2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
37 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
38 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
39 static HRESULT surface_cpu_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
40 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans);
41 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
42 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
43 WINED3DTEXTUREFILTERTYPE filter);
45 static void surface_cleanup(struct wined3d_surface *surface)
47 TRACE("surface %p.\n", surface);
49 if (surface->texture_name || (surface->flags & SFLAG_PBO) || !list_empty(&surface->renderbuffers))
51 struct wined3d_renderbuffer_entry *entry, *entry2;
52 const struct wined3d_gl_info *gl_info;
53 struct wined3d_context *context;
55 context = context_acquire(surface->resource.device, NULL);
56 gl_info = context->gl_info;
60 if (surface->texture_name)
62 TRACE("Deleting texture %u.\n", surface->texture_name);
63 glDeleteTextures(1, &surface->texture_name);
66 if (surface->flags & SFLAG_PBO)
68 TRACE("Deleting PBO %u.\n", surface->pbo);
69 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
74 TRACE("Deleting renderbuffer %u.\n", entry->id);
75 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
76 HeapFree(GetProcessHeap(), 0, entry);
81 context_release(context);
84 if (surface->flags & SFLAG_DIBSECTION)
87 SelectObject(surface->hDC, surface->dib.holdbitmap);
88 DeleteDC(surface->hDC);
89 /* Release the DIB section. */
90 DeleteObject(surface->dib.DIBsection);
91 surface->dib.bitmap_data = NULL;
92 surface->resource.allocatedMemory = NULL;
95 if (surface->flags & SFLAG_USERPTR)
96 wined3d_surface_set_mem(surface, NULL);
97 if (surface->overlay_dest)
98 list_remove(&surface->overlay_entry);
100 HeapFree(GetProcessHeap(), 0, surface->palette9);
102 resource_cleanup(&surface->resource);
105 void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
107 TRACE("surface %p, container %p.\n", surface, container);
109 if (!container && type != WINED3D_CONTAINER_NONE)
110 ERR("Setting NULL container of type %#x.\n", type);
112 if (type == WINED3D_CONTAINER_SWAPCHAIN)
114 surface->get_drawable_size = get_drawable_size_swapchain;
118 switch (wined3d_settings.offscreen_rendering_mode)
121 surface->get_drawable_size = get_drawable_size_fbo;
125 surface->get_drawable_size = get_drawable_size_backbuffer;
129 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
134 surface->container.type = type;
135 surface->container.u.base = container;
142 enum tex_types tex_type;
143 GLfloat coords[4][3];
154 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
156 f->l = ((r->left * 2.0f) / w) - 1.0f;
157 f->t = ((r->top * 2.0f) / h) - 1.0f;
158 f->r = ((r->right * 2.0f) / w) - 1.0f;
159 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
162 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
164 GLfloat (*coords)[3] = info->coords;
170 FIXME("Unsupported texture target %#x\n", target);
171 /* Fall back to GL_TEXTURE_2D */
173 info->binding = GL_TEXTURE_BINDING_2D;
174 info->bind_target = GL_TEXTURE_2D;
175 info->tex_type = tex_2d;
176 coords[0][0] = (float)rect->left / w;
177 coords[0][1] = (float)rect->top / h;
180 coords[1][0] = (float)rect->right / w;
181 coords[1][1] = (float)rect->top / h;
184 coords[2][0] = (float)rect->left / w;
185 coords[2][1] = (float)rect->bottom / h;
188 coords[3][0] = (float)rect->right / w;
189 coords[3][1] = (float)rect->bottom / h;
193 case GL_TEXTURE_RECTANGLE_ARB:
194 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
195 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
196 info->tex_type = tex_rect;
197 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
198 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
199 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
200 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
203 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
204 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
205 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
206 info->tex_type = tex_cube;
207 cube_coords_float(rect, w, h, &f);
209 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
210 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
211 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
212 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
215 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
216 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
217 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
218 info->tex_type = tex_cube;
219 cube_coords_float(rect, w, h, &f);
221 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
222 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
223 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
224 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
227 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
228 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
229 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
230 info->tex_type = tex_cube;
231 cube_coords_float(rect, w, h, &f);
233 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
234 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
235 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
236 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
239 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
240 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
241 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
242 info->tex_type = tex_cube;
243 cube_coords_float(rect, w, h, &f);
245 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
246 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
247 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
248 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
251 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
252 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
253 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
254 info->tex_type = tex_cube;
255 cube_coords_float(rect, w, h, &f);
257 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
258 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
259 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
260 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
263 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
264 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
265 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
266 info->tex_type = tex_cube;
267 cube_coords_float(rect, w, h, &f);
269 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
270 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
271 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
272 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
277 static inline void surface_get_rect(struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
280 *rect_out = *rect_in;
285 rect_out->right = surface->resource.width;
286 rect_out->bottom = surface->resource.height;
290 /* GL locking and context activation is done by the caller */
291 void draw_textured_quad(struct wined3d_surface *src_surface, const RECT *src_rect,
292 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
294 struct blt_info info;
296 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
298 glEnable(info.bind_target);
299 checkGLcall("glEnable(bind_target)");
301 /* Bind the texture */
302 glBindTexture(info.bind_target, src_surface->texture_name);
303 checkGLcall("glBindTexture");
305 /* Filtering for StretchRect */
306 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
307 wined3d_gl_mag_filter(magLookup, Filter));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
310 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
311 checkGLcall("glTexParameteri");
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
313 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
314 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
315 checkGLcall("glTexEnvi");
318 glBegin(GL_TRIANGLE_STRIP);
319 glTexCoord3fv(info.coords[0]);
320 glVertex2i(dst_rect->left, dst_rect->top);
322 glTexCoord3fv(info.coords[1]);
323 glVertex2i(dst_rect->right, dst_rect->top);
325 glTexCoord3fv(info.coords[2]);
326 glVertex2i(dst_rect->left, dst_rect->bottom);
328 glTexCoord3fv(info.coords[3]);
329 glVertex2i(dst_rect->right, dst_rect->bottom);
332 /* Unbind the texture */
333 glBindTexture(info.bind_target, 0);
334 checkGLcall("glBindTexture(info->bind_target, 0)");
336 /* We changed the filtering settings on the texture. Inform the
337 * container about this to get the filters reset properly next draw. */
338 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
340 struct wined3d_texture *texture = src_surface->container.u.texture;
341 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
342 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
343 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
347 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
349 const struct wined3d_format *format = surface->resource.format;
357 TRACE("surface %p.\n", surface);
359 if (!(format->flags & WINED3DFMT_FLAG_GETDC))
361 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
362 return WINED3DERR_INVALIDCALL;
365 switch (format->byte_count)
369 /* Allocate extra space to store the RGB bit masks. */
370 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
374 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
378 /* Allocate extra space for a palette. */
379 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
380 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
385 return E_OUTOFMEMORY;
387 /* Some applications access the surface in via DWORDs, and do not take
388 * the necessary care at the end of the surface. So we need at least
389 * 4 extra bytes at the end of the surface. Check against the page size,
390 * if the last page used for the surface has at least 4 spare bytes we're
391 * safe, otherwise add an extra line to the DIB section. */
392 GetSystemInfo(&sysInfo);
393 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
396 TRACE("Adding an extra line to the DIB section.\n");
399 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
400 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
401 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
402 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
403 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
404 * wined3d_surface_get_pitch(surface);
405 b_info->bmiHeader.biPlanes = 1;
406 b_info->bmiHeader.biBitCount = format->byte_count * 8;
408 b_info->bmiHeader.biXPelsPerMeter = 0;
409 b_info->bmiHeader.biYPelsPerMeter = 0;
410 b_info->bmiHeader.biClrUsed = 0;
411 b_info->bmiHeader.biClrImportant = 0;
413 /* Get the bit masks */
414 masks = (DWORD *)b_info->bmiColors;
415 switch (surface->resource.format->id)
417 case WINED3DFMT_B8G8R8_UNORM:
418 usage = DIB_RGB_COLORS;
419 b_info->bmiHeader.biCompression = BI_RGB;
422 case WINED3DFMT_B5G5R5X1_UNORM:
423 case WINED3DFMT_B5G5R5A1_UNORM:
424 case WINED3DFMT_B4G4R4A4_UNORM:
425 case WINED3DFMT_B4G4R4X4_UNORM:
426 case WINED3DFMT_B2G3R3_UNORM:
427 case WINED3DFMT_B2G3R3A8_UNORM:
428 case WINED3DFMT_R10G10B10A2_UNORM:
429 case WINED3DFMT_R8G8B8A8_UNORM:
430 case WINED3DFMT_R8G8B8X8_UNORM:
431 case WINED3DFMT_B10G10R10A2_UNORM:
432 case WINED3DFMT_B5G6R5_UNORM:
433 case WINED3DFMT_R16G16B16A16_UNORM:
435 b_info->bmiHeader.biCompression = BI_BITFIELDS;
436 masks[0] = format->red_mask;
437 masks[1] = format->green_mask;
438 masks[2] = format->blue_mask;
442 /* Don't know palette */
443 b_info->bmiHeader.biCompression = BI_RGB;
448 if (!(dc = GetDC(0)))
450 HeapFree(GetProcessHeap(), 0, b_info);
451 return HRESULT_FROM_WIN32(GetLastError());
454 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
455 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
456 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
457 surface->dib.DIBsection = CreateDIBSection(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0);
460 if (!surface->dib.DIBsection)
462 ERR("Failed to create DIB section.\n");
463 HeapFree(GetProcessHeap(), 0, b_info);
464 return HRESULT_FROM_WIN32(GetLastError());
467 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
468 /* Copy the existing surface to the dib section. */
469 if (surface->resource.allocatedMemory)
471 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
472 surface->resource.height * wined3d_surface_get_pitch(surface));
476 /* This is to make maps read the GL texture although memory is allocated. */
477 surface->flags &= ~SFLAG_INSYSMEM;
479 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
481 HeapFree(GetProcessHeap(), 0, b_info);
483 /* Now allocate a DC. */
484 surface->hDC = CreateCompatibleDC(0);
485 surface->dib.holdbitmap = SelectObject(surface->hDC, surface->dib.DIBsection);
486 TRACE("Using wined3d palette %p.\n", surface->palette);
487 SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
489 surface->flags |= SFLAG_DIBSECTION;
491 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
492 surface->resource.heapMemory = NULL;
497 static void surface_prepare_system_memory(struct wined3d_surface *surface)
499 struct wined3d_device *device = surface->resource.device;
500 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
502 TRACE("surface %p.\n", surface);
504 /* Performance optimization: Count how often a surface is locked, if it is
505 * locked regularly do not throw away the system memory copy. This avoids
506 * the need to download the surface from OpenGL all the time. The surface
507 * is still downloaded if the OpenGL texture is changed. */
508 if (!(surface->flags & SFLAG_DYNLOCK))
510 if (++surface->lockCount > MAXLOCKCOUNT)
512 TRACE("Surface is locked regularly, not freeing the system memory copy any more.\n");
513 surface->flags |= SFLAG_DYNLOCK;
517 /* Create a PBO for dynamically locked surfaces but don't do it for
518 * converted or NPOT surfaces. Also don't create a PBO for systemmem
520 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (surface->flags & SFLAG_DYNLOCK)
521 && !(surface->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
522 && (surface->resource.pool != WINED3DPOOL_SYSTEMMEM))
524 struct wined3d_context *context;
527 context = context_acquire(device, NULL);
530 GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
531 error = glGetError();
532 if (!surface->pbo || error != GL_NO_ERROR)
533 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
535 TRACE("Binding PBO %u.\n", surface->pbo);
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
538 checkGLcall("glBindBufferARB");
540 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
541 surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
542 checkGLcall("glBufferDataARB");
544 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
545 checkGLcall("glBindBufferARB");
547 /* We don't need the system memory anymore and we can't even use it for PBOs. */
548 if (!(surface->flags & SFLAG_CLIENT))
550 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
551 surface->resource.heapMemory = NULL;
553 surface->resource.allocatedMemory = NULL;
554 surface->flags |= SFLAG_PBO;
556 context_release(context);
558 else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
560 /* Whatever surface we have, make sure that there is memory allocated
561 * for the downloaded copy, or a PBO to map. */
562 if (!surface->resource.heapMemory)
563 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
565 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
566 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
568 if (surface->flags & SFLAG_INSYSMEM)
569 ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
573 static void surface_evict_sysmem(struct wined3d_surface *surface)
575 if (surface->flags & SFLAG_DONOTFREE)
578 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
579 surface->resource.allocatedMemory = NULL;
580 surface->resource.heapMemory = NULL;
581 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
584 /* Context activation is done by the caller. */
585 static void surface_bind_and_dirtify(struct wined3d_surface *surface,
586 const struct wined3d_gl_info *gl_info, BOOL srgb)
588 struct wined3d_device *device = surface->resource.device;
589 DWORD active_sampler;
590 GLint active_texture;
592 /* We don't need a specific texture unit, but after binding the texture
593 * the current unit is dirty. Read the unit back instead of switching to
594 * 0, this avoids messing around with the state manager's GL states. The
595 * current texture unit should always be a valid one.
597 * To be more specific, this is tricky because we can implicitly be
598 * called from sampler() in state.c. This means we can't touch anything
599 * other than whatever happens to be the currently active texture, or we
600 * would risk marking already applied sampler states dirty again.
602 * TODO: Track the current active texture per GL context instead of using
606 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
608 active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
610 if (active_sampler != WINED3D_UNMAPPED_STAGE)
611 device_invalidate_state(device, STATE_SAMPLER(active_sampler));
612 surface_bind(surface, gl_info, srgb);
615 static void surface_force_reload(struct wined3d_surface *surface)
617 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
620 static void surface_release_client_storage(struct wined3d_surface *surface)
622 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
625 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
626 if (surface->texture_name)
628 surface_bind_and_dirtify(surface, context->gl_info, FALSE);
629 glTexImage2D(surface->texture_target, surface->texture_level,
630 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
632 if (surface->texture_name_srgb)
634 surface_bind_and_dirtify(surface, context->gl_info, TRUE);
635 glTexImage2D(surface->texture_target, surface->texture_level,
636 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
638 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
641 context_release(context);
643 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
644 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
645 surface_force_reload(surface);
648 static HRESULT surface_private_setup(struct wined3d_surface *surface)
650 /* TODO: Check against the maximum texture sizes supported by the video card. */
651 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
652 unsigned int pow2Width, pow2Height;
654 TRACE("surface %p.\n", surface);
656 surface->texture_name = 0;
657 surface->texture_target = GL_TEXTURE_2D;
659 /* Non-power2 support */
660 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
662 pow2Width = surface->resource.width;
663 pow2Height = surface->resource.height;
667 /* Find the nearest pow2 match */
668 pow2Width = pow2Height = 1;
669 while (pow2Width < surface->resource.width)
671 while (pow2Height < surface->resource.height)
674 surface->pow2Width = pow2Width;
675 surface->pow2Height = pow2Height;
677 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
679 /* TODO: Add support for non power two compressed textures. */
680 if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
682 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
683 surface, surface->resource.width, surface->resource.height);
684 return WINED3DERR_NOTAVAILABLE;
688 if (pow2Width != surface->resource.width
689 || pow2Height != surface->resource.height)
691 surface->flags |= SFLAG_NONPOW2;
694 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
695 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
697 /* One of three options:
698 * 1: Do the same as we do with NPOT and scale the texture, (any
699 * texture ops would require the texture to be scaled which is
701 * 2: Set the texture to the maximum size (bad idea).
702 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
703 * 4: Create the surface, but allow it to be used only for DirectDraw
704 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
705 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
706 * the render target. */
707 if (surface->resource.pool == WINED3DPOOL_DEFAULT || surface->resource.pool == WINED3DPOOL_MANAGED)
709 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
710 return WINED3DERR_NOTAVAILABLE;
713 /* We should never use this surface in combination with OpenGL! */
714 TRACE("Creating an oversized surface: %ux%u.\n",
715 surface->pow2Width, surface->pow2Height);
719 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8
720 * and EXT_PALETTED_TEXTURE is used in combination with texture
721 * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that
722 * EXT_PALETTED_TEXTURE doesn't work in combination with
723 * ARB_TEXTURE_RECTANGLE. */
724 if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
725 && !(surface->resource.format->id == WINED3DFMT_P8_UINT
726 && gl_info->supported[EXT_PALETTED_TEXTURE]
727 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
729 surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
730 surface->pow2Width = surface->resource.width;
731 surface->pow2Height = surface->resource.height;
732 surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
736 switch (wined3d_settings.offscreen_rendering_mode)
739 surface->get_drawable_size = get_drawable_size_fbo;
743 surface->get_drawable_size = get_drawable_size_backbuffer;
747 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
748 return WINED3DERR_INVALIDCALL;
751 surface->flags |= SFLAG_INSYSMEM;
756 static void surface_realize_palette(struct wined3d_surface *surface)
758 struct wined3d_palette *palette = surface->palette;
760 TRACE("surface %p.\n", surface);
762 if (!palette) return;
764 if (surface->resource.format->id == WINED3DFMT_P8_UINT
765 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
767 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
769 /* Make sure the texture is up to date. This call doesn't do
770 * anything if the texture is already up to date. */
771 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
773 /* We want to force a palette refresh, so mark the drawable as not being up to date */
774 if (!surface_is_offscreen(surface))
775 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
779 if (!(surface->flags & SFLAG_INSYSMEM))
781 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
782 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
784 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
788 if (surface->flags & SFLAG_DIBSECTION)
793 TRACE("Updating the DC's palette.\n");
795 for (i = 0; i < 256; ++i)
797 col[i].rgbRed = palette->palents[i].peRed;
798 col[i].rgbGreen = palette->palents[i].peGreen;
799 col[i].rgbBlue = palette->palents[i].peBlue;
800 col[i].rgbReserved = 0;
802 SetDIBColorTable(surface->hDC, 0, 256, col);
805 /* Propagate the changes to the drawable when we have a palette. */
806 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
807 surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
810 static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
814 /* If there's no destination surface there is nothing to do. */
815 if (!surface->overlay_dest)
818 /* Blt calls ModifyLocation on the dest surface, which in turn calls
819 * DrawOverlay to update the overlay. Prevent an endless recursion. */
820 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
823 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
824 hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
825 &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
826 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
831 static void surface_preload(struct wined3d_surface *surface)
833 TRACE("surface %p.\n", surface);
835 surface_internal_preload(surface, SRGB_ANY);
838 static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
840 struct wined3d_device *device = surface->resource.device;
841 const RECT *pass_rect = rect;
843 TRACE("surface %p, rect %s, flags %#x.\n",
844 surface, wine_dbgstr_rect(rect), flags);
846 if (flags & WINED3DLOCK_DISCARD)
848 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
849 surface_prepare_system_memory(surface);
850 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
854 /* surface_load_location() does not check if the rectangle specifies
855 * the full surface. Most callers don't need that, so do it here. */
856 if (rect && !rect->top && !rect->left
857 && rect->right == surface->resource.width
858 && rect->bottom == surface->resource.height)
861 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
862 && ((surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
863 || surface == device->fb.render_targets[0])))
864 surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
867 if (surface->flags & SFLAG_PBO)
869 const struct wined3d_gl_info *gl_info;
870 struct wined3d_context *context;
872 context = context_acquire(device, NULL);
873 gl_info = context->gl_info;
876 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
877 checkGLcall("glBindBufferARB");
879 /* This shouldn't happen but could occur if some other function
880 * didn't handle the PBO properly. */
881 if (surface->resource.allocatedMemory)
882 ERR("The surface already has PBO memory allocated.\n");
884 surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
885 checkGLcall("glMapBufferARB");
887 /* Make sure the PBO isn't set anymore in order not to break non-PBO
889 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
890 checkGLcall("glBindBufferARB");
893 context_release(context);
896 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
899 surface_add_dirty_rect(surface, NULL);
906 b.Right = rect->right;
907 b.Bottom = rect->bottom;
910 surface_add_dirty_rect(surface, &b);
915 static void surface_unmap(struct wined3d_surface *surface)
917 struct wined3d_device *device = surface->resource.device;
920 TRACE("surface %p.\n", surface);
922 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
924 if (surface->flags & SFLAG_PBO)
926 const struct wined3d_gl_info *gl_info;
927 struct wined3d_context *context;
929 TRACE("Freeing PBO memory.\n");
931 context = context_acquire(device, NULL);
932 gl_info = context->gl_info;
935 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
936 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
937 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
938 checkGLcall("glUnmapBufferARB");
940 context_release(context);
942 surface->resource.allocatedMemory = NULL;
945 TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
947 if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
949 TRACE("Not dirtified, nothing to do.\n");
953 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
954 || (device->fb.render_targets && surface == device->fb.render_targets[0]))
956 if (wined3d_settings.rendertargetlock_mode == RTL_DISABLE)
958 static BOOL warned = FALSE;
961 ERR("The application tries to write to the render target, but render target locking is disabled.\n");
967 if (!surface->dirtyRect.left && !surface->dirtyRect.top
968 && surface->dirtyRect.right == surface->resource.width
969 && surface->dirtyRect.bottom == surface->resource.height)
975 /* TODO: Proper partial rectangle tracking. */
977 surface->flags |= SFLAG_INSYSMEM;
980 surface_load_location(surface, SFLAG_INDRAWABLE, fullsurface ? NULL : &surface->dirtyRect);
982 /* Partial rectangle tracking is not commonly implemented, it is only
983 * done for render targets. INSYSMEM was set before to tell
984 * surface_load_location() where to read the rectangle from.
