2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
32 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
50 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, unsigned long len, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
52 static void surface_download_data(IWineD3DSurfaceImpl *This) {
53 if (This->resource.format == WINED3DFMT_DXT1 ||
54 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
55 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
56 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
57 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
59 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
60 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
64 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
65 checkGLcall("glGetCompressedTexImageARB()");
70 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
71 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
75 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
76 This->glDescription.glType, This->resource.allocatedMemory);
77 checkGLcall("glGetTexImage()");
81 if (wined3d_settings.nonpower2_mode == NP2_REPACK) {
83 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
84 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
85 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
89 * instead of boxing the texture :
90 * |<-texture width ->| -->pow2width| /\
91 * |111111111111111111| | |
92 * |222 Texture 222222| boxed empty | texture height
93 * |3333 Data 33333333| | |
94 * |444444444444444444| | \/
95 * ----------------------------------- |
96 * | boxed empty | boxed empty | pow2height
98 * -----------------------------------
101 * we're repacking the data to the expected texture width
103 * |<-texture width ->| -->pow2width| /\
104 * |111111111111111111222222222222222| |
105 * |222333333333333333333444444444444| texture height
109 * | empty | pow2height
111 * -----------------------------------
115 * |<-texture width ->| /\
116 * |111111111111111111|
117 * |222222222222222222|texture height
118 * |333333333333333333|
119 * |444444444444444444| \/
120 * --------------------
122 * this also means that any references to allocatedMemory should work with the data as if were a
123 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
125 * internally the texture is still stored in a boxed format so any references to textureName will
126 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
129 if (This->Flags & SFLAG_NONPOW2) {
130 LPBYTE src_data, dst_data;
131 int src_pitch = This->bytesPerPixel * This->pow2Width;
132 int dst_pitch = This->bytesPerPixel * This->currentDesc.Width;
135 src_data = dst_data = This->resource.allocatedMemory;
136 FIXME("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
137 for (y = 1 ; y < This->currentDesc.Height; y++) {
138 /* skip the first row */
139 src_data += src_pitch;
140 dst_data += dst_pitch;
141 memcpy(dst_data, src_data, dst_pitch);
148 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
149 if (This->resource.format == WINED3DFMT_DXT1 ||
150 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
151 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
152 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
153 FIXME("Using DXT1/3/5 without advertized support\n");
155 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
157 GL_EXTCALL(glCompressedTexSubImage2DARB(This->glDescription.target, This->glDescription.level, 0, 0, width, height,
158 This->glDescription.glFormatInternal, This->resource.size, data));
159 checkGLcall("glCompressedTexSubImage2D");
163 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
165 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
166 checkGLcall("glTexSubImage2D");
171 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
172 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
173 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
177 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, NULL);
178 checkGLcall("glTexImage2D");
183 /* *******************************************
184 IWineD3DSurface IUnknown parts follow
185 ******************************************* */
186 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
188 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
189 /* Warn ,but be nice about things */
190 TRACE("(%p)->(%s,%p)\n", This,debugstr_guid(riid),ppobj);
192 ERR("Probably FIXME: Calling query interface with NULL riid\n");
194 if (IsEqualGUID(riid, &IID_IUnknown)
195 || IsEqualGUID(riid, &IID_IWineD3DBase)
196 || IsEqualGUID(riid, &IID_IWineD3DResource)
197 || IsEqualGUID(riid, &IID_IWineD3DSurface)) {
198 IUnknown_AddRef((IUnknown*)iface);
203 return E_NOINTERFACE;
206 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
207 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
208 ULONG ref = InterlockedIncrement(&This->resource.ref);
209 TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
213 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
214 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
215 ULONG ref = InterlockedDecrement(&This->resource.ref);
216 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
218 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
219 TRACE("(%p) : cleaning up\n", This);
220 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
222 TRACE("Deleting texture %d\n", This->glDescription.textureName);
223 glDeleteTextures(1, &This->glDescription.textureName);
227 if(This->Flags & SFLAG_DIBSECTION) {
229 SelectObject(This->hDC, This->dib.holdbitmap);
231 /* Release the DIB section */
232 DeleteObject(This->dib.DIBsection);
233 This->dib.bitmap_data = NULL;
234 This->resource.allocatedMemory = NULL;
236 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
238 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
239 if(iface == device->ddraw_primary)
240 device->ddraw_primary = NULL;
242 TRACE("(%p) Released\n", This);
243 HeapFree(GetProcessHeap(), 0, This);
249 /* ****************************************************
250 IWineD3DSurface IWineD3DResource parts follow
251 **************************************************** */
252 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
253 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
256 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
257 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
260 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
261 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
264 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
265 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
268 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
269 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
272 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
273 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
276 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
277 /* TODO: re-write the way textures and managed,
278 * use a 'opengl context manager' to manage RenderTarget surfaces
279 ** *********************************************************/
281 /* TODO: check for locks */
282 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
283 IWineD3DBaseTexture *baseTexture = NULL;
284 TRACE("(%p)Checking to see if the container is a base texture\n", This);
285 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
286 TRACE("Passing to conatiner\n");
287 IWineD3DBaseTexture_PreLoad(baseTexture);
288 IWineD3DBaseTexture_Release(baseTexture);
290 TRACE("(%p) : About to load surface\n", This);
292 #if 0 /* TODO: context manager support */
293 IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_2D, ENABLED, NOW /* make sure the state is applied now */);
295 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
296 if (!This->glDescription.level) {
297 if (!This->glDescription.textureName) {
298 glGenTextures(1, &This->glDescription.textureName);
299 checkGLcall("glGenTextures");
300 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
302 glBindTexture(This->glDescription.target, This->glDescription.textureName);
303 checkGLcall("glBindTexture");
304 IWineD3DSurface_LoadTexture(iface);
305 /* This is where we should be reducing the amount of GLMemoryUsed */
306 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
307 /* assume this is a coding error not a real error for now */
308 FIXME("Mipmap surface has a glTexture bound to it!\n");
310 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
311 /* Tell opengl to try and keep this texture in video ram (well mostly) */
314 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
316 /* TODO: disable texture support, if it wastn't enabled when we entered. */
317 #if 0 /* TODO: context manager support */
318 IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_2D, DISABLED,DELAYED
319 /* we don't care when the state is disabled(if atall) */);
326 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
327 TRACE("(%p) : calling resourceimpl_GetType\n", iface);
328 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
331 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
332 TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
333 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
336 /* ******************************************************
337 IWineD3DSurface IWineD3DSurface parts follow
338 ****************************************************** */
340 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent) {
341 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
343 TRACE("(%p) : ppContainerParent %p)\n", This, ppContainerParent);
345 if (!ppContainerParent) {
346 ERR("(%p) : Called without a valid ppContainerParent.\n", This);
349 if (This->container) {
350 IWineD3DBase_GetParent(This->container, ppContainerParent);
351 if (!ppContainerParent) {
352 /* WineD3D objects should always have a parent */
353 ERR("(%p) : GetParent returned NULL\n", This);
355 IUnknown_Release(*ppContainerParent); /* GetParent adds a reference; we want just the pointer */
357 *ppContainerParent = NULL;
363 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
364 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
365 IWineD3DBase *container = 0;
367 TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
370 ERR("Called without a valid ppContainer.\n");
374 * If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
375 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
376 * GetContainer will return the Direct3D device used to create the surface.
378 if (This->container) {
379 container = This->container;
381 container = (IWineD3DBase *)This->resource.wineD3DDevice;
384 TRACE("Relaying to QueryInterface\n");
385 return IUnknown_QueryInterface(container, riid, ppContainer);
388 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
389 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
391 TRACE("(%p) : copying into %p\n", This, pDesc);
392 if(pDesc->Format != NULL) *(pDesc->Format) = This->resource.format;
393 if(pDesc->Type != NULL) *(pDesc->Type) = This->resource.resourceType;
394 if(pDesc->Usage != NULL) *(pDesc->Usage) = This->resource.usage;
395 if(pDesc->Pool != NULL) *(pDesc->Pool) = This->resource.pool;
396 if(pDesc->Size != NULL) *(pDesc->Size) = This->resource.size; /* dx8 only */
397 if(pDesc->MultiSampleType != NULL) *(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
398 if(pDesc->MultiSampleQuality != NULL) *(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
399 if(pDesc->Width != NULL) *(pDesc->Width) = This->currentDesc.Width;
400 if(pDesc->Height != NULL) *(pDesc->Height) = This->currentDesc.Height;
404 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
405 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
406 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
407 if (This->glDescription.textureName == 0 && textureName != 0) {
408 This->Flags |= SFLAG_DIRTY;
409 IWineD3DSurface_AddDirtyRect(iface, NULL);
411 This->glDescription.textureName = textureName;
412 This->glDescription.target = target;
415 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
416 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
417 TRACE("(%p) : returning %p\n", This, &This->glDescription);
418 *glDescription = &This->glDescription;
421 /* TODO: think about moving this down to resource? */
422 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
423 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
424 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
425 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
426 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
428 return (CONST void*)(This->resource.allocatedMemory);
431 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
437 switch(This->resource.format)
441 /* GL can't return palettized data, so read ARGB pixels into a
442 * separate block of memory and convert them into palettized format
443 * in software. Slow, but if the app means to use palettized render
444 * targets and locks it...
446 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
447 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
448 * for the color channels when palettizing the colors.
451 type = GL_UNSIGNED_BYTE;
453 mem = HeapAlloc(GetProcessHeap(), 0, (rect->bottom - rect->top) * pitch);
455 ERR("Out of memory\n");
463 fmt = This->glDescription.glFormat;
464 type = This->glDescription.glType;
467 if (rect->left == 0 &&
468 rect->right == This->currentDesc.Width ) {
469 BYTE *row, *top, *bottom;
472 glReadPixels(0, rect->top,
473 This->currentDesc.Width,
474 rect->bottom - rect->top,
479 /* glReadPixels returns the image upside down, and there is no way to prevent this.
