2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 renderbuffer_entry_t *entry, *entry2;
45 TRACE("(%p) : Cleaning up.\n", This);
47 /* Need a context to destroy the texture. Use the currently active render
48 * target, but only if the primary render target exists. Otherwise
49 * lastActiveRenderTarget is garbage. When destroying the primary render
50 * target, Uninit3D() will activate a context before doing anything. */
51 if (device->render_targets && device->render_targets[0])
53 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
58 if (This->texture_name)
60 /* Release the OpenGL texture. */
61 TRACE("Deleting texture %u.\n", This->texture_name);
62 glDeleteTextures(1, &This->texture_name);
65 if (This->Flags & SFLAG_PBO)
68 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
71 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
73 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
74 HeapFree(GetProcessHeap(), 0, entry);
79 if (This->Flags & SFLAG_DIBSECTION)
82 SelectObject(This->hDC, This->dib.holdbitmap);
84 /* Release the DIB section. */
85 DeleteObject(This->dib.DIBsection);
86 This->dib.bitmap_data = NULL;
87 This->resource.allocatedMemory = NULL;
90 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
91 if (This->overlay_dest) list_remove(&This->overlay_entry);
93 HeapFree(GetProcessHeap(), 0, This->palette9);
95 resource_cleanup((IWineD3DResource *)This);
98 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
102 if (format_desc->format == WINED3DFMT_UNKNOWN)
106 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
108 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
109 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
110 size = row_count * row_block_count * format_desc->block_byte_count;
114 /* The pitch is a multiple of 4 bytes. */
115 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
118 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
123 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
124 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
125 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
126 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
128 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
129 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
130 void (*cleanup)(IWineD3DSurfaceImpl *This);
131 unsigned int resource_size;
134 if (multisample_quality > 0)
136 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
137 multisample_quality = 0;
140 /* FIXME: Check that the format is supported by the device. */
142 resource_size = surface_calculate_size(format_desc, alignment, width, height);
144 /* Look at the implementation and set the correct Vtable. */
145 switch (surface_type)
148 surface->lpVtbl = &IWineD3DSurface_Vtbl;
149 cleanup = surface_cleanup;
153 surface->lpVtbl = &IWineGDISurface_Vtbl;
154 cleanup = surface_gdi_cleanup;
158 ERR("Requested unknown surface implementation %#x.\n", surface_type);
159 return WINED3DERR_INVALIDCALL;
162 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
163 device, resource_size, usage, format_desc, pool, parent, parent_ops);
166 WARN("Failed to initialize resource, returning %#x.\n", hr);
170 /* "Standalone" surface. */
171 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
173 surface->currentDesc.Width = width;
174 surface->currentDesc.Height = height;
175 surface->currentDesc.MultiSampleType = multisample_type;
176 surface->currentDesc.MultiSampleQuality = multisample_quality;
177 surface->texture_level = level;
178 list_init(&surface->overlays);
181 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
182 if (discard) surface->Flags |= SFLAG_DISCARD;
183 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
185 /* Quick lockable sanity check.
186 * TODO: remove this after surfaces, usage and lockability have been debugged properly
187 * this function is too deep to need to care about things like this.
188 * Levels need to be checked too, since they all affect what can be done. */
191 case WINED3DPOOL_SCRATCH:
194 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
195 "which are mutually exclusive, setting lockable to TRUE.\n");
200 case WINED3DPOOL_SYSTEMMEM:
202 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
205 case WINED3DPOOL_MANAGED:
206 if (usage & WINED3DUSAGE_DYNAMIC)
207 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
210 case WINED3DPOOL_DEFAULT:
211 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
212 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
216 FIXME("Unknown pool %#x.\n", pool);
220 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
222 FIXME("Trying to create a render target that isn't in the default pool.\n");
225 /* Mark the texture as dirty so that it gets loaded first time around. */
226 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
227 list_init(&surface->renderbuffers);
229 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
231 /* Call the private setup routine */
232 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
235 ERR("Private setup failed, returning %#x\n", hr);
243 static void surface_force_reload(IWineD3DSurface *iface)
245 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
247 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
250 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
252 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
258 name = &This->texture_name_srgb;
259 flag = SFLAG_INSRGBTEX;
263 name = &This->texture_name;
264 flag = SFLAG_INTEXTURE;
267 TRACE("(%p) : setting texture name %u\n", This, new_name);
269 if (!*name && new_name)
271 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
272 * surface has no texture name yet. See if we can get rid of this. */
273 if (This->Flags & flag)
274 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
275 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
279 surface_force_reload(iface);
282 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
284 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
286 TRACE("(%p) : setting target %#x\n", This, target);
288 if (This->texture_target != target)
290 if (target == GL_TEXTURE_RECTANGLE_ARB)
292 This->Flags &= ~SFLAG_NORMCOORD;
294 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
296 This->Flags |= SFLAG_NORMCOORD;
299 This->texture_target = target;
300 surface_force_reload(iface);
303 /* Context activation is done by the caller. */
304 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
305 DWORD active_sampler;
307 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
308 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
309 * gl states. The current texture unit should always be a valid one.
311 * To be more specific, this is tricky because we can implicitly be called
312 * from sampler() in state.c. This means we can't touch anything other than
313 * whatever happens to be the currently active texture, or we would risk
314 * marking already applied sampler states dirty again.
316 * TODO: Track the current active texture per GL context instead of using glGet
318 GLint active_texture;
320 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
322 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
324 if (active_sampler != WINED3D_UNMAPPED_STAGE)
326 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
328 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
331 /* This function checks if the primary render target uses the 8bit paletted format. */
332 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
334 if (device->render_targets && device->render_targets[0]) {
335 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
336 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
337 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
343 #undef GLINFO_LOCATION
345 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
347 /* This call just downloads data, the caller is responsible for binding the
348 * correct texture. */
349 /* Context activation is done by the caller. */
350 static void surface_download_data(IWineD3DSurfaceImpl *This) {
351 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
353 /* Only support read back of converted P8 surfaces */
354 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
356 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
362 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
364 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
365 This, This->texture_level, format_desc->glFormat, format_desc->glType,
366 This->resource.allocatedMemory);
368 if (This->Flags & SFLAG_PBO)
370 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
371 checkGLcall("glBindBufferARB");
372 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
373 checkGLcall("glGetCompressedTexImageARB");
374 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
375 checkGLcall("glBindBufferARB");
379 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
380 This->texture_level, This->resource.allocatedMemory));
381 checkGLcall("glGetCompressedTexImageARB");
387 GLenum format = format_desc->glFormat;
388 GLenum type = format_desc->glType;
392 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
393 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.wineD3DDevice))
396 type = GL_UNSIGNED_BYTE;
399 if (This->Flags & SFLAG_NONPOW2) {
400 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
401 src_pitch = format_desc->byte_count * This->pow2Width;
402 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
403 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
404 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
406 mem = This->resource.allocatedMemory;
409 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
410 This, This->texture_level, format, type, mem);
412 if(This->Flags & SFLAG_PBO) {
413 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
414 checkGLcall("glBindBufferARB");
416 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
417 checkGLcall("glGetTexImage");
419 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
420 checkGLcall("glBindBufferARB");
422 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
423 checkGLcall("glGetTexImage");
427 if (This->Flags & SFLAG_NONPOW2) {
428 const BYTE *src_data;
432 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
433 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
434 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
436 * We're doing this...
438 * instead of boxing the texture :
439 * |<-texture width ->| -->pow2width| /\
440 * |111111111111111111| | |
441 * |222 Texture 222222| boxed empty | texture height
442 * |3333 Data 33333333| | |
443 * |444444444444444444| | \/
444 * ----------------------------------- |
445 * | boxed empty | boxed empty | pow2height
447 * -----------------------------------
450 * we're repacking the data to the expected texture width
452 * |<-texture width ->| -->pow2width| /\
453 * |111111111111111111222222222222222| |
454 * |222333333333333333333444444444444| texture height
458 * | empty | pow2height
460 * -----------------------------------
464 * |<-texture width ->| /\
465 * |111111111111111111|
466 * |222222222222222222|texture height
467 * |333333333333333333|
468 * |444444444444444444| \/
469 * --------------------
471 * this also means that any references to allocatedMemory should work with the data as if were a
472 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
474 * internally the texture is still stored in a boxed format so any references to textureName will
475 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
477 * Performance should not be an issue, because applications normally do not lock the surfaces when
478 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
479 * and doesn't have to be re-read.
482 dst_data = This->resource.allocatedMemory;
483 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
484 for (y = 1 ; y < This->currentDesc.Height; y++) {
485 /* skip the first row */
486 src_data += src_pitch;
487 dst_data += dst_pitch;
488 memcpy(dst_data, src_data, dst_pitch);
491 HeapFree(GetProcessHeap(), 0, mem);
495 /* Surface has now been downloaded */
496 This->Flags |= SFLAG_INSYSMEM;
499 /* This call just uploads data, the caller is responsible for binding the
500 * correct texture. */
501 /* Context activation is done by the caller. */
502 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
503 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
505 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
506 This, internal, width, height, format, type, data);
507 TRACE("target %#x, level %u, resource size %u.\n",
508 This->texture_target, This->texture_level, This->resource.size);
510 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
514 if (This->Flags & SFLAG_PBO)
516 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
517 checkGLcall("glBindBufferARB");
519 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
523 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
525 TRACE("Calling glCompressedTexSubImage2DARB.\n");
527 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
528 0, 0, width, height, internal, This->resource.size, data));
529 checkGLcall("glCompressedTexSubImage2DARB");
533 TRACE("Calling glTexSubImage2D.\n");
535 glTexSubImage2D(This->texture_target, This->texture_level,
536 0, 0, width, height, format, type, data);
537 checkGLcall("glTexSubImage2D");
540 if (This->Flags & SFLAG_PBO)
542 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
543 checkGLcall("glBindBufferARB");
549 /* This call just allocates the texture, the caller is responsible for binding
550 * the correct texture. */
551 /* Context activation is done by the caller. */
552 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
553 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
554 BOOL enable_client_storage = FALSE;
555 const BYTE *mem = NULL;
557 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
559 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",
560 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
561 internal, width, height, format, type);
565 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
566 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
567 /* In some cases we want to disable client storage.
568 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
569 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
570 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
571 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
572 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
574 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
575 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
576 This->Flags &= ~SFLAG_CLIENT;
577 enable_client_storage = TRUE;
579 This->Flags |= SFLAG_CLIENT;
581 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
582 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
584 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
588 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
590 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
591 internal, width, height, 0, This->resource.size, mem));
595 glTexImage2D(This->texture_target, This->texture_level,
596 internal, width, height, 0, format, type, mem);
597 checkGLcall("glTexImage2D");
600 if(enable_client_storage) {
601 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
602 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
607 /* In D3D the depth stencil dimensions have to be greater than or equal to the
608 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
609 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
610 /* GL locking is done by the caller */
611 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
612 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
613 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
614 renderbuffer_entry_t *entry;
615 GLuint renderbuffer = 0;
616 unsigned int src_width, src_height;
618 src_width = This->pow2Width;
619 src_height = This->pow2Height;
621 /* A depth stencil smaller than the render target is not valid */
622 if (width > src_width || height > src_height) return;
624 /* Remove any renderbuffer set if the sizes match */
625 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
626 || (width == src_width && height == src_height))
628 This->current_renderbuffer = NULL;
632 /* Look if we've already got a renderbuffer of the correct dimensions */
633 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
634 if (entry->width == width && entry->height == height) {
635 renderbuffer = entry->id;
636 This->current_renderbuffer = entry;
642 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
643 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
644 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
645 This->resource.format_desc->glInternal, width, height);
647 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
648 entry->width = width;
649 entry->height = height;
650 entry->id = renderbuffer;
651 list_add_head(&This->renderbuffers, &entry->entry);
653 This->current_renderbuffer = entry;
656 checkGLcall("set_compatible_renderbuffer");
659 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
660 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
661 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
663 TRACE("(%p) : swapchain %p\n", This, swapchain);
665 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
666 TRACE("Returning GL_BACK\n");
668 } else if (swapchain_impl->frontBuffer == iface) {
669 TRACE("Returning GL_FRONT\n");
673 FIXME("Higher back buffer, returning GL_BACK\n");
677 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
678 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
680 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
681 IWineD3DBaseTexture *baseTexture = NULL;
683 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
684 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
686 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
689 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
690 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
691 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
692 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
696 This->dirtyRect.left = 0;
697 This->dirtyRect.top = 0;
698 This->dirtyRect.right = This->currentDesc.Width;
699 This->dirtyRect.bottom = This->currentDesc.Height;
702 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
703 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
705 /* if the container is a basetexture then mark it dirty. */
706 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
708 TRACE("Passing to container\n");
709 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
710 IWineD3DBaseTexture_Release(baseTexture);
714 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
716 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
717 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
718 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
719 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
720 && (src->resource.format_desc->format == dst->resource.format_desc->format
721 || (is_identity_fixup(src->resource.format_desc->color_fixup)
722 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
725 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
727 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
728 ULONG ref = InterlockedDecrement(&This->resource.ref);
729 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
733 surface_cleanup(This);
734 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
736 TRACE("(%p) Released.\n", This);
737 HeapFree(GetProcessHeap(), 0, This);
743 /* ****************************************************
744 IWineD3DSurface IWineD3DResource parts follow
745 **************************************************** */
747 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
749 /* TODO: check for locks */
750 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
751 IWineD3DBaseTexture *baseTexture = NULL;
752 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
754 TRACE("(%p)Checking to see if the container is a base texture\n", This);
755 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
756 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
757 TRACE("Passing to container\n");
758 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
759 IWineD3DBaseTexture_Release(baseTexture);
761 TRACE("(%p) : About to load surface\n", This);
763 if(!device->isInDraw) {
764 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
767 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
768 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
770 if(palette9_changed(This)) {
771 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
772 /* TODO: This is not necessarily needed with hw palettized texture support */
773 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
774 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
775 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
779 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
781 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
782 /* Tell opengl to try and keep this texture in video ram (well mostly) */
786 glPrioritizeTextures(1, &This->texture_name, &tmp);
793 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
794 surface_internal_preload(iface, SRGB_ANY);
797 /* Context activation is done by the caller. */
798 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
799 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
800 This->resource.allocatedMemory =
801 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
804 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
805 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
806 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
807 checkGLcall("glGetBufferSubDataARB");
808 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
809 checkGLcall("glDeleteBuffersARB");
813 This->Flags &= ~SFLAG_PBO;
816 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
817 IWineD3DBaseTexture *texture = NULL;
818 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
819 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
820 const struct wined3d_context *context;
821 const struct wined3d_gl_info *gl_info;
822 renderbuffer_entry_t *entry, *entry2;
823 TRACE("(%p)\n", iface);
825 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
826 /* Default pool resources are supposed to be destroyed before Reset is called.