985 * Indrawable is set because all modifications from the partial
986 * sysmem copy are written back to the drawable, thus the surface is
987 * merged again in the drawable. The sysmem copy is not fully up to
988 * date because only a subrectangle was read in Map(). */
991 surface_modify_location(surface, SFLAG_INDRAWABLE, TRUE);
992 surface_evict_sysmem(surface);
995 surface->dirtyRect.left = surface->resource.width;
996 surface->dirtyRect.top = surface->resource.height;
997 surface->dirtyRect.right = 0;
998 surface->dirtyRect.bottom = 0;
1000 else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1002 FIXME("Depth / stencil buffer locking is not implemented.\n");
1006 /* Overlays have to be redrawn manually after changes with the GL implementation */
1007 if (surface->overlay_dest)
1008 surface->surface_ops->surface_draw_overlay(surface);
1011 static HRESULT surface_getdc(struct wined3d_surface *surface)
1013 WINED3DLOCKED_RECT lock;
1016 TRACE("surface %p.\n", surface);
1018 /* Create a DIB section if there isn't a dc yet. */
1021 if (surface->flags & SFLAG_CLIENT)
1023 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1024 surface_release_client_storage(surface);
1026 hr = surface_create_dib_section(surface);
1028 return WINED3DERR_INVALIDCALL;
1030 /* Use the DIB section from now on if we are not using a PBO. */
1031 if (!(surface->flags & SFLAG_PBO))
1032 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1035 /* Map the surface. */
1036 hr = wined3d_surface_map(surface, &lock, NULL, 0);
1038 ERR("Map failed, hr %#x.\n", hr);
1040 /* Sync the DIB with the PBO. This can't be done earlier because Map()
1041 * activates the allocatedMemory. */
1042 if (surface->flags & SFLAG_PBO)
1043 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->dib.bitmap_size);
1048 static HRESULT surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override)
1050 TRACE("surface %p, override %p.\n", surface, override);
1052 /* Flipping is only supported on render targets and overlays. */
1053 if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
1055 WARN("Tried to flip a non-render target, non-overlay surface.\n");
1056 return WINEDDERR_NOTFLIPPABLE;
1059 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1061 flip_surface(surface, override);
1063 /* Update the overlay if it is visible */
1064 if (surface->overlay_dest)
1065 return surface->surface_ops->surface_draw_overlay(surface);
1073 static BOOL surface_is_full_rect(struct wined3d_surface *surface, const RECT *r)
1075 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
1077 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
1082 static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct wined3d_surface *src_surface,
1083 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
1085 const struct wined3d_gl_info *gl_info;
1086 struct wined3d_context *context;
1087 DWORD src_mask, dst_mask;
1090 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
1091 device, src_surface, wine_dbgstr_rect(src_rect),
1092 dst_surface, wine_dbgstr_rect(dst_rect));
1094 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1095 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1097 if (src_mask != dst_mask)
1099 ERR("Incompatible formats %s and %s.\n",
1100 debug_d3dformat(src_surface->resource.format->id),
1101 debug_d3dformat(dst_surface->resource.format->id));
1107 ERR("Not a depth / stencil format: %s.\n",
1108 debug_d3dformat(src_surface->resource.format->id));
1113 if (src_mask & WINED3DFMT_FLAG_DEPTH)
1114 gl_mask |= GL_DEPTH_BUFFER_BIT;
1115 if (src_mask & WINED3DFMT_FLAG_STENCIL)
1116 gl_mask |= GL_STENCIL_BUFFER_BIT;
1118 /* Make sure the locations are up-to-date. Loading the destination
1119 * surface isn't required if the entire surface is overwritten. */
1120 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
1121 if (!surface_is_full_rect(dst_surface, dst_rect))
1122 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
1124 context = context_acquire(device, NULL);
1125 if (!context->valid)
1127 context_release(context);
1128 WARN("Invalid context, skipping blit.\n");
1132 gl_info = context->gl_info;
1136 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
1137 glReadBuffer(GL_NONE);
1138 checkGLcall("glReadBuffer()");
1139 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1141 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
1142 context_set_draw_buffer(context, GL_NONE);
1143 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1145 if (gl_mask & GL_DEPTH_BUFFER_BIT)
1147 glDepthMask(GL_TRUE);
1148 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
1150 if (gl_mask & GL_STENCIL_BUFFER_BIT)
1152 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
1154 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1155 device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
1158 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
1161 glDisable(GL_SCISSOR_TEST);
1162 device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1164 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
1165 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
1166 checkGLcall("glBlitFramebuffer()");
1170 if (wined3d_settings.strict_draw_ordering)
1171 wglFlush(); /* Flush to ensure ordering across contexts. */
1173 context_release(context);
1176 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1177 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1178 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1180 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
1183 /* Source and/or destination need to be on the GL side */
1184 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
1189 case WINED3D_BLIT_OP_COLOR_BLIT:
1190 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
1192 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
1196 case WINED3D_BLIT_OP_DEPTH_BLIT:
1197 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1199 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1207 if (!(src_format->id == dst_format->id
1208 || (is_identity_fixup(src_format->color_fixup)
1209 && is_identity_fixup(dst_format->color_fixup))))
1215 static BOOL surface_convert_depth_to_float(struct wined3d_surface *surface, DWORD depth, float *float_depth)
1217 const struct wined3d_format *format = surface->resource.format;
1221 case WINED3DFMT_S1_UINT_D15_UNORM:
1222 *float_depth = depth / (float)0x00007fff;
1225 case WINED3DFMT_D16_UNORM:
1226 *float_depth = depth / (float)0x0000ffff;
1229 case WINED3DFMT_D24_UNORM_S8_UINT:
1230 case WINED3DFMT_X8D24_UNORM:
1231 *float_depth = depth / (float)0x00ffffff;
1234 case WINED3DFMT_D32_UNORM:
1235 *float_depth = depth / (float)0xffffffff;
1239 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1246 /* Do not call while under the GL lock. */
1247 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1249 const struct wined3d_resource *resource = &surface->resource;
1250 struct wined3d_device *device = resource->device;
1251 const struct blit_shader *blitter;
1253 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
1254 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1257 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1258 return WINED3DERR_INVALIDCALL;
1261 return blitter->depth_fill(device, surface, rect, depth);
1264 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
1265 struct wined3d_surface *dst_surface, const RECT *dst_rect)
1267 struct wined3d_device *device = src_surface->resource.device;
1269 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1270 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1271 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1272 return WINED3DERR_INVALIDCALL;
1274 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
1276 surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
1277 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1278 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
1283 /* Do not call while under the GL lock. */
1284 static HRESULT surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1285 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
1286 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
1288 struct wined3d_device *device = dst_surface->resource.device;
1289 DWORD src_ds_flags, dst_ds_flags;
1291 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1292 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
1293 flags, fx, debug_d3dtexturefiltertype(filter));
1294 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
1296 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
1298 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
1299 return WINEDDERR_SURFACEBUSY;
1302 dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1304 src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1308 if (src_ds_flags || dst_ds_flags)
1310 if (flags & WINEDDBLT_DEPTHFILL)
1315 TRACE("Depth fill.\n");
1317 surface_get_rect(dst_surface, dst_rect_in, &rect);
1319 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
1320 return WINED3DERR_INVALIDCALL;
1322 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &rect, depth)))
1327 RECT src_rect, dst_rect;
1329 /* Accessing depth / stencil surfaces is supposed to fail while in
1330 * a scene, except for fills, which seem to work. */
1331 if (device->inScene)
1333 WARN("Rejecting depth / stencil access while in scene.\n");
1334 return WINED3DERR_INVALIDCALL;
1337 if (src_ds_flags != dst_ds_flags)
1339 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
1340 return WINED3DERR_INVALIDCALL;
1343 if (src_rect_in && (src_rect_in->top || src_rect_in->left
1344 || src_rect_in->bottom != src_surface->resource.height
1345 || src_rect_in->right != src_surface->resource.width))
1347 WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
1348 wine_dbgstr_rect(src_rect_in));
1349 return WINED3DERR_INVALIDCALL;
1352 if (dst_rect_in && (dst_rect_in->top || dst_rect_in->left
1353 || dst_rect_in->bottom != dst_surface->resource.height
1354 || dst_rect_in->right != dst_surface->resource.width))
1356 WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
1357 wine_dbgstr_rect(src_rect_in));
1358 return WINED3DERR_INVALIDCALL;
1361 if (src_surface->resource.height != dst_surface->resource.height
1362 || src_surface->resource.width != dst_surface->resource.width)
1364 WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
1365 return WINED3DERR_INVALIDCALL;
1368 surface_get_rect(src_surface, src_rect_in, &src_rect);
1369 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
1371 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
1376 /* Special cases for render targets. */
1377 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1378 || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
1380 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, dst_rect_in,
1381 src_surface, src_rect_in, flags, fx, filter)))
1385 /* For the rest call the X11 surface implementation. For render targets
1386 * this should be implemented OpenGL accelerated in BltOverride, other
1387 * blits are rather rare. */
1388 return surface_cpu_blt(dst_surface, dst_rect_in, src_surface, src_rect_in, flags, fx, filter);
1391 /* Do not call while under the GL lock. */
1392 static HRESULT surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
1393 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD trans)
1395 struct wined3d_device *device = dst_surface->resource.device;
1397 TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
1398 dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect_in), trans);
1400 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface->flags & SFLAG_LOCKED))
1402 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
1403 return WINEDDERR_SURFACEBUSY;
1406 if (device->inScene && (dst_surface == device->fb.depth_stencil || src_surface == device->fb.depth_stencil))
1408 WARN("Attempt to access the depth / stencil surface while in a scene.\n");
1409 return WINED3DERR_INVALIDCALL;
1412 /* Special cases for RenderTargets */
1413 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1414 || (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
1417 RECT src_rect, dst_rect;
1420 surface_get_rect(src_surface, src_rect_in, &src_rect);
1422 dst_rect.left = dst_x;
1423 dst_rect.top = dst_y;
1424 dst_rect.right = dst_x + src_rect.right - src_rect.left;
1425 dst_rect.bottom = dst_y + src_rect.bottom - src_rect.top;
1427 /* Convert BltFast flags into Blt ones because BltOverride is called
1428 * from Blt as well. */
1429 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
1430 flags |= WINEDDBLT_KEYSRC;
1431 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
1432 flags |= WINEDDBLT_KEYDEST;
1433 if (trans & WINEDDBLTFAST_WAIT)
1434 flags |= WINEDDBLT_WAIT;
1435 if (trans & WINEDDBLTFAST_DONOTWAIT)
1436 flags |= WINEDDBLT_DONOTWAIT;
1438 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface,
1439 &dst_rect, src_surface, &src_rect, flags, NULL, WINED3DTEXF_POINT)))
1443 return surface_cpu_bltfast(dst_surface, dst_x, dst_y, src_surface, src_rect_in, trans);
1446 static HRESULT surface_set_mem(struct wined3d_surface *surface, void *mem)
1448 TRACE("surface %p, mem %p.\n", surface, mem);
1450 if (mem && mem != surface->resource.allocatedMemory)
1452 void *release = NULL;
1454 /* Do I have to copy the old surface content? */
1455 if (surface->flags & SFLAG_DIBSECTION)
1457 SelectObject(surface->hDC, surface->dib.holdbitmap);
1458 DeleteDC(surface->hDC);
1459 /* Release the DIB section. */
1460 DeleteObject(surface->dib.DIBsection);
1461 surface->dib.bitmap_data = NULL;
1462 surface->resource.allocatedMemory = NULL;
1463 surface->hDC = NULL;
1464 surface->flags &= ~SFLAG_DIBSECTION;
1466 else if (!(surface->flags & SFLAG_USERPTR))
1468 release = surface->resource.heapMemory;
1469 surface->resource.heapMemory = NULL;
1471 surface->resource.allocatedMemory = mem;
1472 surface->flags |= SFLAG_USERPTR;
1474 /* Now the surface memory is most up do date. Invalidate drawable and texture. */
1475 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1477 /* For client textures OpenGL has to be notified. */
1478 if (surface->flags & SFLAG_CLIENT)
1479 surface_release_client_storage(surface);
1481 /* Now free the old memory if any. */
1482 HeapFree(GetProcessHeap(), 0, release);
1484 else if (surface->flags & SFLAG_USERPTR)
1486 /* Map and GetDC will re-create the dib section and allocated memory. */
1487 surface->resource.allocatedMemory = NULL;
1488 /* HeapMemory should be NULL already. */
1489 if (surface->resource.heapMemory)
1490 ERR("User pointer surface has heap memory allocated.\n");
1491 surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
1493 if (surface->flags & SFLAG_CLIENT)
1494 surface_release_client_storage(surface);
1496 surface_prepare_system_memory(surface);
1497 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1503 /* Context activation is done by the caller. */
1504 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1506 if (!surface->resource.heapMemory)
1508 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
1509 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
1510 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1514 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1515 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
1516 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
1517 surface->resource.size, surface->resource.allocatedMemory));
1518 checkGLcall("glGetBufferSubDataARB");
1519 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
1520 checkGLcall("glDeleteBuffersARB");
1524 surface->flags &= ~SFLAG_PBO;
1527 /* Do not call while under the GL lock. */
1528 static void surface_unload(struct wined3d_resource *resource)
1530 struct wined3d_surface *surface = surface_from_resource(resource);
1531 struct wined3d_renderbuffer_entry *entry, *entry2;
1532 struct wined3d_device *device = resource->device;
1533 const struct wined3d_gl_info *gl_info;
1534 struct wined3d_context *context;
1536 TRACE("surface %p.\n", surface);
1538 if (resource->pool == WINED3DPOOL_DEFAULT)
1540 /* Default pool resources are supposed to be destroyed before Reset is called.
1541 * Implicit resources stay however. So this means we have an implicit render target
1542 * or depth stencil. The content may be destroyed, but we still have to tear down
1543 * opengl resources, so we cannot leave early.
1545 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1546 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1547 * or the depth stencil into an FBO the texture or render buffer will be removed
1548 * and all flags get lost
1550 surface_init_sysmem(surface);
1554 /* Load the surface into system memory */
1555 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1556 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
1558 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1559 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1560 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1562 context = context_acquire(device, NULL);
1563 gl_info = context->gl_info;
1565 /* Destroy PBOs, but load them into real sysmem before */
1566 if (surface->flags & SFLAG_PBO)
1567 surface_remove_pbo(surface, gl_info);
1569 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1570 * all application-created targets the application has to release the surface
1571 * before calling _Reset
1573 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1576 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1578 list_remove(&entry->entry);
1579 HeapFree(GetProcessHeap(), 0, entry);
1581 list_init(&surface->renderbuffers);
1582 surface->current_renderbuffer = NULL;
1584 /* If we're in a texture, the texture name belongs to the texture.
1585 * Otherwise, destroy it. */
1586 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
1589 glDeleteTextures(1, &surface->texture_name);
1590 surface->texture_name = 0;
1591 glDeleteTextures(1, &surface->texture_name_srgb);
1592 surface->texture_name_srgb = 0;
1596 context_release(context);
1598 resource_unload(resource);
1601 static const struct wined3d_resource_ops surface_resource_ops =
1606 static const struct wined3d_surface_ops surface_ops =
1608 surface_private_setup,
1610 surface_realize_palette,
1611 surface_draw_overlay,
1622 /*****************************************************************************
1623 * Initializes the GDI surface, aka creates the DIB section we render to
1624 * The DIB section creation is done by calling GetDC, which will create the
1625 * section and releasing the dc to allow the app to use it. The dib section
1626 * will stay until the surface is released
1628 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1629 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1630 * avoid confusion in the shared surface code.
1633 * WINED3D_OK on success
1634 * The return values of called methods on failure
1636 *****************************************************************************/
1637 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1641 TRACE("surface %p.\n", surface);
1643 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1645 ERR("Overlays not yet supported by GDI surfaces.\n");
1646 return WINED3DERR_INVALIDCALL;
1649 /* Sysmem textures have memory already allocated - release it,
1650 * this avoids an unnecessary memcpy. */
1651 hr = surface_create_dib_section(surface);
1654 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1655 surface->resource.heapMemory = NULL;
1656 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1659 /* We don't mind the nonpow2 stuff in GDI. */
1660 surface->pow2Width = surface->resource.width;
1661 surface->pow2Height = surface->resource.height;
1666 static void surface_gdi_cleanup(struct wined3d_surface *surface)
1668 TRACE("surface %p.\n", surface);
1670 if (surface->flags & SFLAG_DIBSECTION)
1672 /* Release the DC. */
1673 SelectObject(surface->hDC, surface->dib.holdbitmap);
1674 DeleteDC(surface->hDC);
1675 /* Release the DIB section. */
1676 DeleteObject(surface->dib.DIBsection);
1677 surface->dib.bitmap_data = NULL;
1678 surface->resource.allocatedMemory = NULL;
1681 if (surface->flags & SFLAG_USERPTR)
1682 wined3d_surface_set_mem(surface, NULL);
1683 if (surface->overlay_dest)
1684 list_remove(&surface->overlay_entry);
1686 HeapFree(GetProcessHeap(), 0, surface->palette9);
1688 resource_cleanup(&surface->resource);
1691 static void gdi_surface_realize_palette(struct wined3d_surface *surface)
1693 struct wined3d_palette *palette = surface->palette;
1695 TRACE("surface %p.\n", surface);
1697 if (!palette) return;
1699 if (surface->flags & SFLAG_DIBSECTION)
1704 TRACE("Updating the DC's palette.\n");
1706 for (i = 0; i < 256; ++i)
1708 col[i].rgbRed = palette->palents[i].peRed;
1709 col[i].rgbGreen = palette->palents[i].peGreen;
1710 col[i].rgbBlue = palette->palents[i].peBlue;
1711 col[i].rgbReserved = 0;
1713 SetDIBColorTable(surface->hDC, 0, 256, col);
1716 /* Update the image because of the palette change. Some games like e.g.
