2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
73 context_release(context);
76 if (This->flags & SFLAG_DIBSECTION)
79 SelectObject(This->hDC, This->dib.holdbitmap);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup((IWineD3DResourceImpl *)This);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
108 switch (wined3d_settings.offscreen_rendering_mode)
111 surface->get_drawable_size = get_drawable_size_fbo;
115 surface->get_drawable_size = get_drawable_size_backbuffer;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
124 surface->container.type = type;
125 surface->container.u.base = container;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
160 FIXME("Unsupported texture target %#x\n", target);
161 /* Fall back to GL_TEXTURE_2D */
163 info->binding = GL_TEXTURE_BINDING_2D;
164 info->bind_target = GL_TEXTURE_2D;
165 info->tex_type = tex_2d;
166 coords[0][0] = (float)rect->left / w;
167 coords[0][1] = (float)rect->top / h;
170 coords[1][0] = (float)rect->right / w;
171 coords[1][1] = (float)rect->top / h;
174 coords[2][0] = (float)rect->left / w;
175 coords[2][1] = (float)rect->bottom / h;
178 coords[3][0] = (float)rect->right / w;
179 coords[3][1] = (float)rect->bottom / h;
183 case GL_TEXTURE_RECTANGLE_ARB:
184 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186 info->tex_type = tex_rect;
187 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
188 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
189 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
190 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196 info->tex_type = tex_cube;
197 cube_coords_float(rect, w, h, &f);
199 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
200 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
201 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
202 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208 info->tex_type = tex_cube;
209 cube_coords_float(rect, w, h, &f);
211 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
212 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
213 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
214 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220 info->tex_type = tex_cube;
221 cube_coords_float(rect, w, h, &f);
223 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
224 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
225 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
226 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
236 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
237 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
238 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
248 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
249 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
250 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
260 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
261 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
262 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
270 *rect_out = *rect_in;
275 rect_out->right = This->currentDesc.Width;
276 rect_out->bottom = This->currentDesc.Height;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
283 struct blt_info info;
285 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
287 glEnable(info.bind_target);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info.bind_target, src_surface->texture_name);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296 wined3d_gl_mag_filter(magLookup, Filter));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP);
308 glTexCoord3fv(info.coords[0]);
309 glVertex2i(dst_rect->left, dst_rect->top);
311 glTexCoord3fv(info.coords[1]);
312 glVertex2i(dst_rect->right, dst_rect->top);
314 glTexCoord3fv(info.coords[2]);
315 glVertex2i(dst_rect->left, dst_rect->bottom);
317 glTexCoord3fv(info.coords[3]);
318 glVertex2i(dst_rect->right, dst_rect->bottom);
321 /* Unbind the texture */
322 glBindTexture(info.bind_target, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
329 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
330 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
336 static void surface_realize_palette(IWineD3DSurfaceImpl *surface)
338 struct wined3d_palette *palette = surface->palette;
340 TRACE("surface %p.\n", surface);
342 if (!palette) return;
344 if (surface->resource.format->id == WINED3DFMT_P8_UINT
345 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
347 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
349 /* Make sure the texture is up to date. This call doesn't do
350 * anything if the texture is already up to date. */
351 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
353 /* We want to force a palette refresh, so mark the drawable as not being up to date */
354 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
358 if (!(surface->flags & SFLAG_INSYSMEM))
360 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
361 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
363 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
367 if (surface->flags & SFLAG_DIBSECTION)
372 TRACE("Updating the DC's palette.\n");
374 for (i = 0; i < 256; ++i)
376 col[i].rgbRed = palette->palents[i].peRed;
377 col[i].rgbGreen = palette->palents[i].peGreen;
378 col[i].rgbBlue = palette->palents[i].peBlue;
379 col[i].rgbReserved = 0;
381 SetDIBColorTable(surface->hDC, 0, 256, col);
384 /* Propagate the changes to the drawable when we have a palette. */
385 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
386 surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
389 static HRESULT surface_draw_overlay(IWineD3DSurfaceImpl *surface)
393 /* If there's no destination surface there is nothing to do. */
394 if (!surface->overlay_dest)
397 /* Blt calls ModifyLocation on the dest surface, which in turn calls
398 * DrawOverlay to update the overlay. Prevent an endless recursion. */
399 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
402 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
403 hr = IWineD3DSurface_Blt((IWineD3DSurface *)surface->overlay_dest,
404 &surface->overlay_destrect, (IWineD3DSurface *)surface, &surface->overlay_srcrect,
405 WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
406 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
411 static const struct wined3d_surface_ops surface_ops =
413 surface_realize_palette,
414 surface_draw_overlay,
417 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
418 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
419 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
420 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
422 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
423 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
424 void (*cleanup)(IWineD3DSurfaceImpl *This);
425 unsigned int resource_size;
428 if (multisample_quality > 0)
430 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
431 multisample_quality = 0;
434 /* Quick lockable sanity check.