827 * Implicit resources stay however. So this means we have an implicit render target
828 * or depth stencil. The content may be destroyed, but we still have to tear down
829 * opengl resources, so we cannot leave early.
831 * Put the most up to date surface location into the drawable. D3D-wise this content
832 * is undefined, so it would be nowhere, but that would make the location management
833 * more complicated. The drawable is a sane location, because if we mark sysmem or
834 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
835 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
838 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
839 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
841 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
844 /* Load the surface into system memory */
845 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
846 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
848 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
849 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
850 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
852 context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
853 gl_info = context->gl_info;
855 /* Destroy PBOs, but load them into real sysmem before */
856 if(This->Flags & SFLAG_PBO) {
857 surface_remove_pbo(This);
860 /* Destroy fbo render buffers. This is needed for implicit render targets, for
861 * all application-created targets the application has to release the surface
862 * before calling _Reset
864 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
866 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
868 list_remove(&entry->entry);
869 HeapFree(GetProcessHeap(), 0, entry);
871 list_init(&This->renderbuffers);
872 This->current_renderbuffer = NULL;
874 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
877 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
880 glDeleteTextures(1, &This->texture_name);
881 This->texture_name = 0;
882 glDeleteTextures(1, &This->texture_name_srgb);
883 This->texture_name_srgb = 0;
886 IWineD3DBaseTexture_Release(texture);
891 /* ******************************************************
892 IWineD3DSurface IWineD3DSurface parts follow
893 ****************************************************** */
895 /* Read the framebuffer back into the surface */
896 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
897 IWineD3DSwapChainImpl *swapchain;
898 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
902 BYTE *row, *top, *bottom;
906 BOOL srcIsUpsideDown;
911 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
912 static BOOL warned = FALSE;
914 ERR("The application tries to lock the render target, but render target locking is disabled\n");
920 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
921 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
922 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
923 * context->last_was_blit set on the unlock.
925 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
928 /* Select the correct read buffer, and give some debug output.
929 * There is no need to keep track of the current read buffer or reset it, every part of the code
930 * that reads sets the read buffer as desired.
932 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
934 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
935 TRACE("Locking %#x buffer\n", buffer);
936 glReadBuffer(buffer);
937 checkGLcall("glReadBuffer");
939 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
940 srcIsUpsideDown = FALSE;
942 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
943 * Read from the back buffer
945 TRACE("Locking offscreen render target\n");
946 glReadBuffer(myDevice->offscreenBuffer);
947 srcIsUpsideDown = TRUE;
950 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
954 local_rect.right = This->currentDesc.Width;
955 local_rect.bottom = This->currentDesc.Height;
959 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
961 switch(This->resource.format_desc->format)
963 case WINED3DFMT_P8_UINT:
965 if(primary_render_target_is_p8(myDevice)) {
966 /* In case of P8 render targets the index is stored in the alpha component */
968 type = GL_UNSIGNED_BYTE;
970 bpp = This->resource.format_desc->byte_count;
972 /* GL can't return palettized data, so read ARGB pixels into a
973 * separate block of memory and convert them into palettized format
974 * in software. Slow, but if the app means to use palettized render
975 * targets and locks it...
977 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
978 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
979 * for the color channels when palettizing the colors.
982 type = GL_UNSIGNED_BYTE;
984 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
986 ERR("Out of memory\n");
990 bpp = This->resource.format_desc->byte_count * 3;
997 fmt = This->resource.format_desc->glFormat;
998 type = This->resource.format_desc->glType;
999 bpp = This->resource.format_desc->byte_count;
1002 if(This->Flags & SFLAG_PBO) {
1003 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1004 checkGLcall("glBindBufferARB");
1006 ERR("mem not null for pbo -- unexpected\n");
1011 /* Save old pixel store pack state */
1012 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1013 checkGLcall("glGetIntegerv");
1014 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1015 checkGLcall("glGetIntegerv");
1016 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1017 checkGLcall("glGetIntegerv");
1019 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1020 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1021 checkGLcall("glPixelStorei");
1022 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1023 checkGLcall("glPixelStorei");
1024 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1025 checkGLcall("glPixelStorei");
1027 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1028 local_rect.right - local_rect.left,
1029 local_rect.bottom - local_rect.top,
1031 checkGLcall("glReadPixels");
1033 /* Reset previous pixel store pack state */
1034 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1035 checkGLcall("glPixelStorei");
1036 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1037 checkGLcall("glPixelStorei");
1038 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1039 checkGLcall("glPixelStorei");
1041 if(This->Flags & SFLAG_PBO) {
1042 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1043 checkGLcall("glBindBufferARB");
1045 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1046 * to get a pointer to it and perform the flipping in software. This is a lot
1047 * faster than calling glReadPixels for each line. In case we want more speed
1048 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1049 if(!srcIsUpsideDown) {
1050 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1051 checkGLcall("glBindBufferARB");
1053 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1054 checkGLcall("glMapBufferARB");
1058 /* TODO: Merge this with the palettization loop below for P8 targets */
1059 if(!srcIsUpsideDown) {
1061 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1062 Flip the lines in software */
1063 len = (local_rect.right - local_rect.left) * bpp;
1064 off = local_rect.left * bpp;
1066 row = HeapAlloc(GetProcessHeap(), 0, len);
1068 ERR("Out of memory\n");
1069 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1074 top = mem + pitch * local_rect.top;
1075 bottom = mem + pitch * (local_rect.bottom - 1);
1076 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1077 memcpy(row, top + off, len);
1078 memcpy(top + off, bottom + off, len);
1079 memcpy(bottom + off, row, len);
1083 HeapFree(GetProcessHeap(), 0, row);
1085 /* Unmap the temp PBO buffer */
1086 if(This->Flags & SFLAG_PBO) {
1087 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1088 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1094 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1095 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1096 * the same color but we have no choice.
1097 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1099 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1101 const PALETTEENTRY *pal = NULL;
1102 DWORD width = pitch / 3;
1106 pal = This->palette->palents;
1108 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1109 HeapFree(GetProcessHeap(), 0, mem);
1113 for(y = local_rect.top; y < local_rect.bottom; y++) {
1114 for(x = local_rect.left; x < local_rect.right; x++) {
1115 /* start lines pixels */
1116 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1117 const BYTE *green = blue + 1;
1118 const BYTE *red = green + 1;
1120 for(c = 0; c < 256; c++) {
1121 if(*red == pal[c].peRed &&
1122 *green == pal[c].peGreen &&
1123 *blue == pal[c].peBlue)
1125 *((BYTE *) dest + y * width + x) = c;
1131 HeapFree(GetProcessHeap(), 0, mem);
1135 /* Read the framebuffer contents into a texture */
1136 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1138 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1139 IWineD3DSwapChainImpl *swapchain;
1141 GLenum format, internal, type;
1142 CONVERT_TYPES convert;
1144 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1146 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1148 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1149 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1150 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1152 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1153 surface_bind_and_dirtify(This, srgb);
1156 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1159 /* Select the correct read buffer, and give some debug output.
1160 * There is no need to keep track of the current read buffer or reset it, every part of the code
1161 * that reads sets the read buffer as desired.
1163 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1165 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1166 TRACE("Locking %#x buffer\n", buffer);
1169 glReadBuffer(buffer);
1170 checkGLcall("glReadBuffer");
1173 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1175 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1176 * Read from the back buffer
1178 TRACE("Locking offscreen render target\n");
1180 glReadBuffer(device->offscreenBuffer);
1181 checkGLcall("glReadBuffer");
1185 if(!(This->Flags & alloc_flag)) {
1186 surface_allocate_surface(This, internal, This->pow2Width,
1187 This->pow2Height, format, type);
1188 This->Flags |= alloc_flag;
1192 /* If !SrcIsUpsideDown we should flip the surface.
1193 * This can be done using glCopyTexSubImage2D but this
1194 * is VERY slow, so don't do that. We should prevent
1195 * this code from getting called in such cases or perhaps
1196 * we can use FBOs */
1198 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1199 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1200 checkGLcall("glCopyTexSubImage2D");
1202 glReadBuffer(prevRead);
1203 checkGLcall("glReadBuffer");
1206 TRACE("Updated target %d\n", This->texture_target);
1209 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1210 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1211 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1214 if(!(This->Flags & SFLAG_DYNLOCK)) {
1216 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1217 if(This->lockCount > MAXLOCKCOUNT) {
1218 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1219 This->Flags |= SFLAG_DYNLOCK;
1223 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1224 * Also don't create a PBO for systemmem surfaces.
1226 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1228 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1230 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1233 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1234 error = glGetError();
1235 if(This->pbo == 0 || error != GL_NO_ERROR) {
1236 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1239 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1241 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1242 checkGLcall("glBindBufferARB");
1244 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1245 checkGLcall("glBufferDataARB");
1247 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1248 checkGLcall("glBindBufferARB");
1250 /* We don't need the system memory anymore and we can't even use it for PBOs */
1251 if(!(This->Flags & SFLAG_CLIENT)) {
1252 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1253 This->resource.heapMemory = NULL;
1255 This->resource.allocatedMemory = NULL;
1256 This->Flags |= SFLAG_PBO;
1258 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1259 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1262 if(!This->resource.heapMemory) {
1263 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1265 This->resource.allocatedMemory =
1266 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1267 if(This->Flags & SFLAG_INSYSMEM) {
1268 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1273 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1274 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1275 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1276 const RECT *pass_rect = pRect;
1278 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1280 /* This is also done in the base class, but we have to verify this before loading any data from
1281 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1282 * may interfere, and all other bad things may happen
1284 if (This->Flags & SFLAG_LOCKED) {
1285 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1286 return WINED3DERR_INVALIDCALL;
1288 This->Flags |= SFLAG_LOCKED;
1290 if (!(This->Flags & SFLAG_LOCKABLE))
1292 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1295 if (Flags & WINED3DLOCK_DISCARD) {
1296 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1297 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1298 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1299 This->Flags |= SFLAG_INSYSMEM;
1303 if (This->Flags & SFLAG_INSYSMEM) {
1304 TRACE("Local copy is up to date, not downloading data\n");
1305 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1309 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1310 * the full surface. Most callers don't need that, so do it here. */
1311 if (pRect && pRect->top == 0 && pRect->left == 0
1312 && pRect->right == This->currentDesc.Width
1313 && pRect->bottom == This->currentDesc.Height)
1318 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1319 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1321 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1325 if(This->Flags & SFLAG_PBO) {
1326 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1328 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1329 checkGLcall("glBindBufferARB");
1331 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1332 if(This->resource.allocatedMemory) {
1333 ERR("The surface already has PBO memory allocated!\n");
1336 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1337 checkGLcall("glMapBufferARB");
1339 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1340 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1341 checkGLcall("glBindBufferARB");
1346 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1349 IWineD3DBaseTexture *pBaseTexture;
1352 * as seen in msdn docs
1354 surface_add_dirty_rect(iface, pRect);
1356 /** Dirtify Container if needed */
1357 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1358 TRACE("Making container dirty\n");
1359 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1360 IWineD3DBaseTexture_Release(pBaseTexture);
1362 TRACE("Surface is standalone, no need to dirty the container\n");
1366 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1369 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1371 GLint prev_rasterpos[4];
1372 GLint skipBytes = 0;
1373 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1374 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1375 IWineD3DSwapChainImpl *swapchain;
1377 /* Activate the correct context for the render target */
1378 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1381 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1382 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1383 TRACE("Unlocking %#x buffer\n", buffer);
1384 glDrawBuffer(buffer);
1385 checkGLcall("glDrawBuffer");
1387 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1389 /* Primary offscreen render target */
1390 TRACE("Offscreen render target\n");
1391 glDrawBuffer(myDevice->offscreenBuffer);
1392 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1395 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1396 checkGLcall("glGetIntegerv");
1397 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1398 checkGLcall("glGetIntegerv");
1399 glPixelZoom(1.0f, -1.0f);
1400 checkGLcall("glPixelZoom");
1402 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1403 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1404 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1406 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1407 checkGLcall("glRasterPos3i");
1409 /* Some drivers(radeon dri, others?) don't like exceptions during
1410 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1411 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1412 * catch to put the dib section in InSync mode, which leads to a crash
1413 * and a blocked x server on my radeon card.