480 Flip the lines in software */
481 row = HeapAlloc(GetProcessHeap(), 0, pitch);
483 ERR("Out of memory\n");
487 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
488 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
489 memcpy(row, top, pitch);
490 memcpy(top, bottom, pitch);
491 memcpy(bottom, row, pitch);
495 HeapFree(GetProcessHeap(), 0, row);
497 if(This->lockedRect.top == 0 && This->lockedRect.bottom == This->currentDesc.Height) {
498 This->Flags &= ~SFLAG_GLDIRTY;
501 for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
502 glReadPixels(rect->left,
503 rect->bottom - j - 1,
504 rect->right - rect->left,
508 (char *)mem + (pitch * (j-rect->top)));
512 vcheckGLcall("glReadPixels");
514 if(This->resource.format == WINED3DFMT_P8) {
516 DWORD width = pitch / 3;
519 pal = This->palette->palents;
521 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
524 for(y = rect->top; y < rect->bottom; y++) {
525 for(x = rect->left; x < rect->right; x++) {
526 /* start lines pixels */
527 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
528 BYTE *green = blue + 1;
529 BYTE *red = green + 1;
531 for(c = 0; c < 256; c++) {
532 if(*red == pal[c].peRed &&
533 *green == pal[c].peGreen &&
534 *blue == pal[c].peBlue)
536 *((BYTE *) dest + y * width + x) = c;
542 HeapFree(GetProcessHeap(), 0, mem);
546 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
547 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
548 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
549 IWineD3DSwapChainImpl *swapchain = NULL;
550 static UINT messages = 0; /* holds flags to disable fixme messages */
551 BOOL backbuf = FALSE;
553 /* fixme: should we really lock as such? */
554 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INPBUFFER)) ==
555 (SFLAG_INTEXTURE | SFLAG_INPBUFFER) ) {
556 FIXME("Warning: Surface is in texture memory or pbuffer\n");
557 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INPBUFFER);
560 if (!(This->Flags & SFLAG_LOCKABLE)) {
561 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
562 texture regions, and since the destination is an unlockable region we need
564 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
565 /*return WINED3DERR_INVALIDCALL; */
568 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
569 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
571 if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
572 if(swapchain != NULL) {
574 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
575 if(iface == swapchain->backBuffer[i]) {
582 TRACE("(%p, backBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
583 } else if (swapchain != NULL && iface == swapchain->frontBuffer) {
584 TRACE("(%p, frontBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
585 } else if (iface == myDevice->renderTarget) {
586 TRACE("(%p, renderTarget) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
587 } else if (iface == myDevice->depthStencilBuffer) {
588 TRACE("(%p, stencilBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
591 if (NULL != swapchain) {
592 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
597 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
600 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
603 pLockedRect->pBits = This->resource.allocatedMemory;
604 This->lockedRect.left = 0;
605 This->lockedRect.top = 0;
606 This->lockedRect.right = This->currentDesc.Width;
607 This->lockedRect.bottom = This->currentDesc.Height;
608 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
610 TRACE("Lock Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
612 if ((pRect->top < 0) ||
614 (pRect->left >= pRect->right) ||
615 (pRect->top >= pRect->bottom) ||
616 (pRect->right > This->currentDesc.Width) ||
617 (pRect->bottom > This->currentDesc.Height))
619 WARN(" Invalid values in pRect !!!\n");
620 return D3DERR_INVALIDCALL;
623 if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
624 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2));
626 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
628 This->lockedRect.left = pRect->left;
629 This->lockedRect.top = pRect->top;
630 This->lockedRect.right = pRect->right;
631 This->lockedRect.bottom = pRect->bottom;
634 if (This->Flags & SFLAG_NONPOW2) {
635 TRACE("Locking non-power 2 texture\n");
638 if (0 == This->resource.usage || This->resource.usage & WINED3DUSAGE_DYNAMIC) {
639 /* classic surface TODO: non 2d surfaces?
640 These resources may be POOL_SYSTEMMEM, so they must not access the device */
641 TRACE("locking an ordinarary surface\n");
642 /* Check to see if memory has already been allocated from the surface*/
643 if ((NULL == This->resource.allocatedMemory) ||
644 (This->Flags & SFLAG_GLDIRTY) ){ /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
645 /* Non-system memory surfaces */
647 This->Flags &= ~SFLAG_GLDIRTY;
649 /*Surface has no memory currently allocated to it!*/
650 TRACE("(%p) Locking rect\n" , This);
651 if(!This->resource.allocatedMemory) {
652 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->pow2Size);
654 if (0 != This->glDescription.textureName) {
655 /* Now I have to copy thing bits back */
656 This->Flags |= SFLAG_ACTIVELOCK; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
657 /* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
659 /* Make sure that the texture is loaded */
660 IWineD3DSurface_PreLoad(iface); /* Make sure there is a texture to bind! */
662 surface_download_data(This);
664 } else { /* Nothing to do */
665 TRACE("Memory %p already allocted for texture\n", This->resource.allocatedMemory);
669 pLockedRect->pBits = This->resource.allocatedMemory;
671 if (This->resource.format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
672 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2));
674 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
678 } else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage ){ /* render surfaces */
679 if((!(Flags&WINED3DLOCK_DISCARD) && (This->Flags & SFLAG_GLDIRTY)) || !This->resource.allocatedMemory) {
682 BOOL notInContext = FALSE;
683 IWineD3DSwapChainImpl *targetSwapChain = NULL;
689 * for render->surface copy begin to begin of allocatedMemory
690 * unlock can be more easy
693 TRACE("locking a render target\n");
695 if (This->resource.allocatedMemory == NULL)
696 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 ,This->resource.size);
698 This->Flags |= SFLAG_ACTIVELOCK; /*When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory*/
699 pLockedRect->pBits = This->resource.allocatedMemory;
702 vcheckGLcall("glFlush");
703 glGetIntegerv(GL_READ_BUFFER, &prev_read);
704 vcheckGLcall("glIntegerv");
705 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
706 vcheckGLcall("glIntegerv");
708 /* Here's what we have to do:
709 See if the swapchain has the same context as the renderTarget or the surface is the render target.
710 Otherwise, see if were sharing a context with the implicit swapchain (because we're using a shared context model!)
711 and use the front back buffer as required.
712 if not, we need to switch contexts and then switchback at the end.
714 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
715 IWineD3DSurface_GetContainer(myDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&targetSwapChain);
717 /* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */
718 if ((swapchain == targetSwapChain && targetSwapChain != NULL) || iface == myDevice->renderTarget) {
719 if (swapchain && iface == swapchain->frontBuffer) {
720 TRACE("locking front\n");
721 glReadBuffer(GL_FRONT);
723 else if (iface == myDevice->renderTarget || backbuf) {
724 TRACE("locking back buffer\n");
725 glReadBuffer(GL_BACK);
726 } else if (iface == myDevice->depthStencilBuffer) {
727 FIXME("Stencil Buffer lock unsupported for now\n");
729 FIXME("(%p) Shouldn't have got here!\n", This);
730 glReadBuffer(GL_BACK);
732 } else if (swapchain != NULL) {
733 IWineD3DSwapChainImpl *implSwapChain;
734 IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
735 if (swapchain->glCtx == implSwapChain->render_ctx && swapchain->drawable == implSwapChain->win) {
736 /* This will fail for the implicit swapchain, which is why there needs to be a context manager */
738 glReadBuffer(GL_BACK);
739 } else if (iface == swapchain->frontBuffer) {
740 glReadBuffer(GL_FRONT);
741 } else if (iface == myDevice->depthStencilBuffer) {
742 FIXME("Stencil Buffer lock unsupported for now\n");
744 FIXME("Should have got here!\n");
745 glReadBuffer(GL_BACK);
748 /* We need to switch contexts to be able to read the buffer!!! */
749 FIXME("The buffer requested isn't in the current openGL context\n");
751 /* TODO: check the contexts, to see if were shared with the current context */
753 IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
755 if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
756 if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain);
758 /** the depth stencil in openGL has a format of GL_FLOAT
759 * which should be good for WINED3DFMT_D16_LOCKABLE
761 * it is unclear what format the stencil buffer is in except.
762 * 'Each index is converted to fixed point...
763 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
764 * mappings in the table GL_PIXEL_MAP_S_TO_S.
765 * glReadPixels(This->lockedRect.left,
766 * This->lockedRect.bottom - j - 1,
767 * This->lockedRect.right - This->lockedRect.left,
769 * GL_DEPTH_COMPONENT,
771 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
772 *****************************************/
773 if (!notInContext) { /* Only read the buffer if it's in the current context */
774 switch(wined3d_settings.rendertargetlock_mode) {
778 read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
783 read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
784 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
789 static BOOL warned = FALSE;
791 ERR("Application tries to lock the render target, but render target locking is disabled\n");
798 TRACE("Resetting buffer\n");
800 glReadBuffer(prev_read);
801 vcheckGLcall("glReadBuffer");
805 } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
808 FIXME("TODO stencil depth surface locking surf%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
811 glReadPixels(This->lockedRect.left,
812 This->lockedRect.bottom - j - 1,
813 This->lockedRect.right - This->lockedRect.left,
815 GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
822 FIXME("unsupported locking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
825 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
828 IWineD3DBaseTexture *pBaseTexture;
831 * as seen in msdn docs
833 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
835 /** Dirtify Container if needed */
836 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
837 TRACE("Making container dirty\n");
838 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
839 IWineD3DBaseTexture_Release(pBaseTexture);
841 TRACE("Surface is standalone, no need to dirty the container\n");
845 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Flags & SFLAG_DIRTY ? 0 : 1);
847 This->Flags |= SFLAG_LOCKED;
851 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
853 GLint prev_rasterpos[4];
855 BOOL storechanged = FALSE;
859 glDisable(GL_TEXTURE_2D);
860 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
861 glDisable(GL_TEXTURE_1D);
862 vcheckGLcall("glDisable(GL_TEXTURE_1D)");
865 vcheckGLcall("glFlush");
866 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
867 vcheckGLcall("glIntegerv");
868 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
869 vcheckGLcall("glIntegerv");
870 glPixelZoom(1.0, -1.0);
871 vcheckGLcall("glPixelZoom");
873 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
874 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
875 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
877 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
878 vcheckGLcall("glRasterPos2f");
880 /* Some drivers(radeon dri, others?) don't like exceptions during
881 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
882 * after ReleaseDC. Reading it will cause an exception, which x11drv will
883 * catch to put the dib section in InSync mode, which leads to a crash
884 * and a blocked x server on my radeon card.
886 * The following lines read the dib section so it is put in inSync mode
887 * before glDrawPixels is called and the crash is prevented. There won't
888 * be any interfering gdi accesses, because UnlockRect is called from
889 * ReleaseDC, and the app won't use the dc any more afterwards.