1717 * Red Alert call SetEntries a lot to implement fading. */
1718 /* Tell the swapchain to update the screen. */
1719 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1721 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1722 if (surface == swapchain->front_buffer)
1724 x11_copy_to_screen(swapchain, NULL);
1729 static HRESULT gdi_surface_draw_overlay(struct wined3d_surface *surface)
1731 FIXME("GDI surfaces can't draw overlays yet.\n");
1735 static void gdi_surface_preload(struct wined3d_surface *surface)
1737 TRACE("surface %p.\n", surface);
1739 ERR("Preloading GDI surfaces is not supported.\n");
1742 static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
1744 TRACE("surface %p, rect %s, flags %#x.\n",
1745 surface, wine_dbgstr_rect(rect), flags);
1747 if (!surface->resource.allocatedMemory)
1749 /* This happens on gdi surfaces if the application set a user pointer
1750 * and resets it. Recreate the DIB section. */
1751 surface_create_dib_section(surface);
1752 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1756 static void gdi_surface_unmap(struct wined3d_surface *surface)
1758 TRACE("surface %p.\n", surface);
1760 /* Tell the swapchain to update the screen. */
1761 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1763 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
1764 if (surface == swapchain->front_buffer)
1766 x11_copy_to_screen(swapchain, &surface->lockedRect);
1770 memset(&surface->lockedRect, 0, sizeof(RECT));
1773 static HRESULT gdi_surface_getdc(struct wined3d_surface *surface)
1775 WINED3DLOCKED_RECT lock;
1778 TRACE("surface %p.\n", surface);
1780 /* Should have a DIB section already. */
1781 if (!(surface->flags & SFLAG_DIBSECTION))
1783 WARN("DC not supported on this surface\n");
1784 return WINED3DERR_INVALIDCALL;
1787 /* Map the surface. */
1788 hr = wined3d_surface_map(surface, &lock, NULL, 0);
1790 ERR("Map failed, hr %#x.\n", hr);
1795 static HRESULT gdi_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override)
1797 TRACE("surface %p, override %p.\n", surface, override);
1802 static HRESULT gdi_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
1803 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
1804 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
1806 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1807 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
1808 flags, fx, debug_d3dtexturefiltertype(filter));
1810 return surface_cpu_blt(dst_surface, dst_rect, src_surface, src_rect, flags, fx, filter);
1813 static HRESULT gdi_surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
1814 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans)
1816 TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
1817 dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect), trans);
1819 return surface_cpu_bltfast(dst_surface, dst_x, dst_y, src_surface, src_rect, trans);
1822 static HRESULT gdi_surface_set_mem(struct wined3d_surface *surface, void *mem)
1824 TRACE("surface %p, mem %p.\n", surface, mem);
1826 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
1827 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1829 ERR("Not supported on render targets.\n");
1830 return WINED3DERR_INVALIDCALL;
1833 if (mem && mem != surface->resource.allocatedMemory)
1835 void *release = NULL;
1837 /* Do I have to copy the old surface content? */
1838 if (surface->flags & SFLAG_DIBSECTION)
1840 SelectObject(surface->hDC, surface->dib.holdbitmap);
1841 DeleteDC(surface->hDC);
1842 /* Release the DIB section. */
1843 DeleteObject(surface->dib.DIBsection);
1844 surface->dib.bitmap_data = NULL;
1845 surface->resource.allocatedMemory = NULL;
1846 surface->hDC = NULL;
1847 surface->flags &= ~SFLAG_DIBSECTION;
1849 else if (!(surface->flags & SFLAG_USERPTR))
1851 release = surface->resource.allocatedMemory;
1853 surface->resource.allocatedMemory = mem;
1854 surface->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
1856 /* Now free the old memory, if any. */
1857 HeapFree(GetProcessHeap(), 0, release);
1859 else if (surface->flags & SFLAG_USERPTR)
1861 /* Map() and GetDC() will re-create the dib section and allocated memory. */
1862 surface->resource.allocatedMemory = NULL;
1863 surface->flags &= ~SFLAG_USERPTR;
1869 static const struct wined3d_surface_ops gdi_surface_ops =
1871 gdi_surface_private_setup,
1872 surface_gdi_cleanup,
1873 gdi_surface_realize_palette,
1874 gdi_surface_draw_overlay,
1875 gdi_surface_preload,
1881 gdi_surface_bltfast,
1882 gdi_surface_set_mem,
1885 void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
1890 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
1894 name = &surface->texture_name_srgb;
1895 flag = SFLAG_INSRGBTEX;
1899 name = &surface->texture_name;
1900 flag = SFLAG_INTEXTURE;
1903 if (!*name && new_name)
1905 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
1906 * surface has no texture name yet. See if we can get rid of this. */
1907 if (surface->flags & flag)
1908 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
1909 surface_modify_location(surface, flag, FALSE);
1913 surface_force_reload(surface);
1916 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
1918 TRACE("surface %p, target %#x.\n", surface, target);
1920 if (surface->texture_target != target)
1922 if (target == GL_TEXTURE_RECTANGLE_ARB)
1924 surface->flags &= ~SFLAG_NORMCOORD;
1926 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
1928 surface->flags |= SFLAG_NORMCOORD;
1931 surface->texture_target = target;
1932 surface_force_reload(surface);
1935 /* Context activation is done by the caller. */
1936 void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1938 TRACE("surface %p, gl_info %p, srgb %#x.\n", surface, gl_info, srgb);
1940 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1942 struct wined3d_texture *texture = surface->container.u.texture;
1944 TRACE("Passing to container (%p).\n", texture);
1945 texture->texture_ops->texture_bind(texture, gl_info, srgb);
1949 if (surface->texture_level)
1951 ERR("Standalone surface %p is non-zero texture level %u.\n",
1952 surface, surface->texture_level);
1956 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
1960 if (!surface->texture_name)
1962 glGenTextures(1, &surface->texture_name);
1963 checkGLcall("glGenTextures");
1965 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
1967 glBindTexture(surface->texture_target, surface->texture_name);
1968 checkGLcall("glBindTexture");
1969 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1970 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1971 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1972 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1973 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1974 checkGLcall("glTexParameteri");
1978 glBindTexture(surface->texture_target, surface->texture_name);
1979 checkGLcall("glBindTexture");
1986 /* This function checks if the primary render target uses the 8bit paletted format. */
1987 static BOOL primary_render_target_is_p8(struct wined3d_device *device)
1989 if (device->fb.render_targets && device->fb.render_targets[0])
1991 struct wined3d_surface *render_target = device->fb.render_targets[0];
1992 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1993 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
1999 /* This call just downloads data, the caller is responsible for binding the
2000 * correct texture. */
2001 /* Context activation is done by the caller. */
2002 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
2004 const struct wined3d_format *format = surface->resource.format;
2006 /* Only support read back of converted P8 surfaces. */
2007 if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
2009 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
2015 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2017 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
2018 surface, surface->texture_level, format->glFormat, format->glType,
2019 surface->resource.allocatedMemory);
2021 if (surface->flags & SFLAG_PBO)
2023 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2024 checkGLcall("glBindBufferARB");
2025 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
2026 checkGLcall("glGetCompressedTexImageARB");
2027 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2028 checkGLcall("glBindBufferARB");
2032 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
2033 surface->texture_level, surface->resource.allocatedMemory));
2034 checkGLcall("glGetCompressedTexImageARB");
2042 GLenum gl_format = format->glFormat;
2043 GLenum gl_type = format->glType;
2047 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */
2048 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
2050 gl_format = GL_ALPHA;
2051 gl_type = GL_UNSIGNED_BYTE;
2054 if (surface->flags & SFLAG_NONPOW2)
2056 unsigned char alignment = surface->resource.device->surface_alignment;
2057 src_pitch = format->byte_count * surface->pow2Width;
2058 dst_pitch = wined3d_surface_get_pitch(surface);
2059 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
2060 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
2064 mem = surface->resource.allocatedMemory;
2067 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
2068 surface, surface->texture_level, gl_format, gl_type, mem);
2070 if (surface->flags & SFLAG_PBO)
2072 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2073 checkGLcall("glBindBufferARB");
2075 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
2076 checkGLcall("glGetTexImage");
2078 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2079 checkGLcall("glBindBufferARB");
2083 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
2084 checkGLcall("glGetTexImage");
2088 if (surface->flags & SFLAG_NONPOW2)
2090 const BYTE *src_data;
2094 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
2095 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
2096 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
2098 * We're doing this...
2100 * instead of boxing the texture :
2101 * |<-texture width ->| -->pow2width| /\
2102 * |111111111111111111| | |
2103 * |222 Texture 222222| boxed empty | texture height
2104 * |3333 Data 33333333| | |
2105 * |444444444444444444| | \/
2106 * ----------------------------------- |
2107 * | boxed empty | boxed empty | pow2height
2109 * -----------------------------------
2112 * we're repacking the data to the expected texture width
2114 * |<-texture width ->| -->pow2width| /\
2115 * |111111111111111111222222222222222| |
2116 * |222333333333333333333444444444444| texture height
2120 * | empty | pow2height
2122 * -----------------------------------
2126 * |<-texture width ->| /\
2127 * |111111111111111111|
2128 * |222222222222222222|texture height
2129 * |333333333333333333|
2130 * |444444444444444444| \/
2131 * --------------------
2133 * this also means that any references to allocatedMemory should work with the data as if were a
2134 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
2136 * internally the texture is still stored in a boxed format so any references to textureName will
2137 * get a boxed texture with width pow2width and not a texture of width resource.width.
2139 * Performance should not be an issue, because applications normally do not lock the surfaces when
2140 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
2141 * and doesn't have to be re-read. */
2143 dst_data = surface->resource.allocatedMemory;
2144 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
2145 for (y = 1; y < surface->resource.height; ++y)
2147 /* skip the first row */
2148 src_data += src_pitch;
2149 dst_data += dst_pitch;
2150 memcpy(dst_data, src_data, dst_pitch);
2153 HeapFree(GetProcessHeap(), 0, mem);
2157 /* Surface has now been downloaded */
2158 surface->flags |= SFLAG_INSYSMEM;
2161 /* This call just uploads data, the caller is responsible for binding the
2162 * correct texture. */
2163 /* Context activation is done by the caller. */
2164 void surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2165 const struct wined3d_format *format, const RECT *src_rect, UINT src_w, const POINT *dst_point,
2166 BOOL srgb, const struct wined3d_bo_address *data)
2168 UINT update_w = src_rect->right - src_rect->left;
2169 UINT update_h = src_rect->bottom - src_rect->top;
2171 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_w %u, dst_point %p, srgb %#x, data {%#x:%p}.\n",
2172 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_w,
2173 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
2175 if (format->heightscale != 1.0f && format->heightscale != 0.0f)
2176 update_h *= format->heightscale;
2180 if (data->buffer_object)
2182 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
2183 checkGLcall("glBindBufferARB");
2186 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2188 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
2189 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
2190 UINT src_pitch = wined3d_format_calculate_size(format, 1, src_w, 1);
2191 const BYTE *addr = data->addr;
2194 addr += (src_rect->top / format->block_height) * src_pitch;
2195 addr += (src_rect->left / format->block_width) * format->block_byte_count;
2198 internal = format->glGammaInternal;
2199 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2200 internal = format->rtInternal;
2202 internal = format->glInternal;
2204 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
2205 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
2206 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
2208 if (row_length == src_pitch)
2210 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2211 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
2217 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
2218 * can't use the unpack row length like below. */
2219 for (row = 0, y = dst_point->y; row < row_count; ++row)
2221 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2222 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
2223 y += format->block_height;
2227 checkGLcall("glCompressedTexSubImage2DARB");
2231 const BYTE *addr = data->addr;
2233 addr += src_rect->top * src_w * format->byte_count;
2234 addr += src_rect->left * format->byte_count;
2236 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
2237 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2238 update_w, update_h, format->glFormat, format->glType, addr);
2240 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
2241 glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2242 update_w, update_h, format->glFormat, format->glType, addr);
2243 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2244 checkGLcall("glTexSubImage2D");
2247 if (data->buffer_object)
2249 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2250 checkGLcall("glBindBufferARB");
2255 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2257 struct wined3d_device *device = surface->resource.device;
2260 for (i = 0; i < device->context_count; ++i)
2262 context_surface_update(device->contexts[i], surface);
2267 /* This call just allocates the texture, the caller is responsible for binding
2268 * the correct texture. */
2269 /* Context activation is done by the caller. */
2270 static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2271 const struct wined3d_format *format, BOOL srgb)
2273 BOOL enable_client_storage = FALSE;
2274 GLsizei width = surface->pow2Width;
2275 GLsizei height = surface->pow2Height;
2276 const BYTE *mem = NULL;
2281 internal = format->glGammaInternal;
2283 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2285 internal = format->rtInternal;
2289 internal = format->glInternal;
2292 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
2294 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",
2295 surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
2296 internal, width, height, format->glFormat, format->glType);
2300 if (gl_info->supported[APPLE_CLIENT_STORAGE])
2302 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
2303 || !surface->resource.allocatedMemory)
2305 /* In some cases we want to disable client storage.
2306 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
2307 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
2308 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
2309 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
2311 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2312 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
2313 surface->flags &= ~SFLAG_CLIENT;
2314 enable_client_storage = TRUE;
2318 surface->flags |= SFLAG_CLIENT;
2320 /* Point OpenGL to our allocated texture memory. Do not use
2321 * resource.allocatedMemory here because it might point into a
2322 * PBO. Instead use heapMemory, but get the alignment right. */
2323 mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
2324 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
2328 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
2330 GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
2331 internal, width, height, 0, surface->resource.size, mem));
2332 checkGLcall("glCompressedTexImage2DARB");
2336 glTexImage2D(surface->texture_target, surface->texture_level,
2337 internal, width, height, 0, format->glFormat, format->glType, mem);
2338 checkGLcall("glTexImage2D");
2341 if(enable_client_storage) {
2342 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2343 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2348 /* In D3D the depth stencil dimensions have to be greater than or equal to the
2349 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
2350 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
2351 /* GL locking is done by the caller */
2352 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, struct wined3d_surface *rt)
2354 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
2355 struct wined3d_renderbuffer_entry *entry;
2356 GLuint renderbuffer = 0;
2357 unsigned int src_width, src_height;
2358 unsigned int width, height;
2360 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2362 width = rt->pow2Width;
2363 height = rt->pow2Height;
2367 width = surface->pow2Width;
2368 height = surface->pow2Height;
2371 src_width = surface->pow2Width;
2372 src_height = surface->pow2Height;
2374 /* A depth stencil smaller than the render target is not valid */
2375 if (width > src_width || height > src_height) return;
2377 /* Remove any renderbuffer set if the sizes match */
2378 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2379 || (width == src_width && height == src_height))
2381 surface->current_renderbuffer = NULL;
2385 /* Look if we've already got a renderbuffer of the correct dimensions */
2386 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2388 if (entry->width == width && entry->height == height)
2390 renderbuffer = entry->id;
2391 surface->current_renderbuffer = entry;
2398 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
2399 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2400 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
2401 surface->resource.format->glInternal, width, height);
2403 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
2404 entry->width = width;
2405 entry->height = height;
2406 entry->id = renderbuffer;
2407 list_add_head(&surface->renderbuffers, &entry->entry);
2409 surface->current_renderbuffer = entry;
2412 checkGLcall("set_compatible_renderbuffer");
2415 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
2417 const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2419 TRACE("surface %p.\n", surface);
2421 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2423 ERR("Surface %p is not on a swapchain.\n", surface);
2427 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
2429 if (swapchain->render_to_fbo)
2431 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
2432 return GL_COLOR_ATTACHMENT0;
2434 TRACE("Returning GL_BACK\n");
2437 else if (surface == swapchain->front_buffer)
2439 TRACE("Returning GL_FRONT\n");
2443 FIXME("Higher back buffer, returning GL_BACK\n");
2447 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
2448 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect)
2450 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
2452 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
2453 /* No partial locking for textures yet. */
2454 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2456 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2459 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->Left);
2460 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->Top);
2461 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->Right);
2462 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->Bottom);
2466 surface->dirtyRect.left = 0;
2467 surface->dirtyRect.top = 0;
2468 surface->dirtyRect.right = surface->resource.width;
2469 surface->dirtyRect.bottom = surface->resource.height;
2472 /* if the container is a texture then mark it dirty. */
2473 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2475 TRACE("Passing to container.\n");
2476 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
2480 static BOOL surface_convert_color_to_float(struct wined3d_surface *surface,
2481 DWORD color, WINED3DCOLORVALUE *float_color)
2483 const struct wined3d_format *format = surface->resource.format;
2484 struct wined3d_device *device = surface->resource.device;
2488 case WINED3DFMT_P8_UINT:
2489 if (surface->palette)
2491 float_color->r = surface->palette->palents[color].peRed / 255.0f;
2492 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
2493 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
2497 float_color->r = 0.0f;
2498 float_color->g = 0.0f;
2499 float_color->b = 0.0f;
2501 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
2504 case WINED3DFMT_B5G6R5_UNORM:
2505 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
2506 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
2507 float_color->b = (color & 0x1f) / 31.0f;
2508 float_color->a = 1.0f;
2511 case WINED3DFMT_B8G8R8_UNORM:
2512 case WINED3DFMT_B8G8R8X8_UNORM:
2513 float_color->r = D3DCOLOR_R(color);
2514 float_color->g = D3DCOLOR_G(color);
2515 float_color->b = D3DCOLOR_B(color);
2516 float_color->a = 1.0f;
2519 case WINED3DFMT_B8G8R8A8_UNORM:
2520 float_color->r = D3DCOLOR_R(color);
2521 float_color->g = D3DCOLOR_G(color);
2522 float_color->b = D3DCOLOR_B(color);
2523 float_color->a = D3DCOLOR_A(color);
2527 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
2534 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
2536 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2538 TRACE("surface %p, srgb %#x.\n", surface, srgb);
2540 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
2542 ERR("Not supported on scratch surfaces.\n");
2543 return WINED3DERR_INVALIDCALL;
2546 if (!(surface->flags & flag))
2548 TRACE("Reloading because surface is dirty\n");
2550 /* Reload if either the texture and sysmem have different ideas about the
2551 * color key, or the actual key values changed. */
2552 else if (!(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2553 || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2554 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
2555 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
2557 TRACE("Reloading because of color keying\n");
2558 /* To perform the color key conversion we need a sysmem copy of
2559 * the surface. Make sure we have it. */
2561 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2562 /* Make sure the texture is reloaded because of the color key change,
2563 * this kills performance though :( */
2564 /* TODO: This is not necessarily needed with hw palettized texture support. */
2565 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2569 TRACE("surface is already in texture\n");
2573 /* No partial locking for textures yet. */
2574 surface_load_location(surface, flag, NULL);
2575 surface_evict_sysmem(surface);
2580 /* See also float_16_to_32() in wined3d_private.h */
2581 static inline unsigned short float_32_to_16(const float *in)
2584 float tmp = fabsf(*in);
2585 unsigned int mantissa;
2588 /* Deal with special numbers */
2594 return (*in < 0.0f ? 0xfc00 : 0x7c00);
2596 if (tmp < powf(2, 10))
2602 } while (tmp < powf(2, 10));
2604 else if (tmp >= powf(2, 11))
2610 } while (tmp >= powf(2, 11));
2613 mantissa = (unsigned int)tmp;
2614 if (tmp - mantissa >= 0.5f)
2615 ++mantissa; /* Round to nearest, away from zero. */
2617 exp += 10; /* Normalize the mantissa. */
2618 exp += 15; /* Exponent is encoded with excess 15. */
2620 if (exp > 30) /* too big */
2622 ret = 0x7c00; /* INF */
2626 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
2629 mantissa = mantissa >> 1;
2632 ret = mantissa & 0x3ff;
2636 ret = (exp << 10) | (mantissa & 0x3ff);
2639 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
2643 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
2647 TRACE("Surface %p, container %p of type %#x.\n",
2648 surface, surface->container.u.base, surface->container.type);
2650 switch (surface->container.type)
2652 case WINED3D_CONTAINER_TEXTURE:
2653 return wined3d_texture_incref(surface->container.u.texture);
2655 case WINED3D_CONTAINER_SWAPCHAIN:
2656 return wined3d_swapchain_incref(surface->container.u.swapchain);
2659 ERR("Unhandled container type %#x.\n", surface->container.type);
2660 case WINED3D_CONTAINER_NONE:
2664 refcount = InterlockedIncrement(&surface->resource.ref);
2665 TRACE("%p increasing refcount to %u.\n", surface, refcount);
2670 /* Do not call while under the GL lock. */
2671 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
2675 TRACE("Surface %p, container %p of type %#x.\n",
2676 surface, surface->container.u.base, surface->container.type);
2678 switch (surface->container.type)
2680 case WINED3D_CONTAINER_TEXTURE:
2681 return wined3d_texture_decref(surface->container.u.texture);
2683 case WINED3D_CONTAINER_SWAPCHAIN:
2684 return wined3d_swapchain_decref(surface->container.u.swapchain);
2687 ERR("Unhandled container type %#x.\n", surface->container.type);
2688 case WINED3D_CONTAINER_NONE:
2692 refcount = InterlockedDecrement(&surface->resource.ref);
2693 TRACE("%p decreasing refcount to %u.\n", surface, refcount);
2697 surface->surface_ops->surface_cleanup(surface);
2698 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
2700 TRACE("Destroyed surface %p.\n", surface);
2701 HeapFree(GetProcessHeap(), 0, surface);
2707 DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
2709 return resource_set_priority(&surface->resource, priority);
2712 DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
2714 return resource_get_priority(&surface->resource);
2717 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
2719 TRACE("surface %p.\n", surface);
2721 surface->surface_ops->surface_preload(surface);
2724 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
2726 TRACE("surface %p.\n", surface);
2728 return surface->resource.parent;
2731 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
2733 TRACE("surface %p.\n", surface);
2735 return &surface->resource;
2738 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
2740 TRACE("surface %p, flags %#x.\n", surface, flags);
2744 case WINEDDGBS_CANBLT:
2745 case WINEDDGBS_ISBLTDONE:
2749 return WINED3DERR_INVALIDCALL;
2753 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
2755 TRACE("surface %p, flags %#x.\n", surface, flags);
2757 /* XXX: DDERR_INVALIDSURFACETYPE */
2761 case WINEDDGFS_CANFLIP:
2762 case WINEDDGFS_ISFLIPDONE:
2766 return WINED3DERR_INVALIDCALL;
2770 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
2772 TRACE("surface %p.\n", surface);
2774 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
2775 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
2778 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
2780 TRACE("surface %p.\n", surface);
2782 /* So far we don't lose anything :) */
2783 surface->flags &= ~SFLAG_LOST;
2787 HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
2789 TRACE("surface %p, palette %p.\n", surface, palette);
2791 if (surface->palette == palette)
2793 TRACE("Nop palette change.\n");
2797 if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
2798 surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
2800 surface->palette = palette;
2804 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
2805 palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
2807 surface->surface_ops->surface_realize_palette(surface);
2813 HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
