(src_surface));
4649 checkGLcall("glReadBuffer");
4651 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
4652 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
4654 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4656 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
4658 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
4659 ERR("Texture filtering not supported in direct blit\n");
4662 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
4663 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4665 ERR("Texture filtering not supported in direct blit\n");
4669 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4670 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4672 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
4674 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4675 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
4676 src_rect->left, src_surface->resource.height - src_rect->bottom,
4677 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4681 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
4682 /* I have to process this row by row to swap the image,
4683 * otherwise it would be upside down, so stretching in y direction
4684 * doesn't cost extra time
4686 * However, stretching in x direction can be avoided if not necessary
4688 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
4689 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4691 /* Well, that stuff works, but it's very slow.
4692 * find a better way instead
4696 for (col = dst_rect.left; col < dst_rect.right; ++col)
4698 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4699 dst_rect.left + col /* x offset */, row /* y offset */,
4700 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
4705 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4706 dst_rect.left /* x offset */, row /* y offset */,
4707 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
4711 checkGLcall("glCopyTexSubImage2D");
4714 context_release(context);
4716 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4717 * path is never entered
4719 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4722 /* Uses the hardware to stretch and flip the image */
4723 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4724 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4726 struct wined3d_device *device = dst_surface->resource.device;
4727 struct wined3d_swapchain *src_swapchain = NULL;
4728 GLuint src, backup = 0;
4729 float left, right, top, bottom; /* Texture coordinates */
4730 UINT fbwidth = src_surface->resource.width;
4731 UINT fbheight = src_surface->resource.height;
4732 struct wined3d_context *context;
4733 GLenum drawBuffer = GL_BACK;
4734 GLenum texture_target;
4735 BOOL noBackBufferBackup;
4737 BOOL upsidedown = FALSE;
4738 RECT dst_rect = *dst_rect_in;
4740 TRACE("Using hwstretch blit\n");
4741 /* Activate the Proper context for reading from the source surface, set it up for blitting */
4742 context = context_acquire(device, src_surface);
4743 context_apply_blit_state(context, device);
4744 surface_internal_preload(dst_surface, SRGB_RGB);
4746 src_offscreen = surface_is_offscreen(src_surface);
4747 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
4748 if (!noBackBufferBackup && !src_surface->texture_name)
4750 /* Get it a description */
4751 surface_internal_preload(src_surface, SRGB_RGB);
4755 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
4756 * This way we don't have to wait for the 2nd readback to finish to leave this function.
4758 if (context->aux_buffers >= 2)
4760 /* Got more than one aux buffer? Use the 2nd aux buffer */
4761 drawBuffer = GL_AUX1;
4763 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
4765 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
4766 drawBuffer = GL_AUX0;
4769 if(noBackBufferBackup) {
4770 glGenTextures(1, &backup);
4771 checkGLcall("glGenTextures");
4772 glBindTexture(GL_TEXTURE_2D, backup);
4773 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
4774 texture_target = GL_TEXTURE_2D;
4776 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
4777 * we are reading from the back buffer, the backup can be used as source texture
4779 texture_target = src_surface->texture_target;
4780 glBindTexture(texture_target, src_surface->texture_name);
4781 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
4782 glEnable(texture_target);
4783 checkGLcall("glEnable(texture_target)");
4785 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
4786 src_surface->flags &= ~SFLAG_INTEXTURE;
4789 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4790 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4792 if(dst_rect.top > dst_rect.bottom) {
4793 UINT tmp = dst_rect.bottom;
4794 dst_rect.bottom = dst_rect.top;
4801 TRACE("Reading from an offscreen target\n");
4802 upsidedown = !upsidedown;
4803 glReadBuffer(device->offscreenBuffer);
4807 glReadBuffer(surface_get_gl_buffer(src_surface));
4810 /* TODO: Only back up the part that will be overwritten */
4811 glCopyTexSubImage2D(texture_target, 0,
4812 0, 0 /* read offsets */,
4817 checkGLcall("glCopyTexSubImage2D");
4819 /* No issue with overriding these - the sampler is dirty due to blit usage */
4820 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
4821 wined3d_gl_mag_filter(magLookup, Filter));
4822 checkGLcall("glTexParameteri");
4823 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
4824 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
4825 checkGLcall("glTexParameteri");
4827 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
4828 src_swapchain = src_surface->container.u.swapchain;
4829 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
4831 src = backup ? backup : src_surface->texture_name;
4835 glReadBuffer(GL_FRONT);
4836 checkGLcall("glReadBuffer(GL_FRONT)");
4838 glGenTextures(1, &src);
4839 checkGLcall("glGenTextures(1, &src)");
4840 glBindTexture(GL_TEXTURE_2D, src);
4841 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
4843 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
4844 * out for power of 2 sizes
4846 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
4847 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
4848 checkGLcall("glTexImage2D");
4849 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
4850 0, 0 /* read offsets */,
4855 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4856 checkGLcall("glTexParameteri");
4857 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4858 checkGLcall("glTexParameteri");
4860 glReadBuffer(GL_BACK);
4861 checkGLcall("glReadBuffer(GL_BACK)");
4863 if(texture_target != GL_TEXTURE_2D) {
4864 glDisable(texture_target);
4865 glEnable(GL_TEXTURE_2D);
4866 texture_target = GL_TEXTURE_2D;
4869 checkGLcall("glEnd and previous");
4871 left = src_rect->left;
4872 right = src_rect->right;
4876 top = src_surface->resource.height - src_rect->top;
4877 bottom = src_surface->resource.height - src_rect->bottom;
4881 top = src_surface->resource.height - src_rect->bottom;
4882 bottom = src_surface->resource.height - src_rect->top;
4885 if (src_surface->flags & SFLAG_NORMCOORD)
4887 left /= src_surface->pow2Width;
4888 right /= src_surface->pow2Width;
4889 top /= src_surface->pow2Height;
4890 bottom /= src_surface->pow2Height;
4893 /* draw the source texture stretched and upside down. The correct surface is bound already */
4894 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
4895 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
4897 context_set_draw_buffer(context, drawBuffer);
4898 glReadBuffer(drawBuffer);
4902 glTexCoord2f(left, bottom);
4906 glTexCoord2f(left, top);
4907 glVertex2i(0, dst_rect.bottom - dst_rect.top);
4910 glTexCoord2f(right, top);
4911 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4914 glTexCoord2f(right, bottom);
4915 glVertex2i(dst_rect.right - dst_rect.left, 0);
4917 checkGLcall("glEnd and previous");
4919 if (texture_target != dst_surface->texture_target)
4921 glDisable(texture_target);
4922 glEnable(dst_surface->texture_target);
4923 texture_target = dst_surface->texture_target;
4926 /* Now read the stretched and upside down image into the destination texture */
4927 glBindTexture(texture_target, dst_surface->texture_name);
4928 checkGLcall("glBindTexture");
4929 glCopyTexSubImage2D(texture_target,
4931 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
4932 0, 0, /* We blitted the image to the origin */
4933 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4934 checkGLcall("glCopyTexSubImage2D");
4936 if(drawBuffer == GL_BACK) {
4937 /* Write the back buffer backup back */
4939 if(texture_target != GL_TEXTURE_2D) {
4940 glDisable(texture_target);
4941 glEnable(GL_TEXTURE_2D);
4942 texture_target = GL_TEXTURE_2D;
4944 glBindTexture(GL_TEXTURE_2D, backup);
4945 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
4949 if (texture_target != src_surface->texture_target)
4951 glDisable(texture_target);
4952 glEnable(src_surface->texture_target);
4953 texture_target = src_surface->texture_target;
4955 glBindTexture(src_surface->texture_target, src_surface->texture_name);
4956 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
4961 glTexCoord2f(0.0f, 0.0f);
4962 glVertex2i(0, fbheight);
4965 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
4969 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
4970 (float)fbheight / (float)src_surface->pow2Height);
4971 glVertex2i(fbwidth, 0);
4974 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
4975 glVertex2i(fbwidth, fbheight);
4978 glDisable(texture_target);
4979 checkGLcall("glDisable(texture_target)");
4982 if (src != src_surface->texture_name && src != backup)
4984 glDeleteTextures(1, &src);
4985 checkGLcall("glDeleteTextures(1, &src)");
4988 glDeleteTextures(1, &backup);
4989 checkGLcall("glDeleteTextures(1, &backup)");
4994 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4996 context_release(context);
4998 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4999 * path is never entered
5001 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
5004 /* Front buffer coordinates are always full screen coordinates, but our GL
5005 * drawable is limited to the window's client area. The sysmem and texture
5006 * copies do have the full screen size. Note that GL has a bottom-left
5007 * origin, while D3D has a top-left origin. */
5008 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
5010 UINT drawable_height;
5012 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5013 && surface == surface->container.u.swapchain->front_buffer)
5015 POINT offset = {0, 0};
5018 ScreenToClient(window, &offset);
5019 OffsetRect(rect, offset.x, offset.y);
5021 GetClientRect(window, &windowsize);
5022 drawable_height = windowsize.bottom - windowsize.top;
5026 drawable_height = surface->resource.height;
5029 rect->top = drawable_height - rect->top;
5030 rect->bottom = drawable_height - rect->bottom;
5033 /* blit between surface locations. onscreen on different swapchains is not supported.