891 if(This->Flags & SFLAG_DIBSECTION) {
893 read = This->resource.allocatedMemory[0];
896 switch (This->resource.format) {
897 /* No special care needed */
898 case WINED3DFMT_A4R4G4B4:
899 case WINED3DFMT_R5G6B5:
900 case WINED3DFMT_A1R5G5B5:
901 case WINED3DFMT_R8G8B8:
902 type = This->glDescription.glType;
903 fmt = This->glDescription.glFormat;
904 mem = This->resource.allocatedMemory;
907 case WINED3DFMT_X4R4G4B4:
910 unsigned short *data;
911 data = (unsigned short *)This->resource.allocatedMemory;
912 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
918 type = This->glDescription.glType;
919 fmt = This->glDescription.glFormat;
920 mem = This->resource.allocatedMemory;
924 case WINED3DFMT_X1R5G5B5:
927 unsigned short *data;
928 data = (unsigned short *)This->resource.allocatedMemory;
929 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
935 type = This->glDescription.glType;
936 fmt = This->glDescription.glFormat;
937 mem = This->resource.allocatedMemory;
941 case WINED3DFMT_X8R8G8B8:
943 /* make sure the X byte is set to alpha on, since it
944 could be any random value. This fixes the intro movie in Pirates! */
947 data = (unsigned int *)This->resource.allocatedMemory;
948 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
957 case WINED3DFMT_A8R8G8B8:
959 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
960 vcheckGLcall("glPixelStorei");
962 type = This->glDescription.glType;
963 fmt = This->glDescription.glFormat;
964 mem = This->resource.allocatedMemory;
968 case WINED3DFMT_A2R10G10B10:
970 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
971 vcheckGLcall("glPixelStorei");
973 type = This->glDescription.glType;
974 fmt = This->glDescription.glFormat;
975 mem = This->resource.allocatedMemory;
981 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
982 int height = This->glRect.bottom - This->glRect.top;
983 type = GL_UNSIGNED_BYTE;
986 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
988 ERR("Out of memory\n");
991 d3dfmt_convert_surface(This->resource.allocatedMemory,
1000 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1003 type = This->glDescription.glType;
1004 fmt = This->glDescription.glFormat;
1005 mem = This->resource.allocatedMemory;
1008 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1009 (This->lockedRect.bottom - This->lockedRect.top)-1,
1012 checkGLcall("glDrawPixels");
1013 glPixelZoom(1.0,1.0);
1014 vcheckGLcall("glPixelZoom");
1016 glRasterPos3iv(&prev_rasterpos[0]);
1017 vcheckGLcall("glRasterPos3iv");
1019 /* Reset to previous pack row length */
1020 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1021 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1023 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1024 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1027 if(mem != This->resource.allocatedMemory) HeapFree(GetProcessHeap(), 0, mem);
1031 static void flush_to_framebuffer_texture(IWineD3DSurface *iface) {
1032 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1033 float glTexCoord[4];
1035 glTexCoord[0] = 0.0; /* left */
1036 glTexCoord[1] = (float) This->currentDesc.Width / (float) This->pow2Width; /* right */
1037 glTexCoord[2] = 0.0; /* top */
1038 glTexCoord[3] = (float) This->currentDesc.Height / (float) This->pow2Height; /* bottom */
1040 IWineD3DSurface_PreLoad(iface);
1044 /* Disable some fancy graphics effects */
1045 glDisable(GL_LIGHTING);
1046 checkGLcall("glDisable GL_LIGHTING");
1047 glDisable(GL_DEPTH_TEST);
1048 checkGLcall("glDisable GL_DEPTH_TEST");
1050 checkGLcall("glDisable GL_FOG");
1051 glDisable(GL_CULL_FACE);
1052 checkGLcall("glDisable GL_CULL_FACE");
1053 glDisable(GL_BLEND);
1054 checkGLcall("glDisable GL_BLEND");
1055 glDisable(GL_STENCIL_TEST);
1056 checkGLcall("glDisable GL_STENCIL_TEST");
1058 glEnable(GL_TEXTURE_2D);
1059 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1060 checkGLcall("glEnable glBindTexture");
1062 /* No filtering for blts */
1063 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1064 checkGLcall("glTexParameteri");
1065 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1066 checkGLcall("glTexParameteri");
1068 /* Start drawing a quad */
1071 glColor3d(1.0f, 1.0f, 1.0f);
1072 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1073 glVertex3f(0, 0, 0.0);
1075 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1076 glVertex3f(0, This->currentDesc.Height, 0.0);
1078 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1079 glVertex3d(This->currentDesc.Width, This->currentDesc.Height, 0.0);
1081 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1082 glVertex3f(This->currentDesc.Width, 0, 0.0);
1085 checkGLcall("glEnd");
1087 /* Unbind the texture */
1088 glBindTexture(GL_TEXTURE_2D, 0);
1089 checkGLcall("glEnable glBindTexture");
1094 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1095 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1096 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1097 const char *buffername = "";
1098 IWineD3DSwapChainImpl *swapchain = NULL;
1099 BOOL backbuf = FALSE;
1101 if (!(This->Flags & SFLAG_LOCKED)) {
1102 WARN("trying to Unlock an unlocked surf@%p\n", This);
1103 return WINED3DERR_INVALIDCALL;
1106 if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) {
1107 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1111 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
1112 if(iface == swapchain->backBuffer[i]) {
1120 buffername = "backBuffer";
1121 } else if ((swapchain != NULL) && iface == swapchain->frontBuffer) {
1122 buffername = "frontBuffer";
1123 } else if (iface == myDevice->depthStencilBuffer) {
1124 buffername = "depthStencilBuffer";
1125 } else if (iface == myDevice->renderTarget) {
1126 buffername = "renderTarget";
1130 if (swapchain != NULL) {
1131 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1134 TRACE("(%p %s) : dirtyfied(%d)\n", This, buffername, This->Flags & SFLAG_DIRTY ? 1 : 0);
1136 if (!(This->Flags & SFLAG_DIRTY)) {
1137 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1141 if (0 == This->resource.usage) { /* classic surface */
1144 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
1146 } else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
1148 /****************************
1149 * TODO: Render targets are 'special' and
1150 * ?some? locking needs to be passed onto the context manager
1151 * so that it becomes possible to use auxiliary buffers, pbuffers
1152 * render-to-texture, shared, cached contexts etc...
1153 * ****************************/
1154 IWineD3DSwapChainImpl *implSwapChain;
1155 IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
1157 if (backbuf || iface == implSwapChain->frontBuffer || iface == myDevice->renderTarget) {
1162 /* glDrawPixels transforms the raster position as though it was a vertex -
1163 we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
1164 per drawprim (and leave set - it will sort itself out due to last_was_rhw */
1165 d3ddevice_set_ortho(This->resource.wineD3DDevice);
1167 if (iface == implSwapChain->frontBuffer) {
1168 glDrawBuffer(GL_FRONT);
1169 checkGLcall("glDrawBuffer GL_FRONT");
1170 } else if (backbuf || iface == myDevice->renderTarget) {
1171 glDrawBuffer(GL_BACK);
1172 checkGLcall("glDrawBuffer GL_BACK");
1175 /* Disable higher textures before calling glDrawPixels */
1176 for(tex = 1; tex < GL_LIMITS(samplers); tex++) {
1177 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1178 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + tex));
1179 checkGLcall("glActiveTextureARB");
1181 glDisable(GL_TEXTURE_2D);
1182 checkGLcall("glDisable GL_TEXTURE_2D");
1183 glDisable(GL_TEXTURE_1D);
1184 checkGLcall("glDisable GL_TEXTURE_1D");
1186 /* Activate texture 0, but don't disable it necessarilly */
1187 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1188 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1189 checkGLcall("glActiveTextureARB");
1192 /* And back buffers are not blended. Disable the depth test,
1193 that helps performance */
1194 glDisable(GL_BLEND);
1195 glDisable(GL_DEPTH_TEST);
1198 switch(wined3d_settings.rendertargetlock_mode) {
1202 flush_to_framebuffer_drawpixels(This);
1207 flush_to_framebuffer_texture(iface);
1212 static BOOL warned = FALSE;
1214 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1221 if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) {
1222 glDrawBuffer(GL_BACK);
1223 vcheckGLcall("glDrawBuffer");
1225 if(myDevice->stateBlock->renderState[D3DRS_ZENABLE] == D3DZB_TRUE ||
1226 myDevice->stateBlock->renderState[D3DRS_ZENABLE] == D3DZB_USEW) glEnable(GL_DEPTH_TEST);
1227 if (myDevice->stateBlock->renderState[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
1228 if (myDevice->stateBlock->renderState[D3DRS_FOGENABLE]) glEnable(GL_FOG);
1232 /** restore clean dirty state */
1233 IWineD3DSurface_CleanDirtyRect(iface);
1236 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
1238 IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
1240 } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
1242 if (iface == myDevice->depthStencilBuffer) {
1243 FIXME("TODO stencil depth surface unlocking surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
1245 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
1249 FIXME("unsupported unlocking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
1253 This->Flags &= ~SFLAG_LOCKED;
1254 memset(&This->lockedRect, 0, sizeof(RECT));
1258 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1259 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1260 WINED3DLOCKED_RECT lock;
1267 const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
1269 TRACE("(%p)->(%p)\n",This,pHDC);
1271 if(This->Flags & SFLAG_USERPTR) {
1272 ERR("Not supported on surfaces with an application-provided surfaces\n");
1276 /* Give more detailed info for ddraw */
1277 if (This->Flags & SFLAG_DCINUSE)
1278 return DDERR_DCALREADYCREATED;
1280 /* Can't GetDC if the surface is locked */
1281 if (This->Flags & SFLAG_LOCKED)
1282 return WINED3DERR_INVALIDCALL;