2814 DWORD flags, const WINEDDCOLORKEY *color_key)
2816 TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
2818 if (flags & WINEDDCKEY_COLORSPACE)
2820 FIXME(" colorkey value not supported (%08x) !\n", flags);
2821 return WINED3DERR_INVALIDCALL;
2824 /* Dirtify the surface, but only if a key was changed. */
2827 switch (flags & ~WINEDDCKEY_COLORSPACE)
2829 case WINEDDCKEY_DESTBLT:
2830 surface->DestBltCKey = *color_key;
2831 surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
2834 case WINEDDCKEY_DESTOVERLAY:
2835 surface->DestOverlayCKey = *color_key;
2836 surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
2839 case WINEDDCKEY_SRCOVERLAY:
2840 surface->SrcOverlayCKey = *color_key;
2841 surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
2844 case WINEDDCKEY_SRCBLT:
2845 surface->SrcBltCKey = *color_key;
2846 surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
2852 switch (flags & ~WINEDDCKEY_COLORSPACE)
2854 case WINEDDCKEY_DESTBLT:
2855 surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
2858 case WINEDDCKEY_DESTOVERLAY:
2859 surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
2862 case WINEDDCKEY_SRCOVERLAY:
2863 surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
2866 case WINEDDCKEY_SRCBLT:
2867 surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
2875 struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
2877 TRACE("surface %p.\n", surface);
2879 return surface->palette;
2882 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
2884 const struct wined3d_format *format = surface->resource.format;
2887 TRACE("surface %p.\n", surface);
2889 if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
2891 /* Since compressed formats are block based, pitch means the amount of
2892 * bytes to the next row of block rather than the next row of pixels. */
2893 UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
2894 pitch = row_block_count * format->block_byte_count;
2898 unsigned char alignment = surface->resource.device->surface_alignment;
2899 pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
2900 pitch = (pitch + alignment - 1) & ~(alignment - 1);
2903 TRACE("Returning %u.\n", pitch);
2908 HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
2910 TRACE("surface %p, mem %p.\n", surface, mem);
2912 if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2914 WARN("Surface is locked or the DC is in use.\n");
2915 return WINED3DERR_INVALIDCALL;
2918 return surface->surface_ops->surface_set_mem(surface, mem);
2921 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
2925 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
2927 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2929 WARN("Not an overlay surface.\n");
2930 return WINEDDERR_NOTAOVERLAYSURFACE;
2933 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
2934 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
2935 surface->overlay_destrect.left = x;
2936 surface->overlay_destrect.top = y;
2937 surface->overlay_destrect.right = x + w;
2938 surface->overlay_destrect.bottom = y + h;
2940 surface->surface_ops->surface_draw_overlay(surface);
2945 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
2947 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
2949 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2951 TRACE("Not an overlay surface.\n");
2952 return WINEDDERR_NOTAOVERLAYSURFACE;
2955 if (!surface->overlay_dest)
2957 TRACE("Overlay not visible.\n");
2960 return WINEDDERR_OVERLAYNOTVISIBLE;
2963 *x = surface->overlay_destrect.left;
2964 *y = surface->overlay_destrect.top;
2966 TRACE("Returning position %d, %d.\n", *x, *y);
2971 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
2972 DWORD flags, struct wined3d_surface *ref)
2974 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
2976 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2978 TRACE("Not an overlay surface.\n");
2979 return WINEDDERR_NOTAOVERLAYSURFACE;
2985 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
2986 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
2988 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
2989 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
2991 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
2993 WARN("Not an overlay surface.\n");
2994 return WINEDDERR_NOTAOVERLAYSURFACE;
2996 else if (!dst_surface)
2998 WARN("Dest surface is NULL.\n");
2999 return WINED3DERR_INVALIDCALL;
3004 surface->overlay_srcrect = *src_rect;
3008 surface->overlay_srcrect.left = 0;
3009 surface->overlay_srcrect.top = 0;
3010 surface->overlay_srcrect.right = surface->resource.width;
3011 surface->overlay_srcrect.bottom = surface->resource.height;
3016 surface->overlay_destrect = *dst_rect;
3020 surface->overlay_destrect.left = 0;
3021 surface->overlay_destrect.top = 0;
3022 surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
3023 surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
3026 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
3028 list_remove(&surface->overlay_entry);
3031 if (flags & WINEDDOVER_SHOW)
3033 if (surface->overlay_dest != dst_surface)
3035 surface->overlay_dest = dst_surface;
3036 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
3039 else if (flags & WINEDDOVER_HIDE)
3041 /* tests show that the rectangles are erased on hide */
3042 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
3043 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
3044 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
3045 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
3046 surface->overlay_dest = NULL;
3049 surface->surface_ops->surface_draw_overlay(surface);
3054 HRESULT CDECL wined3d_surface_set_clipper(struct wined3d_surface *surface, struct wined3d_clipper *clipper)
3056 TRACE("surface %p, clipper %p.\n", surface, clipper);
3058 surface->clipper = clipper;
3063 struct wined3d_clipper * CDECL wined3d_surface_get_clipper(const struct wined3d_surface *surface)
3065 TRACE("surface %p.\n", surface);
3067 return surface->clipper;
3070 HRESULT CDECL wined3d_surface_set_format(struct wined3d_surface *surface, enum wined3d_format_id format_id)
3072 const struct wined3d_format *format = wined3d_get_format(&surface->resource.device->adapter->gl_info, format_id);
3074 TRACE("surface %p, format %s.\n", surface, debug_d3dformat(format_id));
3076 if (surface->resource.format->id != WINED3DFMT_UNKNOWN)
3078 FIXME("The format of the surface must be WINED3DFORMAT_UNKNOWN.\n");
3079 return WINED3DERR_INVALIDCALL;
3082 surface->resource.size = wined3d_format_calculate_size(format, surface->resource.device->surface_alignment,
3083 surface->pow2Width, surface->pow2Height);
3084 surface->flags |= (WINED3DFMT_D16_LOCKABLE == format_id) ? SFLAG_LOCKABLE : 0;
3085 surface->resource.format = format;
3087 TRACE("size %u, byte_count %u\n", surface->resource.size, format->byte_count);
3088 TRACE("glFormat %#x, glInternal %#x, glType %#x.\n",
3089 format->glFormat, format->glInternal, format->glType);
3094 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
3095 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3097 unsigned short *dst_s;
3101 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3103 for (y = 0; y < h; ++y)
3105 src_f = (const float *)(src + y * pitch_in);
3106 dst_s = (unsigned short *) (dst + y * pitch_out);
3107 for (x = 0; x < w; ++x)
3109 dst_s[x] = float_32_to_16(src_f + x);
3114 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
3115 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3117 static const unsigned char convert_5to8[] =
3119 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
3120 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
3121 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
3122 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
3124 static const unsigned char convert_6to8[] =
3126 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
3127 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
3128 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
3129 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
3130 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
3131 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
3132 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
3133 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
3137 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3139 for (y = 0; y < h; ++y)
3141 const WORD *src_line = (const WORD *)(src + y * pitch_in);
3142 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3143 for (x = 0; x < w; ++x)
3145 WORD pixel = src_line[x];
3146 dst_line[x] = 0xff000000
3147 | convert_5to8[(pixel & 0xf800) >> 11] << 16
3148 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
3149 | convert_5to8[(pixel & 0x001f)];
3154 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
3155 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3159 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3161 for (y = 0; y < h; ++y)
3163 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
3164 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3166 for (x = 0; x < w; ++x)
3168 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
3173 static inline BYTE cliptobyte(int x)
3175 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
3178 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
3179 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3181 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3184 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3186 for (y = 0; y < h; ++y)
3188 const BYTE *src_line = src + y * pitch_in;
3189 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3190 for (x = 0; x < w; ++x)
3192 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3193 * C = Y - 16; D = U - 128; E = V - 128;
3194 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3195 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3196 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3197 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3198 * U and V are shared between the pixels. */
3199 if (!(x & 1)) /* For every even pixel, read new U and V. */
3201 d = (int) src_line[1] - 128;
3202 e = (int) src_line[3] - 128;
3204 g2 = - 100 * d - 208 * e + 128;
3207 c2 = 298 * ((int) src_line[0] - 16);
3208 dst_line[x] = 0xff000000
3209 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
3210 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
3211 | cliptobyte((c2 + b2) >> 8); /* blue */
3212 /* Scale RGB values to 0..255 range,
3213 * then clip them if still not in range (may be negative),
3214 * then shift them within DWORD if necessary. */
3220 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
3221 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3224 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3226 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
3228 for (y = 0; y < h; ++y)
3230 const BYTE *src_line = src + y * pitch_in;
3231 WORD *dst_line = (WORD *)(dst + y * pitch_out);
3232 for (x = 0; x < w; ++x)
3234 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3235 * C = Y - 16; D = U - 128; E = V - 128;
3236 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3237 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3238 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3239 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3240 * U and V are shared between the pixels. */
3241 if (!(x & 1)) /* For every even pixel, read new U and V. */
3243 d = (int) src_line[1] - 128;
3244 e = (int) src_line[3] - 128;
3246 g2 = - 100 * d - 208 * e + 128;
3249 c2 = 298 * ((int) src_line[0] - 16);
3250 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
3251 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
3252 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
3253 /* Scale RGB values to 0..255 range,
3254 * then clip them if still not in range (may be negative),
3255 * then shift them within DWORD if necessary. */
3261 struct d3dfmt_convertor_desc
3263 enum wined3d_format_id from, to;
3264 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
3267 static const struct d3dfmt_convertor_desc convertors[] =
3269 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
3270 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
3271 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3272 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
3273 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
3276 static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
3277 enum wined3d_format_id to)
3281 for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
3283 if (convertors[i].from == from && convertors[i].to == to)
3284 return &convertors[i];
3290 /*****************************************************************************
3291 * surface_convert_format
3293 * Creates a duplicate of a surface in a different format. Is used by Blt to
3294 * blit between surfaces with different formats.
3297 * source: Source surface
3298 * fmt: Requested destination format
3300 *****************************************************************************/
3301 static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
3303 const struct d3dfmt_convertor_desc *conv;
3304 WINED3DLOCKED_RECT lock_src, lock_dst;
3305 struct wined3d_surface *ret = NULL;
3308 conv = find_convertor(source->resource.format->id, to_fmt);
3311 FIXME("Cannot find a conversion function from format %s to %s.\n",
3312 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
3316 wined3d_surface_create(source->resource.device, source->resource.width,
3317 source->resource.height, to_fmt, TRUE /* lockable */, TRUE /* discard */, 0 /* level */,
3318 0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */,
3319 0 /* MultiSampleQuality */, source->surface_type, NULL /* parent */, &wined3d_null_parent_ops, &ret);
3322 ERR("Failed to create a destination surface for conversion.\n");
3326 memset(&lock_src, 0, sizeof(lock_src));
3327 memset(&lock_dst, 0, sizeof(lock_dst));
3329 hr = wined3d_surface_map(source, &lock_src, NULL, WINED3DLOCK_READONLY);
3332 ERR("Failed to lock the source surface.\n");
3333 wined3d_surface_decref(ret);
3336 hr = wined3d_surface_map(ret, &lock_dst, NULL, WINED3DLOCK_READONLY);
3339 ERR("Failed to lock the destination surface.\n");
3340 wined3d_surface_unmap(source);
3341 wined3d_surface_decref(ret);
3345 conv->convert(lock_src.pBits, lock_dst.pBits, lock_src.Pitch, lock_dst.Pitch,
3346 source->resource.width, source->resource.height);
3348 wined3d_surface_unmap(ret);
3349 wined3d_surface_unmap(source);
3354 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
3355 unsigned int bpp, UINT pitch, DWORD color)
3362 #define COLORFILL_ROW(type) \
3364 type *d = (type *)buf; \
3365 for (x = 0; x < width; ++x) \
3366 d[x] = (type)color; \
3372 COLORFILL_ROW(BYTE);
3376 COLORFILL_ROW(WORD);
3382 for (x = 0; x < width; ++x, d += 3)
3384 d[0] = (color ) & 0xFF;
3385 d[1] = (color >> 8) & 0xFF;
3386 d[2] = (color >> 16) & 0xFF;
3391 COLORFILL_ROW(DWORD);
3395 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
3396 return WINED3DERR_NOTAVAILABLE;
3399 #undef COLORFILL_ROW
3401 /* Now copy first row. */
3403 for (y = 1; y < height; ++y)
3406 memcpy(buf, first, width * bpp);
3412 /* Do not call while under the GL lock. */
3413 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3414 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
3415 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
3417 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3418 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
3419 flags, fx, debug_d3dtexturefiltertype(filter));
3421 return dst_surface->surface_ops->surface_blt(dst_surface,
3422 dst_rect, src_surface, src_rect, flags, fx, filter);
3425 /* Do not call while under the GL lock. */
3426 HRESULT CDECL wined3d_surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
3427 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans)
3429 TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, trans %#x.\n",
3430 dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect), trans);
3432 return dst_surface->surface_ops->surface_bltfast(dst_surface,
3433 dst_x, dst_y, src_surface, src_rect, trans);
3436 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
3438 TRACE("surface %p.\n", surface);
3440 if (!(surface->flags & SFLAG_LOCKED))
3442 WARN("Trying to unmap unmapped surface.\n");
3443 return WINEDDERR_NOTLOCKED;
3445 surface->flags &= ~SFLAG_LOCKED;
3447 surface->surface_ops->surface_unmap(surface);
3452 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
3453 WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
3455 TRACE("surface %p, locked_rect %p, rect %s, flags %#x.\n",
3456 surface, locked_rect, wine_dbgstr_rect(rect), flags);
3458 if (surface->flags & SFLAG_LOCKED)
3460 WARN("Surface is already mapped.\n");
3461 return WINED3DERR_INVALIDCALL;
3463 surface->flags |= SFLAG_LOCKED;
3465 if (!(surface->flags & SFLAG_LOCKABLE))
3466 WARN("Trying to lock unlockable surface.\n");
3468 surface->surface_ops->surface_map(surface, rect, flags);
3470 locked_rect->Pitch = wined3d_surface_get_pitch(surface);
3474 locked_rect->pBits = surface->resource.allocatedMemory;
3475 surface->lockedRect.left = 0;
3476 surface->lockedRect.top = 0;
3477 surface->lockedRect.right = surface->resource.width;
3478 surface->lockedRect.bottom = surface->resource.height;
3482 const struct wined3d_format *format = surface->resource.format;
3484 if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
3486 /* Compressed textures are block based, so calculate the offset of
3487 * the block that contains the top-left pixel of the locked rectangle. */
3488 locked_rect->pBits = surface->resource.allocatedMemory
3489 + ((rect->top / format->block_height) * locked_rect->Pitch)
3490 + ((rect->left / format->block_width) * format->block_byte_count);
3494 locked_rect->pBits = surface->resource.allocatedMemory
3495 + (locked_rect->Pitch * rect->top)
3496 + (rect->left * format->byte_count);
3498 surface->lockedRect.left = rect->left;
3499 surface->lockedRect.top = rect->top;
3500 surface->lockedRect.right = rect->right;
3501 surface->lockedRect.bottom = rect->bottom;
3504 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
3505 TRACE("Returning memory %p, pitch %u.\n", locked_rect->pBits, locked_rect->Pitch);
3510 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
3514 TRACE("surface %p, dc %p.\n", surface, dc);
3516 if (surface->flags & SFLAG_USERPTR)
3518 ERR("Not supported on surfaces with application-provided memory.\n");
3519 return WINEDDERR_NODC;
3522 /* Give more detailed info for ddraw. */
3523 if (surface->flags & SFLAG_DCINUSE)
3524 return WINEDDERR_DCALREADYCREATED;
3526 /* Can't GetDC if the surface is locked. */
3527 if (surface->flags & SFLAG_LOCKED)
3528 return WINED3DERR_INVALIDCALL;
3530 hr = surface->surface_ops->surface_getdc(surface);
3534 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3535 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3537 /* GetDC on palettized formats is unsupported in D3D9, and the method
3538 * is missing in D3D8, so this should only be used for DX <=7
3539 * surfaces (with non-device palettes). */
3540 const PALETTEENTRY *pal = NULL;
3542 if (surface->palette)
3544 pal = surface->palette->palents;
3548 struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
3549 struct wined3d_surface *dds_primary = swapchain->front_buffer;
3551 if (dds_primary && dds_primary->palette)
3552 pal = dds_primary->palette->palents;
3560 for (i = 0; i < 256; ++i)
3562 col[i].rgbRed = pal[i].peRed;
3563 col[i].rgbGreen = pal[i].peGreen;
3564 col[i].rgbBlue = pal[i].peBlue;
3565 col[i].rgbReserved = 0;
3567 SetDIBColorTable(surface->hDC, 0, 256, col);
3571 surface->flags |= SFLAG_DCINUSE;
3574 TRACE("Returning dc %p.\n", *dc);
3579 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
3581 TRACE("surface %p, dc %p.\n", surface, dc);
3583 if (!(surface->flags & SFLAG_DCINUSE))
3584 return WINEDDERR_NODC;
3586 if (surface->hDC != dc)
3588 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
3590 return WINEDDERR_NODC;
3593 if ((surface->flags & SFLAG_PBO) && surface->resource.allocatedMemory)
3595 /* Copy the contents of the DIB over to the PBO. */
3596 memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->dib.bitmap_size);
3599 /* We locked first, so unlock now. */
3600 wined3d_surface_unmap(surface);
3602 surface->flags &= ~SFLAG_DCINUSE;
3607 HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
3609 struct wined3d_swapchain *swapchain;
3612 TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
3614 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
3616 ERR("Flipped surface is not on a swapchain.\n");
3617 return WINEDDERR_NOTFLIPPABLE;
3619 swapchain = surface->container.u.swapchain;
3621 hr = surface->surface_ops->surface_flip(surface, override);
3625 /* Just overwrite the swapchain presentation interval. This is ok because
3626 * only ddraw apps can call Flip, and only d3d8 and d3d9 applications
3627 * specify the presentation interval. */
3628 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
3629 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
3630 else if (flags & WINEDDFLIP_NOVSYNC)
3631 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3632 else if (flags & WINEDDFLIP_INTERVAL2)
3633 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3634 else if (flags & WINEDDFLIP_INTERVAL3)
3635 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3637 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3639 return wined3d_swapchain_present(swapchain, NULL, NULL, swapchain->win_handle, NULL, 0);
3642 /* Do not call while under the GL lock. */
3643 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
3645 struct wined3d_device *device = surface->resource.device;
3647 TRACE("iface %p, srgb %#x.\n", surface, srgb);
3649 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
3651 struct wined3d_texture *texture = surface->container.u.texture;
3653 TRACE("Passing to container (%p).\n", texture);
3654 texture->texture_ops->texture_preload(texture, srgb);
3658 struct wined3d_context *context = NULL;
3660 TRACE("(%p) : About to load surface\n", surface);
3662 if (!device->isInDraw) context = context_acquire(device, NULL);
3664 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3665 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3667 if (palette9_changed(surface))
3669 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
3670 /* TODO: This is not necessarily needed with hw palettized texture support */
3671 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
3672 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
3673 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
3677 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
3679 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
3681 /* Tell opengl to try and keep this texture in video ram (well mostly) */
3685 glPrioritizeTextures(1, &surface->texture_name, &tmp);
3689 if (context) context_release(context);
3693 BOOL surface_init_sysmem(struct wined3d_surface *surface)
3695 if (!surface->resource.allocatedMemory)
3697 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
3698 surface->resource.size + RESOURCE_ALIGNMENT);
3699 if (!surface->resource.heapMemory)
3701 ERR("Out of memory\n");
3704 surface->resource.allocatedMemory =
3705 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
3709 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
3712 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3717 /* Read the framebuffer back into the surface */
3718 static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
3720 struct wined3d_device *device = surface->resource.device;
3721 const struct wined3d_gl_info *gl_info;
3722 struct wined3d_context *context;
3726 BYTE *row, *top, *bottom;
3730 BOOL srcIsUpsideDown;
3735 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
3736 static BOOL warned = FALSE;
3738 ERR("The application tries to lock the render target, but render target locking is disabled\n");
3744 context = context_acquire(device, surface);
3745 context_apply_blit_state(context, device);
3746 gl_info = context->gl_info;
3750 /* Select the correct read buffer, and give some debug output.
3751 * There is no need to keep track of the current read buffer or reset it, every part of the code
3752 * that reads sets the read buffer as desired.
3754 if (surface_is_offscreen(surface))
3756 /* Mapping the primary render target which is not on a swapchain.
3757 * Read from the back buffer. */
3758 TRACE("Mapping offscreen render target.\n");
3759 glReadBuffer(device->offscreenBuffer);
3760 srcIsUpsideDown = TRUE;
3764 /* Onscreen surfaces are always part of a swapchain */
3765 GLenum buffer = surface_get_gl_buffer(surface);
3766 TRACE("Mapping %#x buffer.\n", buffer);
3767 glReadBuffer(buffer);
3768 checkGLcall("glReadBuffer");
3769 srcIsUpsideDown = FALSE;
3772 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
3775 local_rect.left = 0;
3777 local_rect.right = surface->resource.width;
3778 local_rect.bottom = surface->resource.height;
3784 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
3786 switch (surface->resource.format->id)
3788 case WINED3DFMT_P8_UINT:
3790 if (primary_render_target_is_p8(device))
3792 /* In case of P8 render targets the index is stored in the alpha component */
3794 type = GL_UNSIGNED_BYTE;
3796 bpp = surface->resource.format->byte_count;
3800 /* GL can't return palettized data, so read ARGB pixels into a
3801 * separate block of memory and convert them into palettized format
3802 * in software. Slow, but if the app means to use palettized render
3803 * targets and locks it...
3805 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
3806 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
3807 * for the color channels when palettizing the colors.
3810 type = GL_UNSIGNED_BYTE;
3812 mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3);
3815 ERR("Out of memory\n");
3819 bpp = surface->resource.format->byte_count * 3;
3826 fmt = surface->resource.format->glFormat;
3827 type = surface->resource.format->glType;
3828 bpp = surface->resource.format->byte_count;
3831 if (surface->flags & SFLAG_PBO)
3833 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
3834 checkGLcall("glBindBufferARB");
3837 ERR("mem not null for pbo -- unexpected\n");
3842 /* Save old pixel store pack state */
3843 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
3844 checkGLcall("glGetIntegerv");
3845 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
3846 checkGLcall("glGetIntegerv");
3847 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
3848 checkGLcall("glGetIntegerv");
3850 /* Setup pixel store pack state -- to glReadPixels into the correct place */
3851 glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width);
3852 checkGLcall("glPixelStorei");
3853 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
3854 checkGLcall("glPixelStorei");
3855 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
3856 checkGLcall("glPixelStorei");
3858 glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top,
3859 local_rect.right - local_rect.left,
3860 local_rect.bottom - local_rect.top,
3862 checkGLcall("glReadPixels");
3864 /* Reset previous pixel store pack state */
3865 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
3866 checkGLcall("glPixelStorei");
3867 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
3868 checkGLcall("glPixelStorei");
3869 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
3870 checkGLcall("glPixelStorei");
3872 if (surface->flags & SFLAG_PBO)
3874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
3875 checkGLcall("glBindBufferARB");
3877 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
3878 * to get a pointer to it and perform the flipping in software. This is a lot
3879 * faster than calling glReadPixels for each line. In case we want more speed
3880 * we should rerender it flipped in a FBO and read the data back from the FBO. */
3881 if (!srcIsUpsideDown)
3883 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
3884 checkGLcall("glBindBufferARB");
3886 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
3887 checkGLcall("glMapBufferARB");
3891 /* TODO: Merge this with the palettization loop below for P8 targets */
3892 if(!srcIsUpsideDown) {
3894 /* glReadPixels returns the image upside down, and there is no way to prevent this.