5034 * depth / stencil is not supported. */
5035 static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREFILTERTYPE filter,
5036 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
5037 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
5039 const struct wined3d_gl_info *gl_info;
5040 struct wined3d_context *context;
5041 RECT src_rect, dst_rect;
5045 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
5046 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
5047 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
5048 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
5049 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
5051 src_rect = *src_rect_in;
5052 dst_rect = *dst_rect_in;
5056 case WINED3DTEXF_LINEAR:
5057 gl_filter = GL_LINEAR;
5061 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
5062 case WINED3DTEXF_NONE:
5063 case WINED3DTEXF_POINT:
5064 gl_filter = GL_NEAREST;
5068 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
5069 src_location = SFLAG_INTEXTURE;
5070 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
5071 dst_location = SFLAG_INTEXTURE;
5073 /* Make sure the locations are up-to-date. Loading the destination
5074 * surface isn't required if the entire surface is overwritten. (And is
5075 * in fact harmful if we're being called by surface_load_location() with
5076 * the purpose of loading the destination surface.) */
5077 surface_load_location(src_surface, src_location, NULL);
5078 if (!surface_is_full_rect(dst_surface, &dst_rect))
5079 surface_load_location(dst_surface, dst_location, NULL);
5081 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
5082 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
5083 else context = context_acquire(device, NULL);
5085 if (!context->valid)
5087 context_release(context);
5088 WARN("Invalid context, skipping blit.\n");
5092 gl_info = context->gl_info;
5094 if (src_location == SFLAG_INDRAWABLE)
5096 TRACE("Source surface %p is onscreen.\n", src_surface);
5097 buffer = surface_get_gl_buffer(src_surface);
5098 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
5102 TRACE("Source surface %p is offscreen.\n", src_surface);
5103 buffer = GL_COLOR_ATTACHMENT0;
5107 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
5108 glReadBuffer(buffer);
5109 checkGLcall("glReadBuffer()");
5110 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
5113 if (dst_location == SFLAG_INDRAWABLE)
5115 TRACE("Destination surface %p is onscreen.\n", dst_surface);
5116 buffer = surface_get_gl_buffer(dst_surface);
5117 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5121 TRACE("Destination surface %p is offscreen.\n", dst_surface);
5122 buffer = GL_COLOR_ATTACHMENT0;
5126 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
5127 context_set_draw_buffer(context, buffer);
5128 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
5129 context_invalidate_state(context, STATE_FRAMEBUFFER);
5131 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5132 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5133 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
5134 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
5135 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
5137 glDisable(GL_SCISSOR_TEST);
5138 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5140 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
5141 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
5142 checkGLcall("glBlitFramebuffer()");
5146 if (wined3d_settings.strict_draw_ordering
5147 || (dst_location == SFLAG_INDRAWABLE
5148 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
5151 context_release(context);
5154 static void surface_blt_to_drawable(struct wined3d_device *device,
5155 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
5156 struct wined3d_surface *src_surface, const RECT *src_rect_in,
5157 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
5159 struct wined3d_context *context;
5160 RECT src_rect, dst_rect;
5162 src_rect = *src_rect_in;
5163 dst_rect = *dst_rect_in;
5165 /* Make sure the surface is up-to-date. This should probably use
5166 * surface_load_location() and worry about the destination surface too,
5167 * unless we're overwriting it completely. */
5168 surface_internal_preload(src_surface, SRGB_RGB);
5170 /* Activate the destination context, set it up for blitting */
5171 context = context_acquire(device, dst_surface);
5172 context_apply_blit_state(context, device);
5174 if (!surface_is_offscreen(dst_surface))
5175 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5177 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
5183 glEnable(GL_ALPHA_TEST);
5184 checkGLcall("glEnable(GL_ALPHA_TEST)");
5186 /* When the primary render target uses P8, the alpha component
5187 * contains the palette index. Which means that the colorkey is one of
5188 * the palette entries. In other cases pixels that should be masked
5189 * away have alpha set to 0. */
5190 if (primary_render_target_is_p8(device))
5191 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
5193 glAlphaFunc(GL_NOTEQUAL, 0.0f);
5194 checkGLcall("glAlphaFunc");
5198 glDisable(GL_ALPHA_TEST);
5199 checkGLcall("glDisable(GL_ALPHA_TEST)");
5202 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
5206 glDisable(GL_ALPHA_TEST);
5207 checkGLcall("glDisable(GL_ALPHA_TEST)");
5212 /* Leave the opengl state valid for blitting */
5213 device->blitter->unset_shader(context->gl_info);
5215 if (wined3d_settings.strict_draw_ordering
5216 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5217 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
5218 wglFlush(); /* Flush to ensure ordering across contexts. */
5220 context_release(context);
5223 /* Do not call while under the GL lock. */
5224 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color)
5226 struct wined3d_device *device = s->resource.device;
5227 const struct blit_shader *blitter;
5229 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
5230 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
5233 FIXME("No blitter is capable of performing the requested color fill operation.\n");
5234 return WINED3DERR_INVALIDCALL;
5237 return blitter->color_fill(device, s, rect, color);
5240 /* Do not call while under the GL lock. */
5241 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
5242 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
5243 WINED3DTEXTUREFILTERTYPE Filter)
5245 struct wined3d_device *device = dst_surface->resource.device;
5246 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5247 struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
5249 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
5250 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
5251 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
5253 /* Get the swapchain. One of the surfaces has to be a primary surface */
5254 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5256 WARN("Destination is in sysmem, rejecting gl blt\n");
5257 return WINED3DERR_INVALIDCALL;
5260 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5261 dstSwapchain = dst_surface->container.u.swapchain;
5265 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5267 WARN("Src is in sysmem, rejecting gl blt\n");
5268 return WINED3DERR_INVALIDCALL;
5271 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5272 srcSwapchain = src_surface->container.u.swapchain;
5275 /* Early sort out of cases where no render target is used */
5276 if (!dstSwapchain && !srcSwapchain
5277 && src_surface != device->fb.render_targets[0]
5278 && dst_surface != device->fb.render_targets[0])
5280 TRACE("No surface is render target, not using hardware blit.\n");
5281 return WINED3DERR_INVALIDCALL;
5284 /* No destination color keying supported */
5285 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
5287 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
5288 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
5289 return WINED3DERR_INVALIDCALL;
5292 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
5293 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