1415 * The following lines read the dib section so it is put in InSync mode
1416 * before glDrawPixels is called and the crash is prevented. There won't
1417 * be any interfering gdi accesses, because UnlockRect is called from
1418 * ReleaseDC, and the app won't use the dc any more afterwards.
1420 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1422 read = This->resource.allocatedMemory[0];
1425 if(This->Flags & SFLAG_PBO) {
1426 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1427 checkGLcall("glBindBufferARB");
1430 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1431 if(This->Flags & SFLAG_LOCKED) {
1432 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1433 (This->lockedRect.bottom - This->lockedRect.top)-1,
1435 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1436 checkGLcall("glDrawPixels");
1438 glDrawPixels(This->currentDesc.Width,
1439 This->currentDesc.Height,
1441 checkGLcall("glDrawPixels");
1444 if(This->Flags & SFLAG_PBO) {
1445 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1446 checkGLcall("glBindBufferARB");
1449 glPixelZoom(1.0f, 1.0f);
1450 checkGLcall("glPixelZoom");
1452 glRasterPos3iv(&prev_rasterpos[0]);
1453 checkGLcall("glRasterPos3iv");
1455 /* Reset to previous pack row length */
1456 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1457 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1460 glDrawBuffer(myDevice->offscreenBuffer);
1461 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1462 } else if(swapchain->backBuffer) {
1463 glDrawBuffer(GL_BACK);
1464 checkGLcall("glDrawBuffer(GL_BACK)");
1466 glDrawBuffer(GL_FRONT);
1467 checkGLcall("glDrawBuffer(GL_FRONT)");
1474 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1476 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1479 if (!(This->Flags & SFLAG_LOCKED)) {
1480 WARN("trying to Unlock an unlocked surf@%p\n", This);
1481 return WINEDDERR_NOTLOCKED;
1484 if (This->Flags & SFLAG_PBO) {
1485 TRACE("Freeing PBO memory\n");
1486 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1488 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1489 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1490 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1491 checkGLcall("glUnmapBufferARB");
1493 This->resource.allocatedMemory = NULL;
1496 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1498 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1499 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1503 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1505 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1506 static BOOL warned = FALSE;
1508 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1514 if(This->dirtyRect.left == 0 &&
1515 This->dirtyRect.top == 0 &&
1516 This->dirtyRect.right == This->currentDesc.Width &&
1517 This->dirtyRect.bottom == This->currentDesc.Height) {
1520 /* TODO: Proper partial rectangle tracking */
1521 fullsurface = FALSE;
1522 This->Flags |= SFLAG_INSYSMEM;
1525 switch(wined3d_settings.rendertargetlock_mode) {
1527 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1531 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1536 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1537 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1538 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1539 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1540 * not fully up to date because only a subrectangle was read in LockRect.
1542 This->Flags &= ~SFLAG_INSYSMEM;
1543 This->Flags |= SFLAG_INDRAWABLE;
1546 This->dirtyRect.left = This->currentDesc.Width;
1547 This->dirtyRect.top = This->currentDesc.Height;
1548 This->dirtyRect.right = 0;
1549 This->dirtyRect.bottom = 0;
1550 } else if(iface == myDevice->stencilBufferTarget) {
1551 FIXME("Depth Stencil buffer locking is not implemented\n");
1553 /* The rest should be a normal texture */
1554 IWineD3DBaseTextureImpl *impl;
1555 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1556 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1557 * states need resetting
1559 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1560 if(impl->baseTexture.bindCount) {
1561 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1563 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1568 This->Flags &= ~SFLAG_LOCKED;
1569 memset(&This->lockedRect, 0, sizeof(RECT));
1571 /* Overlays have to be redrawn manually after changes with the GL implementation */
1572 if(This->overlay_dest) {
1573 IWineD3DSurface_DrawOverlay(iface);
1578 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1580 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1581 WINED3DLOCKED_RECT lock;
1585 TRACE("(%p)->(%p)\n",This,pHDC);
1587 if(This->Flags & SFLAG_USERPTR) {
1588 ERR("Not supported on surfaces with an application-provided surfaces\n");
1589 return WINEDDERR_NODC;
1592 /* Give more detailed info for ddraw */
1593 if (This->Flags & SFLAG_DCINUSE)
1594 return WINEDDERR_DCALREADYCREATED;
1596 /* Can't GetDC if the surface is locked */
1597 if (This->Flags & SFLAG_LOCKED)
1598 return WINED3DERR_INVALIDCALL;
1600 memset(&lock, 0, sizeof(lock)); /* To be sure */
1602 /* Create a DIB section if there isn't a hdc yet */
1604 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1605 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1606 if(This->Flags & SFLAG_CLIENT) {
1607 surface_internal_preload(iface, SRGB_RGB);
1610 /* Use the dib section from now on if we are not using a PBO */
1611 if(!(This->Flags & SFLAG_PBO))
1612 This->resource.allocatedMemory = This->dib.bitmap_data;
1615 /* Lock the surface */
1616 hr = IWineD3DSurface_LockRect(iface,
1621 if(This->Flags & SFLAG_PBO) {
1622 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1623 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1627 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1628 /* keep the dib section */
1632 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1633 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1635 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1636 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1638 const PALETTEENTRY *pal = NULL;
1641 pal = This->palette->palents;
1643 IWineD3DSurfaceImpl *dds_primary;
1644 IWineD3DSwapChainImpl *swapchain;
1645 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1646 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1647 if (dds_primary && dds_primary->palette)
1648 pal = dds_primary->palette->palents;
1652 for (n=0; n<256; n++) {
1653 col[n].rgbRed = pal[n].peRed;
1654 col[n].rgbGreen = pal[n].peGreen;
1655 col[n].rgbBlue = pal[n].peBlue;
1656 col[n].rgbReserved = 0;
1658 SetDIBColorTable(This->hDC, 0, 256, col);
1663 TRACE("returning %p\n",*pHDC);
1664 This->Flags |= SFLAG_DCINUSE;
1669 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1671 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1673 TRACE("(%p)->(%p)\n",This,hDC);
1675 if (!(This->Flags & SFLAG_DCINUSE))
1676 return WINEDDERR_NODC;
1678 if (This->hDC !=hDC) {
1679 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1680 return WINEDDERR_NODC;
1683 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1684 /* Copy the contents of the DIB over to the PBO */
1685 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1688 /* we locked first, so unlock now */
1689 IWineD3DSurface_UnlockRect(iface);
1691 This->Flags &= ~SFLAG_DCINUSE;
1696 /* ******************************************************
1697 IWineD3DSurface Internal (No mapping to directx api) parts follow
1698 ****************************************************** */
1700 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1701 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1702 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1703 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1705 /* Default values: From the surface */
1706 *format = glDesc->glFormat;
1707 *type = glDesc->glType;
1708 *convert = NO_CONVERSION;
1709 *target_bpp = glDesc->byte_count;
1712 *internal = glDesc->glGammaInternal;
1714 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1715 && !(This->Flags & SFLAG_SWAPCHAIN))
1717 *internal = glDesc->rtInternal;
1719 *internal = glDesc->glInternal;
1722 /* Ok, now look if we have to do any conversion */
1723 switch(This->resource.format_desc->format)
1725 case WINED3DFMT_P8_UINT:
1730 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1731 * of the two is available make sure texturing is requested as neither of the two works in
1732 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1733 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1734 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1735 * conflicts with this.
1737 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1738 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1739 device->render_targets &&
1740 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1741 colorkey_active || !use_texturing ) {
1743 *internal = GL_RGBA;
1744 *type = GL_UNSIGNED_BYTE;
1746 if(colorkey_active) {
1747 *convert = CONVERT_PALETTED_CK;
1749 *convert = CONVERT_PALETTED;
1752 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1754 *type = GL_UNSIGNED_BYTE;
1760 case WINED3DFMT_B2G3R3_UNORM:
1761 /* **********************
1762 GL_UNSIGNED_BYTE_3_3_2
1763 ********************** */
1764 if (colorkey_active) {
1765 /* This texture format will never be used.. So do not care about color keying
1766 up until the point in time it will be needed :-) */
1767 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1771 case WINED3DFMT_B5G6R5_UNORM:
1772 if (colorkey_active) {
1773 *convert = CONVERT_CK_565;
1775 *internal = GL_RGB5_A1;
1776 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1780 case WINED3DFMT_B5G5R5X1_UNORM:
1781 if (colorkey_active) {
1782 *convert = CONVERT_CK_5551;
1784 *internal = GL_RGB5_A1;
1785 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1789 case WINED3DFMT_B8G8R8_UNORM:
1790 if (colorkey_active) {
1791 *convert = CONVERT_CK_RGB24;
1793 *internal = GL_RGBA8;
1794 *type = GL_UNSIGNED_INT_8_8_8_8;
1799 case WINED3DFMT_B8G8R8X8_UNORM:
1800 if (colorkey_active) {
1801 *convert = CONVERT_RGB32_888;
1803 *internal = GL_RGBA8;
1804 *type = GL_UNSIGNED_INT_8_8_8_8;
1808 case WINED3DFMT_R8G8_SNORM:
1809 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1810 *convert = CONVERT_V8U8;
1812 *type = GL_UNSIGNED_BYTE;
1816 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
1817 *convert = CONVERT_L6V5U5;
1818 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1820 /* Use format and types from table */
1822 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1825 *type = GL_UNSIGNED_SHORT_5_6_5;
1829 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
1830 *convert = CONVERT_X8L8V8U8;
1832 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1833 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1834 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1835 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1836 * the needed type and format parameter, so the internal format contains a
1837 * 4th component, which is returned as alpha
1841 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1845 case WINED3DFMT_R8G8B8A8_SNORM:
1846 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1847 *convert = CONVERT_Q8W8V8U8;
1849 *type = GL_UNSIGNED_BYTE;
1853 case WINED3DFMT_R16G16_SNORM:
1854 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1855 *convert = CONVERT_V16U16;
1857 *type = GL_UNSIGNED_SHORT;
1861 case WINED3DFMT_L4A4_UNORM:
1862 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
1863 * format+type combination to load it. Thus convert it to A8L8, then load it
1864 * with A4L4 internal, but A8L8 format+type
1866 *convert = CONVERT_A4L4;
1867 *format = GL_LUMINANCE_ALPHA;
1868 *type = GL_UNSIGNED_BYTE;
1872 case WINED3DFMT_R16G16_UNORM:
1873 *convert = CONVERT_G16R16;
1875 *type = GL_UNSIGNED_SHORT;
1879 case WINED3DFMT_R16G16_FLOAT:
1880 *convert = CONVERT_R16G16F;
1882 *type = GL_HALF_FLOAT_ARB;
1886 case WINED3DFMT_R32G32_FLOAT:
1887 *convert = CONVERT_R32G32F;
1893 case WINED3DFMT_S1_UINT_D15_UNORM:
1894 if (GL_SUPPORT(ARB_FRAMEBUFFER_OBJECT)
1895 || GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1897 *convert = CONVERT_D15S1;
1902 case WINED3DFMT_S4X4_UINT_D24_UNORM:
1903 if (GL_SUPPORT(ARB_FRAMEBUFFER_OBJECT)
1904 || GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1906 *convert = CONVERT_D24X4S4;
1910 case WINED3DFMT_S8_UINT_D24_FLOAT:
1911 if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1913 *convert = CONVERT_D24FS8;
1925 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1927 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1928 IWineD3DPaletteImpl *pal = This->palette;
1929 BOOL index_in_alpha = FALSE;
1932 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1933 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1934 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1935 * duplicate entries. Store the color key in the unused alpha component to speed the
1936 * download up and to make conversion unneeded. */
1937 index_in_alpha = primary_render_target_is_p8(device);
1941 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1943 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1946 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1949 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1950 * there's no palette at this time. */
1951 for (i = 0; i < 256; i++) table[i][3] = i;
1956 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1957 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1958 * capability flag is present (wine does advertise this capability) */
1959 for (i = 0; i < 256; ++i)
1961 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1962 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1963 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1964 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1970 TRACE("Using surface palette %p\n", pal);
1971 /* Get the surface's palette */
1972 for (i = 0; i < 256; ++i)
1974 table[i][0] = pal->palents[i].peRed;
1975 table[i][1] = pal->palents[i].peGreen;
1976 table[i][2] = pal->palents[i].peBlue;
1978 /* When index_in_alpha is set the palette index is stored in the
1979 * alpha component. In case of a readback we can then read
1980 * GL_ALPHA. Color keying is handled in BltOverride using a
1981 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
1982 * color key itself is passed to glAlphaFunc in other cases the
1983 * alpha component of pixels that should be masked away is set to 0. */
1988 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
1989 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
1993 else if(pal->Flags & WINEDDPCAPS_ALPHA)
1995 table[i][3] = pal->palents[i].peFlags;
2005 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2006 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2010 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2015 memcpy(dst, src, pitch * height);
2018 case CONVERT_PALETTED:
2019 case CONVERT_PALETTED_CK:
2021 IWineD3DPaletteImpl* pal = This->palette;
2026 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2029 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2031 for (y = 0; y < height; y++)
2033 source = src + pitch * y;
2034 dest = dst + outpitch * y;
2035 /* This is an 1 bpp format, using the width here is fine */
2036 for (x = 0; x < width; x++) {
2037 BYTE color = *source++;
2038 *dest++ = table[color][0];
2039 *dest++ = table[color][1];
2040 *dest++ = table[color][2];
2041 *dest++ = table[color][3];
2047 case CONVERT_CK_565:
2049 /* Converting the 565 format in 5551 packed to emulate color-keying.