3895 Flip the lines in software */
3896 len = (local_rect.right - local_rect.left) * bpp;
3897 off = local_rect.left * bpp;
3899 row = HeapAlloc(GetProcessHeap(), 0, len);
3901 ERR("Out of memory\n");
3902 if (surface->resource.format->id == WINED3DFMT_P8_UINT)
3903 HeapFree(GetProcessHeap(), 0, mem);
3908 top = mem + pitch * local_rect.top;
3909 bottom = mem + pitch * (local_rect.bottom - 1);
3910 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
3911 memcpy(row, top + off, len);
3912 memcpy(top + off, bottom + off, len);
3913 memcpy(bottom + off, row, len);
3917 HeapFree(GetProcessHeap(), 0, row);
3919 /* Unmap the temp PBO buffer */
3920 if (surface->flags & SFLAG_PBO)
3922 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
3923 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3928 context_release(context);
3930 /* For P8 textures we need to perform an inverse palette lookup. This is
3931 * done by searching for a palette index which matches the RGB value.
3932 * Note this isn't guaranteed to work when there are multiple entries for
3933 * the same color but we have no choice. In case of P8 render targets,
3934 * the index is stored in the alpha component so no conversion is needed. */
3935 if (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
3937 const PALETTEENTRY *pal = NULL;
3938 DWORD width = pitch / 3;
3941 if (surface->palette)
3943 pal = surface->palette->palents;
3947 ERR("Palette is missing, cannot perform inverse palette lookup\n");
3948 HeapFree(GetProcessHeap(), 0, mem);
3952 for(y = local_rect.top; y < local_rect.bottom; y++) {
3953 for(x = local_rect.left; x < local_rect.right; x++) {
3954 /* start lines pixels */
3955 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
3956 const BYTE *green = blue + 1;
3957 const BYTE *red = green + 1;
3959 for(c = 0; c < 256; c++) {
3960 if(*red == pal[c].peRed &&
3961 *green == pal[c].peGreen &&
3962 *blue == pal[c].peBlue)
3964 *((BYTE *) dest + y * width + x) = c;
3970 HeapFree(GetProcessHeap(), 0, mem);
3974 /* Read the framebuffer contents into a texture */
3975 static void read_from_framebuffer_texture(struct wined3d_surface *surface, BOOL srgb)
3977 struct wined3d_device *device = surface->resource.device;
3978 const struct wined3d_gl_info *gl_info;
3979 struct wined3d_context *context;
3981 if (!surface_is_offscreen(surface))
3983 /* We would need to flip onscreen surfaces, but there's no efficient
3984 * way to do that here. It makes more sense for the caller to
3985 * explicitly go through sysmem. */
3986 ERR("Not supported for onscreen targets.\n");
3990 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
3991 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
3992 * states in the stateblock, and no driver was found yet that had bugs in that regard.
3994 context = context_acquire(device, surface);
3995 gl_info = context->gl_info;
3997 surface_prepare_texture(surface, gl_info, srgb);
3998 surface_bind_and_dirtify(surface, gl_info, srgb);
4000 TRACE("Reading back offscreen render target %p.\n", surface);
4004 glReadBuffer(device->offscreenBuffer);
4005 checkGLcall("glReadBuffer");
4007 glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
4008 0, 0, 0, 0, surface->resource.width, surface->resource.height);
4009 checkGLcall("glCopyTexSubImage2D");
4013 context_release(context);
4016 /* Context activation is done by the caller. */
4017 static void surface_prepare_texture_internal(struct wined3d_surface *surface,
4018 const struct wined3d_gl_info *gl_info, BOOL srgb)
4020 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4021 CONVERT_TYPES convert;
4022 struct wined3d_format format;
4024 if (surface->flags & alloc_flag) return;
4026 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
4027 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
4028 else surface->flags &= ~SFLAG_CONVERTED;
4030 surface_bind_and_dirtify(surface, gl_info, srgb);
4031 surface_allocate_surface(surface, gl_info, &format, srgb);
4032 surface->flags |= alloc_flag;
4035 /* Context activation is done by the caller. */
4036 void surface_prepare_texture(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
4038 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4040 struct wined3d_texture *texture = surface->container.u.texture;
4041 UINT sub_count = texture->level_count * texture->layer_count;
4044 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
4046 for (i = 0; i < sub_count; ++i)
4048 struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
4049 surface_prepare_texture_internal(s, gl_info, srgb);
4055 surface_prepare_texture_internal(surface, gl_info, srgb);
4058 static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
4059 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
4061 struct wined3d_device *device = surface->resource.device;
4062 UINT pitch = wined3d_surface_get_pitch(surface);
4063 const struct wined3d_gl_info *gl_info;
4064 struct wined3d_context *context;
4068 surface_get_rect(surface, rect, &local_rect);
4070 mem += local_rect.top * pitch + local_rect.left * bpp;
4071 w = local_rect.right - local_rect.left;
4072 h = local_rect.bottom - local_rect.top;
4074 /* Activate the correct context for the render target */
4075 context = context_acquire(device, surface);
4076 context_apply_blit_state(context, device);
4077 gl_info = context->gl_info;
4081 if (!surface_is_offscreen(surface))
4083 GLenum buffer = surface_get_gl_buffer(surface);
4084 TRACE("Unlocking %#x buffer.\n", buffer);
4085 context_set_draw_buffer(context, buffer);
4087 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
4088 glPixelZoom(1.0f, -1.0f);
4092 /* Primary offscreen render target */
4093 TRACE("Offscreen render target.\n");
4094 context_set_draw_buffer(context, device->offscreenBuffer);
4096 glPixelZoom(1.0f, 1.0f);
4099 glRasterPos3i(local_rect.left, local_rect.top, 1);
4100 checkGLcall("glRasterPos3i");
4102 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
4103 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
4105 if (surface->flags & SFLAG_PBO)
4107 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4108 checkGLcall("glBindBufferARB");
4111 glDrawPixels(w, h, fmt, type, mem);
4112 checkGLcall("glDrawPixels");
4114 if (surface->flags & SFLAG_PBO)
4116 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4117 checkGLcall("glBindBufferARB");
4120 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4121 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
4125 if (wined3d_settings.strict_draw_ordering
4126 || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4127 && surface->container.u.swapchain->front_buffer == surface))
4130 context_release(context);
4133 HRESULT d3dfmt_get_conv(struct wined3d_surface *surface, BOOL need_alpha_ck,
4134 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
4136 BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
4137 struct wined3d_device *device = surface->resource.device;
4138 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4139 BOOL blit_supported = FALSE;
4141 /* Copy the default values from the surface. Below we might perform fixups */
4142 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
4143 *format = *surface->resource.format;
4144 *convert = NO_CONVERSION;
4146 /* Ok, now look if we have to do any conversion */
4147 switch (surface->resource.format->id)
4149 case WINED3DFMT_P8_UINT:
4150 /* Below the call to blit_supported is disabled for Wine 1.2
4151 * because the function isn't operating correctly yet. At the
4152 * moment 8-bit blits are handled in software and if certain GL
4153 * extensions are around, surface conversion is performed at
4154 * upload time. The blit_supported call recognizes it as a
4155 * destination fixup. This type of upload 'fixup' and 8-bit to
4156 * 8-bit blits need to be handled by the blit_shader.
4157 * TODO: get rid of this #if 0. */
4159 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
4160 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
4161 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
4163 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
4165 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
4166 * texturing. Further also use conversion in case of color keying.
4167 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
4168 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
4169 * conflicts with this.
4171 if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
4172 || colorkey_active || !use_texturing)
4174 format->glFormat = GL_RGBA;
4175 format->glInternal = GL_RGBA;
4176 format->glType = GL_UNSIGNED_BYTE;
4177 format->conv_byte_count = 4;
4178 if (colorkey_active)
4179 *convert = CONVERT_PALETTED_CK;
4181 *convert = CONVERT_PALETTED;
4185 case WINED3DFMT_B2G3R3_UNORM:
4186 /* **********************
4187 GL_UNSIGNED_BYTE_3_3_2
4188 ********************** */
4189 if (colorkey_active) {
4190 /* This texture format will never be used.. So do not care about color keying
4191 up until the point in time it will be needed :-) */
4192 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
4196 case WINED3DFMT_B5G6R5_UNORM:
4197 if (colorkey_active)
4199 *convert = CONVERT_CK_565;
4200 format->glFormat = GL_RGBA;
4201 format->glInternal = GL_RGB5_A1;
4202 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
4203 format->conv_byte_count = 2;
4207 case WINED3DFMT_B5G5R5X1_UNORM:
4208 if (colorkey_active)
4210 *convert = CONVERT_CK_5551;
4211 format->glFormat = GL_BGRA;
4212 format->glInternal = GL_RGB5_A1;
4213 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
4214 format->conv_byte_count = 2;
4218 case WINED3DFMT_B8G8R8_UNORM:
4219 if (colorkey_active)
4221 *convert = CONVERT_CK_RGB24;
4222 format->glFormat = GL_RGBA;
4223 format->glInternal = GL_RGBA8;
4224 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4225 format->conv_byte_count = 4;
4229 case WINED3DFMT_B8G8R8X8_UNORM:
4230 if (colorkey_active)
4232 *convert = CONVERT_RGB32_888;
4233 format->glFormat = GL_RGBA;
4234 format->glInternal = GL_RGBA8;
4235 format->glType = GL_UNSIGNED_INT_8_8_8_8;
4236 format->conv_byte_count = 4;
4247 void d3dfmt_p8_init_palette(struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
4249 struct wined3d_device *device = surface->resource.device;
4250 struct wined3d_palette *pal = surface->palette;
4251 BOOL index_in_alpha = FALSE;
4254 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
4255 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
4256 * is slow. Further RGB->P8 conversion is not possible because palettes can have
4257 * duplicate entries. Store the color key in the unused alpha component to speed the
4258 * download up and to make conversion unneeded. */
4259 index_in_alpha = primary_render_target_is_p8(device);
4263 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
4264 if (device->wined3d->flags & WINED3D_PALETTE_PER_SURFACE)
4266 ERR("This code should never get entered for DirectDraw!, expect problems\n");
4269 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
4270 * there's no palette at this time. */
4271 for (i = 0; i < 256; i++) table[i][3] = i;
4276 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
4277 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
4278 * capability flag is present (wine does advertise this capability) */
4279 for (i = 0; i < 256; ++i)
4281 table[i][0] = device->palettes[device->currentPalette][i].peRed;
4282 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
4283 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
4284 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
4290 TRACE("Using surface palette %p\n", pal);
4291 /* Get the surface's palette */
4292 for (i = 0; i < 256; ++i)
4294 table[i][0] = pal->palents[i].peRed;
4295 table[i][1] = pal->palents[i].peGreen;
4296 table[i][2] = pal->palents[i].peBlue;
4298 /* When index_in_alpha is set the palette index is stored in the
4299 * alpha component. In case of a readback we can then read
4300 * GL_ALPHA. Color keying is handled in BltOverride using a
4301 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
4302 * color key itself is passed to glAlphaFunc in other cases the
4303 * alpha component of pixels that should be masked away is set to 0. */
4308 else if (colorkey && (i >= surface->SrcBltCKey.dwColorSpaceLowValue)
4309 && (i <= surface->SrcBltCKey.dwColorSpaceHighValue))
4313 else if (pal->flags & WINEDDPCAPS_ALPHA)
4315 table[i][3] = pal->palents[i].peFlags;
4325 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
4326 UINT height, UINT outpitch, CONVERT_TYPES convert, struct wined3d_surface *surface)
4330 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surface);
4335 memcpy(dst, src, pitch * height);
4338 case CONVERT_PALETTED:
4339 case CONVERT_PALETTED_CK:
4344 d3dfmt_p8_init_palette(surface, table, (convert == CONVERT_PALETTED_CK));
4346 for (y = 0; y < height; y++)
4348 source = src + pitch * y;
4349 dest = dst + outpitch * y;
4350 /* This is an 1 bpp format, using the width here is fine */
4351 for (x = 0; x < width; x++) {
4352 BYTE color = *source++;
4353 *dest++ = table[color][0];
4354 *dest++ = table[color][1];
4355 *dest++ = table[color][2];
4356 *dest++ = table[color][3];
4362 case CONVERT_CK_565:
4364 /* Converting the 565 format in 5551 packed to emulate color-keying.
4366 Note : in all these conversion, it would be best to average the averaging
4367 pixels to get the color of the pixel that will be color-keyed to
4368 prevent 'color bleeding'. This will be done later on if ever it is
4371 Note2: Nvidia documents say that their driver does not support alpha + color keying
4372 on the same surface and disables color keying in such a case
4378 TRACE("Color keyed 565\n");
4380 for (y = 0; y < height; y++) {
4381 Source = (const WORD *)(src + y * pitch);
4382 Dest = (WORD *) (dst + y * outpitch);
4383 for (x = 0; x < width; x++ ) {
4384 WORD color = *Source++;
4385 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
4386 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4387 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4395 case CONVERT_CK_5551:
4397 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
4401 TRACE("Color keyed 5551\n");
4402 for (y = 0; y < height; y++) {
4403 Source = (const WORD *)(src + y * pitch);
4404 Dest = (WORD *) (dst + y * outpitch);
4405 for (x = 0; x < width; x++ ) {
4406 WORD color = *Source++;
4408 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4409 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4412 *Dest &= ~(1 << 15);
4419 case CONVERT_CK_RGB24:
4421 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
4423 for (y = 0; y < height; y++)
4425 source = src + pitch * y;
4426 dest = dst + outpitch * y;
4427 for (x = 0; x < width; x++) {
4428 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
4429 DWORD dstcolor = color << 8;
4430 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4431 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4433 *(DWORD*)dest = dstcolor;
4441 case CONVERT_RGB32_888:
4443 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
4445 for (y = 0; y < height; y++)
4447 source = src + pitch * y;
4448 dest = dst + outpitch * y;
4449 for (x = 0; x < width; x++) {
4450 DWORD color = 0xffffff & *(const DWORD*)source;
4451 DWORD dstcolor = color << 8;
4452 if ((color < surface->SrcBltCKey.dwColorSpaceLowValue)
4453 || (color > surface->SrcBltCKey.dwColorSpaceHighValue))
4455 *(DWORD*)dest = dstcolor;
4464 ERR("Unsupported conversion type %#x.\n", convert);
4469 BOOL palette9_changed(struct wined3d_surface *surface)
4471 struct wined3d_device *device = surface->resource.device;
4473 if (surface->palette || (surface->resource.format->id != WINED3DFMT_P8_UINT
4474 && surface->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
4476 /* If a ddraw-style palette is attached assume no d3d9 palette change.
4477 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
4482 if (surface->palette9)
4484 if (!memcmp(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
4491 surface->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4493 memcpy(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
4498 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
4500 /* Flip the surface contents */
4505 front->hDC = back->hDC;
4509 /* Flip the DIBsection */
4512 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
4513 tmp = front->dib.DIBsection;
4514 front->dib.DIBsection = back->dib.DIBsection;
4515 back->dib.DIBsection = tmp;
4517 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
4518 else front->flags &= ~SFLAG_DIBSECTION;
4519 if (hasDib) back->flags |= SFLAG_DIBSECTION;
4520 else back->flags &= ~SFLAG_DIBSECTION;
4523 /* Flip the surface data */
4527 tmp = front->dib.bitmap_data;
4528 front->dib.bitmap_data = back->dib.bitmap_data;
4529 back->dib.bitmap_data = tmp;
4531 tmp = front->resource.allocatedMemory;
4532 front->resource.allocatedMemory = back->resource.allocatedMemory;
4533 back->resource.allocatedMemory = tmp;
4535 tmp = front->resource.heapMemory;
4536 front->resource.heapMemory = back->resource.heapMemory;
4537 back->resource.heapMemory = tmp;
4542 GLuint tmp_pbo = front->pbo;
4543 front->pbo = back->pbo;
4544 back->pbo = tmp_pbo;
4547 /* client_memory should not be different, but just in case */
4550 tmp = front->dib.client_memory;
4551 front->dib.client_memory = back->dib.client_memory;
4552 back->dib.client_memory = tmp;
4555 /* Flip the opengl texture */
4559 tmp = back->texture_name;
4560 back->texture_name = front->texture_name;
4561 front->texture_name = tmp;
4563 tmp = back->texture_name_srgb;
4564 back->texture_name_srgb = front->texture_name_srgb;
4565 front->texture_name_srgb = tmp;
4567 resource_unload(&back->resource);
4568 resource_unload(&front->resource);
4572 DWORD tmp_flags = back->flags;
4573 back->flags = front->flags;
4574 front->flags = tmp_flags;
4578 /* Does a direct frame buffer -> texture copy. Stretching is done with single
4579 * pixel copy calls. */
4580 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4581 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4583 struct wined3d_device *device = dst_surface->resource.device;
4586 struct wined3d_context *context;
4587 BOOL upsidedown = FALSE;
4588 RECT dst_rect = *dst_rect_in;
4590 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4591 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4593 if(dst_rect.top > dst_rect.bottom) {
4594 UINT tmp = dst_rect.bottom;
4595 dst_rect.bottom = dst_rect.top;
4600 context = context_acquire(device, src_surface);
4601 context_apply_blit_state(context, device);
4602 surface_internal_preload(dst_surface, SRGB_RGB);
4605 /* Bind the target texture */
4606 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
4607 checkGLcall("glBindTexture");
4608 if (surface_is_offscreen(src_surface))
4610 TRACE("Reading from an offscreen target\n");
4611 upsidedown = !upsidedown;
4612 glReadBuffer(device->offscreenBuffer);
4616 glReadBuffer(surface_get_gl_buffer(src_surface));
4618 checkGLcall("glReadBuffer");
4620 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
4621 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
4623 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4625 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
4627 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
4628 ERR("Texture filtering not supported in direct blit\n");
4631 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
4632 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4634 ERR("Texture filtering not supported in direct blit\n");
4638 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4639 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4641 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
4643 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4644 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
4645 src_rect->left, src_surface->resource.height - src_rect->bottom,
4646 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4650 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
4651 /* I have to process this row by row to swap the image,
4652 * otherwise it would be upside down, so stretching in y direction
4653 * doesn't cost extra time
4655 * However, stretching in x direction can be avoided if not necessary
4657 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
4658 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4660 /* Well, that stuff works, but it's very slow.
4661 * find a better way instead
4665 for (col = dst_rect.left; col < dst_rect.right; ++col)
4667 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4668 dst_rect.left + col /* x offset */, row /* y offset */,
4669 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
4674 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4675 dst_rect.left /* x offset */, row /* y offset */,
4676 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
4680 checkGLcall("glCopyTexSubImage2D");
4683 context_release(context);
4685 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4686 * path is never entered
4688 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4691 /* Uses the hardware to stretch and flip the image */
4692 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4693 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
4695 struct wined3d_device *device = dst_surface->resource.device;
4696 struct wined3d_swapchain *src_swapchain = NULL;
4697 GLuint src, backup = 0;
4698 float left, right, top, bottom; /* Texture coordinates */
4699 UINT fbwidth = src_surface->resource.width;
4700 UINT fbheight = src_surface->resource.height;
4701 struct wined3d_context *context;
4702 GLenum drawBuffer = GL_BACK;
4703 GLenum texture_target;
4704 BOOL noBackBufferBackup;
4706 BOOL upsidedown = FALSE;
4707 RECT dst_rect = *dst_rect_in;
4709 TRACE("Using hwstretch blit\n");
4710 /* Activate the Proper context for reading from the source surface, set it up for blitting */
4711 context = context_acquire(device, src_surface);
4712 context_apply_blit_state(context, device);
4713 surface_internal_preload(dst_surface, SRGB_RGB);
4715 src_offscreen = surface_is_offscreen(src_surface);
4716 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
4717 if (!noBackBufferBackup && !src_surface->texture_name)
4719 /* Get it a description */
4720 surface_internal_preload(src_surface, SRGB_RGB);
4724 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
4725 * This way we don't have to wait for the 2nd readback to finish to leave this function.