1284 memset(&lock, 0, sizeof(lock)); /* To be sure */
1286 /* Create a DIB section if there isn't a hdc yet */
1289 SYSTEM_INFO sysInfo;
1291 if(This->Flags & SFLAG_ACTIVELOCK) {
1292 ERR("Creating a DIB section while a lock is active. Uncertain consequences\n");
1295 switch (This->bytesPerPixel) {
1298 /* Allocate extra space to store the RGB bit masks. */
1299 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
1303 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
1307 /* Allocate extra space for a palette. */
1308 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1309 sizeof(BITMAPINFOHEADER)
1311 * (1 << (This->bytesPerPixel * 8)));
1316 return E_OUTOFMEMORY;
1318 /* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the
1319 * surface. So we need at least extra 4 bytes at the end of the surface. Check against the page size,
1320 * if the last page used for the surface has at least 4 spare bytes we're safe, otherwise
1321 * add an extra line to the dib section
1323 GetSystemInfo(&sysInfo);
1324 if( ((This->resource.size + 3) % sysInfo.dwPageSize) < 4) {
1326 TRACE("Adding an extra line to the dib section\n");
1329 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
1330 if( (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
1331 b_info->bmiHeader.biWidth = This->currentDesc.Width;
1332 b_info->bmiHeader.biHeight = -This->currentDesc.Height -extraline;
1333 b_info->bmiHeader.biSizeImage = This->currentDesc.Width * This->currentDesc.Height * This->bytesPerPixel;
1334 /* Use the full pow2 image size(assigned below) because LockRect
1335 * will need it for a full glGetTexImage call
1338 b_info->bmiHeader.biWidth = This->pow2Width;
1339 b_info->bmiHeader.biHeight = -This->pow2Height -extraline;
1340 b_info->bmiHeader.biSizeImage = This->resource.size;
1342 b_info->bmiHeader.biPlanes = 1;
1343 b_info->bmiHeader.biBitCount = This->bytesPerPixel * 8;
1345 b_info->bmiHeader.biXPelsPerMeter = 0;
1346 b_info->bmiHeader.biYPelsPerMeter = 0;
1347 b_info->bmiHeader.biClrUsed = 0;
1348 b_info->bmiHeader.biClrImportant = 0;
1350 /* Get the bit masks */
1351 masks = (DWORD *) &(b_info->bmiColors);
1352 switch (This->resource.format) {
1353 case WINED3DFMT_R8G8B8:
1354 usage = DIB_RGB_COLORS;
1355 b_info->bmiHeader.biCompression = BI_RGB;
1358 case WINED3DFMT_X1R5G5B5:
1359 case WINED3DFMT_A1R5G5B5:
1360 case WINED3DFMT_A4R4G4B4:
1361 case WINED3DFMT_X4R4G4B4:
1362 case WINED3DFMT_R3G3B2:
1363 case WINED3DFMT_A8R3G3B2:
1364 case WINED3DFMT_A2B10G10R10:
1365 case WINED3DFMT_A8B8G8R8:
1366 case WINED3DFMT_X8B8G8R8:
1367 case WINED3DFMT_A2R10G10B10:
1368 case WINED3DFMT_R5G6B5:
1369 case WINED3DFMT_A16B16G16R16:
1371 b_info->bmiHeader.biCompression = BI_BITFIELDS;
1372 masks[0] = formatEntry->redMask;
1373 masks[1] = formatEntry->greenMask;
1374 masks[2] = formatEntry->blueMask;
1378 /* Don't know palette */
1379 b_info->bmiHeader.biCompression = BI_RGB;
1384 ddc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1386 HeapFree(GetProcessHeap(), 0, b_info);
1387 return HRESULT_FROM_WIN32(GetLastError());
1390 TRACE("Creating a DIB section with size %dx%dx%d, size=%d\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
1391 This->dib.DIBsection = CreateDIBSection(ddc, b_info, usage, &This->dib.bitmap_data, 0 /* Handle */, 0 /* Offset */);
1394 if (!This->dib.DIBsection) {
1395 ERR("CreateDIBSection failed!\n");
1396 HeapFree(GetProcessHeap(), 0, b_info);
1397 return HRESULT_FROM_WIN32(GetLastError());
1400 TRACE("DIBSection at : %p\n", This->dib.bitmap_data);
1402 /* copy the existing surface to the dib section */
1403 if(This->resource.allocatedMemory) {
1404 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, b_info->bmiHeader.biSizeImage);
1405 /* We won't need that any more */
1406 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
1408 /* This is to make LockRect read the gl Texture although memory is allocated */
1409 This->Flags |= SFLAG_GLDIRTY;
1412 HeapFree(GetProcessHeap(), 0, b_info);
1414 /* Use the dib section from now on */
1415 This->resource.allocatedMemory = This->dib.bitmap_data;
1417 /* Now allocate a HDC */
1418 This->hDC = CreateCompatibleDC(0);
1419 This->dib.holdbitmap = SelectObject(This->hDC, This->dib.DIBsection);
1420 TRACE("using wined3d palette %p\n", This->palette);
1421 SelectPalette(This->hDC,
1422 This->palette ? This->palette->hpal : 0,
1425 This->Flags |= SFLAG_DIBSECTION;
1428 /* Lock the surface */
1429 hr = IWineD3DSurface_LockRect(iface,
1434 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1435 /* keep the dib section */
1439 if(This->resource.format == WINED3DFMT_P8 ||
1440 This->resource.format == WINED3DFMT_A8P8) {
1443 PALETTEENTRY ent[256];
1445 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1446 for (n=0; n<256; n++) {
1447 col[n].rgbRed = ent[n].peRed;
1448 col[n].rgbGreen = ent[n].peGreen;
1449 col[n].rgbBlue = ent[n].peBlue;
1450 col[n].rgbReserved = 0;
1453 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1455 for (n=0; n<256; n++) {
1456 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1457 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1458 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1459 col[n].rgbReserved = 0;
1463 SetDIBColorTable(This->hDC, 0, 256, col);
1467 TRACE("returning %p\n",*pHDC);
1468 This->Flags |= SFLAG_DCINUSE;
1473 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1474 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1476 TRACE("(%p)->(%p)\n",This,hDC);
1478 if (!(This->Flags & SFLAG_DCINUSE))
1479 return D3DERR_INVALIDCALL;
1481 /* we locked first, so unlock now */
1482 IWineD3DSurface_UnlockRect(iface);
1484 This->Flags &= ~SFLAG_DCINUSE;
1489 /* ******************************************************
1490 IWineD3DSurface Internal (No mapping to directx api) parts follow
1491 ****************************************************** */
1493 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) {
1494 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & DDSD_CKSRCBLT);
1495 const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
1497 /* Default values: From the surface */
1498 *format = formatEntry->glFormat;
1499 *internal = formatEntry->glInternal;
1500 *type = formatEntry->glType;
1501 *convert = NO_CONVERSION;
1502 *target_bpp = This->bytesPerPixel;
1504 /* Ok, now look if we have to do any conversion */
1505 switch(This->resource.format) {
1510 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1511 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1513 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1515 *internal = GL_RGBA;
1516 *type = GL_UNSIGNED_BYTE;
1518 if(colorkey_active) {
1519 *convert = CONVERT_PALETTED_CK;
1521 *convert = CONVERT_PALETTED;
1527 case WINED3DFMT_R3G3B2:
1528 /* **********************
1529 GL_UNSIGNED_BYTE_3_3_2
1530 ********************** */
1531 if (colorkey_active) {
1532 /* This texture format will never be used.. So do not care about color keying
1533 up until the point in time it will be needed :-) */
1534 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1538 case WINED3DFMT_R5G6B5:
1539 if (colorkey_active) {
1540 *convert = CONVERT_CK_565;
1542 *internal = GL_RGBA;
1543 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1547 case WINED3DFMT_R8G8B8:
1548 if (colorkey_active) {
1549 *convert = CONVERT_CK_RGB24;
1551 *internal = GL_RGBA;
1552 *type = GL_UNSIGNED_INT_8_8_8_8;
1557 case WINED3DFMT_X8R8G8B8:
1558 if (colorkey_active) {
1559 *convert = CONVERT_RGB32_888;
1561 *internal = GL_RGBA;
1562 *type = GL_UNSIGNED_INT_8_8_8_8;
1566 /* Not sure if we should do color keying on Alpha-Enabled surfaces */
1567 case WINED3DFMT_A4R4G4B4:
1568 if (colorkey_active)
1570 *convert = CONVERT_CK_4444_ARGB;
1572 *internal = GL_RGBA;
1573 *type = GL_UNSIGNED_SHORT_4_4_4_4;
1577 case WINED3DFMT_A1R5G5B5:
1578 if (colorkey_active)
1580 *convert = CONVERT_CK_1555;
1583 case WINED3DFMT_A8R8G8B8:
1584 if (colorkey_active)
1586 *convert = CONVERT_CK_8888_ARGB;
1588 *internal = GL_RGBA;
1589 *type = GL_UNSIGNED_INT_8_8_8_8;
1600 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, unsigned long len, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf) {
1601 TRACE("(%p)->(%p),(%ld,%d,%p)\n", src, dst, len, convert, surf);
1606 memcpy(dst, src, len * surf->bytesPerPixel);
1609 case CONVERT_PALETTED:
1610 case CONVERT_PALETTED_CK:
1612 IWineD3DPaletteImpl* pal = surf->palette;
1618 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1622 /* Still no palette? Use the device's palette */
1623 /* Get the surface's palette */
1624 for (i = 0; i < 256; i++) {
1625 IWineD3DDeviceImpl *device = surf->resource.wineD3DDevice;
1627 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1628 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1629 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1630 if ((convert == CONVERT_PALETTED_CK) &&
1631 (i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
1632 (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
1633 /* We should maybe here put a more 'neutral' color than the standard bright purple
1634 one often used by application to prevent the nice purple borders when bi-linear
1642 TRACE("Using surface palette %p\n", pal);
1643 /* Get the surface's palette */
1644 for (i = 0; i < 256; i++) {
1645 table[i][0] = pal->palents[i].peRed;
1646 table[i][1] = pal->palents[i].peGreen;
1647 table[i][2] = pal->palents[i].peBlue;
1648 if ((convert == CONVERT_PALETTED_CK) &&
1649 (i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
1650 (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
1651 /* We should maybe here put a more 'neutral' color than the standard bright purple
1652 one often used by application to prevent the nice purple borders when bi-linear
1661 for (x = 0; x < len; x++) {
1662 BYTE color = *src++;
1663 *dst++ = table[color][0];
1664 *dst++ = table[color][1];
1665 *dst++ = table[color][2];
1666 *dst++ = table[color][3];
1671 case CONVERT_CK_565:
1673 /* Converting the 565 format in 5551 packed to emulate color-keying.