5294 && dst_surface == dstSwapchain->front_buffer
5295 && src_surface == dstSwapchain->back_buffers[0])
5297 /* Half-Life does a Blt from the back buffer to the front buffer,
5298 * Full surface size, no flags... Use present instead
5300 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
5303 /* Check rects - wined3d_swapchain_present() doesn't handle them. */
5306 TRACE("Looking if a Present can be done...\n");
5307 /* Source Rectangle must be full surface */
5308 if (src_rect->left || src_rect->top
5309 || src_rect->right != src_surface->resource.width
5310 || src_rect->bottom != src_surface->resource.height)
5312 TRACE("No, Source rectangle doesn't match\n");
5316 /* No stretching may occur */
5317 if (src_rect->right != dst_rect->right - dst_rect->left
5318 || src_rect->bottom != dst_rect->bottom - dst_rect->top)
5320 TRACE("No, stretching is done\n");
5324 /* Destination must be full surface or match the clipping rectangle */
5325 if (dst_surface->clipper && dst_surface->clipper->hWnd)
5329 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
5330 pos[0].x = dst_rect->left;
5331 pos[0].y = dst_rect->top;
5332 pos[1].x = dst_rect->right;
5333 pos[1].y = dst_rect->bottom;
5334 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
5336 if (pos[0].x != cliprect.left || pos[0].y != cliprect.top
5337 || pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
5339 TRACE("No, dest rectangle doesn't match(clipper)\n");
5340 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
5341 TRACE("Blt dest: %s\n", wine_dbgstr_rect(dst_rect));
5345 else if (dst_rect->left || dst_rect->top
5346 || dst_rect->right != dst_surface->resource.width
5347 || dst_rect->bottom != dst_surface->resource.height)
5349 TRACE("No, dest rectangle doesn't match(surface size)\n");
5355 /* These flags are unimportant for the flag check, remove them */
5356 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
5358 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
5360 /* The idea behind this is that a glReadPixels and a glDrawPixels call
5361 * take very long, while a flip is fast.
5362 * This applies to Half-Life, which does such Blts every time it finished
5363 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
5364 * menu. This is also used by all apps when they do windowed rendering
5366 * The problem is that flipping is not really the same as copying. After a
5367 * Blt the front buffer is a copy of the back buffer, and the back buffer is
5368 * untouched. Therefore it's necessary to override the swap effect
5369 * and to set it back after the flip.
5371 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
5375 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
5376 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
5378 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead.\n");
5379 wined3d_swapchain_present(dstSwapchain, NULL, NULL, dstSwapchain->win_handle, NULL, 0);
5381 dstSwapchain->presentParms.SwapEffect = orig_swap;
5388 TRACE("Unsupported blit between buffers on the same swapchain\n");
5389 return WINED3DERR_INVALIDCALL;
5390 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
5391 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
5392 return WINED3DERR_INVALIDCALL;
5393 } else if(dstSwapchain && srcSwapchain) {
5394 FIXME("Implement hardware blit between two different swapchains\n");
5395 return WINED3DERR_INVALIDCALL;
5397 else if (dstSwapchain)
5399 /* Handled with regular texture -> swapchain blit */
5400 if (src_surface == device->fb.render_targets[0])
5401 TRACE("Blit from active render target to a swapchain\n");
5403 else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
5405 FIXME("Implement blit from a swapchain to the active render target\n");
5406 return WINED3DERR_INVALIDCALL;
5409 if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
5411 /* Blit from render target to texture */
5414 /* P8 read back is not implemented */
5415 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
5416 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
5418 TRACE("P8 read back not supported by frame buffer to texture blit\n");
5419 return WINED3DERR_INVALIDCALL;
5422 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5424 TRACE("Color keying not supported by frame buffer to texture blit\n");
5425 return WINED3DERR_INVALIDCALL;
5426 /* Destination color key is checked above */
5429 if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
5434 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
5435 * flip the image nor scale it.
5437 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
5438 * -> If the app wants a image width an unscaled width, copy it line per line
5439 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
5440 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
5441 * back buffer. This is slower than reading line per line, thus not used for flipping
5442 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
5445 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
5446 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
5448 if (fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5449 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5450 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5452 surface_blt_fbo(device, Filter,
5453 src_surface, SFLAG_INDRAWABLE, src_rect,
5454 dst_surface, SFLAG_INDRAWABLE, dst_rect);
5455 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5457 else if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
5458 || dst_rect->bottom - dst_rect->top > src_surface->resource.height)
5460 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
5461 fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, Filter);
5463 TRACE("Using hardware stretching to flip / stretch the texture\n");
5464 fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, Filter);
5467 if (!(dst_surface->flags & SFLAG_DONOTFREE))
5469 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
5470 dst_surface->resource.allocatedMemory = NULL;
5471 dst_surface->resource.heapMemory = NULL;
5475 dst_surface->flags &= ~SFLAG_INSYSMEM;
5480 else if (src_surface)
5482 /* Blit from offscreen surface to render target */
5483 DWORD oldCKeyFlags = src_surface->CKeyFlags;
5484 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
5486 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
5488 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5489 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5490 src_rect, src_surface->resource.usage, src_surface->resource.pool,
5491 src_surface->resource.format,
5492 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
5493 dst_surface->resource.format))
5495 TRACE("Using surface_blt_fbo.\n");
5496 /* The source is always a texture, but never the currently active render target, and the texture
5497 * contents are never upside down. */
5498 surface_blt_fbo(device, Filter,
5499 src_surface, SFLAG_INDRAWABLE, src_rect,
5500 dst_surface, SFLAG_INDRAWABLE, dst_rect);
5501 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5505 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5506 && arbfp_blit.blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5507 src_rect, src_surface->resource.usage, src_surface->resource.pool,
5508 src_surface->resource.format,
5509 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
5510 dst_surface->resource.format))
5511 return arbfp_blit_surface(device, Filter, src_surface, src_rect, dst_surface, dst_rect);
5513 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5514 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5515 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5517 FIXME("Unsupported blit operation falling back to software\n");
5518 return WINED3DERR_INVALIDCALL;
5521 /* Color keying: Check if we have to do a color keyed blt,
5522 * and if not check if a color key is activated.
5524 * Just modify the color keying parameters in the surface and restore them afterwards
5525 * The surface keeps track of the color key last used to load the opengl surface.