4727 if (context->aux_buffers >= 2)
4729 /* Got more than one aux buffer? Use the 2nd aux buffer */
4730 drawBuffer = GL_AUX1;
4732 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
4734 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
4735 drawBuffer = GL_AUX0;
4738 if(noBackBufferBackup) {
4739 glGenTextures(1, &backup);
4740 checkGLcall("glGenTextures");
4741 glBindTexture(GL_TEXTURE_2D, backup);
4742 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
4743 texture_target = GL_TEXTURE_2D;
4745 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
4746 * we are reading from the back buffer, the backup can be used as source texture
4748 texture_target = src_surface->texture_target;
4749 glBindTexture(texture_target, src_surface->texture_name);
4750 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
4751 glEnable(texture_target);
4752 checkGLcall("glEnable(texture_target)");
4754 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
4755 src_surface->flags &= ~SFLAG_INTEXTURE;
4758 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4759 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4761 if(dst_rect.top > dst_rect.bottom) {
4762 UINT tmp = dst_rect.bottom;
4763 dst_rect.bottom = dst_rect.top;
4770 TRACE("Reading from an offscreen target\n");
4771 upsidedown = !upsidedown;
4772 glReadBuffer(device->offscreenBuffer);
4776 glReadBuffer(surface_get_gl_buffer(src_surface));
4779 /* TODO: Only back up the part that will be overwritten */
4780 glCopyTexSubImage2D(texture_target, 0,
4781 0, 0 /* read offsets */,
4786 checkGLcall("glCopyTexSubImage2D");
4788 /* No issue with overriding these - the sampler is dirty due to blit usage */
4789 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
4790 wined3d_gl_mag_filter(magLookup, Filter));
4791 checkGLcall("glTexParameteri");
4792 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
4793 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
4794 checkGLcall("glTexParameteri");
4796 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
4797 src_swapchain = src_surface->container.u.swapchain;
4798 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
4800 src = backup ? backup : src_surface->texture_name;
4804 glReadBuffer(GL_FRONT);
4805 checkGLcall("glReadBuffer(GL_FRONT)");
4807 glGenTextures(1, &src);
4808 checkGLcall("glGenTextures(1, &src)");
4809 glBindTexture(GL_TEXTURE_2D, src);
4810 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
4812 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
4813 * out for power of 2 sizes
4815 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
4816 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
4817 checkGLcall("glTexImage2D");
4818 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
4819 0, 0 /* read offsets */,
4824 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4825 checkGLcall("glTexParameteri");
4826 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4827 checkGLcall("glTexParameteri");
4829 glReadBuffer(GL_BACK);
4830 checkGLcall("glReadBuffer(GL_BACK)");
4832 if(texture_target != GL_TEXTURE_2D) {
4833 glDisable(texture_target);
4834 glEnable(GL_TEXTURE_2D);
4835 texture_target = GL_TEXTURE_2D;
4838 checkGLcall("glEnd and previous");
4840 left = src_rect->left;
4841 right = src_rect->right;
4845 top = src_surface->resource.height - src_rect->top;
4846 bottom = src_surface->resource.height - src_rect->bottom;
4850 top = src_surface->resource.height - src_rect->bottom;
4851 bottom = src_surface->resource.height - src_rect->top;
4854 if (src_surface->flags & SFLAG_NORMCOORD)
4856 left /= src_surface->pow2Width;
4857 right /= src_surface->pow2Width;
4858 top /= src_surface->pow2Height;
4859 bottom /= src_surface->pow2Height;
4862 /* draw the source texture stretched and upside down. The correct surface is bound already */
4863 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
4864 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
4866 context_set_draw_buffer(context, drawBuffer);
4867 glReadBuffer(drawBuffer);
4871 glTexCoord2f(left, bottom);
4875 glTexCoord2f(left, top);
4876 glVertex2i(0, dst_rect.bottom - dst_rect.top);
4879 glTexCoord2f(right, top);
4880 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4883 glTexCoord2f(right, bottom);
4884 glVertex2i(dst_rect.right - dst_rect.left, 0);
4886 checkGLcall("glEnd and previous");
4888 if (texture_target != dst_surface->texture_target)
4890 glDisable(texture_target);
4891 glEnable(dst_surface->texture_target);
4892 texture_target = dst_surface->texture_target;
4895 /* Now read the stretched and upside down image into the destination texture */
4896 glBindTexture(texture_target, dst_surface->texture_name);
4897 checkGLcall("glBindTexture");
4898 glCopyTexSubImage2D(texture_target,
4900 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
4901 0, 0, /* We blitted the image to the origin */
4902 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4903 checkGLcall("glCopyTexSubImage2D");
4905 if(drawBuffer == GL_BACK) {
4906 /* Write the back buffer backup back */
4908 if(texture_target != GL_TEXTURE_2D) {
4909 glDisable(texture_target);
4910 glEnable(GL_TEXTURE_2D);
4911 texture_target = GL_TEXTURE_2D;
4913 glBindTexture(GL_TEXTURE_2D, backup);
4914 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
4918 if (texture_target != src_surface->texture_target)
4920 glDisable(texture_target);
4921 glEnable(src_surface->texture_target);
4922 texture_target = src_surface->texture_target;
4924 glBindTexture(src_surface->texture_target, src_surface->texture_name);
4925 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
4930 glTexCoord2f(0.0f, 0.0f);
4931 glVertex2i(0, fbheight);
4934 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
4938 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
4939 (float)fbheight / (float)src_surface->pow2Height);
4940 glVertex2i(fbwidth, 0);
4943 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
4944 glVertex2i(fbwidth, fbheight);
4947 glDisable(texture_target);
4948 checkGLcall("glDisable(texture_target)");
4951 if (src != src_surface->texture_name && src != backup)
4953 glDeleteTextures(1, &src);
4954 checkGLcall("glDeleteTextures(1, &src)");
4957 glDeleteTextures(1, &backup);
4958 checkGLcall("glDeleteTextures(1, &backup)");
4963 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4965 context_release(context);
4967 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4968 * path is never entered
4970 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4973 /* Front buffer coordinates are always full screen coordinates, but our GL
4974 * drawable is limited to the window's client area. The sysmem and texture
4975 * copies do have the full screen size. Note that GL has a bottom-left
4976 * origin, while D3D has a top-left origin. */
4977 void surface_translate_drawable_coords(struct wined3d_surface *surface, HWND window, RECT *rect)
4979 UINT drawable_height;
4981 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4982 && surface == surface->container.u.swapchain->front_buffer)
4984 POINT offset = {0, 0};
4987 ScreenToClient(window, &offset);
4988 OffsetRect(rect, offset.x, offset.y);
4990 GetClientRect(window, &windowsize);
4991 drawable_height = windowsize.bottom - windowsize.top;
4995 drawable_height = surface->resource.height;
4998 rect->top = drawable_height - rect->top;
4999 rect->bottom = drawable_height - rect->bottom;
5002 /* blit between surface locations. onscreen on different swapchains is not supported.
5003 * depth / stencil is not supported. */
5004 static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREFILTERTYPE filter,
5005 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
5006 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
5008 const struct wined3d_gl_info *gl_info;
5009 struct wined3d_context *context;
5010 RECT src_rect, dst_rect;
5013 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
5014 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
5015 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
5016 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
5017 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
5019 src_rect = *src_rect_in;
5020 dst_rect = *dst_rect_in;
5024 case WINED3DTEXF_LINEAR:
5025 gl_filter = GL_LINEAR;
5029 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
5030 case WINED3DTEXF_NONE:
5031 case WINED3DTEXF_POINT:
5032 gl_filter = GL_NEAREST;
5036 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
5037 src_location = SFLAG_INTEXTURE;
5038 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
5039 dst_location = SFLAG_INTEXTURE;
5041 /* Make sure the locations are up-to-date. Loading the destination
5042 * surface isn't required if the entire surface is overwritten. (And is
5043 * in fact harmful if we're being called by surface_load_location() with
5044 * the purpose of loading the destination surface.) */
5045 surface_load_location(src_surface, src_location, NULL);
5046 if (!surface_is_full_rect(dst_surface, &dst_rect))
5047 surface_load_location(dst_surface, dst_location, NULL);
5049 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
5050 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
5051 else context = context_acquire(device, NULL);
5053 if (!context->valid)
5055 context_release(context);
5056 WARN("Invalid context, skipping blit.\n");
5060 gl_info = context->gl_info;
5062 if (src_location == SFLAG_INDRAWABLE)
5064 GLenum buffer = surface_get_gl_buffer(src_surface);
5066 TRACE("Source surface %p is onscreen.\n", src_surface);
5068 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
5071 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
5072 glReadBuffer(buffer);
5073 checkGLcall("glReadBuffer()");
5077 TRACE("Source surface %p is offscreen.\n", src_surface);
5079 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
5080 glReadBuffer(GL_COLOR_ATTACHMENT0);
5081 checkGLcall("glReadBuffer()");
5083 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
5086 if (dst_location == SFLAG_INDRAWABLE)
5088 GLenum buffer = surface_get_gl_buffer(dst_surface);
5090 TRACE("Destination surface %p is onscreen.\n", dst_surface);
5092 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5095 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
5096 context_set_draw_buffer(context, buffer);
5100 TRACE("Destination surface %p is offscreen.\n", dst_surface);
5103 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
5104 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
5106 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
5108 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5109 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5110 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
5111 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
5112 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
5114 glDisable(GL_SCISSOR_TEST);
5115 device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5117 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
5118 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
5119 checkGLcall("glBlitFramebuffer()");
5123 if (wined3d_settings.strict_draw_ordering
5124 || (dst_location == SFLAG_INDRAWABLE
5125 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
5128 context_release(context);
5131 static void surface_blt_to_drawable(struct wined3d_device *device,
5132 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
5133 struct wined3d_surface *src_surface, const RECT *src_rect_in,
5134 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
5136 struct wined3d_context *context;
5137 RECT src_rect, dst_rect;
5139 src_rect = *src_rect_in;
5140 dst_rect = *dst_rect_in;
5142 /* Make sure the surface is up-to-date. This should probably use
5143 * surface_load_location() and worry about the destination surface too,
5144 * unless we're overwriting it completely. */
5145 surface_internal_preload(src_surface, SRGB_RGB);
5147 /* Activate the destination context, set it up for blitting */
5148 context = context_acquire(device, dst_surface);
5149 context_apply_blit_state(context, device);
5151 if (!surface_is_offscreen(dst_surface))
5152 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5154 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
5160 glEnable(GL_ALPHA_TEST);
5161 checkGLcall("glEnable(GL_ALPHA_TEST)");
5163 /* When the primary render target uses P8, the alpha component
5164 * contains the palette index. Which means that the colorkey is one of
5165 * the palette entries. In other cases pixels that should be masked
5166 * away have alpha set to 0. */
5167 if (primary_render_target_is_p8(device))
5168 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
5170 glAlphaFunc(GL_NOTEQUAL, 0.0f);
5171 checkGLcall("glAlphaFunc");
5175 glDisable(GL_ALPHA_TEST);
5176 checkGLcall("glDisable(GL_ALPHA_TEST)");
5179 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
5183 glDisable(GL_ALPHA_TEST);
5184 checkGLcall("glDisable(GL_ALPHA_TEST)");
5189 /* Leave the opengl state valid for blitting */
5190 device->blitter->unset_shader(context->gl_info);
5192 if (wined3d_settings.strict_draw_ordering
5193 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5194 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
5195 wglFlush(); /* Flush to ensure ordering across contexts. */
5197 context_release(context);
5200 /* Do not call while under the GL lock. */
5201 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color)
5203 struct wined3d_device *device = s->resource.device;
5204 const struct blit_shader *blitter;
5206 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
5207 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
5210 FIXME("No blitter is capable of performing the requested color fill operation.\n");
5211 return WINED3DERR_INVALIDCALL;
5214 return blitter->color_fill(device, s, rect, color);
5217 /* Do not call while under the GL lock. */
5218 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *DestRect,
5219 struct wined3d_surface *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
5220 WINED3DTEXTUREFILTERTYPE Filter)
5222 struct wined3d_device *device = dst_surface->resource.device;
5223 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5224 struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
5225 RECT dst_rect, src_rect;
5227 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
5228 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
5229 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
5231 /* Get the swapchain. One of the surfaces has to be a primary surface */
5232 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5234 WARN("Destination is in sysmem, rejecting gl blt\n");
5235 return WINED3DERR_INVALIDCALL;
5238 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5239 dstSwapchain = dst_surface->container.u.swapchain;
5243 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
5245 WARN("Src is in sysmem, rejecting gl blt\n");
5246 return WINED3DERR_INVALIDCALL;
5249 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5250 srcSwapchain = src_surface->container.u.swapchain;
5253 /* Early sort out of cases where no render target is used */
5254 if (!dstSwapchain && !srcSwapchain
5255 && src_surface != device->fb.render_targets[0]
5256 && dst_surface != device->fb.render_targets[0])
5258 TRACE("No surface is render target, not using hardware blit.\n");
5259 return WINED3DERR_INVALIDCALL;
5262 /* No destination color keying supported */
5263 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
5265 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
5266 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
5267 return WINED3DERR_INVALIDCALL;
5270 surface_get_rect(dst_surface, DestRect, &dst_rect);
5271 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
5273 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
5274 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
5275 && dst_surface == dstSwapchain->front_buffer
5276 && src_surface == dstSwapchain->back_buffers[0])
5278 /* Half-Life does a Blt from the back buffer to the front buffer,
5279 * Full surface size, no flags... Use present instead
5281 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
5284 /* Check rects - wined3d_swapchain_present() doesn't handle them. */
5287 TRACE("Looking if a Present can be done...\n");
5288 /* Source Rectangle must be full surface */
5289 if (src_rect.left || src_rect.top
5290 || src_rect.right != src_surface->resource.width
5291 || src_rect.bottom != src_surface->resource.height)
5293 TRACE("No, Source rectangle doesn't match\n");
5297 /* No stretching may occur */
5298 if(src_rect.right != dst_rect.right - dst_rect.left ||
5299 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
5300 TRACE("No, stretching is done\n");
5304 /* Destination must be full surface or match the clipping rectangle */
5305 if (dst_surface->clipper && dst_surface->clipper->hWnd)
5309 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
5310 pos[0].x = dst_rect.left;
5311 pos[0].y = dst_rect.top;
5312 pos[1].x = dst_rect.right;
5313 pos[1].y = dst_rect.bottom;
5314 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
5316 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
5317 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
5319 TRACE("No, dest rectangle doesn't match(clipper)\n");
5320 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
5321 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
5325 else if (dst_rect.left || dst_rect.top
5326 || dst_rect.right != dst_surface->resource.width
5327 || dst_rect.bottom != dst_surface->resource.height)
5329 TRACE("No, dest rectangle doesn't match(surface size)\n");
5335 /* These flags are unimportant for the flag check, remove them */
5336 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
5338 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
5340 /* The idea behind this is that a glReadPixels and a glDrawPixels call
5341 * take very long, while a flip is fast.
5342 * This applies to Half-Life, which does such Blts every time it finished
5343 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
5344 * menu. This is also used by all apps when they do windowed rendering
5346 * The problem is that flipping is not really the same as copying. After a
5347 * Blt the front buffer is a copy of the back buffer, and the back buffer is
5348 * untouched. Therefore it's necessary to override the swap effect
5349 * and to set it back after the flip.
5351 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
5355 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
5356 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
5358 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead.\n");
5359 wined3d_swapchain_present(dstSwapchain, NULL, NULL, dstSwapchain->win_handle, NULL, 0);
5361 dstSwapchain->presentParms.SwapEffect = orig_swap;
5368 TRACE("Unsupported blit between buffers on the same swapchain\n");
5369 return WINED3DERR_INVALIDCALL;
5370 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
5371 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
5372 return WINED3DERR_INVALIDCALL;
5373 } else if(dstSwapchain && srcSwapchain) {
5374 FIXME("Implement hardware blit between two different swapchains\n");
5375 return WINED3DERR_INVALIDCALL;
5377 else if (dstSwapchain)
5379 /* Handled with regular texture -> swapchain blit */
5380 if (src_surface == device->fb.render_targets[0])
5381 TRACE("Blit from active render target to a swapchain\n");
5383 else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
5385 FIXME("Implement blit from a swapchain to the active render target\n");
5386 return WINED3DERR_INVALIDCALL;
5389 if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
5391 /* Blit from render target to texture */
5394 /* P8 read back is not implemented */
5395 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
5396 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
5398 TRACE("P8 read back not supported by frame buffer to texture blit\n");
5399 return WINED3DERR_INVALIDCALL;
5402 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5404 TRACE("Color keying not supported by frame buffer to texture blit\n");
5405 return WINED3DERR_INVALIDCALL;
5406 /* Destination color key is checked above */
5409 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
5415 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
5416 * flip the image nor scale it.
5418 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
5419 * -> If the app wants a image width an unscaled width, copy it line per line
5420 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
5421 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
5422 * back buffer. This is slower than reading line per line, thus not used for flipping
5423 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
5426 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
5427 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
5429 if (fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5430 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5431 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5433 surface_blt_fbo(device, Filter,
5434 src_surface, SFLAG_INDRAWABLE, &src_rect,
5435 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
5436 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5438 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->resource.width
5439 || dst_rect.bottom - dst_rect.top > src_surface->resource.height)
5441 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
5442 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
5444 TRACE("Using hardware stretching to flip / stretch the texture\n");
5445 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
5448 if (!(dst_surface->flags & SFLAG_DONOTFREE))
5450 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
5451 dst_surface->resource.allocatedMemory = NULL;
5452 dst_surface->resource.heapMemory = NULL;
5456 dst_surface->flags &= ~SFLAG_INSYSMEM;
5461 else if (src_surface)
5463 /* Blit from offscreen surface to render target */
5464 DWORD oldCKeyFlags = src_surface->CKeyFlags;
5465 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
5467 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
5469 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5470 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5471 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
5472 src_surface->resource.format,
5473 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
5474 dst_surface->resource.format))
5476 TRACE("Using surface_blt_fbo.\n");
5477 /* The source is always a texture, but never the currently active render target, and the texture
5478 * contents are never upside down. */
5479 surface_blt_fbo(device, Filter,
5480 src_surface, SFLAG_INDRAWABLE, &src_rect,
5481 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
5482 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5486 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5487 && arbfp_blit.blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5488 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
5489 src_surface->resource.format,
5490 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
5491 dst_surface->resource.format))
5493 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect,
5494 WINED3D_BLIT_OP_COLOR_BLIT, Filter);
5497 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5498 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5499 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5501 FIXME("Unsupported blit operation falling back to software\n");
5502 return WINED3DERR_INVALIDCALL;
5505 /* Color keying: Check if we have to do a color keyed blt,
5506 * and if not check if a color key is activated.
5508 * Just modify the color keying parameters in the surface and restore them afterwards
5509 * The surface keeps track of the color key last used to load the opengl surface.
5510 * PreLoad will catch the change to the flags and color key and reload if necessary.