2051 Note : in all these conversion, it would be best to average the averaging
2052 pixels to get the color of the pixel that will be color-keyed to
2053 prevent 'color bleeding'. This will be done later on if ever it is
2056 Note2: Nvidia documents say that their driver does not support alpha + color keying
2057 on the same surface and disables color keying in such a case
2063 TRACE("Color keyed 565\n");
2065 for (y = 0; y < height; y++) {
2066 Source = (const WORD *)(src + y * pitch);
2067 Dest = (WORD *) (dst + y * outpitch);
2068 for (x = 0; x < width; x++ ) {
2069 WORD color = *Source++;
2070 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2071 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2072 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2081 case CONVERT_CK_5551:
2083 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2087 TRACE("Color keyed 5551\n");
2088 for (y = 0; y < height; y++) {
2089 Source = (const WORD *)(src + y * pitch);
2090 Dest = (WORD *) (dst + y * outpitch);
2091 for (x = 0; x < width; x++ ) {
2092 WORD color = *Source++;
2094 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2095 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2099 *Dest &= ~(1 << 15);
2107 case CONVERT_CK_RGB24:
2109 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2111 for (y = 0; y < height; y++)
2113 source = src + pitch * y;
2114 dest = dst + outpitch * y;
2115 for (x = 0; x < width; x++) {
2116 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2117 DWORD dstcolor = color << 8;
2118 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2119 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2122 *(DWORD*)dest = dstcolor;
2130 case CONVERT_RGB32_888:
2132 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2134 for (y = 0; y < height; y++)
2136 source = src + pitch * y;
2137 dest = dst + outpitch * y;
2138 for (x = 0; x < width; x++) {
2139 DWORD color = 0xffffff & *(const DWORD*)source;
2140 DWORD dstcolor = color << 8;
2141 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2142 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2145 *(DWORD*)dest = dstcolor;
2156 const short *Source;
2157 unsigned char *Dest;
2158 for(y = 0; y < height; y++) {
2159 Source = (const short *)(src + y * pitch);
2160 Dest = dst + y * outpitch;
2161 for (x = 0; x < width; x++ ) {
2162 long color = (*Source++);
2163 /* B */ Dest[0] = 0xff;
2164 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2165 /* R */ Dest[2] = (color) + 128; /* U */
2172 case CONVERT_V16U16:
2175 const DWORD *Source;
2176 unsigned short *Dest;
2177 for(y = 0; y < height; y++) {
2178 Source = (const DWORD *)(src + y * pitch);
2179 Dest = (unsigned short *) (dst + y * outpitch);
2180 for (x = 0; x < width; x++ ) {
2181 DWORD color = (*Source++);
2182 /* B */ Dest[0] = 0xffff;
2183 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2184 /* R */ Dest[2] = (color ) + 32768; /* U */
2191 case CONVERT_Q8W8V8U8:
2194 const DWORD *Source;
2195 unsigned char *Dest;
2196 for(y = 0; y < height; y++) {
2197 Source = (const DWORD *)(src + y * pitch);
2198 Dest = dst + y * outpitch;
2199 for (x = 0; x < width; x++ ) {
2200 long color = (*Source++);
2201 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2202 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2203 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2204 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2211 case CONVERT_L6V5U5:
2215 unsigned char *Dest;
2217 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2218 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2219 * fixed function and shaders without further conversion once the surface is
2222 for(y = 0; y < height; y++) {
2223 Source = (const WORD *)(src + y * pitch);
2224 Dest = dst + y * outpitch;
2225 for (x = 0; x < width; x++ ) {
2226 short color = (*Source++);
2227 unsigned char l = ((color >> 10) & 0xfc);
2228 char v = ((color >> 5) & 0x3e);
2229 char u = ((color ) & 0x1f);
2231 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2232 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2233 * shift. GL reads a signed value and converts it into an unsigned value.
2235 /* M */ Dest[2] = l << 1;
2237 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2238 * from 5 bit values to 8 bit values.
2240 /* V */ Dest[1] = v << 3;
2241 /* U */ Dest[0] = u << 3;
2246 for(y = 0; y < height; y++) {
2247 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2248 Source = (const WORD *)(src + y * pitch);
2249 for (x = 0; x < width; x++ ) {
2250 short color = (*Source++);
2251 unsigned char l = ((color >> 10) & 0xfc);
2252 short v = ((color >> 5) & 0x3e);
2253 short u = ((color ) & 0x1f);
2254 short v_conv = v + 16;
2255 short u_conv = u + 16;
2257 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2265 case CONVERT_X8L8V8U8:
2268 const DWORD *Source;
2269 unsigned char *Dest;
2271 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2272 /* This implementation works with the fixed function pipeline and shaders
2273 * without further modification after converting the surface.
2275 for(y = 0; y < height; y++) {
2276 Source = (const DWORD *)(src + y * pitch);
2277 Dest = dst + y * outpitch;
2278 for (x = 0; x < width; x++ ) {
2279 long color = (*Source++);
2280 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2281 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2282 /* U */ Dest[0] = (color & 0xff); /* U */
2283 /* I */ Dest[3] = 255; /* X */
2288 /* Doesn't work correctly with the fixed function pipeline, but can work in
2289 * shaders if the shader is adjusted. (There's no use for this format in gl's
2290 * standard fixed function pipeline anyway).
2292 for(y = 0; y < height; y++) {
2293 Source = (const DWORD *)(src + y * pitch);
2294 Dest = dst + y * outpitch;
2295 for (x = 0; x < width; x++ ) {
2296 long color = (*Source++);
2297 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2298 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2299 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2310 const unsigned char *Source;
2311 unsigned char *Dest;
2312 for(y = 0; y < height; y++) {
2313 Source = src + y * pitch;
2314 Dest = dst + y * outpitch;
2315 for (x = 0; x < width; x++ ) {
2316 unsigned char color = (*Source++);
2317 /* A */ Dest[1] = (color & 0xf0) << 0;
2318 /* L */ Dest[0] = (color & 0x0f) << 4;
2325 case CONVERT_G16R16:
2326 case CONVERT_R16G16F:
2332 for(y = 0; y < height; y++) {
2333 Source = (const WORD *)(src + y * pitch);
2334 Dest = (WORD *) (dst + y * outpitch);
2335 for (x = 0; x < width; x++ ) {
2336 WORD green = (*Source++);
2337 WORD red = (*Source++);
2340 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2341 * shader overwrites it anyway
2350 case CONVERT_R32G32F:
2353 const float *Source;
2355 for(y = 0; y < height; y++) {
2356 Source = (const float *)(src + y * pitch);
2357 Dest = (float *) (dst + y * outpitch);
2358 for (x = 0; x < width; x++ ) {
2359 float green = (*Source++);
2360 float red = (*Source++);
2374 for (y = 0; y < height; ++y)
2376 const WORD *source = (const WORD *)(src + y * pitch);
2377 DWORD *dest = (DWORD *)(dst + y * outpitch);
2379 for (x = 0; x < width; ++x)
2381 /* The depth data is normalized, so needs to be scaled,
2382 * the stencil data isn't. Scale depth data by
2383 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2384 WORD d15 = source[x] >> 1;
2385 DWORD d24 = (d15 << 9) + (d15 >> 6);
2386 dest[x] = (d24 << 8) | (source[x] & 0x1);
2392 case CONVERT_D24X4S4:
2396 for (y = 0; y < height; ++y)
2398 const DWORD *source = (const DWORD *)(src + y * pitch);
2399 DWORD *dest = (DWORD *)(dst + y * outpitch);
2401 for (x = 0; x < width; ++x)
2403 /* Just need to clear out the X4 part. */
2404 dest[x] = source[x] & ~0xf0;
2410 case CONVERT_D24FS8:
2414 for (y = 0; y < height; ++y)
2416 const DWORD *source = (const DWORD *)(src + y * pitch);
2417 float *dest_f = (float *)(dst + y * outpitch);
2418 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2420 for (x = 0; x < width; ++x)
2422 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2423 dest_s[x * 2 + 1] = source[x] & 0xff;
2430 ERR("Unsupported conversion type %#x.\n", convert);
2435 /* This function is used in case of 8bit paletted textures to upload the palette.
2436 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2437 extensions like ATI_fragment_shaders is possible.
2439 /* Context activation is done by the caller. */
2440 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2441 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2443 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2445 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2447 /* Try to use the paletted texture extension */
2448 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2450 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2452 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2457 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2458 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2459 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2463 /* Create the fragment program if we don't have it */
2464 if(!device->paletteConversionShader)
2466 const char *fragment_palette_conversion =
2469 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2470 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2471 /* The alpha-component contains the palette index */
2472 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2473 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2474 "MAD index.a, index.a, constants.x, constants.y;\n"
2475 /* Use the alpha-component as an index in the palette to get the final color */
2476 "TEX result.color, index.a, texture[1], 1D;\n"
2479 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2480 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2481 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2482 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2483 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2486 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2487 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2489 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2490 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2492 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2493 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2494 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2495 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2497 /* Switch back to unit 0 in which the 2D texture will be stored. */
2498 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2500 /* Rebind the texture because it isn't bound anymore */
2501 glBindTexture(This->texture_target, This->texture_name);
2507 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2508 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2510 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2511 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2513 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2514 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2521 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2526 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2528 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2532 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2533 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2534 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2536 if (!(This->Flags & flag)) {
2537 TRACE("Reloading because surface is dirty\n");
2538 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2539 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2540 /* Reload: vice versa OR */
2541 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2542 /* Also reload: Color key is active AND the color key has changed */
2543 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2544 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2545 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2546 TRACE("Reloading because of color keying\n");
2547 /* To perform the color key conversion we need a sysmem copy of
2548 * the surface. Make sure we have it
2551 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2552 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2553 /* TODO: This is not necessarily needed with hw palettized texture support */
2554 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2556 TRACE("surface is already in texture\n");
2560 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2561 * These resources are not bound by device size or format restrictions. Because of this,
2562 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2563 * However, these resources can always be created, locked, and copied.