435 * TODO: remove this after surfaces, usage and lockability have been debugged properly
436 * this function is too deep to need to care about things like this.
437 * Levels need to be checked too, since they all affect what can be done. */
440 case WINED3DPOOL_SCRATCH:
443 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
444 "which are mutually exclusive, setting lockable to TRUE.\n");
449 case WINED3DPOOL_SYSTEMMEM:
451 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
454 case WINED3DPOOL_MANAGED:
455 if (usage & WINED3DUSAGE_DYNAMIC)
456 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
459 case WINED3DPOOL_DEFAULT:
460 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
461 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
465 FIXME("Unknown pool %#x.\n", pool);
469 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
471 FIXME("Trying to create a render target that isn't in the default pool.\n");
474 /* FIXME: Check that the format is supported by the device. */
476 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
477 if (!resource_size) return WINED3DERR_INVALIDCALL;
479 /* Look at the implementation and set the correct Vtable. */
480 switch (surface_type)
483 surface->lpVtbl = &IWineD3DSurface_Vtbl;
484 cleanup = surface_cleanup;
488 surface->lpVtbl = &IWineGDISurface_Vtbl;
489 cleanup = surface_gdi_cleanup;
493 ERR("Requested unknown surface implementation %#x.\n", surface_type);
494 return WINED3DERR_INVALIDCALL;
497 hr = resource_init((IWineD3DResourceImpl *)surface, WINED3DRTYPE_SURFACE,
498 device, resource_size, usage, format, pool, parent, parent_ops);
501 WARN("Failed to initialize resource, returning %#x.\n", hr);
505 /* "Standalone" surface. */
506 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
508 surface->currentDesc.Width = width;
509 surface->currentDesc.Height = height;
510 surface->currentDesc.MultiSampleType = multisample_type;
511 surface->currentDesc.MultiSampleQuality = multisample_quality;
512 surface->texture_level = level;
513 list_init(&surface->overlays);
516 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
517 if (discard) surface->flags |= SFLAG_DISCARD;
518 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
520 /* Mark the texture as dirty so that it gets loaded first time around. */
521 surface_add_dirty_rect(surface, NULL);
522 list_init(&surface->renderbuffers);
524 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
526 /* Call the private setup routine */
527 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
530 ERR("Private setup failed, returning %#x\n", hr);
538 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
540 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
543 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
548 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
552 name = &surface->texture_name_srgb;
553 flag = SFLAG_INSRGBTEX;
557 name = &surface->texture_name;
558 flag = SFLAG_INTEXTURE;
561 if (!*name && new_name)
563 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
564 * surface has no texture name yet. See if we can get rid of this. */
565 if (surface->flags & flag)
566 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
567 surface_modify_location(surface, flag, FALSE);
571 surface_force_reload(surface);
574 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
576 TRACE("surface %p, target %#x.\n", surface, target);
578 if (surface->texture_target != target)
580 if (target == GL_TEXTURE_RECTANGLE_ARB)
582 surface->flags &= ~SFLAG_NORMCOORD;
584 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
586 surface->flags |= SFLAG_NORMCOORD;
589 surface->texture_target = target;
590 surface_force_reload(surface);
593 /* Context activation is done by the caller. */
594 void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb)
596 TRACE("surface %p, srgb %#x.\n", surface, srgb);
598 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
600 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
602 TRACE("Passing to container (%p).\n", texture);
603 texture->baseTexture.texture_ops->texture_bind(texture, srgb);
607 GLuint *name = srgb ? &surface->texture_name_srgb : &surface->texture_name;
609 if (surface->texture_level)
611 ERR("Standalone surface %p is non-zero texture level %u.\n",
612 surface, surface->texture_level);
619 glGenTextures(1, name);
620 checkGLcall("glGenTextures");
622 TRACE("Surface %p given name %u.\n", surface, *name);
624 glBindTexture(surface->texture_target, *name);
625 checkGLcall("glBindTexture");
626 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
627 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
628 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
629 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
630 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
631 checkGLcall("glTexParameteri");
635 glBindTexture(surface->texture_target, *name);
636 checkGLcall("glBindTexture");
643 /* Context activation is done by the caller. */
644 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
645 DWORD active_sampler;
647 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
648 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
649 * gl states. The current texture unit should always be a valid one.