5526 * PreLoad will catch the change to the flags and color key and reload if necessary.
5528 if (flags & WINEDDBLT_KEYSRC)
5530 /* Use color key from surface */
5532 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5534 /* Use color key from DDBltFx */
5535 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
5536 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
5540 /* Do not use color key */
5541 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
5544 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
5545 src_surface, src_rect, dst_surface, dst_rect);
5547 /* Restore the color key parameters */
5548 src_surface->CKeyFlags = oldCKeyFlags;
5549 src_surface->SrcBltCKey = oldBltCKey;
5551 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5557 /* Source-Less Blit to render target */
5558 if (flags & WINEDDBLT_COLORFILL)
5560 WINED3DCOLORVALUE color;
5562 TRACE("Colorfill\n");
5564 /* The color as given in the Blt function is in the surface format. */
5565 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
5566 return WINED3DERR_INVALIDCALL;
5568 return surface_color_fill(dst_surface, dst_rect, &color);
5572 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
5573 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
5574 return WINED3DERR_INVALIDCALL;
5577 /* GL locking is done by the caller */
5578 static void surface_depth_blt(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
5579 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
5581 struct wined3d_device *device = surface->resource.device;
5582 GLint compare_mode = GL_NONE;
5583 struct blt_info info;
5584 GLint old_binding = 0;
5587 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
5589 glDisable(GL_CULL_FACE);
5590 glDisable(GL_BLEND);
5591 glDisable(GL_ALPHA_TEST);
5592 glDisable(GL_SCISSOR_TEST);
5593 glDisable(GL_STENCIL_TEST);
5594 glEnable(GL_DEPTH_TEST);
5595 glDepthFunc(GL_ALWAYS);
5596 glDepthMask(GL_TRUE);
5597 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
5598 glViewport(x, y, w, h);
5600 SetRect(&rect, 0, h, w, 0);
5601 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
5602 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5603 glGetIntegerv(info.binding, &old_binding);
5604 glBindTexture(info.bind_target, texture);
5605 if (gl_info->supported[ARB_SHADOW])
5607 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
5608 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
5611 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5612 gl_info, info.tex_type, &surface->ds_current_size);
5614 glBegin(GL_TRIANGLE_STRIP);
5615 glTexCoord3fv(info.coords[0]);
5616 glVertex2f(-1.0f, -1.0f);
5617 glTexCoord3fv(info.coords[1]);
5618 glVertex2f(1.0f, -1.0f);
5619 glTexCoord3fv(info.coords[2]);
5620 glVertex2f(-1.0f, 1.0f);
5621 glTexCoord3fv(info.coords[3]);
5622 glVertex2f(1.0f, 1.0f);
5625 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
5626 glBindTexture(info.bind_target, old_binding);
5630 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
5633 void surface_modify_ds_location(struct wined3d_surface *surface,
5634 DWORD location, UINT w, UINT h)
5636 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
5638 if (location & ~SFLAG_DS_LOCATIONS)
5639 FIXME("Invalid location (%#x) specified.\n", location);
5641 surface->ds_current_size.cx = w;
5642 surface->ds_current_size.cy = h;
5643 surface->flags &= ~SFLAG_DS_LOCATIONS;
5644 surface->flags |= location;
5647 /* Context activation is done by the caller. */
5648 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
5650 struct wined3d_device *device = surface->resource.device;
5651 const struct wined3d_gl_info *gl_info = context->gl_info;
5654 TRACE("surface %p, new location %#x.\n", surface, location);
5656 /* TODO: Make this work for modes other than FBO */
5657 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
5659 if (!(surface->flags & location))
5661 w = surface->ds_current_size.cx;
5662 h = surface->ds_current_size.cy;
5663 surface->ds_current_size.cx = 0;
5664 surface->ds_current_size.cy = 0;
5668 w = surface->resource.width;
5669 h = surface->resource.height;
5672 if (surface->ds_current_size.cx == surface->resource.width
5673 && surface->ds_current_size.cy == surface->resource.height)
5675 TRACE("Location (%#x) is already up to date.\n", location);
5679 if (surface->current_renderbuffer)
5681 FIXME("Not supported with fixed up depth stencil.\n");
5685 if (!(surface->flags & SFLAG_DS_LOCATIONS))
5687 /* This mostly happens when a depth / stencil is used without being
5688 * cleared first. In principle we could upload from sysmem, or
5689 * explicitly clear before first usage. For the moment there don't
5690 * appear to be a lot of applications depending on this, so a FIXME
5692 FIXME("No up to date depth stencil location.\n");
5693 surface->flags |= location;
5694 surface->ds_current_size.cx = surface->resource.width;
5695 surface->ds_current_size.cy = surface->resource.height;
5699 if (location == SFLAG_DS_OFFSCREEN)
5701 GLint old_binding = 0;
5704 /* The render target is allowed to be smaller than the depth/stencil
5705 * buffer, so the onscreen depth/stencil buffer is potentially smaller
5706 * than the offscreen surface. Don't overwrite the offscreen surface
5707 * with undefined data. */
5708 w = min(w, context->swapchain->presentParms.BackBufferWidth);
5709 h = min(h, context->swapchain->presentParms.BackBufferHeight);
5711 TRACE("Copying onscreen depth buffer to depth texture.\n");
5715 if (!device->depth_blt_texture)
5717 glGenTextures(1, &device->depth_blt_texture);
5720 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
5721 * directly on the FBO texture. That's because we need to flip. */
5722 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5723 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5724 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
5726 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5727 bind_target = GL_TEXTURE_RECTANGLE_ARB;
5731 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5732 bind_target = GL_TEXTURE_2D;
5734 glBindTexture(bind_target, device->depth_blt_texture);
5735 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
5736 * internal format, because the internal format might include stencil
5737 * data. In principle we should copy stencil data as well, but unless
5738 * the driver supports stencil export it's hard to do, and doesn't
5739 * seem to be needed in practice. If the hardware doesn't support
5740 * writing stencil data, the glCopyTexImage2D() call might trigger
5741 * software fallbacks. */
5742 glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
5743 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5744 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5745 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5746 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5747 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
5748 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5749 glBindTexture(bind_target, old_binding);
5751 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5752 NULL, surface, SFLAG_INTEXTURE);
5753 context_set_draw_buffer(context, GL_NONE);
5754 glReadBuffer(GL_NONE);
5756 /* Do the actual blit */
5757 surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
5758 checkGLcall("depth_blt");
5760 context_invalidate_state(context, STATE_FRAMEBUFFER);
5764 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5766 else if (location == SFLAG_DS_ONSCREEN)
5768 TRACE("Copying depth texture to onscreen depth buffer.\n");
5772 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5773 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5774 surface_depth_blt(surface, gl_info, surface->texture_name,
5775 0, surface->pow2Height - h, w, h, surface->texture_target);
5776 checkGLcall("depth_blt");
5778 context_invalidate_state(context, STATE_FRAMEBUFFER);
5782 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5786 ERR("Invalid location (%#x) specified.\n", location);
5789 surface->flags |= location;
5790 surface->ds_current_size.cx = surface->resource.width;
5791 surface->ds_current_size.cy = surface->resource.height;
5794 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent)
5796 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
5797 struct wined3d_surface *overlay;
5799 TRACE("surface %p, location %s, persistent %#x.\n",
5800 surface, debug_surflocation(location), persistent);
5802 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5804 if (surface_is_offscreen(surface))
5806 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same