5512 if (flags & WINEDDBLT_KEYSRC)
5514 /* Use color key from surface */
5516 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5518 /* Use color key from DDBltFx */
5519 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
5520 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
5524 /* Do not use color key */
5525 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
5528 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
5529 src_surface, &src_rect, dst_surface, &dst_rect);
5531 /* Restore the color key parameters */
5532 src_surface->CKeyFlags = oldCKeyFlags;
5533 src_surface->SrcBltCKey = oldBltCKey;
5535 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
5541 /* Source-Less Blit to render target */
5542 if (flags & WINEDDBLT_COLORFILL)
5544 WINED3DCOLORVALUE color;
5546 TRACE("Colorfill\n");
5548 /* The color as given in the Blt function is in the surface format. */
5549 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
5550 return WINED3DERR_INVALIDCALL;
5552 return surface_color_fill(dst_surface, &dst_rect, &color);
5556 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
5557 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
5558 return WINED3DERR_INVALIDCALL;
5561 /* GL locking is done by the caller */
5562 static void surface_depth_blt(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
5563 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
5565 struct wined3d_device *device = surface->resource.device;
5566 GLint compare_mode = GL_NONE;
5567 struct blt_info info;
5568 GLint old_binding = 0;
5571 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
5573 glDisable(GL_CULL_FACE);
5574 glDisable(GL_BLEND);
5575 glDisable(GL_ALPHA_TEST);
5576 glDisable(GL_SCISSOR_TEST);
5577 glDisable(GL_STENCIL_TEST);
5578 glEnable(GL_DEPTH_TEST);
5579 glDepthFunc(GL_ALWAYS);
5580 glDepthMask(GL_TRUE);
5581 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
5582 glViewport(x, y, w, h);
5584 SetRect(&rect, 0, h, w, 0);
5585 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
5586 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5587 glGetIntegerv(info.binding, &old_binding);
5588 glBindTexture(info.bind_target, texture);
5589 if (gl_info->supported[ARB_SHADOW])
5591 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
5592 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
5595 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5596 gl_info, info.tex_type, &surface->ds_current_size);
5598 glBegin(GL_TRIANGLE_STRIP);
5599 glTexCoord3fv(info.coords[0]);
5600 glVertex2f(-1.0f, -1.0f);
5601 glTexCoord3fv(info.coords[1]);
5602 glVertex2f(1.0f, -1.0f);
5603 glTexCoord3fv(info.coords[2]);
5604 glVertex2f(-1.0f, 1.0f);
5605 glTexCoord3fv(info.coords[3]);
5606 glVertex2f(1.0f, 1.0f);
5609 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
5610 glBindTexture(info.bind_target, old_binding);
5614 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
5617 void surface_modify_ds_location(struct wined3d_surface *surface,
5618 DWORD location, UINT w, UINT h)
5620 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
5622 if (location & ~SFLAG_DS_LOCATIONS)
5623 FIXME("Invalid location (%#x) specified.\n", location);
5625 surface->ds_current_size.cx = w;
5626 surface->ds_current_size.cy = h;
5627 surface->flags &= ~SFLAG_DS_LOCATIONS;
5628 surface->flags |= location;
5631 /* Context activation is done by the caller. */
5632 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
5634 struct wined3d_device *device = surface->resource.device;
5635 const struct wined3d_gl_info *gl_info = context->gl_info;
5638 TRACE("surface %p, new location %#x.\n", surface, location);
5640 /* TODO: Make this work for modes other than FBO */
5641 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
5643 if (!(surface->flags & location))
5645 w = surface->ds_current_size.cx;
5646 h = surface->ds_current_size.cy;
5647 surface->ds_current_size.cx = 0;
5648 surface->ds_current_size.cy = 0;
5652 w = surface->resource.width;
5653 h = surface->resource.height;
5656 if (surface->ds_current_size.cx == surface->resource.width
5657 && surface->ds_current_size.cy == surface->resource.height)
5659 TRACE("Location (%#x) is already up to date.\n", location);
5663 if (surface->current_renderbuffer)
5665 FIXME("Not supported with fixed up depth stencil.\n");
5669 if (!(surface->flags & SFLAG_DS_LOCATIONS))
5671 /* This mostly happens when a depth / stencil is used without being
5672 * cleared first. In principle we could upload from sysmem, or
5673 * explicitly clear before first usage. For the moment there don't
5674 * appear to be a lot of applications depending on this, so a FIXME
5676 FIXME("No up to date depth stencil location.\n");
5677 surface->flags |= location;
5678 surface->ds_current_size.cx = surface->resource.width;
5679 surface->ds_current_size.cy = surface->resource.height;
5683 if (location == SFLAG_DS_OFFSCREEN)
5685 GLint old_binding = 0;
5688 /* The render target is allowed to be smaller than the depth/stencil
5689 * buffer, so the onscreen depth/stencil buffer is potentially smaller
5690 * than the offscreen surface. Don't overwrite the offscreen surface
5691 * with undefined data. */
5692 w = min(w, context->swapchain->presentParms.BackBufferWidth);
5693 h = min(h, context->swapchain->presentParms.BackBufferHeight);
5695 TRACE("Copying onscreen depth buffer to depth texture.\n");
5699 if (!device->depth_blt_texture)
5701 glGenTextures(1, &device->depth_blt_texture);
5704 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
5705 * directly on the FBO texture. That's because we need to flip. */
5706 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
5707 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
5709 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5710 bind_target = GL_TEXTURE_RECTANGLE_ARB;
5714 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5715 bind_target = GL_TEXTURE_2D;
5717 glBindTexture(bind_target, device->depth_blt_texture);
5718 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
5719 * internal format, because the internal format might include stencil
5720 * data. In principle we should copy stencil data as well, but unless
5721 * the driver supports stencil export it's hard to do, and doesn't
5722 * seem to be needed in practice. If the hardware doesn't support
5723 * writing stencil data, the glCopyTexImage2D() call might trigger
5724 * software fallbacks. */
5725 glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
5726 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5727 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5728 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5729 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5730 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
5731 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5732 glBindTexture(bind_target, old_binding);
5734 /* Setup the destination */
5735 if (!device->depth_blt_rb)
5737 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
5738 checkGLcall("glGenRenderbuffersEXT");
5740 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
5742 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
5743 checkGLcall("glBindRenderbufferEXT");
5744 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
5745 checkGLcall("glRenderbufferStorageEXT");
5746 device->depth_blt_rb_w = w;
5747 device->depth_blt_rb_h = h;
5750 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
5751 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
5752 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
5753 checkGLcall("glFramebufferRenderbufferEXT");
5754 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
5756 /* Do the actual blit */
5757 surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
5758 checkGLcall("depth_blt");
5760 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
5761 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
5765 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5767 else if (location == SFLAG_DS_ONSCREEN)
5769 TRACE("Copying depth texture to onscreen depth buffer.\n");
5773 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
5774 surface_depth_blt(surface, gl_info, surface->texture_name,
5775 0, surface->pow2Height - h, w, h, surface->texture_target);
5776 checkGLcall("depth_blt");
5778 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
5782 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5786 ERR("Invalid location (%#x) specified.\n", location);
5789 surface->flags |= location;
5790 surface->ds_current_size.cx = surface->resource.width;
5791 surface->ds_current_size.cy = surface->resource.height;
5794 void surface_modify_location(struct wined3d_surface *surface, DWORD flag, BOOL persistent)
5796 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
5797 struct wined3d_surface *overlay;
5799 TRACE("surface %p, location %s, persistent %#x.\n",
5800 surface, debug_surflocation(flag), persistent);
5802 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5804 if (surface_is_offscreen(surface))
5806 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
5807 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
5811 TRACE("Surface %p is an onscreen surface.\n", surface);
5815 if (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
5816 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5818 flag |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
5823 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
5824 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
5826 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5828 TRACE("Passing to container.\n");
5829 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5832 surface->flags &= ~SFLAG_LOCATIONS;
5833 surface->flags |= flag;
5835 /* Redraw emulated overlays, if any */
5836 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
5838 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
5840 overlay->surface_ops->surface_draw_overlay(overlay);
5846 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
5848 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5850 TRACE("Passing to container\n");
5851 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5854 surface->flags &= ~flag;
5857 if (!(surface->flags & SFLAG_LOCATIONS))
5859 ERR("Surface %p does not have any up to date location.\n", surface);
5863 static DWORD resource_access_from_location(DWORD location)
5867 case SFLAG_INSYSMEM:
5868 return WINED3D_RESOURCE_ACCESS_CPU;
5870 case SFLAG_INDRAWABLE:
5871 case SFLAG_INSRGBTEX:
5872 case SFLAG_INTEXTURE:
5873 return WINED3D_RESOURCE_ACCESS_GPU;
5876 FIXME("Unhandled location %#x.\n", location);
5881 static void surface_load_sysmem(struct wined3d_surface *surface,
5882 const struct wined3d_gl_info *gl_info, const RECT *rect)
5884 surface_prepare_system_memory(surface);
5886 /* Download the surface to system memory. */
5887 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
5889 struct wined3d_device *device = surface->resource.device;
5890 struct wined3d_context *context = NULL;
5892 if (!device->isInDraw)
5893 context = context_acquire(device, NULL);
5895 surface_bind_and_dirtify(surface, gl_info, !(surface->flags & SFLAG_INTEXTURE));
5896 surface_download_data(surface, gl_info);
5899 context_release(context);
5904 /* Note: It might be faster to download into a texture first. */
5905 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
5906 wined3d_surface_get_pitch(surface));
5909 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
5910 const struct wined3d_gl_info *gl_info, const RECT *rect)
5912 struct wined3d_device *device = surface->resource.device;
5913 struct wined3d_format format;
5914 CONVERT_TYPES convert;
5918 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
5919 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5921 if (surface->flags & SFLAG_INTEXTURE)
5925 surface_get_rect(surface, rect, &r);
5926 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
5931 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
5933 /* This needs colorspace conversion from sRGB to RGB. We take the slow
5934 * path through sysmem. */
5935 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5938 d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
5940 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
5941 * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
5943 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
5945 struct wined3d_context *context = NULL;
5947 TRACE("Removing the pbo attached to surface %p.\n", surface);
5949 if (!device->isInDraw)
5950 context = context_acquire(device, NULL);
5952 surface_remove_pbo(surface, gl_info);
5955 context_release(context);
5958 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
5960 UINT height = surface->resource.height;
5961 UINT width = surface->resource.width;
5962 UINT src_pitch, dst_pitch;
5964 byte_count = format.conv_byte_count;
5965 src_pitch = wined3d_surface_get_pitch(surface);
5967 /* Stick to the alignment for the converted surface too, makes it
5968 * easier to load the surface. */
5969 dst_pitch = width * byte_count;
5970 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5972 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
5974 ERR("Out of memory (%u).\n", dst_pitch * height);
5975 return E_OUTOFMEMORY;
5978 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
5979 src_pitch, width, height, dst_pitch, convert, surface);
5981 surface->flags |= SFLAG_CONVERTED;
5985 surface->flags &= ~SFLAG_CONVERTED;
5986 mem = surface->resource.allocatedMemory;
5987 byte_count = format.byte_count;
5990 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
5992 /* Don't delete PBO memory. */
5993 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
5994 HeapFree(GetProcessHeap(), 0, mem);
5999 static HRESULT surface_load_texture(struct wined3d_surface *surface,
6000 const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
6002 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
6003 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
6004 struct wined3d_device *device = surface->resource.device;
6005 struct wined3d_context *context = NULL;
6006 UINT width, src_pitch, dst_pitch;
6007 struct wined3d_bo_address data;
6008 struct wined3d_format format;
6009 POINT dst_point = {0, 0};
6010 CONVERT_TYPES convert;
6013 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
6014 && surface_is_offscreen(surface)
6015 && (surface->flags & SFLAG_INDRAWABLE))
6017 read_from_framebuffer_texture(surface, srgb);
6022 if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
6023 && (surface->resource.format->flags & attach_flags) == attach_flags
6024 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6025 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6026 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6029 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE,
6030 &src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
6032 surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX,
6033 &src_rect, surface, SFLAG_INTEXTURE, &src_rect);
6038 /* Upload from system memory */
6040 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
6041 TRUE /* We will use textures */, &format, &convert);
6045 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
6047 /* Performance warning... */
6048 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
6049 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6054 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
6056 /* Performance warning... */
6057 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
6058 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6062 if (!(surface->flags & SFLAG_INSYSMEM))
6064 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
6065 /* Lets hope we get it from somewhere... */
6066 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6069 if (!device->isInDraw)
6070 context = context_acquire(device, NULL);
6072 surface_prepare_texture(surface, gl_info, srgb);
6073 surface_bind_and_dirtify(surface, gl_info, srgb);
6075 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
6077 surface->flags |= SFLAG_GLCKEY;
6078 surface->glCKey = surface->SrcBltCKey;
6080 else surface->flags &= ~SFLAG_GLCKEY;
6082 width = surface->resource.width;
6083 src_pitch = wined3d_surface_get_pitch(surface);
6085 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
6086 * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
6088 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
6090 TRACE("Removing the pbo attached to surface %p.\n", surface);
6091 surface_remove_pbo(surface, gl_info);
6096 /* This code is entered for texture formats which need a fixup. */
6097 UINT height = surface->resource.height;
6099 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6100 dst_pitch = width * format.conv_byte_count;
6101 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6103 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6105 ERR("Out of memory (%u).\n", dst_pitch * height);
6107 context_release(context);
6108 return E_OUTOFMEMORY;
6110 format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
6112 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
6114 /* This code is only entered for color keying fixups */
6115 UINT height = surface->resource.height;
6117 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6118 dst_pitch = width * format.conv_byte_count;
6119 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6121 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6123 ERR("Out of memory (%u).\n", dst_pitch * height);
6125 context_release(context);
6126 return E_OUTOFMEMORY;
6128 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
6129 width, height, dst_pitch, convert, surface);
6133 mem = surface->resource.allocatedMemory;
6136 data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
6138 surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data);
6141 context_release(context);
6143 /* Don't delete PBO memory. */
6144 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6145 HeapFree(GetProcessHeap(), 0, mem);
6150 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect)
6152 struct wined3d_device *device = surface->resource.device;
6153 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6154 BOOL in_fbo = FALSE;
6157 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
6159 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
6161 if (flag == SFLAG_INTEXTURE)
6163 struct wined3d_context *context = context_acquire(device, NULL);
6164 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
6165 context_release(context);
6170 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
6171 return WINED3DERR_INVALIDCALL;
6175 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6177 if (surface_is_offscreen(surface))
6179 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
6180 * Prefer SFLAG_INTEXTURE. */
6181 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
6186 TRACE("Surface %p is an onscreen surface.\n", surface);
6190 if (flag == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6192 flag = SFLAG_INTEXTURE;
6195 if (surface->flags & flag)
6197 TRACE("Location already up to date\n");
6201 if (WARN_ON(d3d_surface))
6203 DWORD required_access = resource_access_from_location(flag);
6204 if ((surface->resource.access_flags & required_access) != required_access)
6205 WARN("Operation requires %#x access, but surface only has %#x.\n",
6206 required_access, surface->resource.access_flags);
6209 if (!(surface->flags & SFLAG_LOCATIONS))
6211 ERR("Surface %p does not have any up to date location.\n", surface);
6212 surface->flags |= SFLAG_LOST;
6213 return WINED3DERR_DEVICELOST;
6218 case SFLAG_INSYSMEM:
6219 surface_load_sysmem(surface, gl_info, rect);
6222 case SFLAG_INDRAWABLE:
6223 if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
6227 case SFLAG_INTEXTURE:
6228 case SFLAG_INSRGBTEX:
6229 if (FAILED(hr = surface_load_texture(surface, gl_info, rect, flag == SFLAG_INSRGBTEX)))
6234 ERR("Don't know how to handle location %#x.\n", flag);
6240 surface->flags |= flag;
6242 if (flag != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
6243 surface_evict_sysmem(surface);
6246 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
6248 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
6249 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
6252 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
6253 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6255 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
6261 BOOL surface_is_offscreen(const struct wined3d_surface *surface)
6263 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
6265 /* Not on a swapchain - must be offscreen */
6266 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
6268 /* The front buffer is always onscreen */
6269 if (surface == swapchain->front_buffer) return FALSE;
6271 /* If the swapchain is rendered to an FBO, the backbuffer is
6272 * offscreen, otherwise onscreen */
6273 return swapchain->render_to_fbo;
6276 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
6277 /* Context activation is done by the caller. */
6278 static void ffp_blit_free(struct wined3d_device *device) { }
6280 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
6281 /* Context activation is done by the caller. */
6282 static void ffp_blit_p8_upload_palette(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
6285 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6287 d3dfmt_p8_init_palette(surface, table, colorkey_active);
6289 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
6291 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
6295 /* Context activation is done by the caller. */
6296 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
6298 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
6300 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
6301 * else the surface is converted in software at upload time in LoadLocation.
6303 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6304 ffp_blit_p8_upload_palette(surface, gl_info);
6307 glEnable(surface->texture_target);
6308 checkGLcall("glEnable(surface->texture_target)");
6313 /* Context activation is done by the caller. */
6314 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
6317 glDisable(GL_TEXTURE_2D);
6318 checkGLcall("glDisable(GL_TEXTURE_2D)");
6319 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6321 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6322 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6324 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6326 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6327 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6332 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6333 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6334 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6336 enum complex_fixup src_fixup;
6340 case WINED3D_BLIT_OP_COLOR_BLIT:
6341 src_fixup = get_complex_fixup(src_format->color_fixup);
6342 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
6344 TRACE("Checking support for fixup:\n");
6345 dump_color_fixup_desc(src_format->color_fixup);
6348 if (!is_identity_fixup(dst_format->color_fixup))
6350 TRACE("Destination fixups are not supported\n");
6354 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6356 TRACE("P8 fixup supported\n");
6360 /* We only support identity conversions. */
6361 if (is_identity_fixup(src_format->color_fixup))
6367 TRACE("[FAILED]\n");
6370 case WINED3D_BLIT_OP_COLOR_FILL:
6371 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
6373 TRACE("Color fill not supported\n");
6379 case WINED3D_BLIT_OP_DEPTH_FILL:
6383 TRACE("Unsupported blit_op=%d\n", blit_op);
6388 /* Do not call while under the GL lock. */
6389 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
6390 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
6392 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
6394 return device_clear_render_targets(device, 1, &dst_surface, NULL,
6395 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6398 /* Do not call while under the GL lock. */
6399 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
6400 struct wined3d_surface *surface, const RECT *rect, float depth)
6402 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
6404 return device_clear_render_targets(device, 0, NULL, surface,
6405 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
6408 const struct blit_shader ffp_blit = {
6414 ffp_blit_color_fill,
6415 ffp_blit_depth_fill,
6418 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
6423 /* Context activation is done by the caller. */
6424 static void cpu_blit_free(struct wined3d_device *device)
6428 /* Context activation is done by the caller. */
6429 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
6434 /* Context activation is done by the caller. */
6435 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
6439 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6440 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
6441 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
6443 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
6451 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
6452 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
6453 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
6455 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
6456 const struct wined3d_format *src_format, *dst_format;
6457 struct wined3d_surface *orig_src = src_surface;
6458 WINED3DLOCKED_RECT dlock, slock;
6459 HRESULT hr = WINED3D_OK;
6465 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
6466 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
6467 flags, fx, debug_d3dtexturefiltertype(filter));
6469 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
6471 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY\n");
6472 return WINEDDERR_SURFACEBUSY;
6475 /* First check for the validity of source / destination rectangles.