651 * To be more specific, this is tricky because we can implicitly be called
652 * from sampler() in state.c. This means we can't touch anything other than
653 * whatever happens to be the currently active texture, or we would risk
654 * marking already applied sampler states dirty again.
656 * TODO: Track the current active texture per GL context instead of using glGet
658 GLint active_texture;
660 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
662 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
664 if (active_sampler != WINED3D_UNMAPPED_STAGE)
666 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
668 surface_bind(This, srgb);
671 /* This function checks if the primary render target uses the 8bit paletted format. */
672 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
674 if (device->render_targets && device->render_targets[0])
676 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
677 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
678 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
684 /* This call just downloads data, the caller is responsible for binding the
685 * correct texture. */
686 /* Context activation is done by the caller. */
687 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
689 const struct wined3d_format *format = This->resource.format;
691 /* Only support read back of converted P8 surfaces */
692 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
694 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
700 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
702 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
703 This, This->texture_level, format->glFormat, format->glType,
704 This->resource.allocatedMemory);
706 if (This->flags & SFLAG_PBO)
708 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
709 checkGLcall("glBindBufferARB");
710 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
711 checkGLcall("glGetCompressedTexImageARB");
712 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
713 checkGLcall("glBindBufferARB");
717 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
718 This->texture_level, This->resource.allocatedMemory));
719 checkGLcall("glGetCompressedTexImageARB");
725 GLenum gl_format = format->glFormat;
726 GLenum gl_type = format->glType;
730 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
731 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
733 gl_format = GL_ALPHA;
734 gl_type = GL_UNSIGNED_BYTE;
737 if (This->flags & SFLAG_NONPOW2)
739 unsigned char alignment = This->resource.device->surface_alignment;
740 src_pitch = format->byte_count * This->pow2Width;
741 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
742 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
743 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
745 mem = This->resource.allocatedMemory;
748 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
749 This, This->texture_level, gl_format, gl_type, mem);
751 if (This->flags & SFLAG_PBO)
753 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
754 checkGLcall("glBindBufferARB");
756 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
757 checkGLcall("glGetTexImage");
759 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
760 checkGLcall("glBindBufferARB");
762 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
763 checkGLcall("glGetTexImage");
767 if (This->flags & SFLAG_NONPOW2)
769 const BYTE *src_data;
773 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
774 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
775 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
777 * We're doing this...
779 * instead of boxing the texture :
780 * |<-texture width ->| -->pow2width| /\
781 * |111111111111111111| | |
782 * |222 Texture 222222| boxed empty | texture height
783 * |3333 Data 33333333| | |
784 * |444444444444444444| | \/
785 * ----------------------------------- |
786 * | boxed empty | boxed empty | pow2height
788 * -----------------------------------
791 * we're repacking the data to the expected texture width
793 * |<-texture width ->| -->pow2width| /\
794 * |111111111111111111222222222222222| |
795 * |222333333333333333333444444444444| texture height
799 * | empty | pow2height
801 * -----------------------------------
805 * |<-texture width ->| /\
806 * |111111111111111111|
807 * |222222222222222222|texture height
808 * |333333333333333333|
809 * |444444444444444444| \/
810 * --------------------
812 * this also means that any references to allocatedMemory should work with the data as if were a
813 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
815 * internally the texture is still stored in a boxed format so any references to textureName will
816 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
818 * Performance should not be an issue, because applications normally do not lock the surfaces when
819 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
820 * and doesn't have to be re-read.