5807 * for offscreen targets. */
5808 if (location & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))
5809 location |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5813 TRACE("Surface %p is an onscreen surface.\n", surface);
5817 if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
5818 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5819 location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
5823 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5824 || ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX)))
5826 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5828 TRACE("Passing to container.\n");
5829 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5832 surface->flags &= ~SFLAG_LOCATIONS;
5833 surface->flags |= location;
5835 /* Redraw emulated overlays, if any */
5836 if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
5838 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
5840 overlay->surface_ops->surface_draw_overlay(overlay);
5846 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
5848 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5850 TRACE("Passing to container\n");
5851 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5854 surface->flags &= ~location;
5857 if (!(surface->flags & SFLAG_LOCATIONS))
5859 ERR("Surface %p does not have any up to date location.\n", surface);
5863 static DWORD resource_access_from_location(DWORD location)
5867 case SFLAG_INSYSMEM:
5868 return WINED3D_RESOURCE_ACCESS_CPU;
5870 case SFLAG_INDRAWABLE:
5871 case SFLAG_INSRGBTEX:
5872 case SFLAG_INTEXTURE:
5873 return WINED3D_RESOURCE_ACCESS_GPU;
5876 FIXME("Unhandled location %#x.\n", location);
5881 static void surface_load_sysmem(struct wined3d_surface *surface,
5882 const struct wined3d_gl_info *gl_info, const RECT *rect)
5884 surface_prepare_system_memory(surface);
5886 /* Download the surface to system memory. */
5887 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
5889 struct wined3d_device *device = surface->resource.device;
5890 struct wined3d_context *context = NULL;
5892 if (!device->isInDraw)
5893 context = context_acquire(device, NULL);
5895 surface_bind_and_dirtify(surface, gl_info, !(surface->flags & SFLAG_INTEXTURE));
5896 surface_download_data(surface, gl_info);
5899 context_release(context);
5904 /* Note: It might be faster to download into a texture first. */
5905 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
5906 wined3d_surface_get_pitch(surface));
5909 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
5910 const struct wined3d_gl_info *gl_info, const RECT *rect)
5912 struct wined3d_device *device = surface->resource.device;
5913 struct wined3d_format format;
5914 CONVERT_TYPES convert;
5918 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
5919 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5921 if (surface->flags & SFLAG_INTEXTURE)
5925 surface_get_rect(surface, rect, &r);
5926 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
5931 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
5933 /* This needs colorspace conversion from sRGB to RGB. We take the slow
5934 * path through sysmem. */
5935 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5938 d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
5940 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
5941 * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
5943 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
5945 struct wined3d_context *context = NULL;
5947 TRACE("Removing the pbo attached to surface %p.\n", surface);
5949 if (!device->isInDraw)
5950 context = context_acquire(device, NULL);
5952 surface_remove_pbo(surface, gl_info);
5955 context_release(context);
5958 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
5960 UINT height = surface->resource.height;
5961 UINT width = surface->resource.width;
5962 UINT src_pitch, dst_pitch;
5964 byte_count = format.conv_byte_count;
5965 src_pitch = wined3d_surface_get_pitch(surface);
5967 /* Stick to the alignment for the converted surface too, makes it
5968 * easier to load the surface. */
5969 dst_pitch = width * byte_count;
5970 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5972 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
5974 ERR("Out of memory (%u).\n", dst_pitch * height);
5975 return E_OUTOFMEMORY;
5978 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
5979 src_pitch, width, height, dst_pitch, convert, surface);
5981 surface->flags |= SFLAG_CONVERTED;
5985 surface->flags &= ~SFLAG_CONVERTED;
5986 mem = surface->resource.allocatedMemory;
5987 byte_count = format.byte_count;
5990 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
5992 /* Don't delete PBO memory. */
5993 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
5994 HeapFree(GetProcessHeap(), 0, mem);
5999 static HRESULT surface_load_texture(struct wined3d_surface *surface,
6000 const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
6002 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
6003 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
6004 struct wined3d_device *device = surface->resource.device;
6005 struct wined3d_context *context = NULL;
6006 UINT width, src_pitch, dst_pitch;
6007 struct wined3d_bo_address data;
6008 struct wined3d_format format;
6009 POINT dst_point = {0, 0};
6010 CONVERT_TYPES convert;
6013 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
6014 && surface_is_offscreen(surface)
6015 && (surface->flags & SFLAG_INDRAWABLE))
6017 read_from_framebuffer_texture(surface, srgb);
6022 if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
6023 && (surface->resource.format->flags & attach_flags) == attach_flags
6024 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6025 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6026 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6029 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE,
6030 &src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
6032 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX,
6033 &src_rect, surface, SFLAG_INTEXTURE, &src_rect);
6038 /* Upload from system memory */
6040 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
6041 TRUE /* We will use textures */, &format, &convert);
6045 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
6047 /* Performance warning... */
6048 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
6049 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6054 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
6056 /* Performance warning... */
6057 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
6058 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6062 if (!(surface->flags & SFLAG_INSYSMEM))
6064 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
6065 /* Lets hope we get it from somewhere... */
6066 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6069 if (!device->isInDraw)
6070 context = context_acquire(device, NULL);
6072 surface_prepare_texture(surface, gl_info, srgb);
6073 surface_bind_and_dirtify(surface, gl_info, srgb);
6075 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
6077 surface->flags |= SFLAG_GLCKEY;
6078 surface->glCKey = surface->SrcBltCKey;
6080 else surface->flags &= ~SFLAG_GLCKEY;
6082 width = surface->resource.width;
6083 src_pitch = wined3d_surface_get_pitch(surface);
6085 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
6086 * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
6088 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
6090 TRACE("Removing the pbo attached to surface %p.\n", surface);
6091 surface_remove_pbo(surface, gl_info);
6096 /* This code is entered for texture formats which need a fixup. */
6097 UINT height = surface->resource.height;
6099 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6100 dst_pitch = width * format.conv_byte_count;
6101 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6103 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6105 ERR("Out of memory (%u).\n", dst_pitch * height);
6107 context_release(context);
6108 return E_OUTOFMEMORY;
6110 format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
6112 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
6114 /* This code is only entered for color keying fixups */
6115 UINT height = surface->resource.height;
6117 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6118 dst_pitch = width * format.conv_byte_count;
6119 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6121 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6123 ERR("Out of memory (%u).\n", dst_pitch * height);