1675 Note : in all these conversion, it would be best to average the averaging
1676 pixels to get the color of the pixel that will be color-keyed to
1677 prevent 'color bleeding'. This will be done later on if ever it is
1680 Note2: when using color-keying + alpha, are the alpha bits part of the
1681 color-space or not ?
1684 WORD *Source = (WORD *) src;
1685 WORD *Dest = (WORD *) dst;
1687 TRACE("Color keyed 565\n");
1689 for (x = 0; x < len; x++ ) {
1690 WORD color = *Source++;
1691 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1692 if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
1693 (color > surf->SrcBltCKey.dwColorSpaceHighValue)) {
1701 case CONVERT_CK_1555:
1704 WORD *Source = (WORD *) src;
1705 WORD *Dest = (WORD *) dst;
1707 for (x = 0; x < len * sizeof(WORD); x+=sizeof(WORD)) {
1708 WORD color = *Source++;
1709 *Dest = (color & 0x7FFF);
1710 if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
1711 (color > surf->SrcBltCKey.dwColorSpaceHighValue))
1712 *Dest |= (color & 0x8000);
1718 case CONVERT_CK_4444_ARGB:
1720 /* Move the four Alpha bits... */
1722 WORD *Source = (WORD *) src;
1723 WORD *Dest = (WORD *) dst;
1725 for (x = 0; x < len; x++) {
1726 WORD color = *Source++;
1727 *dst = (color & 0x0FFF) << 4;
1728 if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
1729 (color > surf->SrcBltCKey.dwColorSpaceHighValue))
1730 *Dest |= (color & 0xF000) >> 12;
1736 ERR("Unsupported conversation type %d\n", convert);
1742 /* This function is used in case of 8bit paletted textures to upload the palette.
1743 For now it only supports GL_EXT_paletted_texture extension but support for other
1744 extensions like ARB_fragment_program and ATI_fragment_shaders will be added aswell.
1746 void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1747 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1748 IWineD3DPaletteImpl* pal = This->palette;
1753 /* Still no palette? Use the device's palette */
1754 /* Get the surface's palette */
1755 for (i = 0; i < 256; i++) {
1756 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1758 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1759 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1760 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1761 if ((convert == CONVERT_PALETTED_CK) &&
1762 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1763 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1764 /* We should maybe here put a more 'neutral' color than the standard bright purple
1765 one often used by application to prevent the nice purple borders when bi-linear
1773 TRACE("Using surface palette %p\n", pal);
1774 /* Get the surface's palette */
1775 for (i = 0; i < 256; i++) {
1776 table[i][0] = pal->palents[i].peRed;
1777 table[i][1] = pal->palents[i].peGreen;
1778 table[i][2] = pal->palents[i].peBlue;
1779 if ((convert == CONVERT_PALETTED_CK) &&
1780 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1781 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1782 /* We should maybe here put a more 'neutral' color than the standard bright purple
1783 one often used by application to prevent the nice purple borders when bi-linear
1791 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1794 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
1795 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1796 GLenum format, internal, type;
1797 CONVERT_TYPES convert;
1802 if (This->Flags & SFLAG_INTEXTURE) {
1803 TRACE("Surface already in texture\n");
1806 if (This->Flags & SFLAG_DIRTY) {
1807 TRACE("Reloading because surface is dirty\n");
1808 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
1809 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & DDSD_CKSRCBLT))) ||
1810 /* Reload: vice versa OR */
1811 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & DDSD_CKSRCBLT)) ||
1812 /* Also reload: Color key is active AND the color key has changed */
1813 ((This->CKeyFlags & DDSD_CKSRCBLT) && (
1814 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
1815 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
1816 TRACE("Reloading because of color keying\n");
1818 TRACE("surface isn't dirty\n");
1822 This->Flags &= ~SFLAG_DIRTY;
1824 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
1825 * These resources are not bound by device size or format restrictions. Because of this,
1826 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
1827 * However, these resources can always be created, locked, and copied.
1829 if (This->resource.pool == WINED3DPOOL_SCRATCH && !(This->Flags & SFLAG_FORCELOAD) )
1831 FIXME("(%p) Operation not supported for scratch textures\n",This);
1832 return WINED3DERR_INVALIDCALL;
1835 if (This->Flags & SFLAG_INPBUFFER) {
1836 if (This->glDescription.level != 0)
1837 FIXME("Surface in texture is only supported for level 0\n");
1838 else if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
1839 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
1840 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
1841 This->resource.format == WINED3DFMT_DXT5)
1842 FIXME("Format %d not supported\n", This->resource.format);
1848 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1849 vcheckGLcall("glGetIntegerv");
1850 glReadBuffer(GL_BACK);
1851 vcheckGLcall("glReadBuffer");
1853 glCopyTexImage2D(This->glDescription.target,
1854 This->glDescription.level,
1855 This->glDescription.glFormatInternal,
1858 This->currentDesc.Width,
1859 This->currentDesc.Height,
1862 checkGLcall("glCopyTexImage2D");
1863 glReadBuffer(prevRead);
1864 vcheckGLcall("glReadBuffer");
1868 TRACE("Updating target %d\n", This->glDescription.target);
1869 This->Flags |= SFLAG_INTEXTURE;
1874 if(This->CKeyFlags & DDSD_CKSRCBLT) {
1875 This->Flags |= SFLAG_GLCKEY;
1876 This->glCKey = This->SrcBltCKey;
1878 else This->Flags &= ~SFLAG_GLCKEY;
1880 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
1882 /* The width is in 'length' not in bytes */
1883 if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)
1884 width = This->currentDesc.Width;
1886 width = This->pow2Width;
1888 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
1889 int height = This->glRect.bottom - This->glRect.top;
1891 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
1893 ERR("Out of memory %d, %d!\n", width, height);
1894 return WINED3DERR_OUTOFVIDEOMEMORY;
1896 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, width * height, convert, This);
1898 This->Flags |= SFLAG_CONVERTED;
1899 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
1900 d3dfmt_p8_upload_palette(iface, convert);
1901 This->Flags &= ~SFLAG_CONVERTED;
1902 mem = This->resource.allocatedMemory;
1904 This->Flags &= ~SFLAG_CONVERTED;
1905 mem = This->resource.allocatedMemory;
1908 /* Make sure the correct pitch is used */
1909 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
1911 if (NP2_REPACK == wined3d_settings.nonpower2_mode && (This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
1912 TRACE("non power of two support\n");
1913 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
1915 surface_upload_data(This, This->pow2Width, This->pow2Height, format, type, mem);
1918 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
1920 surface_upload_data(This, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
1924 /* Restore the default pitch */
1925 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1927 if (mem != This->resource.allocatedMemory)
1928 HeapFree(GetProcessHeap(), 0, mem);
1932 static unsigned int gen = 0;
1935 if ((gen % 10) == 0) {
1936 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
1937 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
1940 * debugging crash code
1949 if (!(This->Flags & SFLAG_DONOTFREE)) {
1950 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
1951 This->resource.allocatedMemory = NULL;
1959 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
1962 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1963 char *allocatedMemory;
1965 IWineD3DSwapChain *swapChain = NULL;
1967 GLuint tmpTexture = 0;
1970 Textures my not be stored in ->allocatedgMemory and a GlTexture
1971 so we should lock the surface before saving a snapshot, or at least check that
1973 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
1974 by calling GetTexImage and in compressed form by calling
1975 GetCompressedTexImageARB. Queried compressed images can be saved and
1976 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
1977 texture images do not need to be processed by the GL and should
1978 significantly improve texture loading performance relative to uncompressed
1981 /* Setup the width and height to be the internal texture width and height. */
1982 width = This->pow2Width;
1983 height = This->pow2Height;
1984 /* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
1985 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
1987 if (swapChain || (This->Flags & SFLAG_INPBUFFER)) { /* if were not a real texture then read the back buffer into a real texture*/
1988 /* we don't want to interfere with the back buffer so read the data into a temporary texture and then save the data out of the temporary texture */
1991 FIXME("(%p) This surface needs to be locked before a snapshot can be taken\n", This);
1992 glEnable(GL_TEXTURE_2D);
1994 glGenTextures(1, &tmpTexture);
1995 glBindTexture(GL_TEXTURE_2D, tmpTexture);
1997 glTexImage2D(GL_TEXTURE_2D,
2004 GL_UNSIGNED_INT_8_8_8_8_REV,
2007 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2008 vcheckGLcall("glGetIntegerv");
2009 glReadBuffer(GL_BACK);
2010 vcheckGLcall("glReadBuffer");
2011 glCopyTexImage2D(GL_TEXTURE_2D,
2020 checkGLcall("glCopyTexImage2D");
2021 glReadBuffer(prevRead);
2024 } else { /* bind the real texture */
2025 IWineD3DSurface_PreLoad(iface);
2027 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2029 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2030 glGetTexImage(GL_TEXTURE_2D,
2031 This->glDescription.level,
2033 GL_UNSIGNED_INT_8_8_8_8_REV,
2035 checkGLcall("glTexImage2D");
2037 glBindTexture(GL_TEXTURE_2D, 0);
2038 glDeleteTextures(1, &tmpTexture);
2042 f = fopen(filename, "w+");
2044 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2045 return WINED3DERR_INVALIDCALL;
2047 /* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
2048 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2063 fwrite(&width,2,1,f);
2065 fwrite(&height,2,1,f);
2070 /* 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*/
2072 textureRow = allocatedMemory + (width * (height - 1) *4);
2074 textureRow = allocatedMemory;
2075 for (y = 0 ; y < height; y++) {
2076 for (i = 0; i < width; i++) {
2077 color = *((DWORD*)textureRow);
2078 fputc((color >> 16) & 0xFF, f); /* B */
2079 fputc((color >> 8) & 0xFF, f); /* G */
2080 fputc((color >> 0) & 0xFF, f); /* R */
2081 fputc((color >> 24) & 0xFF, f); /* A */
2084 /* take two rows of the pointer to the texture memory */
2086 (textureRow-= width << 3);
2089 TRACE("Closing file\n");
2093 IWineD3DSwapChain_Release(swapChain);