823 dst_data = This->resource.allocatedMemory;
824 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
825 for (y = 1 ; y < This->currentDesc.Height; y++) {
826 /* skip the first row */
827 src_data += src_pitch;
828 dst_data += dst_pitch;
829 memcpy(dst_data, src_data, dst_pitch);
832 HeapFree(GetProcessHeap(), 0, mem);
836 /* Surface has now been downloaded */
837 This->flags |= SFLAG_INSYSMEM;
840 /* This call just uploads data, the caller is responsible for binding the
841 * correct texture. */
842 /* Context activation is done by the caller. */
843 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
844 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
846 GLsizei width = This->currentDesc.Width;
847 GLsizei height = This->currentDesc.Height;
852 internal = format->glGammaInternal;
854 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
856 internal = format->rtInternal;
860 internal = format->glInternal;
863 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
864 This, internal, width, height, format->glFormat, format->glType, data);
865 TRACE("target %#x, level %u, resource size %u.\n",
866 This->texture_target, This->texture_level, This->resource.size);
868 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
872 if (This->flags & SFLAG_PBO)
874 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
875 checkGLcall("glBindBufferARB");
877 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
881 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
883 TRACE("Calling glCompressedTexSubImage2DARB.\n");
885 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
886 0, 0, width, height, internal, This->resource.size, data));
887 checkGLcall("glCompressedTexSubImage2DARB");
891 TRACE("Calling glTexSubImage2D.\n");
893 glTexSubImage2D(This->texture_target, This->texture_level,
894 0, 0, width, height, format->glFormat, format->glType, data);
895 checkGLcall("glTexSubImage2D");
898 if (This->flags & SFLAG_PBO)
900 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
901 checkGLcall("glBindBufferARB");
906 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
908 IWineD3DDeviceImpl *device = This->resource.device;
911 for (i = 0; i < device->numContexts; ++i)
913 context_surface_update(device->contexts[i], This);
918 /* This call just allocates the texture, the caller is responsible for binding
919 * the correct texture. */
920 /* Context activation is done by the caller. */
921 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
922 const struct wined3d_format *format, BOOL srgb)
924 BOOL enable_client_storage = FALSE;
925 GLsizei width = This->pow2Width;
926 GLsizei height = This->pow2Height;
927 const BYTE *mem = NULL;
932 internal = format->glGammaInternal;
934 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
936 internal = format->rtInternal;
940 internal = format->glInternal;
943 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
945 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",
946 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
947 internal, width, height, format->glFormat, format->glType);
951 if (gl_info->supported[APPLE_CLIENT_STORAGE])
953 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
954 || !This->resource.allocatedMemory)
956 /* In some cases we want to disable client storage.