6125 context_release(context);
6126 return E_OUTOFMEMORY;
6128 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
6129 width, height, dst_pitch, convert, surface);
6133 mem = surface->resource.allocatedMemory;
6136 data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
6138 surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data);
6141 context_release(context);
6143 /* Don't delete PBO memory. */
6144 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6145 HeapFree(GetProcessHeap(), 0, mem);
6150 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect)
6152 struct wined3d_device *device = surface->resource.device;
6153 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6154 BOOL in_fbo = FALSE;
6157 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect));
6159 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
6161 if (location == SFLAG_INTEXTURE)
6163 struct wined3d_context *context = context_acquire(device, NULL);
6164 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
6165 context_release(context);
6170 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location));
6171 return WINED3DERR_INVALIDCALL;
6175 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6177 if (surface_is_offscreen(surface))
6179 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same
6180 * for offscreen targets. Prefer SFLAG_INTEXTURE. */
6181 if (location == SFLAG_INDRAWABLE)
6182 location = SFLAG_INTEXTURE;
6187 TRACE("Surface %p is an onscreen surface.\n", surface);
6191 if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6192 location = SFLAG_INTEXTURE;
6194 if (surface->flags & location)
6196 TRACE("Location already up to date.\n");
6200 if (WARN_ON(d3d_surface))
6202 DWORD required_access = resource_access_from_location(location);
6203 if ((surface->resource.access_flags & required_access) != required_access)
6204 WARN("Operation requires %#x access, but surface only has %#x.\n",
6205 required_access, surface->resource.access_flags);
6208 if (!(surface->flags & SFLAG_LOCATIONS))
6210 ERR("Surface %p does not have any up to date location.\n", surface);
6211 surface->flags |= SFLAG_LOST;
6212 return WINED3DERR_DEVICELOST;
6217 case SFLAG_INSYSMEM:
6218 surface_load_sysmem(surface, gl_info, rect);
6221 case SFLAG_INDRAWABLE:
6222 if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
6226 case SFLAG_INTEXTURE:
6227 case SFLAG_INSRGBTEX:
6228 if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX)))
6233 ERR("Don't know how to handle location %#x.\n", location);
6239 surface->flags |= location;
6241 if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
6242 surface_evict_sysmem(surface);
6245 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
6247 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
6248 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
6251 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
6252 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6254 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
6260 BOOL surface_is_offscreen(const struct wined3d_surface *surface)
6262 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
6264 /* Not on a swapchain - must be offscreen */
6265 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
6267 /* The front buffer is always onscreen */
6268 if (surface == swapchain->front_buffer) return FALSE;
6270 /* If the swapchain is rendered to an FBO, the backbuffer is
6271 * offscreen, otherwise onscreen */
6272 return swapchain->render_to_fbo;
6275 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
6276 /* Context activation is done by the caller. */
6277 static void ffp_blit_free(struct wined3d_device *device) { }
6279 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
6280 /* Context activation is done by the caller. */
6281 static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
6284 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6286 d3dfmt_p8_init_palette(surface, table, colorkey_active);
6288 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
6290 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
6294 /* Context activation is done by the caller. */
6295 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
6297 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
6299 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
6300 * else the surface is converted in software at upload time in LoadLocation.
6302 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6303 ffp_blit_p8_upload_palette(surface, gl_info);
6306 glEnable(surface->texture_target);
6307 checkGLcall("glEnable(surface->texture_target)");
6312 /* Context activation is done by the caller. */
6313 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
6316 glDisable(GL_TEXTURE_2D);
6317 checkGLcall("glDisable(GL_TEXTURE_2D)");
6318 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6320 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6321 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6323 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6325 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6326 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6331 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6332 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6333 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6335 enum complex_fixup src_fixup;
6339 case WINED3D_BLIT_OP_COLOR_BLIT:
6340 src_fixup = get_complex_fixup(src_format->color_fixup);
6341 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
6343 TRACE("Checking support for fixup:\n");
6344 dump_color_fixup_desc(src_format->color_fixup);
6347 if (!is_identity_fixup(dst_format->color_fixup))
6349 TRACE("Destination fixups are not supported\n");
6353 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6355 TRACE("P8 fixup supported\n");
6359 /* We only support identity conversions. */
6360 if (is_identity_fixup(src_format->color_fixup))
6366 TRACE("[FAILED]\n");
6369 case WINED3D_BLIT_OP_COLOR_FILL:
6370 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6372 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
6375 else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
6377 TRACE("Color fill not supported\n");
6381 /* FIXME: We should reject color fills on formats with fixups,
6382 * but this would break P8 color fills for example. */
6386 case WINED3D_BLIT_OP_DEPTH_FILL:
6390 TRACE("Unsupported blit_op=%d\n", blit_op);
6395 /* Do not call while under the GL lock. */
6396 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
6397 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
6399 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
6400 struct wined3d_fb_state fb = {&dst_surface, NULL};
6402 return device_clear_render_targets(device, 1, &fb,
6403 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6406 /* Do not call while under the GL lock. */
6407 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
6408 struct wined3d_surface *surface, const RECT *rect, float depth)
6410 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
6411 struct wined3d_fb_state fb = {NULL, surface};
6413 return device_clear_render_targets(device, 0, &fb,
6414 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
6417 const struct blit_shader ffp_blit = {
6423 ffp_blit_color_fill,
6424 ffp_blit_depth_fill,
6427 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
6432 /* Context activation is done by the caller. */
6433 static void cpu_blit_free(struct wined3d_device *device)
6437 /* Context activation is done by the caller. */
6438 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
6443 /* Context activation is done by the caller. */
6444 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
6448 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6449 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6450 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6452 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
6460 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
6461 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
6462 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
6464 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
6465 const struct wined3d_format *src_format, *dst_format;
6466 struct wined3d_surface *orig_src = src_surface;
6467 WINED3DLOCKED_RECT dlock, slock;
6468 HRESULT hr = WINED3D_OK;
6474 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
6475 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
6476 flags, fx, debug_d3dtexturefiltertype(filter));
6486 full_rect.right = dst_surface->resource.width;