2565 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2567 FIXME("(%p) Operation not supported for scratch textures\n",This);
2568 return WINED3DERR_INVALIDCALL;
2571 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2575 static unsigned int gen = 0;
2578 if ((gen % 10) == 0) {
2579 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2580 This, This->texture_target, This->texture_level, gen);
2581 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2584 * debugging crash code
2593 if (!(This->Flags & SFLAG_DONOTFREE)) {
2594 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2595 This->resource.allocatedMemory = NULL;
2596 This->resource.heapMemory = NULL;
2597 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2603 /* Context activation is done by the caller. */
2604 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2605 /* TODO: check for locks */
2606 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2607 IWineD3DBaseTexture *baseTexture = NULL;
2608 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2610 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2611 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2612 TRACE("Passing to container\n");
2613 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2614 IWineD3DBaseTexture_Release(baseTexture);
2617 TRACE("(%p) : Binding surface\n", This);
2619 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2620 if(!device->isInDraw) {
2621 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
2626 if (!This->texture_level)
2629 glGenTextures(1, name);
2630 checkGLcall("glGenTextures");
2631 TRACE("Surface %p given name %d\n", This, *name);
2633 glBindTexture(This->texture_target, *name);
2634 checkGLcall("glBindTexture");
2635 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2636 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2637 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2638 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2639 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2640 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2641 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2642 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2643 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2644 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2646 /* This is where we should be reducing the amount of GLMemoryUsed */
2648 /* Mipmap surfaces should have a base texture container */
2649 ERR("Mipmap surface has a glTexture bound to it!\n");
2652 glBindTexture(This->texture_target, *name);
2653 checkGLcall("glBindTexture");
2662 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2665 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2666 char *allocatedMemory;
2667 const char *textureRow;
2668 IWineD3DSwapChain *swapChain = NULL;
2669 int width, height, i, y;
2670 GLuint tmpTexture = 0;
2673 Textures may not be stored in ->allocatedgMemory and a GlTexture
2674 so we should lock the surface before saving a snapshot, or at least check that
2676 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2677 by calling GetTexImage and in compressed form by calling
2678 GetCompressedTexImageARB. Queried compressed images can be saved and
2679 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2680 texture images do not need to be processed by the GL and should
2681 significantly improve texture loading performance relative to uncompressed
2684 /* Setup the width and height to be the internal texture width and height. */
2685 width = This->pow2Width;
2686 height = This->pow2Height;
2687 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2688 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2690 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2691 /* if were not a real texture then read the back buffer into a real texture */
2692 /* we don't want to interfere with the back buffer so read the data into a temporary
2693 * texture and then save the data out of the temporary texture
2697 TRACE("(%p) Reading render target into texture\n", This);
2699 glGenTextures(1, &tmpTexture);
2700 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2702 glTexImage2D(GL_TEXTURE_2D,
2709 GL_UNSIGNED_INT_8_8_8_8_REV,
2712 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2713 checkGLcall("glGetIntegerv");
2714 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2715 checkGLcall("glReadBuffer");
2716 glCopyTexImage2D(GL_TEXTURE_2D,
2725 checkGLcall("glCopyTexImage2D");
2726 glReadBuffer(prevRead);
2729 } else { /* bind the real texture, and make sure it up to date */
2730 surface_internal_preload(iface, SRGB_RGB);
2731 surface_bind_and_dirtify(This, FALSE);
2733 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2735 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2736 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2737 checkGLcall("glGetTexImage");
2739 glBindTexture(GL_TEXTURE_2D, 0);
2740 glDeleteTextures(1, &tmpTexture);
2744 f = fopen(filename, "w+");
2746 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2747 return WINED3DERR_INVALIDCALL;
2749 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2750 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2765 fwrite(&width,2,1,f);
2767 fwrite(&height,2,1,f);
2772 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2774 textureRow = allocatedMemory + (width * (height - 1) *4);
2776 textureRow = allocatedMemory;
2777 for (y = 0 ; y < height; y++) {
2778 for (i = 0; i < width; i++) {
2779 color = *((const DWORD*)textureRow);
2780 fputc((color >> 16) & 0xFF, f); /* B */
2781 fputc((color >> 8) & 0xFF, f); /* G */
2782 fputc((color >> 0) & 0xFF, f); /* R */
2783 fputc((color >> 24) & 0xFF, f); /* A */
2786 /* take two rows of the pointer to the texture memory */
2788 (textureRow-= width << 3);
2791 TRACE("Closing file\n");
2795 IWineD3DSwapChain_Release(swapChain);
2797 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2801 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2802 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2805 TRACE("(%p) : Calling base function first\n", This);
2806 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2808 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2809 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2810 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2815 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2816 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2818 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2819 WARN("Surface is locked or the HDC is in use\n");
2820 return WINED3DERR_INVALIDCALL;
2823 if(Mem && Mem != This->resource.allocatedMemory) {
2824 void *release = NULL;
2826 /* Do I have to copy the old surface content? */
2827 if(This->Flags & SFLAG_DIBSECTION) {
2828 /* Release the DC. No need to hold the critical section for the update
2829 * Thread because this thread runs only on front buffers, but this method
2830 * fails for render targets in the check above.
2832 SelectObject(This->hDC, This->dib.holdbitmap);
2833 DeleteDC(This->hDC);
2834 /* Release the DIB section */
2835 DeleteObject(This->dib.DIBsection);
2836 This->dib.bitmap_data = NULL;
2837 This->resource.allocatedMemory = NULL;
2839 This->Flags &= ~SFLAG_DIBSECTION;
2840 } else if(!(This->Flags & SFLAG_USERPTR)) {
2841 release = This->resource.heapMemory;
2842 This->resource.heapMemory = NULL;
2844 This->resource.allocatedMemory = Mem;
2845 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2847 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2848 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2850 /* For client textures opengl has to be notified */
2851 if(This->Flags & SFLAG_CLIENT) {
2852 DWORD oldFlags = This->Flags;
2853 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2854 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2855 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2856 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2859 /* Now free the old memory if any */
2860 HeapFree(GetProcessHeap(), 0, release);
2861 } else if(This->Flags & SFLAG_USERPTR) {
2862 /* LockRect and GetDC will re-create the dib section and allocated memory */
2863 This->resource.allocatedMemory = NULL;
2864 /* HeapMemory should be NULL already */
2865 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2866 This->Flags &= ~SFLAG_USERPTR;
2868 if(This->Flags & SFLAG_CLIENT) {
2869 DWORD oldFlags = This->Flags;
2870 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2871 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2872 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2873 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2879 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2881 /* Flip the surface contents */
2886 front->hDC = back->hDC;
2890 /* Flip the DIBsection */
2893 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2894 tmp = front->dib.DIBsection;
2895 front->dib.DIBsection = back->dib.DIBsection;
2896 back->dib.DIBsection = tmp;
2898 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2899 else front->Flags &= ~SFLAG_DIBSECTION;
2900 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2901 else back->Flags &= ~SFLAG_DIBSECTION;
2904 /* Flip the surface data */
2908 tmp = front->dib.bitmap_data;
2909 front->dib.bitmap_data = back->dib.bitmap_data;
2910 back->dib.bitmap_data = tmp;
2912 tmp = front->resource.allocatedMemory;
2913 front->resource.allocatedMemory = back->resource.allocatedMemory;
2914 back->resource.allocatedMemory = tmp;
2916 tmp = front->resource.heapMemory;
2917 front->resource.heapMemory = back->resource.heapMemory;
2918 back->resource.heapMemory = tmp;
2923 GLuint tmp_pbo = front->pbo;
2924 front->pbo = back->pbo;
2925 back->pbo = tmp_pbo;
2928 /* client_memory should not be different, but just in case */
2931 tmp = front->dib.client_memory;
2932 front->dib.client_memory = back->dib.client_memory;
2933 back->dib.client_memory = tmp;
2936 /* Flip the opengl texture */
2940 tmp = back->texture_name;
2941 back->texture_name = front->texture_name;
2942 front->texture_name = tmp;
2944 tmp = back->texture_name_srgb;
2945 back->texture_name_srgb = front->texture_name_srgb;
2946 front->texture_name_srgb = tmp;
2950 DWORD tmp_flags = back->Flags;
2951 back->Flags = front->Flags;
2952 front->Flags = tmp_flags;
2956 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2957 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2958 IWineD3DSwapChainImpl *swapchain = NULL;
2960 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2962 /* Flipping is only supported on RenderTargets and overlays*/
2963 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2964 WARN("Tried to flip a non-render target, non-overlay surface\n");
2965 return WINEDDERR_NOTFLIPPABLE;
2968 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2969 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2971 /* Update the overlay if it is visible */
2972 if(This->overlay_dest) {
2973 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2980 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2981 * FIXME("(%p) Target override is not supported by now\n", This);
2982 * Additionally, it isn't really possible to support triple-buffering
2983 * properly on opengl at all
2987 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2989 ERR("Flipped surface is not on a swapchain\n");
2990 return WINEDDERR_NOTFLIPPABLE;
2993 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2994 * and only d3d8 and d3d9 apps specify the presentation interval
2996 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2997 /* Most common case first to avoid wasting time on all the other cases */
2998 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2999 } else if(Flags & WINEDDFLIP_NOVSYNC) {
3000 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3001 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3002 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3003 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3004 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3006 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3009 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3010 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3011 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3015 /* Does a direct frame buffer -> texture copy. Stretching is done
3016 * with single pixel copy calls
3018 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3019 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3020 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3022 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3025 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3028 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3029 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3032 /* Bind the target texture */
3033 glBindTexture(This->texture_target, This->texture_name);
3034 checkGLcall("glBindTexture");
3036 TRACE("Reading from an offscreen target\n");
3037 upsidedown = !upsidedown;
3038 glReadBuffer(myDevice->offscreenBuffer);
3040 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3041 glReadBuffer(buffer);
3043 checkGLcall("glReadBuffer");
3045 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3046 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3048 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3050 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3052 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3053 ERR("Texture filtering not supported in direct blit\n");
3056 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3057 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3059 ERR("Texture filtering not supported in direct blit\n");
3063 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3064 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3066 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3068 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3069 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3070 srect->x1, Src->currentDesc.Height - srect->y2,
3071 drect->x2 - drect->x1, drect->y2 - drect->y1);
3073 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3074 /* I have to process this row by row to swap the image,
3075 * otherwise it would be upside down, so stretching in y direction
3076 * doesn't cost extra time
3078 * However, stretching in x direction can be avoided if not necessary
3080 for(row = drect->y1; row < drect->y2; row++) {
3081 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3083 /* Well, that stuff works, but it's very slow.
3084 * find a better way instead
3088 for(col = drect->x1; col < drect->x2; col++) {
3089 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3090 drect->x1 + col /* x offset */, row /* y offset */,
3091 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3094 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3095 drect->x1 /* x offset */, row /* y offset */,
3096 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3100 checkGLcall("glCopyTexSubImage2D");
3104 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3105 * path is never entered
3107 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3110 /* Uses the hardware to stretch and flip the image */
3111 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3112 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3113 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3115 GLuint src, backup = 0;
3116 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3117 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3118 float left, right, top, bottom; /* Texture coordinates */
3119 UINT fbwidth = Src->currentDesc.Width;
3120 UINT fbheight = Src->currentDesc.Height;
3121 struct wined3d_context *context;
3122 GLenum drawBuffer = GL_BACK;
3123 GLenum texture_target;
3124 BOOL noBackBufferBackup;
3126 TRACE("Using hwstretch blit\n");
3127 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3128 context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3129 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3131 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3132 if (!noBackBufferBackup && !Src->texture_name)
3134 /* Get it a description */
3135 surface_internal_preload(SrcSurface, SRGB_RGB);
3139 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3140 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3142 if (context->aux_buffers >= 2)
3144 /* Got more than one aux buffer? Use the 2nd aux buffer */
3145 drawBuffer = GL_AUX1;
3147 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3149 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3150 drawBuffer = GL_AUX0;
3153 if(noBackBufferBackup) {
3154 glGenTextures(1, &backup);
3155 checkGLcall("glGenTextures");
3156 glBindTexture(GL_TEXTURE_2D, backup);
3157 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3158 texture_target = GL_TEXTURE_2D;
3160 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3161 * we are reading from the back buffer, the backup can be used as source texture
3163 texture_target = Src->texture_target;
3164 glBindTexture(texture_target, Src->texture_name);
3165 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3166 glEnable(texture_target);
3167 checkGLcall("glEnable(texture_target)");
3169 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3170 Src->Flags &= ~SFLAG_INTEXTURE;
3174 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3176 TRACE("Reading from an offscreen target\n");
3177 upsidedown = !upsidedown;
3178 glReadBuffer(myDevice->offscreenBuffer);
3181 /* TODO: Only back up the part that will be overwritten */
3182 glCopyTexSubImage2D(texture_target, 0,
3183 0, 0 /* read offsets */,
3188 checkGLcall("glCopyTexSubImage2D");
3190 /* No issue with overriding these - the sampler is dirty due to blit usage */
3191 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3192 wined3d_gl_mag_filter(magLookup, Filter));
3193 checkGLcall("glTexParameteri");
3194 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3195 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3196 checkGLcall("glTexParameteri");
3198 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3199 src = backup ? backup : Src->texture_name;
3201 glReadBuffer(GL_FRONT);
3202 checkGLcall("glReadBuffer(GL_FRONT)");
3204 glGenTextures(1, &src);
3205 checkGLcall("glGenTextures(1, &src)");
3206 glBindTexture(GL_TEXTURE_2D, src);
3207 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3209 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3210 * out for power of 2 sizes
3212 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3213 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3214 checkGLcall("glTexImage2D");
3215 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3216 0, 0 /* read offsets */,
3221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3222 checkGLcall("glTexParameteri");
3223 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3224 checkGLcall("glTexParameteri");