6476 * This was verified using a test application and by MSDN. */
6481 if (src_rect->right < src_rect->left || src_rect->bottom < src_rect->top
6482 || src_rect->left > src_surface->resource.width || src_rect->left < 0
6483 || src_rect->top > src_surface->resource.height || src_rect->top < 0
6484 || src_rect->right > src_surface->resource.width || src_rect->right < 0
6485 || src_rect->bottom > src_surface->resource.height || src_rect->bottom < 0)
6487 WARN("Application gave us bad source rectangle for Blt.\n");
6488 return WINEDDERR_INVALIDRECT;
6491 if (!src_rect->right || !src_rect->bottom
6492 || src_rect->left == (int)src_surface->resource.width
6493 || src_rect->top == (int)src_surface->resource.height)
6495 TRACE("Nothing to be done.\n");
6502 else if (src_surface)
6506 xsrc.right = src_surface->resource.width;
6507 xsrc.bottom = src_surface->resource.height;
6511 memset(&xsrc, 0, sizeof(xsrc));
6516 /* For the Destination rect, it can be out of bounds on the condition
6517 * that a clipper is set for the given surface. */
6518 if (!dst_surface->clipper && (dst_rect->right < dst_rect->left || dst_rect->bottom < dst_rect->top
6519 || dst_rect->left > dst_surface->resource.width || dst_rect->left < 0
6520 || dst_rect->top > dst_surface->resource.height || dst_rect->top < 0
6521 || dst_rect->right > dst_surface->resource.width || dst_rect->right < 0
6522 || dst_rect->bottom > dst_surface->resource.height || dst_rect->bottom < 0))
6524 WARN("Application gave us bad destination rectangle for Blt without a clipper set.\n");
6525 return WINEDDERR_INVALIDRECT;
6528 if (dst_rect->right <= 0 || dst_rect->bottom <= 0
6529 || dst_rect->left >= (int)dst_surface->resource.width
6530 || dst_rect->top >= (int)dst_surface->resource.height)
6532 TRACE("Nothing to be done.\n");
6542 full_rect.right = dst_surface->resource.width;
6543 full_rect.bottom = dst_surface->resource.height;
6544 IntersectRect(&xdst, &full_rect, dst_rect);
6548 BOOL clip_horiz, clip_vert;
6551 clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width;
6552 clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height;
6554 if (clip_vert || clip_horiz)
6556 /* Now check if this is a special case or not... */
6557 if ((flags & WINEDDBLT_DDFX)
6558 || (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
6559 || (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
6561 WARN("Out of screen rectangle in special case. Not handled right now.\n");
6569 xsrc.left -= xdst.left;
6572 if (xdst.right > dst_surface->resource.width)
6574 xsrc.right -= (xdst.right - (int)dst_surface->resource.width);
6575 xdst.right = (int)dst_surface->resource.width;
6583 xsrc.top -= xdst.top;
6586 if (xdst.bottom > dst_surface->resource.height)
6588 xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height);
6589 xdst.bottom = (int)dst_surface->resource.height;
6593 /* And check if after clipping something is still to be done... */
6594 if ((xdst.right <= 0) || (xdst.bottom <= 0)
6595 || (xdst.left >= (int)dst_surface->resource.width)
6596 || (xdst.top >= (int)dst_surface->resource.height)
6597 || (xsrc.right <= 0) || (xsrc.bottom <= 0)
6598 || (xsrc.left >= (int)src_surface->resource.width)
6599 || (xsrc.top >= (int)src_surface->resource.height))
6601 TRACE("Nothing to be done after clipping.\n");
6611 xdst.right = dst_surface->resource.width;
6612 xdst.bottom = dst_surface->resource.height;
6615 if (src_surface == dst_surface)
6617 wined3d_surface_map(dst_surface, &dlock, NULL, 0);
6619 src_format = dst_surface->resource.format;
6620 dst_format = src_format;
6624 dst_format = dst_surface->resource.format;
6627 if (dst_surface->resource.format->id != src_surface->resource.format->id)
6629 src_surface = surface_convert_format(src_surface, dst_format->id);
6632 /* The conv function writes a FIXME */
6633 WARN("Cannot convert source surface format to dest format.\n");
6637 wined3d_surface_map(src_surface, &slock, NULL, WINED3DLOCK_READONLY);
6638 src_format = src_surface->resource.format;
6642 src_format = dst_format;
6645 wined3d_surface_map(dst_surface, &dlock, &xdst, 0);
6647 wined3d_surface_map(dst_surface, &dlock, NULL, 0);
6650 if (!fx || !(fx->dwDDFX)) flags &= ~WINEDDBLT_DDFX;
6652 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_FOURCC)
6654 if (!dst_rect || src_surface == dst_surface)
6656 memcpy(dlock.pBits, slock.pBits, dst_surface->resource.size);
6661 bpp = dst_surface->resource.format->byte_count;
6662 srcheight = xsrc.bottom - xsrc.top;
6663 srcwidth = xsrc.right - xsrc.left;
6664 dstheight = xdst.bottom - xdst.top;
6665 dstwidth = xdst.right - xdst.left;
6666 width = (xdst.right - xdst.left) * bpp;
6668 if (dst_rect && src_surface != dst_surface)
6671 dbuf = (BYTE*)dlock.pBits+(xdst.top*dlock.Pitch)+(xdst.left*bpp);
6673 if (flags & WINEDDBLT_WAIT)
6675 flags &= ~WINEDDBLT_WAIT;
6677 if (flags & WINEDDBLT_ASYNC)
6679 static BOOL displayed = FALSE;
6681 FIXME("Can't handle WINEDDBLT_ASYNC flag right now.\n");
6683 flags &= ~WINEDDBLT_ASYNC;
6685 if (flags & WINEDDBLT_DONOTWAIT)
6687 /* WINEDDBLT_DONOTWAIT appeared in DX7 */
6688 static BOOL displayed = FALSE;
6690 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag right now.\n");
6692 flags &= ~WINEDDBLT_DONOTWAIT;
6695 /* First, all the 'source-less' blits */
6696 if (flags & WINEDDBLT_COLORFILL)
6698 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dlock.Pitch, fx->u5.dwFillColor);
6699 flags &= ~WINEDDBLT_COLORFILL;
6702 if (flags & WINEDDBLT_DEPTHFILL)
6704 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
6706 if (flags & WINEDDBLT_ROP)
6708 /* Catch some degenerate cases here. */
6712 hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,0);
6714 case 0xAA0029: /* No-op */
6717 hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,~0);
6719 case SRCCOPY: /* Well, we do that below? */
6722 FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
6725 flags &= ~WINEDDBLT_ROP;
6727 if (flags & WINEDDBLT_DDROPS)
6729 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
6731 /* Now the 'with source' blits. */
6735 int sx, xinc, sy, yinc;
6737 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
6740 if (filter != WINED3DTEXF_NONE && filter != WINED3DTEXF_POINT
6741 && (srcwidth != dstwidth || srcheight != dstheight))
6743 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
6744 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
6747 sbase = (BYTE*)slock.pBits+(xsrc.top*slock.Pitch)+xsrc.left*bpp;
6748 xinc = (srcwidth << 16) / dstwidth;
6749 yinc = (srcheight << 16) / dstheight;
6753 /* No effects, we can cheat here. */
6754 if (dstwidth == srcwidth)
6756 if (dstheight == srcheight)
6758 /* No stretching in either direction. This needs to be as
6759 * fast as possible. */
6762 /* Check for overlapping surfaces. */
6763 if (src_surface != dst_surface || xdst.top < xsrc.top
6764 || xdst.right <= xsrc.left || xsrc.right <= xdst.left)
6766 /* No overlap, or dst above src, so copy from top downwards. */
6767 for (y = 0; y < dstheight; ++y)
6769 memcpy(dbuf, sbuf, width);
6770 sbuf += slock.Pitch;
6771 dbuf += dlock.Pitch;
6774 else if (xdst.top > xsrc.top)
6776 /* Copy from bottom upwards. */
6777 sbuf += (slock.Pitch*dstheight);
6778 dbuf += (dlock.Pitch*dstheight);
6779 for (y = 0; y < dstheight; ++y)
6781 sbuf -= slock.Pitch;
6782 dbuf -= dlock.Pitch;
6783 memcpy(dbuf, sbuf, width);
6788 /* Src and dst overlapping on the same line, use memmove. */
6789 for (y = 0; y < dstheight; ++y)
6791 memmove(dbuf, sbuf, width);
6792 sbuf += slock.Pitch;
6793 dbuf += dlock.Pitch;
6799 /* Stretching in y direction only. */
6800 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6802 sbuf = sbase + (sy >> 16) * slock.Pitch;
6803 memcpy(dbuf, sbuf, width);
6804 dbuf += dlock.Pitch;
6810 /* Stretching in X direction. */
6812 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6814 sbuf = sbase + (sy >> 16) * slock.Pitch;
6816 if ((sy >> 16) == (last_sy >> 16))
6818 /* This source row is the same as last source row -
6819 * Copy the already stretched row. */
6820 memcpy(dbuf, dbuf - dlock.Pitch, width);
6824 #define STRETCH_ROW(type) \
6826 const type *s = (const type *)sbuf; \
6827 type *d = (type *)dbuf; \
6828 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6829 d[x] = s[sx >> 16]; \
6847 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
6851 s = sbuf + 3 * (sx >> 16);
6852 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6853 d[0] = (pixel ) & 0xff;
6854 d[1] = (pixel >> 8) & 0xff;
6855 d[2] = (pixel >> 16) & 0xff;
6861 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
6862 hr = WINED3DERR_NOTAVAILABLE;
6867 dbuf += dlock.Pitch;
6874 LONG dstyinc = dlock.Pitch, dstxinc = bpp;
6875 DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
6876 DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
6877 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
6879 /* The color keying flags are checked for correctness in ddraw */
6880 if (flags & WINEDDBLT_KEYSRC)
6882 keylow = src_surface->SrcBltCKey.dwColorSpaceLowValue;
6883 keyhigh = src_surface->SrcBltCKey.dwColorSpaceHighValue;
6885 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
6887 keylow = fx->ddckSrcColorkey.dwColorSpaceLowValue;
6888 keyhigh = fx->ddckSrcColorkey.dwColorSpaceHighValue;
6891 if (flags & WINEDDBLT_KEYDEST)
6893 /* Destination color keys are taken from the source surface! */
6894 destkeylow = src_surface->DestBltCKey.dwColorSpaceLowValue;
6895 destkeyhigh = src_surface->DestBltCKey.dwColorSpaceHighValue;
6897 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
6899 destkeylow = fx->ddckDestColorkey.dwColorSpaceLowValue;
6900 destkeyhigh = fx->ddckDestColorkey.dwColorSpaceHighValue;
6909 keymask = src_format->red_mask
6910 | src_format->green_mask
6911 | src_format->blue_mask;
6913 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
6916 if (flags & WINEDDBLT_DDFX)
6918 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
6921 dTopRight = dbuf + ((dstwidth - 1) * bpp);
6922 dBottomLeft = dTopLeft + ((dstheight - 1) * dlock.Pitch);
6923 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
6925 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
6927 /* I don't think we need to do anything about this flag */
6928 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
6930 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
6933 dTopRight = dTopLeft;
6936 dBottomRight = dBottomLeft;
6938 dstxinc = dstxinc * -1;
6940 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
6943 dTopLeft = dBottomLeft;
6946 dTopRight = dBottomRight;
6948 dstyinc = dstyinc * -1;
6950 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
6952 /* I don't think we need to do anything about this flag */
6953 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
6955 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
6958 dBottomRight = dTopLeft;
6961 dBottomLeft = dTopRight;
6963 dstxinc = dstxinc * -1;
6964 dstyinc = dstyinc * -1;
6966 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
6969 dTopLeft = dBottomLeft;
6970 dBottomLeft = dBottomRight;
6971 dBottomRight = dTopRight;
6976 dstxinc = dstxinc * -1;
6978 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
6981 dTopLeft = dTopRight;
6982 dTopRight = dBottomRight;
6983 dBottomRight = dBottomLeft;
6988 dstyinc = dstyinc * -1;
6990 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
6992 /* I don't think we need to do anything about this flag */
6993 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
6996 flags &= ~(WINEDDBLT_DDFX);
6999 #define COPY_COLORKEY_FX(type) \
7002 type *d = (type *)dbuf, *dx, tmp; \
7003 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
7005 s = (const type *)(sbase + (sy >> 16) * slock.Pitch); \
7007 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
7009 tmp = s[sx >> 16]; \
7010 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
7011 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
7015 dx = (type *)(((BYTE *)dx) + dstxinc); \
7017 d = (type *)(((BYTE *)d) + dstyinc); \
7024 COPY_COLORKEY_FX(BYTE);
7027 COPY_COLORKEY_FX(WORD);
7030 COPY_COLORKEY_FX(DWORD);
7035 BYTE *d = dbuf, *dx;
7036 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
7038 sbuf = sbase + (sy >> 16) * slock.Pitch;
7040 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
7042 DWORD pixel, dpixel = 0;
7043 s = sbuf + 3 * (sx>>16);
7044 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
7045 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
7046 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
7047 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
7049 dx[0] = (pixel ) & 0xff;
7050 dx[1] = (pixel >> 8) & 0xff;
7051 dx[2] = (pixel >> 16) & 0xff;
7060 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
7061 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
7062 hr = WINED3DERR_NOTAVAILABLE;
7064 #undef COPY_COLORKEY_FX
7070 if (flags && FIXME_ON(d3d_surface))
7072 FIXME("\tUnsupported flags: %#x.\n", flags);
7076 wined3d_surface_unmap(dst_surface);
7077 if (src_surface && src_surface != dst_surface)
7078 wined3d_surface_unmap(src_surface);
7079 /* Release the converted surface, if any. */
7080 if (src_surface && src_surface != orig_src)
7081 wined3d_surface_decref(src_surface);
7086 static HRESULT surface_cpu_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
7087 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans)
7089 const struct wined3d_format *src_format, *dst_format;
7090 RECT lock_src, lock_dst, lock_union;
7091 WINED3DLOCKED_RECT dlock, slock;
7092 HRESULT hr = WINED3D_OK;
7093 int bpp, w, h, x, y;
7098 TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
7099 dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect), trans);
7101 if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface->flags & SFLAG_LOCKED))
7103 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
7104 return WINEDDERR_SURFACEBUSY;
7109 WARN("src_rect is NULL!\n");
7112 rsrc2.right = src_surface->resource.width;
7113 rsrc2.bottom = src_surface->resource.height;
7117 /* Check source rect for validity. Copied from normal Blt. Fixes Baldur's Gate. */
7118 if ((src_rect->bottom > src_surface->resource.height) || (src_rect->bottom < 0)
7119 || (src_rect->top > src_surface->resource.height) || (src_rect->top < 0)
7120 || (src_rect->left > src_surface->resource.width) || (src_rect->left < 0)
7121 || (src_rect->right > src_surface->resource.width) || (src_rect->right < 0)
7122 || (src_rect->right < src_rect->left) || (src_rect->bottom < src_rect->top))
7124 WARN("Application gave us bad source rectangle for BltFast.\n");
7125 return WINEDDERR_INVALIDRECT;
7128 h = src_rect->bottom - src_rect->top;
7129 if (h > dst_surface->resource.height - dst_y)
7130 h = dst_surface->resource.height - dst_y;
7131 if (h > src_surface->resource.height - src_rect->top)
7132 h = src_surface->resource.height - src_rect->top;
7134 return WINEDDERR_INVALIDRECT;
7136 w = src_rect->right - src_rect->left;
7137 if (w > dst_surface->resource.width - dst_x)
7138 w = dst_surface->resource.width - dst_x;
7139 if (w > src_surface->resource.width - src_rect->left)
7140 w = src_surface->resource.width - src_rect->left;
7142 return WINEDDERR_INVALIDRECT;
7144 /* Now compute the locking rectangle... */
7145 lock_src.left = src_rect->left;
7146 lock_src.top = src_rect->top;
7147 lock_src.right = lock_src.left + w;
7148 lock_src.bottom = lock_src.top + h;
7150 lock_dst.left = dst_x;
7151 lock_dst.top = dst_y;
7152 lock_dst.right = dst_x + w;
7153 lock_dst.bottom = dst_y + h;
7155 bpp = dst_surface->resource.format->byte_count;
7157 /* We need to lock the surfaces, or we won't get refreshes when done. */
7158 if (src_surface == dst_surface)
7162 UnionRect(&lock_union, &lock_src, &lock_dst);
7164 /* Lock the union of the two rectangles. */
7165 hr = wined3d_surface_map(dst_surface, &dlock, &lock_union, 0);
7169 pitch = dlock.Pitch;
7170 slock.Pitch = dlock.Pitch;
7172 /* Since slock was originally copied from this surface's description, we can just reuse it. */
7173 sbuf = dst_surface->resource.allocatedMemory + lock_src.top * pitch + lock_src.left * bpp;
7174 dbuf = dst_surface->resource.allocatedMemory + lock_dst.top * pitch + lock_dst.left * bpp;
7175 src_format = src_surface->resource.format;
7176 dst_format = src_format;
7180 hr = wined3d_surface_map(src_surface, &slock, &lock_src, WINED3DLOCK_READONLY);
7183 hr = wined3d_surface_map(dst_surface, &dlock, &lock_dst, 0);
7189 TRACE("Dst is at %p, Src is at %p.\n", dbuf, sbuf);
7191 src_format = src_surface->resource.format;
7192 dst_format = dst_surface->resource.format;
7195 /* Handle compressed surfaces first... */
7196 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_COMPRESSED)
7198 UINT row_block_count;
7200 TRACE("compressed -> compressed copy\n");
7202 FIXME("trans arg not supported when a compressed surface is involved\n");
7204 FIXME("offset for destination surface is not supported\n");
7205 if (src_surface->resource.format->id != dst_surface->resource.format->id)
7207 FIXME("compressed -> compressed copy only supported for the same type of surface\n");
7208 hr = WINED3DERR_WRONGTEXTUREFORMAT;
7212 row_block_count = (w + dst_format->block_width - 1) / dst_format->block_width;
7213 for (y = 0; y < h; y += dst_format->block_height)
7215 memcpy(dbuf, sbuf, row_block_count * dst_format->block_byte_count);
7216 dbuf += dlock.Pitch;
7217 sbuf += slock.Pitch;
7222 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED) && !(dst_format->flags & WINED3DFMT_FLAG_COMPRESSED))
7224 /* TODO: Use the libtxc_dxtn.so shared library to do software
7226 ERR("Software decompression not supported.\n");
7230 if (trans & (WINEDDBLTFAST_SRCCOLORKEY | WINEDDBLTFAST_DESTCOLORKEY))
7232 DWORD keylow, keyhigh;
7233 DWORD mask = src_surface->resource.format->red_mask
7234 | src_surface->resource.format->green_mask
7235 | src_surface->resource.format->blue_mask;
7237 /* For some 8-bit formats like L8 and P8 color masks don't make sense */
7238 if (!mask && bpp == 1)
7241 TRACE("Color keyed copy.\n");
7242 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
7244 keylow = src_surface->SrcBltCKey.dwColorSpaceLowValue;
7245 keyhigh = src_surface->SrcBltCKey.dwColorSpaceHighValue;
7249 /* I'm not sure if this is correct. */
7250 FIXME("WINEDDBLTFAST_DESTCOLORKEY not fully supported yet.\n");
7251 keylow = dst_surface->DestBltCKey.dwColorSpaceLowValue;
7252 keyhigh = dst_surface->DestBltCKey.dwColorSpaceHighValue;
7255 #define COPYBOX_COLORKEY(type) \
7257 const type *s = (const type *)sbuf; \
7258 type *d = (type *)dbuf; \
7260 for (y = 0; y < h; y++) \
7262 for (x = 0; x < w; x++) \
7265 if ((tmp & mask) < keylow || (tmp & mask) > keyhigh) d[x] = tmp; \
7267 s = (const type *)((const BYTE *)s + slock.Pitch); \
7268 d = (type *)((BYTE *)d + dlock.Pitch); \
7275 COPYBOX_COLORKEY(BYTE);
7278 COPYBOX_COLORKEY(WORD);
7281 COPYBOX_COLORKEY(DWORD);
7290 for (y = 0; y < h; ++y)
7292 for (x = 0; x < w * 3; x += 3)
7294 tmp = (DWORD)s[x] + ((DWORD)s[x + 1] << 8) + ((DWORD)s[x + 2] << 16);
7295 if (tmp < keylow || tmp > keyhigh)
7297 d[x + 0] = s[x + 0];
7298 d[x + 1] = s[x + 1];
7299 d[x + 2] = s[x + 2];
7308 FIXME("Source color key blitting not supported for bpp %u.\n", bpp * 8);
7309 hr = WINED3DERR_NOTAVAILABLE;
7312 #undef COPYBOX_COLORKEY
7313 TRACE("Copy done.\n");
7317 int width = w * bpp;
7318 INT sbufpitch, dbufpitch;
7320 TRACE("No color key copy.\n");
7321 /* Handle overlapping surfaces. */
7324 sbuf += (h - 1) * slock.Pitch;
7325 dbuf += (h - 1) * dlock.Pitch;
7326 sbufpitch = -slock.Pitch;
7327 dbufpitch = -dlock.Pitch;
7331 sbufpitch = slock.Pitch;
7332 dbufpitch = dlock.Pitch;
7334 for (y = 0; y < h; ++y)
7336 /* This is pretty easy, a line for line memcpy. */
7337 memmove(dbuf, sbuf, width);
7341 TRACE("Copy done.\n");
7345 if (src_surface == dst_surface)
7347 wined3d_surface_unmap(dst_surface);
7351 wined3d_surface_unmap(dst_surface);
7352 wined3d_surface_unmap(src_surface);
7358 /* Do not call while under the GL lock. */
7359 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7360 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7364 memset(&BltFx, 0, sizeof(BltFx));
7365 BltFx.dwSize = sizeof(BltFx);
7366 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
7367 return wined3d_surface_blt(dst_surface, dst_rect, NULL, NULL,
7368 WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
7371 /* Do not call while under the GL lock. */
7372 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
7373 struct wined3d_surface *surface, const RECT *rect, float depth)
7375 FIXME("Depth filling not implemented by cpu_blit.\n");
7376 return WINED3DERR_INVALIDCALL;
7379 const struct blit_shader cpu_blit = {
7385 cpu_blit_color_fill,
7386 cpu_blit_depth_fill,
7389 static HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment,
7390 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
7391 UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
7392 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
7394 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7395 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
7396 unsigned int resource_size;
7399 if (multisample_quality > 0)
7401 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
7402 multisample_quality = 0;
7405 /* Quick lockable sanity check.
7406 * TODO: remove this after surfaces, usage and lockability have been debugged properly
7407 * this function is too deep to need to care about things like this.
7408 * Levels need to be checked too, since they all affect what can be done. */
7411 case WINED3DPOOL_SCRATCH:
7414 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
7415 "which are mutually exclusive, setting lockable to TRUE.\n");
7420 case WINED3DPOOL_SYSTEMMEM:
7422 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
7425 case WINED3DPOOL_MANAGED:
7426 if (usage & WINED3DUSAGE_DYNAMIC)
7427 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
7430 case WINED3DPOOL_DEFAULT:
7431 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
7432 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
7436 FIXME("Unknown pool %#x.\n", pool);
7440 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
7441 FIXME("Trying to create a render target that isn't in the default pool.\n");
7443 /* FIXME: Check that the format is supported by the device. */
7445 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
7447 return WINED3DERR_INVALIDCALL;
7449 surface->surface_type = surface_type;
7451 switch (surface_type)
7453 case SURFACE_OPENGL:
7454 surface->surface_ops = &surface_ops;
7458 surface->surface_ops = &gdi_surface_ops;
7462 ERR("Requested unknown surface implementation %#x.\n", surface_type);
7463 return WINED3DERR_INVALIDCALL;
7466 hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
7467 multisample_type, multisample_quality, usage, pool, width, height, 1,
7468 resource_size, parent, parent_ops, &surface_resource_ops);
7471 WARN("Failed to initialize resource, returning %#x.\n", hr);
7475 /* "Standalone" surface. */
7476 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
7478 surface->texture_level = level;
7479 list_init(&surface->overlays);
7482 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
7484 surface->flags |= SFLAG_DISCARD;
7485 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
7486 surface->flags |= SFLAG_LOCKABLE;
7487 /* I'm not sure if this qualifies as a hack or as an optimization. It
7488 * seems reasonable to assume that lockable render targets will get
7489 * locked, so we might as well set SFLAG_DYNLOCK right at surface
7490 * creation. However, the other reason we want to do this is that several
7491 * ddraw applications access surface memory while the surface isn't
7492 * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
7493 * future locks prevents these from crashing. */
7494 if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
7495 surface->flags |= SFLAG_DYNLOCK;
7497 /* Mark the texture as dirty so that it gets loaded first time around. */
7498 surface_add_dirty_rect(surface, NULL);
7499 list_init(&surface->renderbuffers);
7501 TRACE("surface %p, memory %p, size %u\n",
7502 surface, surface->resource.allocatedMemory, surface->resource.size);
7504 /* Call the private setup routine */
7505 hr = surface->surface_ops->surface_private_setup(surface);
7508 ERR("Private setup failed, returning %#x\n", hr);
7509 surface->surface_ops->surface_cleanup(surface);
7516 HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
7517 enum wined3d_format_id format_id, BOOL lockable, BOOL discard, UINT level, DWORD usage, WINED3DPOOL pool,
7518 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, WINED3DSURFTYPE surface_type,
7519 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
7521 struct wined3d_surface *object;
7524 TRACE("device %p, width %u, height %u, format %s, lockable %#x, discard %#x, level %u\n",
7525 device, width, height, debug_d3dformat(format_id), lockable, discard, level);
7526 TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
7527 surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
7528 TRACE("surface_type %#x, parent %p, parent_ops %p.\n", surface_type, parent, parent_ops);
7530 if (surface_type == SURFACE_OPENGL && !device->adapter)
7532 ERR("OpenGL surfaces are not available without OpenGL.\n");
7533 return WINED3DERR_NOTAVAILABLE;
7536 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
7539 ERR("Failed to allocate surface memory.\n");
7540 return WINED3DERR_OUTOFVIDEOMEMORY;
7543 hr = surface_init(object, surface_type, device->surface_alignment, width, height, level, lockable,
7544 discard, multisample_type, multisample_quality, device, usage, format_id, pool, parent, parent_ops);
7547 WARN("Failed to initialize surface, returning %#x.\n", hr);
7548 HeapFree(GetProcessHeap(), 0, object);
7552 TRACE("Created surface %p.\n", object);