6487 full_rect.bottom = dst_surface->resource.height;
6488 IntersectRect(&xdst, &full_rect, dst_rect);
6492 BOOL clip_horiz, clip_vert;
6495 clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width;
6496 clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height;
6498 if (clip_vert || clip_horiz)
6500 /* Now check if this is a special case or not... */
6501 if ((flags & WINEDDBLT_DDFX)
6502 || (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
6503 || (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
6505 WARN("Out of screen rectangle in special case. Not handled right now.\n");
6513 xsrc.left -= xdst.left;
6516 if (xdst.right > dst_surface->resource.width)
6518 xsrc.right -= (xdst.right - (int)dst_surface->resource.width);
6519 xdst.right = (int)dst_surface->resource.width;
6527 xsrc.top -= xdst.top;
6530 if (xdst.bottom > dst_surface->resource.height)
6532 xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height);
6533 xdst.bottom = (int)dst_surface->resource.height;
6537 /* And check if after clipping something is still to be done... */
6538 if ((xdst.right <= 0) || (xdst.bottom <= 0)
6539 || (xdst.left >= (int)dst_surface->resource.width)
6540 || (xdst.top >= (int)dst_surface->resource.height)
6541 || (xsrc.right <= 0) || (xsrc.bottom <= 0)
6542 || (xsrc.left >= (int)src_surface->resource.width)
6543 || (xsrc.top >= (int)src_surface->resource.height))
6545 TRACE("Nothing to be done after clipping.\n");
6551 if (src_surface == dst_surface)
6553 wined3d_surface_map(dst_surface, &dlock, NULL, 0);
6555 src_format = dst_surface->resource.format;
6556 dst_format = src_format;
6560 dst_format = dst_surface->resource.format;
6563 if (dst_surface->resource.format->id != src_surface->resource.format->id)
6565 src_surface = surface_convert_format(src_surface, dst_format->id);
6568 /* The conv function writes a FIXME */
6569 WARN("Cannot convert source surface format to dest format.\n");
6573 wined3d_surface_map(src_surface, &slock, NULL, WINED3DLOCK_READONLY);
6574 src_format = src_surface->resource.format;
6578 src_format = dst_format;
6581 wined3d_surface_map(dst_surface, &dlock, &xdst, 0);
6583 wined3d_surface_map(dst_surface, &dlock, NULL, 0);
6586 bpp = dst_surface->resource.format->byte_count;
6587 srcheight = xsrc.bottom - xsrc.top;
6588 srcwidth = xsrc.right - xsrc.left;
6589 dstheight = xdst.bottom - xdst.top;
6590 dstwidth = xdst.right - xdst.left;
6591 width = (xdst.right - xdst.left) * bpp;
6593 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_COMPRESSED)
6595 UINT row_block_count;
6597 if (flags || src_surface == dst_surface)
6599 FIXME("Only plain blits supported on compressed surfaces.\n");
6604 TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
6606 if (srcheight != dstheight || srcwidth != dstwidth)
6608 WARN("Stretching not supported on compressed surfaces.\n");
6609 hr = WINED3DERR_INVALIDCALL;
6616 row_block_count = (dstwidth + dst_format->block_width - 1) / dst_format->block_width;
6617 for (y = 0; y < dstheight; y += dst_format->block_height)
6619 memcpy(dbuf, sbuf, row_block_count * dst_format->block_byte_count);
6620 dbuf += dlock.Pitch;
6621 sbuf += slock.Pitch;
6627 if (dst_rect && src_surface != dst_surface)
6630 dbuf = (BYTE*)dlock.pBits+(xdst.top*dlock.Pitch)+(xdst.left*bpp);
6632 /* First, all the 'source-less' blits */
6633 if (flags & WINEDDBLT_COLORFILL)
6635 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dlock.Pitch, fx->u5.dwFillColor);
6636 flags &= ~WINEDDBLT_COLORFILL;
6639 if (flags & WINEDDBLT_DEPTHFILL)
6641 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
6643 if (flags & WINEDDBLT_ROP)
6645 /* Catch some degenerate cases here. */
6649 hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,0);
6651 case 0xAA0029: /* No-op */
6654 hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,~0);
6656 case SRCCOPY: /* Well, we do that below? */
6659 FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
6662 flags &= ~WINEDDBLT_ROP;
6664 if (flags & WINEDDBLT_DDROPS)
6666 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
6668 /* Now the 'with source' blits. */
6672 int sx, xinc, sy, yinc;
6674 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
6677 if (filter != WINED3DTEXF_NONE && filter != WINED3DTEXF_POINT
6678 && (srcwidth != dstwidth || srcheight != dstheight))
6680 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
6681 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
6684 sbase = (BYTE*)slock.pBits+(xsrc.top*slock.Pitch)+xsrc.left*bpp;
6685 xinc = (srcwidth << 16) / dstwidth;
6686 yinc = (srcheight << 16) / dstheight;
6690 /* No effects, we can cheat here. */
6691 if (dstwidth == srcwidth)
6693 if (dstheight == srcheight)
6695 /* No stretching in either direction. This needs to be as
6696 * fast as possible. */
6699 /* Check for overlapping surfaces. */
6700 if (src_surface != dst_surface || xdst.top < xsrc.top
6701 || xdst.right <= xsrc.left || xsrc.right <= xdst.left)
6703 /* No overlap, or dst above src, so copy from top downwards. */
6704 for (y = 0; y < dstheight; ++y)
6706 memcpy(dbuf, sbuf, width);
6707 sbuf += slock.Pitch;
6708 dbuf += dlock.Pitch;
6711 else if (xdst.top > xsrc.top)
6713 /* Copy from bottom upwards. */
6714 sbuf += (slock.Pitch*dstheight);
6715 dbuf += (dlock.Pitch*dstheight);
6716 for (y = 0; y < dstheight; ++y)
6718 sbuf -= slock.Pitch;
6719 dbuf -= dlock.Pitch;
6720 memcpy(dbuf, sbuf, width);
6725 /* Src and dst overlapping on the same line, use memmove. */
6726 for (y = 0; y < dstheight; ++y)
6728 memmove(dbuf, sbuf, width);
6729 sbuf += slock.Pitch;
6730 dbuf += dlock.Pitch;
6736 /* Stretching in y direction only. */
6737 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6739 sbuf = sbase + (sy >> 16) * slock.Pitch;
6740 memcpy(dbuf, sbuf, width);
6741 dbuf += dlock.Pitch;
6747 /* Stretching in X direction. */
6749 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6751 sbuf = sbase + (sy >> 16) * slock.Pitch;
6753 if ((sy >> 16) == (last_sy >> 16))
6755 /* This source row is the same as last source row -
6756 * Copy the already stretched row. */
6757 memcpy(dbuf, dbuf - dlock.Pitch, width);
6761 #define STRETCH_ROW(type) \
6763 const type *s = (const type *)sbuf; \
6764 type *d = (type *)dbuf; \
6765 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6766 d[x] = s[sx >> 16]; \
6784 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
6788 s = sbuf + 3 * (sx >> 16);
6789 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6790 d[0] = (pixel ) & 0xff;
6791 d[1] = (pixel >> 8) & 0xff;
6792 d[2] = (pixel >> 16) & 0xff;
6798 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
6799 hr = WINED3DERR_NOTAVAILABLE;
6804 dbuf += dlock.Pitch;
6811 LONG dstyinc = dlock.Pitch, dstxinc = bpp;
6812 DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
6813 DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
6814 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
6816 /* The color keying flags are checked for correctness in ddraw */
6817 if (flags & WINEDDBLT_KEYSRC)
6819 keylow = src_surface->SrcBltCKey.dwColorSpaceLowValue;
6820 keyhigh = src_surface->SrcBltCKey.dwColorSpaceHighValue;
6822 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
6824 keylow = fx->ddckSrcColorkey.dwColorSpaceLowValue;
6825 keyhigh = fx->ddckSrcColorkey.dwColorSpaceHighValue;
6828 if (flags & WINEDDBLT_KEYDEST)
6830 /* Destination color keys are taken from the source surface! */
6831 destkeylow = src_surface->DestBltCKey.dwColorSpaceLowValue;
6832 destkeyhigh = src_surface->DestBltCKey.dwColorSpaceHighValue;
6834 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
6836 destkeylow = fx->ddckDestColorkey.dwColorSpaceLowValue;
6837 destkeyhigh = fx->ddckDestColorkey.dwColorSpaceHighValue;
6846 keymask = src_format->red_mask
6847 | src_format->green_mask
6848 | src_format->blue_mask;
6850 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
6853 if (flags & WINEDDBLT_DDFX)
6855 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
6858 dTopRight = dbuf + ((dstwidth - 1) * bpp);
6859 dBottomLeft = dTopLeft + ((dstheight - 1) * dlock.Pitch);
6860 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
6862 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
6864 /* I don't think we need to do anything about this flag */
6865 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
6867 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
6870 dTopRight = dTopLeft;
6873 dBottomRight = dBottomLeft;
6875 dstxinc = dstxinc * -1;
6877 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
6880 dTopLeft = dBottomLeft;
6883 dTopRight = dBottomRight;