3226 glReadBuffer(GL_BACK);
3227 checkGLcall("glReadBuffer(GL_BACK)");
3229 if(texture_target != GL_TEXTURE_2D) {
3230 glDisable(texture_target);
3231 glEnable(GL_TEXTURE_2D);
3232 texture_target = GL_TEXTURE_2D;
3235 checkGLcall("glEnd and previous");
3241 top = Src->currentDesc.Height - srect->y1;
3242 bottom = Src->currentDesc.Height - srect->y2;
3244 top = Src->currentDesc.Height - srect->y2;
3245 bottom = Src->currentDesc.Height - srect->y1;
3248 if(Src->Flags & SFLAG_NORMCOORD) {
3249 left /= Src->pow2Width;
3250 right /= Src->pow2Width;
3251 top /= Src->pow2Height;
3252 bottom /= Src->pow2Height;
3255 /* draw the source texture stretched and upside down. The correct surface is bound already */
3256 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3257 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3259 glDrawBuffer(drawBuffer);
3260 glReadBuffer(drawBuffer);
3264 glTexCoord2f(left, bottom);
3265 glVertex2i(0, fbheight);
3268 glTexCoord2f(left, top);
3269 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3272 glTexCoord2f(right, top);
3273 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3276 glTexCoord2f(right, bottom);
3277 glVertex2i(drect->x2 - drect->x1, fbheight);
3279 checkGLcall("glEnd and previous");
3281 if (texture_target != This->texture_target)
3283 glDisable(texture_target);
3284 glEnable(This->texture_target);
3285 texture_target = This->texture_target;
3288 /* Now read the stretched and upside down image into the destination texture */
3289 glBindTexture(texture_target, This->texture_name);
3290 checkGLcall("glBindTexture");
3291 glCopyTexSubImage2D(texture_target,
3293 drect->x1, drect->y1, /* xoffset, yoffset */
3294 0, 0, /* We blitted the image to the origin */
3295 drect->x2 - drect->x1, drect->y2 - drect->y1);
3296 checkGLcall("glCopyTexSubImage2D");
3298 if(drawBuffer == GL_BACK) {
3299 /* Write the back buffer backup back */
3301 if(texture_target != GL_TEXTURE_2D) {
3302 glDisable(texture_target);
3303 glEnable(GL_TEXTURE_2D);
3304 texture_target = GL_TEXTURE_2D;
3306 glBindTexture(GL_TEXTURE_2D, backup);
3307 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3309 if (texture_target != Src->texture_target)
3311 glDisable(texture_target);
3312 glEnable(Src->texture_target);
3313 texture_target = Src->texture_target;
3315 glBindTexture(Src->texture_target, Src->texture_name);
3316 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3321 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3325 glTexCoord2f(0.0f, 0.0f);
3326 glVertex2i(0, fbheight);
3329 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3330 glVertex2i(fbwidth, Src->currentDesc.Height);
3333 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3334 glVertex2i(fbwidth, 0);
3337 /* Restore the old draw buffer */
3338 glDrawBuffer(GL_BACK);
3340 glDisable(texture_target);
3341 checkGLcall("glDisable(texture_target)");
3344 if (src != Src->texture_name && src != backup)
3346 glDeleteTextures(1, &src);
3347 checkGLcall("glDeleteTextures(1, &src)");
3350 glDeleteTextures(1, &backup);
3351 checkGLcall("glDeleteTextures(1, &backup)");
3356 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3357 * path is never entered
3359 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3362 /* Not called from the VTable */
3363 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3364 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3365 WINED3DTEXTUREFILTERTYPE Filter)
3368 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3369 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3370 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3372 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3374 /* Get the swapchain. One of the surfaces has to be a primary surface */
3375 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3376 WARN("Destination is in sysmem, rejecting gl blt\n");
3377 return WINED3DERR_INVALIDCALL;
3379 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3380 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3382 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3383 WARN("Src is in sysmem, rejecting gl blt\n");
3384 return WINED3DERR_INVALIDCALL;
3386 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3387 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3390 /* Early sort out of cases where no render target is used */
3391 if(!dstSwapchain && !srcSwapchain &&
3392 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3393 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3394 return WINED3DERR_INVALIDCALL;
3397 /* No destination color keying supported */
3398 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3399 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3400 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3401 return WINED3DERR_INVALIDCALL;
3405 rect.x1 = DestRect->left;
3406 rect.y1 = DestRect->top;
3407 rect.x2 = DestRect->right;
3408 rect.y2 = DestRect->bottom;
3412 rect.x2 = This->currentDesc.Width;
3413 rect.y2 = This->currentDesc.Height;
3416 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3417 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3418 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3419 /* Half-life does a Blt from the back buffer to the front buffer,
3420 * Full surface size, no flags... Use present instead
3422 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3425 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3429 TRACE("Looking if a Present can be done...\n");
3430 /* Source Rectangle must be full surface */
3432 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3433 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3434 TRACE("No, Source rectangle doesn't match\n");
3440 mySrcRect.right = Src->currentDesc.Width;
3441 mySrcRect.bottom = Src->currentDesc.Height;
3443 /* No stretching may occur */
3444 if(mySrcRect.right != rect.x2 - rect.x1 ||
3445 mySrcRect.bottom != rect.y2 - rect.y1) {
3446 TRACE("No, stretching is done\n");
3450 /* Destination must be full surface or match the clipping rectangle */
3451 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3455 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3460 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3463 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3464 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3466 TRACE("No, dest rectangle doesn't match(clipper)\n");
3467 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3468 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3474 if(rect.x1 != 0 || rect.y1 != 0 ||
3475 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3476 TRACE("No, dest rectangle doesn't match(surface size)\n");
3483 /* These flags are unimportant for the flag check, remove them */
3484 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3485 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3487 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3488 * take very long, while a flip is fast.
3489 * This applies to Half-Life, which does such Blts every time it finished
3490 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3491 * menu. This is also used by all apps when they do windowed rendering
3493 * The problem is that flipping is not really the same as copying. After a
3494 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3495 * untouched. Therefore it's necessary to override the swap effect
3496 * and to set it back after the flip.
3498 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3502 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3503 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3505 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3506 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3508 dstSwapchain->presentParms.SwapEffect = orig_swap;
3515 TRACE("Unsupported blit between buffers on the same swapchain\n");
3516 return WINED3DERR_INVALIDCALL;
3517 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3518 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3519 return WINED3DERR_INVALIDCALL;
3520 } else if(dstSwapchain && srcSwapchain) {
3521 FIXME("Implement hardware blit between two different swapchains\n");
3522 return WINED3DERR_INVALIDCALL;
3523 } else if(dstSwapchain) {
3524 if(SrcSurface == myDevice->render_targets[0]) {
3525 TRACE("Blit from active render target to a swapchain\n");
3526 /* Handled with regular texture -> swapchain blit */
3528 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3529 FIXME("Implement blit from a swapchain to the active render target\n");
3530 return WINED3DERR_INVALIDCALL;
3533 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3534 /* Blit from render target to texture */
3536 BOOL upsideDown, stretchx;
3537 BOOL paletteOverride = FALSE;
3539 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3540 TRACE("Color keying not supported by frame buffer to texture blit\n");
3541 return WINED3DERR_INVALIDCALL;
3542 /* Destination color key is checked above */
3545 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3546 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3549 if(SrcRect->top < SrcRect->bottom) {
3550 srect.y1 = SrcRect->top;
3551 srect.y2 = SrcRect->bottom;
3554 srect.y1 = SrcRect->bottom;
3555 srect.y2 = SrcRect->top;
3558 srect.x1 = SrcRect->left;
3559 srect.x2 = SrcRect->right;
3563 srect.x2 = Src->currentDesc.Width;
3564 srect.y2 = Src->currentDesc.Height;
3567 if(rect.x1 > rect.x2) {
3571 upsideDown = !upsideDown;
3574 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3580 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3581 * In this case grab the palette from the render target. */
3582 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
3584 paletteOverride = TRUE;
3585 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3586 This->palette = Src->palette;
3589 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3590 * flip the image nor scale it.
3592 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3593 * -> If the app wants a image width an unscaled width, copy it line per line
3594 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3595 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3596 * back buffer. This is slower than reading line per line, thus not used for flipping
3597 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3600 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3601 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3604 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3605 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3606 && surface_can_stretch_rect(Src, This))
3608 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3609 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3610 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3611 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3612 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3613 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3615 TRACE("Using hardware stretching to flip / stretch the texture\n");
3616 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3619 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3621 This->palette = NULL;
3623 if(!(This->Flags & SFLAG_DONOTFREE)) {
3624 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3625 This->resource.allocatedMemory = NULL;
3626 This->resource.heapMemory = NULL;
3628 This->Flags &= ~SFLAG_INSYSMEM;
3633 /* Blit from offscreen surface to render target */
3634 float glTexCoord[4];
3635 DWORD oldCKeyFlags = Src->CKeyFlags;
3636 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3637 RECT SourceRectangle;
3638 BOOL paletteOverride = FALSE;
3640 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3643 SourceRectangle.left = SrcRect->left;
3644 SourceRectangle.right = SrcRect->right;
3645 SourceRectangle.top = SrcRect->top;
3646 SourceRectangle.bottom = SrcRect->bottom;
3648 SourceRectangle.left = 0;
3649 SourceRectangle.right = Src->currentDesc.Width;
3650 SourceRectangle.top = 0;
3651 SourceRectangle.bottom = Src->currentDesc.Height;
3654 /* When blitting from an offscreen surface to a rendertarget, the source
3655 * surface is not required to have a palette. Our rendering / conversion
3656 * code further down the road retrieves the palette from the surface, so
3657 * it must have a palette set. */
3658 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
3660 paletteOverride = TRUE;
3661 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3662 Src->palette = This->palette;
3665 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3666 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3667 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3668 && surface_can_stretch_rect(Src, This))
3670 TRACE("Using stretch_rect_fbo\n");
3671 /* The source is always a texture, but never the currently active render target, and the texture
3672 * contents are never upside down
3674 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3675 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3677 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3679 Src->palette = NULL;
3683 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3684 /* Fall back to software */
3685 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3686 SourceRectangle.left, SourceRectangle.top,
3687 SourceRectangle.right, SourceRectangle.bottom);
3688 return WINED3DERR_INVALIDCALL;
3691 /* Color keying: Check if we have to do a color keyed blt,
3692 * and if not check if a color key is activated.
3694 * Just modify the color keying parameters in the surface and restore them afterwards
3695 * The surface keeps track of the color key last used to load the opengl surface.
3696 * PreLoad will catch the change to the flags and color key and reload if necessary.
3698 if(Flags & WINEDDBLT_KEYSRC) {
3699 /* Use color key from surface */
3700 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3701 /* Use color key from DDBltFx */
3702 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3703 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3705 /* Do not use color key */
3706 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3709 /* Now load the surface */
3710 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3712 /* Activate the destination context, set it up for blitting */
3713 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3715 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3716 * while OpenGL coordinates are window relative.
3717 * Also beware of the origin difference(top left vs bottom left).
3718 * Also beware that the front buffer's surface size is screen width x screen height,
3719 * whereas the real gl drawable size is the size of the window.
3721 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3723 POINT offset = {0,0};
3725 ClientToScreen(dstSwapchain->win_handle, &offset);
3726 GetClientRect(dstSwapchain->win_handle, &windowsize);
3727 h = windowsize.bottom - windowsize.top;
3728 rect.x1 -= offset.x; rect.x2 -=offset.x;
3729 rect.y1 -= offset.y; rect.y2 -=offset.y;
3730 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3733 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3735 FIXME("Destination format %s has a fixup, this is not supported.\n",
3736 debug_d3dformat(This->resource.format_desc->format));
3737 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3740 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3742 FIXME("Source format %s has an unsupported fixup:\n",
3743 debug_d3dformat(Src->resource.format_desc->format));
3744 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3747 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3748 Src->texture_target, Src->pow2Width, Src->pow2Height);
3752 /* Bind the texture */
3753 glBindTexture(Src->texture_target, Src->texture_name);
3754 checkGLcall("glBindTexture");
3756 /* Filtering for StretchRect */
3757 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3758 wined3d_gl_mag_filter(magLookup, Filter));
3759 checkGLcall("glTexParameteri");
3760 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3761 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3762 checkGLcall("glTexParameteri");
3763 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3764 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3765 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3766 checkGLcall("glTexEnvi");
3768 /* This is for color keying */
3769 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3770 glEnable(GL_ALPHA_TEST);
3771 checkGLcall("glEnable(GL_ALPHA_TEST)");
3773 /* When the primary render target uses P8, the alpha component contains the palette index.
3774 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3775 * should be masked away have alpha set to 0. */
3776 if(primary_render_target_is_p8(myDevice))
3777 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3779 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3780 checkGLcall("glAlphaFunc");
3782 glDisable(GL_ALPHA_TEST);
3783 checkGLcall("glDisable(GL_ALPHA_TEST)");
3786 /* Draw a textured quad
3790 glColor3f(1.0f, 1.0f, 1.0f);
3791 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3792 glVertex3f(rect.x1, rect.y1, 0.0f);
3794 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3795 glVertex3f(rect.x1, rect.y2, 0.0f);
3797 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3798 glVertex3f(rect.x2, rect.y2, 0.0f);
3800 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3801 glVertex3f(rect.x2, rect.y1, 0.0f);
3804 checkGLcall("glEnd");
3806 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3807 glDisable(GL_ALPHA_TEST);
3808 checkGLcall("glDisable(GL_ALPHA_TEST)");
3811 glBindTexture(Src->texture_target, 0);
3812 checkGLcall("glBindTexture(Src->texture_target, 0)");
3814 /* Restore the color key parameters */
3815 Src->CKeyFlags = oldCKeyFlags;
3816 Src->SrcBltCKey = oldBltCKey;
3818 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3820 Src->palette = NULL;
3824 /* Leave the opengl state valid for blitting */
3825 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3827 /* Flush in case the drawable is used by multiple GL contexts */
3828 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3831 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3832 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3835 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3839 /* Source-Less Blit to render target */
3840 if (Flags & WINEDDBLT_COLORFILL) {
3841 /* This is easy to handle for the D3D Device... */
3844 TRACE("Colorfill\n");
3846 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3847 must be true if we are here */
3848 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3849 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3850 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3851 TRACE("Surface is higher back buffer, falling back to software\n");
3852 return WINED3DERR_INVALIDCALL;
3855 /* The color as given in the Blt function is in the format of the frame-buffer...