2095 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2099 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
2100 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2101 This->Flags &= ~SFLAG_DIRTY;
2102 This->dirtyRect.left = This->currentDesc.Width;
2103 This->dirtyRect.top = This->currentDesc.Height;
2104 This->dirtyRect.right = 0;
2105 This->dirtyRect.bottom = 0;
2106 TRACE("(%p) : Dirty?%d, Rect:(%d,%d,%d,%d)\n", This, This->Flags & SFLAG_DIRTY ? 1 : 0, This->dirtyRect.left,
2107 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2112 * Slightly inefficient way to handle multiple dirty rects but it works :)
2114 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2115 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2116 IWineD3DBaseTexture *baseTexture = NULL;
2117 This->Flags |= SFLAG_DIRTY;
2118 if (NULL != pDirtyRect) {
2119 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2120 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2121 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2122 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2124 This->dirtyRect.left = 0;
2125 This->dirtyRect.top = 0;
2126 This->dirtyRect.right = This->currentDesc.Width;
2127 This->dirtyRect.bottom = This->currentDesc.Height;
2129 TRACE("(%p) : Dirty?%d, Rect:(%d,%d,%d,%d)\n", This, This->Flags & SFLAG_DIRTY, This->dirtyRect.left,
2130 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2131 /* if the container is a basetexture then mark it dirty. */
2132 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2133 TRACE("Passing to conatiner\n");
2134 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2135 IWineD3DBaseTexture_Release(baseTexture);
2140 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
2141 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2143 TRACE("This %p, container %p\n", This, container);
2145 /* We can't keep a reference to the container, since the container already keeps a reference to us. */
2147 TRACE("Setting container to %p from %p\n", container, This->container);
2148 This->container = container;
2153 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2154 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2155 const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
2157 if (This->resource.format != WINED3DFMT_UNKNOWN) {
2158 FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
2159 return WINED3DERR_INVALIDCALL;
2162 TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format));
2163 if (format == WINED3DFMT_UNKNOWN) {
2164 This->resource.size = 0;
2165 } else if (format == WINED3DFMT_DXT1) {
2166 /* DXT1 is half byte per pixel */
2167 This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4)) >> 1;
2169 } else if (format == WINED3DFMT_DXT2 || format == WINED3DFMT_DXT3 ||
2170 format == WINED3DFMT_DXT4 || format == WINED3DFMT_DXT5) {
2171 This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4));
2173 This->resource.size = ((This->pow2Width * formatEntry->bpp) + 3) & ~3;
2174 This->resource.size *= This->pow2Height;
2178 /* Setup some glformat defaults */
2179 This->glDescription.glFormat = formatEntry->glFormat;
2180 This->glDescription.glFormatInternal = formatEntry->glInternal;
2181 This->glDescription.glType = formatEntry->glType;
2183 if (format != WINED3DFMT_UNKNOWN) {
2184 This->bytesPerPixel = formatEntry->bpp;
2185 This->pow2Size = (This->pow2Width * This->bytesPerPixel) * This->pow2Height;
2187 This->bytesPerPixel = 0;
2191 This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
2193 This->resource.format = format;
2195 TRACE("(%p) : Size %d, pow2Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d\n", This, This->resource.size, This->pow2Size, This->bytesPerPixel, This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2200 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2201 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2203 /* Render targets depend on their hdc, and we can't create a hdc on a user pointer */
2204 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
2205 ERR("Not supported on render targets\n");
2206 return WINED3DERR_INVALIDCALL;
2209 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2210 WARN("Surface is locked or the HDC is in use\n");
2211 return WINED3DERR_INVALIDCALL;
2214 if(Mem && Mem != This->resource.allocatedMemory) {
2216 /* Do I have to copy the old surface content? */
2217 if(This->Flags & SFLAG_DIBSECTION) {
2218 /* Release the DC. No need to hold the critical section for the update
2219 * Thread because this thread runs only on front buffers, but this method
2220 * fails for render targets in the check above.
2222 SelectObject(This->hDC, This->dib.holdbitmap);
2223 DeleteDC(This->hDC);
2224 /* Release the DIB section */
2225 DeleteObject(This->dib.DIBsection);
2226 This->dib.bitmap_data = NULL;
2227 This->resource.allocatedMemory = NULL;
2229 This->Flags &= ~SFLAG_DIBSECTION;
2230 } else if(!(This->Flags & SFLAG_USERPTR)) {
2231 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2233 This->resource.allocatedMemory = Mem;
2234 This->Flags |= SFLAG_USERPTR;
2235 } else if(This->Flags & SFLAG_USERPTR) {
2236 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2237 This->resource.allocatedMemory = NULL;
2238 This->Flags &= ~SFLAG_USERPTR;
2243 /* TODO: replace this function with context management routines */
2244 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) {
2245 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2248 This->Flags |= SFLAG_INPBUFFER;
2250 This->Flags &= ~SFLAG_INPBUFFER;
2254 This->Flags |= SFLAG_INTEXTURE;
2256 This->Flags &= ~SFLAG_INTEXTURE;
2262 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2263 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2264 IWineD3DDevice *D3D = (IWineD3DDevice *) This->resource.wineD3DDevice;
2265 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2267 /* Flipping is only supported on RenderTargets */
2268 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return DDERR_NOTFLIPPABLE;
2271 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2272 * FIXME("(%p) Target override is not supported by now\n", This);
2273 * Additionally, it isn't really possible to support triple-buffering
2274 * properly on opengl at all
2278 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2279 return IWineD3DDevice_Present(D3D, NULL, NULL, 0, NULL);
2282 /* Not called from the VTable */
2283 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
2285 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2286 IWineD3DSwapChainImpl *swapchain = NULL;
2287 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2290 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2292 /* Get the swapchain. One of the surfaces has to be a primary surface */
2293 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
2294 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2296 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&swapchain);
2297 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2298 else return WINED3DERR_INVALIDCALL;
2304 rect.x1 = DestRect->left;
2305 rect.y1 = DestRect->top;
2306 rect.x2 = DestRect->right;
2307 rect.y2 = DestRect->bottom;
2311 rect.x2 = This->currentDesc.Width;
2312 rect.y2 = This->currentDesc.Height;
2315 /* Half-life does a Blt from the back buffer to the front buffer,
2316 * Full surface size, no flags... Use present instead
2320 /* First, check if we can do a Flip */
2322 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2324 if( (SrcRect->left == 0) && (SrcRect->top == 0) &&
2325 (SrcRect->right == Src->currentDesc.Width) && (SrcRect->bottom == Src->currentDesc.Height) ) {
2332 /* Check the Destination rect and the surface sizes */
2334 (rect.x1 == 0) && (rect.y1 == 0) &&
2335 (rect.x2 == This->currentDesc.Width) && (rect.y2 == This->currentDesc.Height) &&
2336 (This->currentDesc.Width == Src->currentDesc.Width) &&
2337 (This->currentDesc.Height == Src->currentDesc.Height)) {
2338 /* These flags are unimportant for the flag check, remove them */
2340 if((Flags & ~(DDBLT_DONOTWAIT | DDBLT_WAIT)) == 0) {
2341 if( swapchain->backBuffer && ((IWineD3DSurface *) This == swapchain->frontBuffer) && ((IWineD3DSurface *) Src == swapchain->backBuffer[0]) ) {
2343 D3DSWAPEFFECT orig_swap = swapchain->presentParms.SwapEffect;
2345 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2346 * take very long, while a flip is fast.
2347 * This applies to Half-Life, which does such Blts every time it finished
2348 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2349 * menu. This is also used by all apps when they do windowed rendering
2351 * The problem is that flipping is not really the same as copying. After a
2352 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2353 * untouched. Therefore it's necessary to override the swap effect
2354 * and to set it back after the flip.
2357 swapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2359 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2360 IWineD3DDevice_Present((IWineD3DDevice *) This->resource.wineD3DDevice,
2361 NULL, NULL, 0, NULL);
2363 swapchain->presentParms.SwapEffect = orig_swap;
2370 /* Blt from texture to rendertarget? */
2371 if( ( ( (IWineD3DSurface *) This == swapchain->frontBuffer) ||
2372 ( swapchain->backBuffer && (IWineD3DSurface *) This == swapchain->backBuffer[0]) )
2374 ( ( (IWineD3DSurface *) Src != swapchain->frontBuffer) &&
2375 ( swapchain->backBuffer && (IWineD3DSurface *) Src != swapchain->backBuffer[0]) ) ) {
2376 float glTexCoord[4];
2378 DDCOLORKEY oldBltCKey = {0,0};
2379 GLint oldLight, oldFog, oldDepth, oldBlend, oldCull, oldAlpha;
2383 RECT SourceRectangle;
2386 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
2389 SourceRectangle.left = SrcRect->left;
2390 SourceRectangle.right = SrcRect->right;
2391 SourceRectangle.top = SrcRect->top;
2392 SourceRectangle.bottom = SrcRect->bottom;
2394 SourceRectangle.left = 0;
2395 SourceRectangle.right = Src->currentDesc.Width;
2396 SourceRectangle.top = 0;
2397 SourceRectangle.bottom = Src->currentDesc.Height;
2400 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
2401 /* Fall back to software */
2402 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
2403 SourceRectangle.left, SourceRectangle.top,
2404 SourceRectangle.right, SourceRectangle.bottom);
2405 return WINED3DERR_INVALIDCALL;
2408 /* Color keying: Check if we have to do a color keyed blt,
2409 * and if not check if a color key is activated.
2411 oldCKey = Src->CKeyFlags;
2412 if(!(Flags & DDBLT_KEYSRC) &&
2413 Src->CKeyFlags & DDSD_CKSRCBLT) {
2414 /* Ok, the surface has a color key, but we shall not use it -
2415 * Deactivate it for now, LoadTexture will catch this
2417 Src->CKeyFlags &= ~DDSD_CKSRCBLT;
2421 if(Flags & DDBLT_KEYDEST) {
2422 oldBltCKey = This->SrcBltCKey;
2423 /* Temporary replace the source color key with the destination one. We do this because the color conversion code which
2424 * is in the end called from LoadTexture works with the source color. At the end of this function we restore the color key.