6885 dstyinc = dstyinc * -1;
6887 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
6889 /* I don't think we need to do anything about this flag */
6890 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
6892 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
6895 dBottomRight = dTopLeft;
6898 dBottomLeft = dTopRight;
6900 dstxinc = dstxinc * -1;
6901 dstyinc = dstyinc * -1;
6903 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
6906 dTopLeft = dBottomLeft;
6907 dBottomLeft = dBottomRight;
6908 dBottomRight = dTopRight;
6913 dstxinc = dstxinc * -1;
6915 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
6918 dTopLeft = dTopRight;
6919 dTopRight = dBottomRight;
6920 dBottomRight = dBottomLeft;
6925 dstyinc = dstyinc * -1;
6927 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
6929 /* I don't think we need to do anything about this flag */
6930 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
6933 flags &= ~(WINEDDBLT_DDFX);
6936 #define COPY_COLORKEY_FX(type) \
6939 type *d = (type *)dbuf, *dx, tmp; \
6940 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
6942 s = (const type *)(sbase + (sy >> 16) * slock.Pitch); \
6944 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6946 tmp = s[sx >> 16]; \
6947 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
6948 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
6952 dx = (type *)(((BYTE *)dx) + dstxinc); \
6954 d = (type *)(((BYTE *)d) + dstyinc); \
6961 COPY_COLORKEY_FX(BYTE);
6964 COPY_COLORKEY_FX(WORD);
6967 COPY_COLORKEY_FX(DWORD);
6972 BYTE *d = dbuf, *dx;
6973 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6975 sbuf = sbase + (sy >> 16) * slock.Pitch;
6977 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
6979 DWORD pixel, dpixel = 0;
6980 s = sbuf + 3 * (sx>>16);
6981 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6982 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
6983 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
6984 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
6986 dx[0] = (pixel ) & 0xff;
6987 dx[1] = (pixel >> 8) & 0xff;
6988 dx[2] = (pixel >> 16) & 0xff;
6997 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
6998 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
6999 hr = WINED3DERR_NOTAVAILABLE;
7001 #undef COPY_COLORKEY_FX
7007 if (flags && FIXME_ON(d3d_surface))
7009 FIXME("\tUnsupported flags: %#x.\n", flags);
7013 wined3d_surface_unmap(dst_surface);
7014 if (src_surface && src_surface != dst_surface)
7015 wined3d_surface_unmap(src_surface);
7016 /* Release the converted surface, if any. */
7017 if (src_surface && src_surface != orig_src)
7018 wined3d_surface_decref(src_surface);
7023 /* Do not call while under the GL lock. */
7024 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7025 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7029 memset(&BltFx, 0, sizeof(BltFx));
7030 BltFx.dwSize = sizeof(BltFx);
7031 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
7032 return wined3d_surface_blt(dst_surface, dst_rect, NULL, NULL,
7033 WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
7036 /* Do not call while under the GL lock. */
7037 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
7038 struct wined3d_surface *surface, const RECT *rect, float depth)
7040 FIXME("Depth filling not implemented by cpu_blit.\n");
7041 return WINED3DERR_INVALIDCALL;
7044 const struct blit_shader cpu_blit = {
7050 cpu_blit_color_fill,
7051 cpu_blit_depth_fill,
7054 static HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment,
7055 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
7056 UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
7057 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
7059 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7060 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
7061 unsigned int resource_size;
7064 if (multisample_quality > 0)
7066 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
7067 multisample_quality = 0;
7070 /* Quick lockable sanity check.
7071 * TODO: remove this after surfaces, usage and lockability have been debugged properly
7072 * this function is too deep to need to care about things like this.
7073 * Levels need to be checked too, since they all affect what can be done. */
7076 case WINED3DPOOL_SCRATCH:
7079 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
7080 "which are mutually exclusive, setting lockable to TRUE.\n");
7085 case WINED3DPOOL_SYSTEMMEM:
7087 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
7090 case WINED3DPOOL_MANAGED:
7091 if (usage & WINED3DUSAGE_DYNAMIC)
7092 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
7095 case WINED3DPOOL_DEFAULT:
7096 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
7097 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
7101 FIXME("Unknown pool %#x.\n", pool);
7105 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
7106 FIXME("Trying to create a render target that isn't in the default pool.\n");
7108 /* FIXME: Check that the format is supported by the device. */
7110 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
7112 return WINED3DERR_INVALIDCALL;
7114 surface->surface_type = surface_type;
7116 switch (surface_type)
7118 case SURFACE_OPENGL:
7119 surface->surface_ops = &surface_ops;
7123 surface->surface_ops = &gdi_surface_ops;
7127 ERR("Requested unknown surface implementation %#x.\n", surface_type);
7128 return WINED3DERR_INVALIDCALL;
7131 hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
7132 multisample_type, multisample_quality, usage, pool, width, height, 1,
7133 resource_size, parent, parent_ops, &surface_resource_ops);
7136 WARN("Failed to initialize resource, returning %#x.\n", hr);
7140 /* "Standalone" surface. */
7141 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
7143 surface->texture_level = level;
7144 list_init(&surface->overlays);
7147 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
7149 surface->flags |= SFLAG_DISCARD;
7150 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
7151 surface->flags |= SFLAG_LOCKABLE;
7152 /* I'm not sure if this qualifies as a hack or as an optimization. It
7153 * seems reasonable to assume that lockable render targets will get
7154 * locked, so we might as well set SFLAG_DYNLOCK right at surface
7155 * creation. However, the other reason we want to do this is that several
7156 * ddraw applications access surface memory while the surface isn't
7157 * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
7158 * future locks prevents these from crashing. */
7159 if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
7160 surface->flags |= SFLAG_DYNLOCK;
7162 /* Mark the texture as dirty so that it gets loaded first time around. */
7163 surface_add_dirty_rect(surface, NULL);
7164 list_init(&surface->renderbuffers);
7166 TRACE("surface %p, memory %p, size %u\n",
7167 surface, surface->resource.allocatedMemory, surface->resource.size);
7169 /* Call the private setup routine */
7170 hr = surface->surface_ops->surface_private_setup(surface);
7173 ERR("Private setup failed, returning %#x\n", hr);
7174 surface->surface_ops->surface_cleanup(surface);
7181 HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
7182 enum wined3d_format_id format_id, BOOL lockable, BOOL discard, UINT level, DWORD usage, WINED3DPOOL pool,
7183 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, WINED3DSURFTYPE surface_type,
7184 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
7186 struct wined3d_surface *object;
7189 TRACE("device %p, width %u, height %u, format %s, lockable %#x, discard %#x, level %u\n",
7190 device, width, height, debug_d3dformat(format_id), lockable, discard, level);
7191 TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
7192 surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
7193 TRACE("surface_type %#x, parent %p, parent_ops %p.\n", surface_type, parent, parent_ops);
7195 if (surface_type == SURFACE_OPENGL && !device->adapter)
7197 ERR("OpenGL surfaces are not available without OpenGL.\n");
7198 return WINED3DERR_NOTAVAILABLE;
7201 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
7204 ERR("Failed to allocate surface memory.\n");
7205 return WINED3DERR_OUTOFVIDEOMEMORY;
7208 hr = surface_init(object, surface_type, device->surface_alignment, width, height, level, lockable,
7209 discard, multisample_type, multisample_quality, device, usage, format_id, pool, parent, parent_ops);
7212 WARN("Failed to initialize surface, returning %#x.\n", hr);
7213 HeapFree(GetProcessHeap(), 0, object);
7217 TRACE("Created surface %p.\n", object);