3856 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3858 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3862 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3863 else alpha = 0xFF000000;
3865 if (This->palette) {
3867 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3868 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3869 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3874 else if (This->resource.format_desc->format == WINED3DFMT_B5G6R5_UNORM)
3876 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3879 color = ((0xFF000000) |
3880 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3881 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3882 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3885 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8_UNORM
3886 || This->resource.format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
3888 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3890 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
3892 color = DDBltFx->u5.dwFillColor;
3895 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3896 return WINED3DERR_INVALIDCALL;
3899 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3900 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3901 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3906 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3907 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3908 return WINED3DERR_INVALIDCALL;
3911 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3912 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3914 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3917 if (Flags & WINEDDBLT_DEPTHFILL) {
3918 switch(This->resource.format_desc->format)
3920 case WINED3DFMT_D16_UNORM:
3921 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3923 case WINED3DFMT_S1_UINT_D15_UNORM:
3924 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3926 case WINED3DFMT_S8_UINT_D24_UNORM:
3927 case WINED3DFMT_X8D24_UNORM:
3928 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3930 case WINED3DFMT_D32_UNORM:
3931 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3935 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3938 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3939 DestRect == NULL ? 0 : 1,
3940 (const WINED3DRECT *)DestRect,
3941 WINED3DCLEAR_ZBUFFER,
3947 FIXME("(%p): Unsupp depthstencil blit\n", This);
3948 return WINED3DERR_INVALIDCALL;
3951 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3952 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3953 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3954 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3955 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3956 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3957 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3959 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3961 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3962 return WINEDDERR_SURFACEBUSY;
3965 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3966 * except depth blits, which seem to work
3968 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3969 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3970 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3971 return WINED3DERR_INVALIDCALL;
3972 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3973 TRACE("Z Blit override handled the blit\n");
3978 /* Special cases for RenderTargets */
3979 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3980 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3981 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3984 /* For the rest call the X11 surface implementation.
3985 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3986 * other Blts are rather rare
3988 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3991 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3992 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3994 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3995 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3996 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3997 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3999 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
4001 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4002 return WINEDDERR_SURFACEBUSY;
4005 if(myDevice->inScene &&
4006 (iface == myDevice->stencilBufferTarget ||
4007 (Source && Source == myDevice->stencilBufferTarget))) {
4008 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4009 return WINED3DERR_INVALIDCALL;
4012 /* Special cases for RenderTargets */
4013 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4014 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4016 RECT SrcRect, DstRect;
4020 SrcRect.left = rsrc->left;
4021 SrcRect.top= rsrc->top;
4022 SrcRect.bottom = rsrc->bottom;
4023 SrcRect.right = rsrc->right;
4027 SrcRect.right = srcImpl->currentDesc.Width;
4028 SrcRect.bottom = srcImpl->currentDesc.Height;
4031 DstRect.left = dstx;
4033 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4034 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4036 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4037 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4038 Flags |= WINEDDBLT_KEYSRC;
4039 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4040 Flags |= WINEDDBLT_KEYDEST;
4041 if(trans & WINEDDBLTFAST_WAIT)
4042 Flags |= WINEDDBLT_WAIT;
4043 if(trans & WINEDDBLTFAST_DONOTWAIT)
4044 Flags |= WINEDDBLT_DONOTWAIT;
4046 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4050 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4053 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4055 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4057 IWineD3DPaletteImpl *pal = This->palette;
4059 TRACE("(%p)\n", This);
4061 if (!pal) return WINED3D_OK;
4063 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4064 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4067 GLenum format, internal, type;
4068 CONVERT_TYPES convert;
4070 /* Check if we are using a RTL mode which uses texturing for uploads */
4071 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4073 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4074 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4076 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4078 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4080 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4081 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4083 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4084 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4086 /* Re-upload the palette */
4087 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4088 d3dfmt_p8_upload_palette(iface, convert);
4090 if(!(This->Flags & SFLAG_INSYSMEM)) {
4091 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4092 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4094 TRACE("Dirtifying surface\n");
4095 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4099 if(This->Flags & SFLAG_DIBSECTION) {
4100 TRACE("(%p): Updating the hdc's palette\n", This);
4101 for (n=0; n<256; n++) {
4102 col[n].rgbRed = pal->palents[n].peRed;
4103 col[n].rgbGreen = pal->palents[n].peGreen;
4104 col[n].rgbBlue = pal->palents[n].peBlue;
4105 col[n].rgbReserved = 0;
4107 SetDIBColorTable(This->hDC, 0, 256, col);
4110 /* Propagate the changes to the drawable when we have a palette. */
4111 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4112 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4117 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4118 /** Check against the maximum texture sizes supported by the video card **/
4119 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4120 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
4121 unsigned int pow2Width, pow2Height;
4123 This->texture_name = 0;
4124 This->texture_target = GL_TEXTURE_2D;
4126 /* Non-power2 support */
4127 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4128 pow2Width = This->currentDesc.Width;
4129 pow2Height = This->currentDesc.Height;
4131 /* Find the nearest pow2 match */
4132 pow2Width = pow2Height = 1;
4133 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4134 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4136 This->pow2Width = pow2Width;
4137 This->pow2Height = pow2Height;
4139 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4140 /** TODO: add support for non power two compressed textures **/
4141 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4143 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4144 This, This->currentDesc.Width, This->currentDesc.Height);
4145 return WINED3DERR_NOTAVAILABLE;
4149 if(pow2Width != This->currentDesc.Width ||
4150 pow2Height != This->currentDesc.Height) {
4151 This->Flags |= SFLAG_NONPOW2;
4154 TRACE("%p\n", This);
4155 if ((This->pow2Width > gl_info->max_texture_size || This->pow2Height > gl_info->max_texture_size)
4156 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4158 /* one of three options
4159 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
4160 2: Set the texture to the maximum size (bad idea)
4161 3: WARN and return WINED3DERR_NOTAVAILABLE;
4162 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4164 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4165 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4166 This->Flags |= SFLAG_OVERSIZE;
4168 /* This will be initialized on the first blt */
4169 This->glRect.left = 0;
4170 This->glRect.top = 0;
4171 This->glRect.right = 0;
4172 This->glRect.bottom = 0;
4174 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4175 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4176 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4177 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4179 if (This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4180 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4181 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4183 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4184 This->pow2Width = This->currentDesc.Width;
4185 This->pow2Height = This->currentDesc.Height;
4186 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4189 /* No oversize, gl rect is the full texture size */
4190 This->Flags &= ~SFLAG_OVERSIZE;
4191 This->glRect.left = 0;
4192 This->glRect.top = 0;
4193 This->glRect.right = This->pow2Width;
4194 This->glRect.bottom = This->pow2Height;
4197 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4198 switch(wined3d_settings.offscreen_rendering_mode) {
4199 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4200 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4201 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4205 This->Flags |= SFLAG_INSYSMEM;
4210 struct depth_blt_info
4214 enum tex_types tex_type;
4215 GLfloat coords[4][3];
4218 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4220 GLfloat (*coords)[3] = info->coords;
4225 FIXME("Unsupported texture target %#x\n", target);
4226 /* Fall back to GL_TEXTURE_2D */
4228 info->binding = GL_TEXTURE_BINDING_2D;
4229 info->bind_target = GL_TEXTURE_2D;
4230 info->tex_type = tex_2d;
4231 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4232 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4233 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4234 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4237 case GL_TEXTURE_RECTANGLE_ARB:
4238 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4239 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4240 info->tex_type = tex_rect;
4241 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4242 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4243 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4244 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4247 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4248 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4249 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4250 info->tex_type = tex_cube;
4251 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4252 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4253 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4254 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4256 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4257 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4258 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4259 info->tex_type = tex_cube;
4260 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4261 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4262 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4263 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4265 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4266 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4267 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4268 info->tex_type = tex_cube;
4269 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4270 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4271 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4272 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4274 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4275 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4276 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4277 info->tex_type = tex_cube;
4278 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4279 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4280 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4281 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4283 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4284 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4285 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4286 info->tex_type = tex_cube;
4287 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4288 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4289 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4290 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4292 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4293 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4294 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4295 info->tex_type = tex_cube;
4296 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4297 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4298 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4299 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4303 /* GL locking is done by the caller */
4304 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4306 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4307 struct depth_blt_info info;
4308 GLint old_binding = 0;
4310 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4312 glDisable(GL_CULL_FACE);
4313 glDisable(GL_BLEND);
4314 glDisable(GL_ALPHA_TEST);
4315 glDisable(GL_SCISSOR_TEST);
4316 glDisable(GL_STENCIL_TEST);
4317 glEnable(GL_DEPTH_TEST);
4318 glDepthFunc(GL_ALWAYS);
4319 glDepthMask(GL_TRUE);
4320 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4321 glViewport(0, 0, w, h);
4323 surface_get_depth_blt_info(target, w, h, &info);
4324 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4325 glGetIntegerv(info.binding, &old_binding);
4326 glBindTexture(info.bind_target, texture);
4328 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4330 glBegin(GL_TRIANGLE_STRIP);
4331 glTexCoord3fv(info.coords[0]);
4332 glVertex2f(-1.0f, -1.0f);
4333 glTexCoord3fv(info.coords[1]);
4334 glVertex2f(1.0f, -1.0f);
4335 glTexCoord3fv(info.coords[2]);
4336 glVertex2f(-1.0f, 1.0f);
4337 glTexCoord3fv(info.coords[3]);
4338 glVertex2f(1.0f, 1.0f);
4341 glBindTexture(info.bind_target, old_binding);
4345 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4348 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4351 TRACE("(%p) New location %#x\n", This, location);
4353 if (location & ~SFLAG_DS_LOCATIONS) {
4354 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4357 This->Flags &= ~SFLAG_DS_LOCATIONS;
4358 This->Flags |= location;
4361 /* Context activation is done by the caller. */
4362 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4364 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4365 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4366 const struct wined3d_gl_info *gl_info = context->gl_info;
4368 TRACE("(%p) New location %#x\n", This, location);
4370 /* TODO: Make this work for modes other than FBO */
4371 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4373 if (This->Flags & location) {
4374 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4378 if (This->current_renderbuffer) {
4379 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4383 if (location == SFLAG_DS_OFFSCREEN) {
4384 if (This->Flags & SFLAG_DS_ONSCREEN) {
4385 GLint old_binding = 0;
4388 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4392 if (!device->depth_blt_texture) {
4393 glGenTextures(1, &device->depth_blt_texture);
4396 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4397 * directly on the FBO texture. That's because we need to flip. */
4398 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4399 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4401 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4402 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4404 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4405 bind_target = GL_TEXTURE_2D;
4407 glBindTexture(bind_target, device->depth_blt_texture);
4408 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4409 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4410 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4411 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4412 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4413 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4414 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4415 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4416 glBindTexture(bind_target, old_binding);
4418 /* Setup the destination */
4419 if (!device->depth_blt_rb) {
4420 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4421 checkGLcall("glGenRenderbuffersEXT");
4423 if (device->depth_blt_rb_w != This->currentDesc.Width
4424 || device->depth_blt_rb_h != This->currentDesc.Height) {
4425 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4426 checkGLcall("glBindRenderbufferEXT");
4427 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4428 This->currentDesc.Width, This->currentDesc.Height);
4429 checkGLcall("glRenderbufferStorageEXT");
4430 device->depth_blt_rb_w = This->currentDesc.Width;
4431 device->depth_blt_rb_h = This->currentDesc.Height;
4434 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4435 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4436 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4437 checkGLcall("glFramebufferRenderbufferEXT");
4438 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4440 /* Do the actual blit */
4441 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4442 checkGLcall("depth_blt");
4444 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4445 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4449 FIXME("No up to date depth stencil location\n");
4451 } else if (location == SFLAG_DS_ONSCREEN) {
4452 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4453 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4457 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4458 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4459 This->currentDesc.Height, This->texture_target);
4460 checkGLcall("depth_blt");
4462 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4466 FIXME("No up to date depth stencil location\n");
4469 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4472 This->Flags |= location;
4475 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4476 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4477 IWineD3DBaseTexture *texture;
4478 IWineD3DSurfaceImpl *overlay;
4480 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4481 persistent ? "TRUE" : "FALSE");
4483 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4484 if (This->Flags & SFLAG_SWAPCHAIN)
4486 TRACE("Surface %p is an onscreen surface\n", iface);
4488 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4489 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4494 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4495 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4496 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4497 TRACE("Passing to container\n");
4498 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4499 IWineD3DBaseTexture_Release(texture);
4502 This->Flags &= ~SFLAG_LOCATIONS;
4503 This->Flags |= flag;
4505 /* Redraw emulated overlays, if any */
4506 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4507 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4508 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4512 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4513 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4514 TRACE("Passing to container\n");
4515 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4516 IWineD3DBaseTexture_Release(texture);
4519 This->Flags &= ~flag;
4522 if(!(This->Flags & SFLAG_LOCATIONS)) {
4523 ERR("%p: Surface does not have any up to date location\n", This);
4539 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4541 f->l = ((r->left * 2.0f) / w) - 1.0f;
4542 f->t = ((r->top * 2.0f) / h) - 1.0f;
4543 f->r = ((r->right * 2.0f) / w) - 1.0f;
4544 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4547 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4549 const struct wined3d_context *context;
4550 struct coords coords[4];
4552 IWineD3DSwapChain *swapchain;
4553 IWineD3DBaseTexture *texture;
4554 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4556 struct float_rect f;
4563 rect.right = This->currentDesc.Width;
4564 rect.bottom = This->currentDesc.Height;
4567 switch (This->texture_target)
4570 bind_target = GL_TEXTURE_2D;
4572 coords[0].x = (float)rect.left / This->pow2Width;
4573 coords[0].y = (float)rect.top / This->pow2Height;
4576 coords[1].x = (float)rect.left / This->pow2Width;
4577 coords[1].y = (float)rect.bottom / This->pow2Height;
4580 coords[2].x = (float)rect.right / This->pow2Width;
4581 coords[2].y = (float)rect.bottom / This->pow2Height;
4584 coords[3].x = (float)rect.right / This->pow2Width;
4585 coords[3].y = (float)rect.top / This->pow2Height;
4589 case GL_TEXTURE_RECTANGLE_ARB:
4590 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4591 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4592 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4593 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4594 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4597 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4598 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4599 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4600 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4601 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4602 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4603 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4606 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4607 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4608 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4609 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4610 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4611 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4612 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4615 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4616 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4617 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4618 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4619 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4620 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4621 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4624 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4625 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4626 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4627 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4628 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4629 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4630 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4633 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4634 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4635 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4636 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4637 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4638 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4639 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4642 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4643 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4644 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4645 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4646 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4647 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4648 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4652 ERR("Unexpected texture target %#x\n", This->texture_target);
4656 context = ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4660 glEnable(bind_target);
4661 checkGLcall("glEnable(bind_target)");
4662 glBindTexture(bind_target, This->texture_name);
4663 checkGLcall("glBindTexture(bind_target, This->texture_name)");
4664 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4665 checkGLcall("glTexParameteri");
4666 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4667 checkGLcall("glTexParameteri");
4669 if (context->render_offscreen)
4671 LONG tmp = rect.top;
4672 rect.top = rect.bottom;
4677 glTexCoord3fv(&coords[0].x);
4678 glVertex2i(rect.left, rect.top);
4680 glTexCoord3fv(&coords[1].x);
4681 glVertex2i(rect.left, rect.bottom);
4683 glTexCoord3fv(&coords[2].x);
4684 glVertex2i(rect.right, rect.bottom);
4686 glTexCoord3fv(&coords[3].x);
4687 glVertex2i(rect.right, rect.top);
4689 checkGLcall("glEnd");
4691 glDisable(bind_target);
4692 checkGLcall("glDisable(bind_target)");
4696 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4698 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4699 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4700 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4703 IWineD3DSwapChain_Release(swapchain);
4705 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4706 * reset properly next draw
4708 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4710 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4711 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4712 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4713 IWineD3DBaseTexture_Release(texture);
4718 /*****************************************************************************
4719 * IWineD3DSurface::LoadLocation
4721 * Copies the current surface data from wherever it is to the requested
4722 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4723 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4724 * multiple locations, the gl texture is preferred over the drawable, which is
4725 * preferred over system memory. The PBO counts as system memory. If rect is
4726 * not NULL, only the specified rectangle is copied (only supported for
4727 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4728 * location is marked up to date after the copy.