2426 This->SrcBltCKey = This->DestBltCKey;
2427 } else if (Flags & DDBLT_KEYSRC)
2428 oldBltCKey = This->SrcBltCKey;
2430 /* Now load the surface */
2431 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
2435 /* Save all the old stuff until we have a proper opengl state manager */
2436 oldLight = glIsEnabled(GL_LIGHTING);
2437 oldFog = glIsEnabled(GL_FOG);
2438 oldDepth = glIsEnabled(GL_DEPTH_TEST);
2439 oldBlend = glIsEnabled(GL_BLEND);
2440 oldCull = glIsEnabled(GL_CULL_FACE);
2441 oldAlpha = glIsEnabled(GL_ALPHA_TEST);
2442 oldStencil = glIsEnabled(GL_STENCIL_TEST);
2444 glGetIntegerv(GL_ALPHA_TEST_FUNC, &alphafunc);
2445 checkGLcall("glGetFloatv GL_ALPHA_TEST_FUNC");
2446 glGetFloatv(GL_ALPHA_TEST_REF, &alpharef);
2447 checkGLcall("glGetFloatv GL_ALPHA_TEST_REF");
2449 glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
2450 if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer) {
2451 TRACE("Drawing to front buffer\n");
2452 glDrawBuffer(GL_FRONT);
2453 checkGLcall("glDrawBuffer GL_FRONT");
2456 /* Unbind the old texture */
2457 glBindTexture(GL_TEXTURE_2D, 0);
2459 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2460 /* We use texture unit 0 for blts */
2461 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
2462 checkGLcall("glActiveTextureARB");
2464 WARN("Multi-texturing is unsupported in the local OpenGL implementation\n");
2467 /* Disable some fancy graphics effects */
2468 glDisable(GL_LIGHTING);
2469 checkGLcall("glDisable GL_LIGHTING");
2470 glDisable(GL_DEPTH_TEST);
2471 checkGLcall("glDisable GL_DEPTH_TEST");
2473 checkGLcall("glDisable GL_FOG");
2474 glDisable(GL_BLEND);
2475 checkGLcall("glDisable GL_BLEND");
2476 glDisable(GL_CULL_FACE);
2477 checkGLcall("glDisable GL_CULL_FACE");
2478 glDisable(GL_STENCIL_TEST);
2479 checkGLcall("glDisable GL_STENCIL_TEST");
2481 /* Ok, we need 2d textures, but not 1D or 3D */
2482 glDisable(GL_TEXTURE_1D);
2483 checkGLcall("glDisable GL_TEXTURE_1D");
2484 glEnable(GL_TEXTURE_2D);
2485 checkGLcall("glEnable GL_TEXTURE_2D");
2486 glDisable(GL_TEXTURE_3D);
2487 checkGLcall("glDisable GL_TEXTURE_3D");
2489 /* Bind the texture */
2490 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2491 checkGLcall("glBindTexture");
2493 glEnable(GL_SCISSOR_TEST);
2495 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2497 /* No filtering for blts */
2498 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2500 checkGLcall("glTexParameteri");
2501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2503 checkGLcall("glTexParameteri");
2504 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2505 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2506 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2507 checkGLcall("glTexEnvi");
2509 /* This is for color keying */
2510 if(Flags & DDBLT_KEYSRC) {
2511 glEnable(GL_ALPHA_TEST);
2512 checkGLcall("glEnable GL_ALPHA_TEST");
2513 glAlphaFunc(GL_NOTEQUAL, 0.0);
2514 checkGLcall("glAlphaFunc\n");
2516 glDisable(GL_ALPHA_TEST);
2517 checkGLcall("glDisable GL_ALPHA_TEST");
2520 /* Draw a textured quad
2522 d3ddevice_set_ortho(This->resource.wineD3DDevice);
2526 glColor3d(1.0f, 1.0f, 1.0f);
2527 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
2532 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
2533 glVertex3f(rect.x1, rect.y2, 0.0);
2535 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
2540 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
2545 checkGLcall("glEnd");
2547 /* Unbind the texture */
2548 glBindTexture(GL_TEXTURE_2D, 0);
2549 checkGLcall("glEnable glBindTexture");
2551 /* Restore the old settings */
2553 glEnable(GL_LIGHTING);
2554 checkGLcall("glEnable GL_LIGHTING");
2558 checkGLcall("glEnable GL_FOG");
2561 glEnable(GL_DEPTH_TEST);
2562 checkGLcall("glEnable GL_DEPTH_TEST");
2566 checkGLcall("glEnable GL_BLEND");
2569 glEnable(GL_CULL_FACE);
2570 checkGLcall("glEnable GL_CULL_FACE");
2573 glEnable(GL_STENCIL_TEST);
2574 checkGLcall("glEnable GL_STENCIL_TEST");
2577 glDisable(GL_ALPHA_TEST);
2578 checkGLcall("glDisable GL_ALPHA_TEST");
2580 glEnable(GL_ALPHA_TEST);
2581 checkGLcall("glEnable GL_ALPHA_TEST");
2584 glAlphaFunc(alphafunc, alpharef);
2585 checkGLcall("glAlphaFunc\n");
2587 if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer && oldDraw == GL_BACK) {
2588 glDrawBuffer(oldDraw);
2591 /* Restore the color key flags */
2592 if(oldCKey != Src->CKeyFlags) {
2593 Src->CKeyFlags = oldCKey;
2596 /* Restore the old color key */
2597 if (Flags & (DDBLT_KEYSRC | DDBLT_KEYDEST))
2598 This->SrcBltCKey = oldBltCKey;
2602 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
2603 This->Flags |= SFLAG_GLDIRTY;
2609 /* Blt from rendertarget to texture? */
2610 if( (SrcSurface == swapchain->frontBuffer) ||
2611 (swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) ) {
2612 if( ( (IWineD3DSurface *) This != swapchain->frontBuffer) &&
2613 ( swapchain->backBuffer && (IWineD3DSurface *) This != swapchain->backBuffer[0]) ) {
2618 TRACE("Blt from rendertarget to texture\n");
2620 /* Call preload for the surface to make sure it isn't dirty */
2621 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2624 srect.x1 = SrcRect->left;
2625 srect.y1 = SrcRect->top;
2626 srect.x2 = SrcRect->right;
2627 srect.y2 = SrcRect->bottom;
2631 srect.x2 = Src->currentDesc.Width;
2632 srect.y2 = Src->currentDesc.Height;
2637 /* Bind the target texture */
2638 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2639 checkGLcall("glBindTexture");
2640 if(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) {
2641 glReadBuffer(GL_BACK);
2643 glReadBuffer(GL_FRONT);
2645 checkGLcall("glReadBuffer");
2647 xrel = (float) (srect.x2 - srect.x1) / (float) (rect.x2 - rect.x1);
2648 yrel = (float) (srect.y2 - srect.y1) / (float) (rect.y2 - rect.y1);
2650 /* I have to process this row by row to swap the image,
2651 * otherwise it would be upside down, so streching in y direction
2652 * doesn't cost extra time
2654 * However, streching in x direction can be avoided if not necessary
2656 for(row = rect.y1; row < rect.y2; row++) {
2657 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2658 /* Well, that stuff works, but it's very slow.
2659 * find a better way instead
2662 for(col = rect.x1; col < rect.x2; col++) {
2663 glCopyTexSubImage2D(GL_TEXTURE_2D,
2665 rect.x1 + col, This->currentDesc.Height - row - 1, /* xoffset, yoffset */
2666 srect.x1 + col * xrel, Src->currentDesc.Height - srect.y2 + row * yrel,
2670 glCopyTexSubImage2D(GL_TEXTURE_2D,
2672 rect.x1, This->currentDesc.Height - row - 1, /* xoffset, yoffset */
2673 srect.x1, Src->currentDesc.Height - srect.y2 + row * yrel,
2678 vcheckGLcall("glCopyTexSubImage2D");
2681 if(!(This->Flags & SFLAG_DONOTFREE)) {
2682 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2683 This->resource.allocatedMemory = NULL;
2685 This->Flags |= SFLAG_GLDIRTY;
2693 if (Flags & DDBLT_COLORFILL) {
2694 /* This is easy to handle for the D3D Device... */
2696 IWineD3DSwapChainImpl *implSwapChain;
2698 TRACE("Colorfill\n");
2700 /* The color as given in the Blt function is in the format of the frame-buffer...
2701 * 'clear' expect it in ARGB format => we need to do some conversion :-)
2703 if (This->resource.format == WINED3DFMT_P8) {
2704 if (This->palette) {
2705 color = ((0xFF000000) |
2706 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
2707 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
2708 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
2713 else if (This->resource.format == WINED3DFMT_R5G6B5) {
2714 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
2717 color = ((0xFF000000) |
2718 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
2719 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
2720 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
2723 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
2724 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
2725 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
2727 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
2728 color = DDBltFx->u5.dwFillColor;
2731 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
2732 return WINED3DERR_INVALIDCALL;
2735 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
2736 IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
2737 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) implSwapChain );
2738 if(implSwapChain->backBuffer && This == (IWineD3DSurfaceImpl*) implSwapChain->backBuffer[0]) {
2739 glDrawBuffer(GL_BACK);
2740 checkGLcall("glDrawBuffer(GL_BACK)");
2742 else if (This == (IWineD3DSurfaceImpl*) implSwapChain->frontBuffer) {
2743 glDrawBuffer(GL_FRONT);
2744 checkGLcall("glDrawBuffer(GL_FRONT)");
2747 ERR("Wrong surface type for BLT override(not on swapchain) !\n");
2748 return WINED3DERR_INVALIDCALL;
2751 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
2753 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
2754 1 /* Number of rectangles */,
2761 /* Restore the original draw buffer */
2762 if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) {
2763 glDrawBuffer(GL_BACK);
2764 vcheckGLcall("glDrawBuffer");
2770 /* Default: Fall back to the generic blt */
2771 return WINED3DERR_INVALIDCALL;
2774 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
2775 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2776 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2777 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2778 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
2780 /* Special cases for RenderTargets */
2781 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
2782 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
2783 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) return WINED3D_OK;
2786 /* For the rest call the X11 surface implementation.