957 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
958 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
959 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
960 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
962 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
963 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
964 This->flags &= ~SFLAG_CLIENT;
965 enable_client_storage = TRUE;
969 This->flags |= SFLAG_CLIENT;
971 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
972 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
974 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
978 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
980 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
981 internal, width, height, 0, This->resource.size, mem));
982 checkGLcall("glCompressedTexImage2DARB");
986 glTexImage2D(This->texture_target, This->texture_level,
987 internal, width, height, 0, format->glFormat, format->glType, mem);
988 checkGLcall("glTexImage2D");
991 if(enable_client_storage) {
992 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
993 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
998 /* In D3D the depth stencil dimensions have to be greater than or equal to the
999 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1000 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1001 /* GL locking is done by the caller */
1002 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
1004 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
1005 renderbuffer_entry_t *entry;
1006 GLuint renderbuffer = 0;
1007 unsigned int src_width, src_height;
1009 src_width = surface->pow2Width;
1010 src_height = surface->pow2Height;
1012 /* A depth stencil smaller than the render target is not valid */
1013 if (width > src_width || height > src_height) return;
1015 /* Remove any renderbuffer set if the sizes match */
1016 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1017 || (width == src_width && height == src_height))
1019 surface->current_renderbuffer = NULL;
1023 /* Look if we've already got a renderbuffer of the correct dimensions */
1024 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
1026 if (entry->width == width && entry->height == height)
1028 renderbuffer = entry->id;
1029 surface->current_renderbuffer = entry;
1036 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1037 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1038 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1039 surface->resource.format->glInternal, width, height);
1041 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
1042 entry->width = width;
1043 entry->height = height;
1044 entry->id = renderbuffer;
1045 list_add_head(&surface->renderbuffers, &entry->entry);
1047 surface->current_renderbuffer = entry;
1050 checkGLcall("set_compatible_renderbuffer");
1053 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
1055 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
1057 TRACE("surface %p.\n", surface);
1059 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
1061 ERR("Surface %p is not on a swapchain.\n", surface);
1065 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
1067 if (swapchain->render_to_fbo)
1069 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1070 return GL_COLOR_ATTACHMENT0;
1072 TRACE("Returning GL_BACK\n");
1075 else if (surface == swapchain->front_buffer)
1077 TRACE("Returning GL_FRONT\n");
1081 FIXME("Higher back buffer, returning GL_BACK\n");
1085 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
1086 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
1088 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
1090 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
1091 /* No partial locking for textures yet. */
1092 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1094 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1097 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
1098 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
1099 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
1100 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
1104 surface->dirtyRect.left = 0;
1105 surface->dirtyRect.top = 0;
1106 surface->dirtyRect.right = surface->currentDesc.Width;
1107 surface->dirtyRect.bottom = surface->currentDesc.Height;
1110 /* if the container is a basetexture then mark it dirty. */
1111 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1113 TRACE("Passing to container.\n");
1114 basetexture_set_dirty(surface->container.u.texture, TRUE);
1118 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
1120 const struct wined3d_format *format = surface->resource.format;
1121 IWineD3DDeviceImpl *device = surface->resource.device;
1125 case WINED3DFMT_P8_UINT:
1126 if (surface->palette)
1128 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1129 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1130 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1134 float_color->r = 0.0f;
1135 float_color->g = 0.0f;
1136 float_color->b = 0.0f;
1138 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1141 case WINED3DFMT_B5G6R5_UNORM:
1142 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1143 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1144 float_color->b = (color & 0x1f) / 31.0f;
1145 float_color->a = 1.0f;
1148 case WINED3DFMT_B8G8R8_UNORM:
1149 case WINED3DFMT_B8G8R8X8_UNORM:
1150 float_color->r = D3DCOLOR_R(color);
1151 float_color->g = D3DCOLOR_G(color);
1152 float_color->b = D3DCOLOR_B(color);
1153 float_color->a = 1.0f;
1156 case WINED3DFMT_B8G8R8A8_UNORM:
1157 float_color->r = D3DCOLOR_R(color);
1158 float_color->g = D3DCOLOR_G(color);
1159 float_color->b = D3DCOLOR_B(color);
1160 float_color->a = D3DCOLOR_A(color);
1164 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1171 HRESULT surface_load(IWineD3DSurfaceImpl *surface, BOOL srgb)
1173 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
1175 TRACE("surface %p, srgb %#x.\n", surface, srgb);
1177 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
1179 ERR("Not supported on scratch surfaces.\n");
1180 return WINED3DERR_INVALIDCALL;
1183 if (!(surface->flags & flag))
1185 TRACE("Reloading because surface is dirty\n");
1187 /* Reload if either the texture and sysmem have different ideas about the
1188 * color key, or the actual key values changed. */
1189 else if (!(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1190 || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1191 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
1192 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
1194 TRACE("Reloading because of color keying\n");
1195 /* To perform the color key conversion we need a sysmem copy of