4731 * flag: Surface location flag to be updated
4732 * rect: rectangle to be copied
4735 * WINED3D_OK on success
4736 * WINED3DERR_DEVICELOST on an internal error
4738 *****************************************************************************/
4739 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4740 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4741 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4742 GLenum format, internal, type;
4743 CONVERT_TYPES convert;
4745 int width, pitch, outpitch;
4747 BOOL drawable_read_ok = TRUE;
4749 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4750 if (This->Flags & SFLAG_SWAPCHAIN)
4752 TRACE("Surface %p is an onscreen surface\n", iface);
4754 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4755 * Prefer SFLAG_INTEXTURE. */
4756 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4757 drawable_read_ok = FALSE;
4761 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4763 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4766 if(This->Flags & flag) {
4767 TRACE("Location already up to date\n");
4771 if(!(This->Flags & SFLAG_LOCATIONS)) {
4772 ERR("%p: Surface does not have any up to date location\n", This);
4773 This->Flags |= SFLAG_LOST;
4774 return WINED3DERR_DEVICELOST;
4777 if(flag == SFLAG_INSYSMEM) {
4778 surface_prepare_system_memory(This);
4780 /* Download the surface to system memory */
4781 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4782 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4783 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4785 surface_download_data(This);
4787 /* Note: It might be faster to download into a texture first. */
4788 read_from_framebuffer(This, rect,
4789 This->resource.allocatedMemory,
4790 IWineD3DSurface_GetPitch(iface));
4792 } else if(flag == SFLAG_INDRAWABLE) {
4793 if(This->Flags & SFLAG_INTEXTURE) {
4794 surface_blt_to_drawable(This, rect);
4796 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4797 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4798 * values, otherwise we get incorrect values in the target. For now go the slow way
4799 * via a system memory copy
4801 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4804 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4806 /* The width is in 'length' not in bytes */
4807 width = This->currentDesc.Width;
4808 pitch = IWineD3DSurface_GetPitch(iface);
4810 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4811 * but it isn't set (yet) in all cases it is getting called. */
4812 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4813 TRACE("Removing the pbo attached to surface %p\n", This);
4814 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4815 surface_remove_pbo(This);
4818 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4819 int height = This->currentDesc.Height;
4821 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4822 outpitch = width * bpp;
4823 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4825 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4827 ERR("Out of memory %d, %d!\n", outpitch, height);
4828 return WINED3DERR_OUTOFVIDEOMEMORY;
4830 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4832 This->Flags |= SFLAG_CONVERTED;
4834 This->Flags &= ~SFLAG_CONVERTED;
4835 mem = This->resource.allocatedMemory;
4838 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4840 /* Don't delete PBO memory */
4841 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4842 HeapFree(GetProcessHeap(), 0, mem);
4844 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4845 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4846 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4847 } else { /* Upload from system memory */
4848 BOOL srgb = flag == SFLAG_INSRGBTEX;
4849 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4850 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4853 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4854 /* Performance warning ... */
4855 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4856 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4859 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4860 /* Performance warning ... */
4861 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4862 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4865 if(!(This->Flags & SFLAG_INSYSMEM)) {
4866 /* Should not happen */
4867 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4868 /* Lets hope we get it from somewhere... */
4869 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4872 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4873 surface_bind_and_dirtify(This, srgb);
4875 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4876 This->Flags |= SFLAG_GLCKEY;
4877 This->glCKey = This->SrcBltCKey;
4879 else This->Flags &= ~SFLAG_GLCKEY;
4881 /* The width is in 'length' not in bytes */
4882 width = This->currentDesc.Width;
4883 pitch = IWineD3DSurface_GetPitch(iface);
4885 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4886 * but it isn't set (yet) in all cases it is getting called. */
4887 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4888 TRACE("Removing the pbo attached to surface %p\n", This);
4889 surface_remove_pbo(This);
4892 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4893 int height = This->currentDesc.Height;
4895 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4896 outpitch = width * bpp;
4897 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4899 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4901 ERR("Out of memory %d, %d!\n", outpitch, height);
4902 return WINED3DERR_OUTOFVIDEOMEMORY;
4904 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4906 This->Flags |= SFLAG_CONVERTED;
4908 else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4909 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4911 d3dfmt_p8_upload_palette(iface, convert);
4912 This->Flags &= ~SFLAG_CONVERTED;
4913 mem = This->resource.allocatedMemory;
4915 This->Flags &= ~SFLAG_CONVERTED;
4916 mem = This->resource.allocatedMemory;
4919 /* Make sure the correct pitch is used */
4921 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4924 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4925 TRACE("non power of two support\n");
4926 if(!(This->Flags & alloc_flag)) {
4927 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4928 This->Flags |= alloc_flag;
4930 if (mem || (This->Flags & SFLAG_PBO)) {
4931 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4934 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4935 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4937 if(!(This->Flags & alloc_flag)) {
4938 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4939 This->Flags |= alloc_flag;
4941 if (mem || (This->Flags & SFLAG_PBO)) {
4942 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4946 /* Restore the default pitch */
4948 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4951 /* Don't delete PBO memory */
4952 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4953 HeapFree(GetProcessHeap(), 0, mem);
4958 This->Flags |= flag;
4961 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4962 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4963 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4964 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4970 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4972 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4973 IWineD3DSwapChain *swapchain = NULL;
4975 /* Update the drawable size method */
4977 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4980 This->get_drawable_size = get_drawable_size_swapchain;
4981 IWineD3DSwapChain_Release(swapchain);
4982 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4983 switch(wined3d_settings.offscreen_rendering_mode) {
4984 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4985 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4986 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4990 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4993 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4994 return SURFACE_OPENGL;
4997 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4998 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
5001 /* If there's no destination surface there is nothing to do */
5002 if(!This->overlay_dest) return WINED3D_OK;
5004 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5005 * update the overlay. Prevent an endless recursion
5007 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5010 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5011 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5012 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5013 NULL, WINED3DTEXF_LINEAR);
5014 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5019 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5022 IWineD3DBaseSurfaceImpl_QueryInterface,
5023 IWineD3DBaseSurfaceImpl_AddRef,
5024 IWineD3DSurfaceImpl_Release,
5025 /* IWineD3DResource */
5026 IWineD3DBaseSurfaceImpl_GetParent,
5027 IWineD3DBaseSurfaceImpl_GetDevice,
5028 IWineD3DBaseSurfaceImpl_SetPrivateData,
5029 IWineD3DBaseSurfaceImpl_GetPrivateData,
5030 IWineD3DBaseSurfaceImpl_FreePrivateData,
5031 IWineD3DBaseSurfaceImpl_SetPriority,
5032 IWineD3DBaseSurfaceImpl_GetPriority,
5033 IWineD3DSurfaceImpl_PreLoad,
5034 IWineD3DSurfaceImpl_UnLoad,
5035 IWineD3DBaseSurfaceImpl_GetType,
5036 /* IWineD3DSurface */
5037 IWineD3DBaseSurfaceImpl_GetContainer,
5038 IWineD3DBaseSurfaceImpl_GetDesc,
5039 IWineD3DSurfaceImpl_LockRect,
5040 IWineD3DSurfaceImpl_UnlockRect,
5041 IWineD3DSurfaceImpl_GetDC,
5042 IWineD3DSurfaceImpl_ReleaseDC,
5043 IWineD3DSurfaceImpl_Flip,
5044 IWineD3DSurfaceImpl_Blt,
5045 IWineD3DBaseSurfaceImpl_GetBltStatus,
5046 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5047 IWineD3DBaseSurfaceImpl_IsLost,
5048 IWineD3DBaseSurfaceImpl_Restore,
5049 IWineD3DSurfaceImpl_BltFast,
5050 IWineD3DBaseSurfaceImpl_GetPalette,
5051 IWineD3DBaseSurfaceImpl_SetPalette,
5052 IWineD3DSurfaceImpl_RealizePalette,
5053 IWineD3DBaseSurfaceImpl_SetColorKey,
5054 IWineD3DBaseSurfaceImpl_GetPitch,
5055 IWineD3DSurfaceImpl_SetMem,
5056 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5057 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5058 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5059 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5060 IWineD3DBaseSurfaceImpl_SetClipper,
5061 IWineD3DBaseSurfaceImpl_GetClipper,
5063 IWineD3DSurfaceImpl_LoadTexture,
5064 IWineD3DSurfaceImpl_BindTexture,
5065 IWineD3DSurfaceImpl_SaveSnapshot,
5066 IWineD3DSurfaceImpl_SetContainer,
5067 IWineD3DBaseSurfaceImpl_GetData,
5068 IWineD3DSurfaceImpl_SetFormat,
5069 IWineD3DSurfaceImpl_PrivateSetup,
5070 IWineD3DSurfaceImpl_ModifyLocation,
5071 IWineD3DSurfaceImpl_LoadLocation,
5072 IWineD3DSurfaceImpl_GetImplType,
5073 IWineD3DSurfaceImpl_DrawOverlay
5075 #undef GLINFO_LOCATION
5077 #define GLINFO_LOCATION device->adapter->gl_info
5078 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5079 /* Context activation is done by the caller. */
5080 static void ffp_blit_free(IWineD3DDevice *iface) { }
5082 /* Context activation is done by the caller. */
5083 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5084 GLenum textype, UINT width, UINT height)
5088 checkGLcall("glEnable(textype)");
5093 /* Context activation is done by the caller. */
5094 static void ffp_blit_unset(IWineD3DDevice *iface) {
5095 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5097 glDisable(GL_TEXTURE_2D);
5098 checkGLcall("glDisable(GL_TEXTURE_2D)");
5099 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5100 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5101 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5103 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5104 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5105 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5110 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5112 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5114 TRACE("Checking support for fixup:\n");
5115 dump_color_fixup_desc(fixup);
5118 /* We only support identity conversions. */
5119 if (is_identity_fixup(fixup))
5125 TRACE("[FAILED]\n");
5129 const struct blit_shader ffp_blit = {
5134 ffp_blit_color_fixup_supported