2787 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
2788 * other Blts are rather rare
2790 return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2793 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) {
2794 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2795 TRACE("(%p)->(%x)\n", This, Flags);
2800 case DDGBS_ISBLTDONE:
2804 return DDERR_INVALIDPARAMS;
2808 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) {
2809 /* XXX: DDERR_INVALIDSURFACETYPE */
2811 TRACE("(%p)->(%08x)\n",iface,Flags);
2814 case DDGFS_ISFLIPDONE:
2818 return DDERR_INVALIDPARAMS;
2822 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface) {
2823 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2824 TRACE("(%p)\n", This);
2826 return This->Flags & SFLAG_LOST ? DDERR_SURFACELOST : WINED3D_OK;
2829 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface) {
2830 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2831 TRACE("(%p)\n", This);
2833 /* So far we don't lose anything :) */
2834 This->Flags &= ~SFLAG_LOST;
2838 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
2839 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2840 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
2841 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
2843 /* Special cases for RenderTargets */
2844 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
2845 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
2847 RECT SrcRect, DstRect;
2851 SrcRect.left = rsrc->left;
2852 SrcRect.top= rsrc->top;
2853 SrcRect.bottom = rsrc->bottom;
2854 SrcRect.right = rsrc->right;
2858 SrcRect.right = srcImpl->currentDesc.Width;
2859 SrcRect.bottom = srcImpl->currentDesc.Height;
2862 DstRect.left = dstx;
2864 DstRect.right = dstx + SrcRect.right - SrcRect.left;
2865 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
2867 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
2868 if(trans & DDBLTFAST_SRCCOLORKEY)
2869 Flags |= DDBLT_KEYSRC;
2870 if(trans & DDBLTFAST_DESTCOLORKEY)
2871 Flags |= DDBLT_KEYDEST;
2872 if(trans & DDBLTFAST_WAIT)
2873 Flags |= DDBLT_WAIT;
2874 if(trans & DDBLTFAST_DONOTWAIT)
2875 Flags |= DDBLT_DONOTWAIT;
2877 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL) == WINED3D_OK) return WINED3D_OK;
2881 return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
2884 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) {
2885 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2886 TRACE("(%p)->(%p)\n", This, Pal);
2888 *Pal = (IWineD3DPalette *) This->palette;
2892 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
2893 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2895 IWineD3DPaletteImpl *pal = This->palette;
2897 TRACE("(%p)\n", This);
2899 if(This->resource.format == WINED3DFMT_P8 ||
2900 This->resource.format == WINED3DFMT_A8P8)
2902 TRACE("Dirtifying surface\n");
2903 This->Flags |= SFLAG_DIRTY;
2906 if(This->Flags & SFLAG_DIBSECTION) {
2907 TRACE("(%p): Updating the hdc's palette\n", This);
2908 for (n=0; n<256; n++) {
2910 col[n].rgbRed = pal->palents[n].peRed;
2911 col[n].rgbGreen = pal->palents[n].peGreen;
2912 col[n].rgbBlue = pal->palents[n].peBlue;
2914 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2915 /* Use the default device palette */
2916 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
2917 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
2918 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
2920 col[n].rgbReserved = 0;
2922 SetDIBColorTable(This->hDC, 0, 256, col);
2928 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) {
2929 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2930 IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal;
2931 TRACE("(%p)->(%p)\n", This, Pal);
2933 if(This->palette != NULL)
2934 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
2935 This->palette->Flags &= ~DDPCAPS_PRIMARYSURFACE;
2937 if(PalImpl != NULL) {
2938 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
2939 /* Set the device's main palette if the palette
2940 * wasn't a primary palette before
2942 if(!(PalImpl->Flags & DDPCAPS_PRIMARYSURFACE)) {
2943 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2946 for(i=0; i < 256; i++) {
2947 device->palettes[device->currentPalette][i] = PalImpl->palents[i];
2951 (PalImpl)->Flags |= DDPCAPS_PRIMARYSURFACE;
2954 This->palette = PalImpl;
2956 return IWineD3DSurface_RealizePalette(iface);
2959 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey) {
2960 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2961 TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey);
2963 if ((Flags & DDCKEY_COLORSPACE) != 0) {
2964 FIXME(" colorkey value not supported (%08x) !\n", Flags);
2965 return DDERR_INVALIDPARAMS;
2968 /* Dirtify the surface, but only if a key was changed */
2970 switch (Flags & ~DDCKEY_COLORSPACE) {
2971 case DDCKEY_DESTBLT:
2972 This->DestBltCKey = *CKey;
2973 This->CKeyFlags |= DDSD_CKDESTBLT;
2976 case DDCKEY_DESTOVERLAY:
2977 This->DestOverlayCKey = *CKey;
2978 This->CKeyFlags |= DDSD_CKDESTOVERLAY;
2981 case DDCKEY_SRCOVERLAY:
2982 This->SrcOverlayCKey = *CKey;
2983 This->CKeyFlags |= DDSD_CKSRCOVERLAY;
2987 This->SrcBltCKey = *CKey;
2988 This->CKeyFlags |= DDSD_CKSRCBLT;
2993 switch (Flags & ~DDCKEY_COLORSPACE) {
2994 case DDCKEY_DESTBLT:
2995 This->CKeyFlags &= ~DDSD_CKDESTBLT;
2998 case DDCKEY_DESTOVERLAY:
2999 This->CKeyFlags &= ~DDSD_CKDESTOVERLAY;
3002 case DDCKEY_SRCOVERLAY:
3003 This->CKeyFlags &= ~DDSD_CKSRCOVERLAY;
3007 This->CKeyFlags &= ~DDSD_CKSRCBLT;
3015 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3016 /** Check against the maximum texture sizes supported by the video card **/
3017 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3019 TRACE("%p\n", This);
3020 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3021 /* one of three options
3022 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)
3023 2: Set the texture to the maxium size (bad idea)
3024 3: WARN and return WINED3DERR_NOTAVAILABLE;
3025 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.
3027 WARN("(%p) Creating an oversized surface\n", This);
3028 This->Flags |= SFLAG_OVERSIZE;
3030 /* This will be initialized on the first blt */
3031 This->glRect.left = 0;
3032 This->glRect.top = 0;
3033 This->glRect.right = 0;
3034 This->glRect.bottom = 0;
3036 /* No oversize, gl rect is the full texture size */
3037 This->Flags &= ~SFLAG_OVERSIZE;
3038 This->glRect.left = 0;
3039 This->glRect.top = 0;
3040 This->glRect.right = This->pow2Width;
3041 This->glRect.bottom = This->pow2Height;
3047 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface) {
3048 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3050 TRACE("(%p)\n", This);
3052 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
3053 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5)
3054 ie pitch = (width/4) * bytes per block */
3055 if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
3056 ret = (This->currentDesc.Width >> 2) << 3;
3057 else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
3058 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
3059 ret = (This->currentDesc.Width >> 2) << 4;
3061 if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3062 /* Front and back buffers are always lockes/unlocked on currentDesc.Width */
3063 ret = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
3065 ret = This->bytesPerPixel * This->pow2Width;
3067 /* Surfaces are 32 bit aligned */
3068 ret = (ret + 3) & ~3;
3070 TRACE("(%p) Returning %d\n", This, ret);
3074 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) {
3075 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3077 FIXME("(%p)->(%d,%d) Stub!\n", This, X, Y);
3082 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) {
3083 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3085 FIXME("(%p)->(%p,%p) Stub!\n", This, X, Y);
3090 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref) {
3091 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3092 IWineD3DSurfaceImpl *RefImpl = (IWineD3DSurfaceImpl *) Ref;
3094 FIXME("(%p)->(%08x,%p) Stub!\n", This, Flags, RefImpl);
3099 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX) {
3100 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3101 IWineD3DSurfaceImpl *Dst = (IWineD3DSurfaceImpl *) DstSurface;
3102 FIXME("(%p)->(%p, %p, %p, %08x, %p)\n", This, SrcRect, Dst, DstRect, Flags, FX);
3107 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3110 IWineD3DSurfaceImpl_QueryInterface,
3111 IWineD3DSurfaceImpl_AddRef,
3112 IWineD3DSurfaceImpl_Release,
3113 /* IWineD3DResource */
3114 IWineD3DSurfaceImpl_GetParent,
3115 IWineD3DSurfaceImpl_GetDevice,
3116 IWineD3DSurfaceImpl_SetPrivateData,
3117 IWineD3DSurfaceImpl_GetPrivateData,
3118 IWineD3DSurfaceImpl_FreePrivateData,
3119 IWineD3DSurfaceImpl_SetPriority,
3120 IWineD3DSurfaceImpl_GetPriority,
3121 IWineD3DSurfaceImpl_PreLoad,
3122 IWineD3DSurfaceImpl_GetType,
3123 /* IWineD3DSurface */
3124 IWineD3DSurfaceImpl_GetContainerParent,
3125 IWineD3DSurfaceImpl_GetContainer,
3126 IWineD3DSurfaceImpl_GetDesc,
3127 IWineD3DSurfaceImpl_LockRect,
3128 IWineD3DSurfaceImpl_UnlockRect,
3129 IWineD3DSurfaceImpl_GetDC,
3130 IWineD3DSurfaceImpl_ReleaseDC,
3131 IWineD3DSurfaceImpl_Flip,
3132 IWineD3DSurfaceImpl_Blt,
3133 IWineD3DSurfaceImpl_GetBltStatus,
3134 IWineD3DSurfaceImpl_GetFlipStatus,
3135 IWineD3DSurfaceImpl_IsLost,
3136 IWineD3DSurfaceImpl_Restore,
3137 IWineD3DSurfaceImpl_BltFast,
3138 IWineD3DSurfaceImpl_GetPalette,
3139 IWineD3DSurfaceImpl_SetPalette,
3140 IWineD3DSurfaceImpl_RealizePalette,
3141 IWineD3DSurfaceImpl_SetColorKey,
3142 IWineD3DSurfaceImpl_GetPitch,
3143 IWineD3DSurfaceImpl_SetMem,
3144 IWineD3DSurfaceImpl_SetOverlayPosition,
3145 IWineD3DSurfaceImpl_GetOverlayPosition,
3146 IWineD3DSurfaceImpl_UpdateOverlayZOrder,
3147 IWineD3DSurfaceImpl_UpdateOverlay,
3149 IWineD3DSurfaceImpl_CleanDirtyRect,
3150 IWineD3DSurfaceImpl_AddDirtyRect,
3151 IWineD3DSurfaceImpl_LoadTexture,
3152 IWineD3DSurfaceImpl_SaveSnapshot,
3153 IWineD3DSurfaceImpl_SetContainer,
3154 IWineD3DSurfaceImpl_SetPBufferState,
3155 IWineD3DSurfaceImpl_SetGlTextureDesc,
3156 IWineD3DSurfaceImpl_GetGlDesc,
3157 IWineD3DSurfaceImpl_GetData,
3158 IWineD3DSurfaceImpl_SetFormat,
3159 IWineD3DSurfaceImpl_PrivateSetup