1196 * the surface. Make sure we have it. */
1198 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1199 /* Make sure the texture is reloaded because of the color key change,
1200 * this kills performance though :( */
1201 /* TODO: This is not necessarily needed with hw palettized texture support. */
1202 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1206 TRACE("surface is already in texture\n");
1210 /* No partial locking for textures yet. */
1211 surface_load_location(surface, flag, NULL);
1213 if (!(surface->flags & SFLAG_DONOTFREE))
1215 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1216 surface->resource.allocatedMemory = NULL;
1217 surface->resource.heapMemory = NULL;
1218 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
1224 /* Do not call while under the GL lock. */
1225 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1227 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1228 ULONG ref = InterlockedDecrement(&This->resource.ref);
1229 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1233 surface_cleanup(This);
1234 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1236 TRACE("(%p) Released.\n", This);
1237 HeapFree(GetProcessHeap(), 0, This);
1243 /* ****************************************************
1244 IWineD3DSurface IWineD3DResource parts follow
1245 **************************************************** */
1247 /* Do not call while under the GL lock. */
1248 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1250 IWineD3DDeviceImpl *device = surface->resource.device;
1252 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1254 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1256 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1258 TRACE("Passing to container (%p).\n", texture);
1259 texture->baseTexture.texture_ops->texture_preload(texture, srgb);
1263 struct wined3d_context *context = NULL;
1265 TRACE("(%p) : About to load surface\n", surface);
1267 if (!device->isInDraw) context = context_acquire(device, NULL);
1269 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1270 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1272 if (palette9_changed(surface))
1274 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1275 /* TODO: This is not necessarily needed with hw palettized texture support */
1276 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1277 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1278 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1282 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1284 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1286 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1290 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1294 if (context) context_release(context);
1298 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1300 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1303 /* Context activation is done by the caller. */
1304 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1306 if (!This->resource.heapMemory)
1308 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + RESOURCE_ALIGNMENT);
1309 This->resource.allocatedMemory =
1310 (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1314 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1315 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1316 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1317 checkGLcall("glGetBufferSubDataARB");
1318 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1319 checkGLcall("glDeleteBuffersARB");
1323 This->flags &= ~SFLAG_PBO;
1326 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1328 if (!surface->resource.allocatedMemory)
1330 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1331 surface->resource.size + RESOURCE_ALIGNMENT);
1332 if (!surface->resource.heapMemory)
1334 ERR("Out of memory\n");
1337 surface->resource.allocatedMemory =
1338 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1342 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1345 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1350 /* Do not call while under the GL lock. */
1351 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1353 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1354 IWineD3DDeviceImpl *device = This->resource.device;
1355 const struct wined3d_gl_info *gl_info;
1356 renderbuffer_entry_t *entry, *entry2;
1357 struct wined3d_context *context;
1359 TRACE("(%p)\n", iface);
1361 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1362 /* Default pool resources are supposed to be destroyed before Reset is called.
1363 * Implicit resources stay however. So this means we have an implicit render target
1364 * or depth stencil. The content may be destroyed, but we still have to tear down
1365 * opengl resources, so we cannot leave early.
1367 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1368 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1369 * or the depth stencil into an FBO the texture or render buffer will be removed
1370 * and all flags get lost
1372 surface_init_sysmem(This);
1376 /* Load the surface into system memory */
1377 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1378 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1380 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1381 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1382 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1384 context = context_acquire(device, NULL);
1385 gl_info = context->gl_info;
1387 /* Destroy PBOs, but load them into real sysmem before */
1388 if (This->flags & SFLAG_PBO)
1389 surface_remove_pbo(This, gl_info);
1391 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1392 * all application-created targets the application has to release the surface
1393 * before calling _Reset
1395 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1397 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1399 list_remove(&entry->entry);
1400 HeapFree(GetProcessHeap(), 0, entry);
1402 list_init(&This->renderbuffers);
1403 This->current_renderbuffer = NULL;
1405 /* If we're in a texture, the texture name belongs to the texture.
1406 * Otherwise, destroy it. */
1407 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1410 glDeleteTextures(1, &This->texture_name);
1411 This->texture_name = 0;
1412 glDeleteTextures(1, &This->texture_name_srgb);
1413 This->texture_name_srgb = 0;
1417 context_release(context);
1419 resource_unload((IWineD3DResourceImpl *)This);
1422 /* ******************************************************
1423 IWineD3DSurface IWineD3DSurface parts follow
1424 ****************************************************** */
1426 /* Read the framebuffer back into the surface */
1427 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1429 IWineD3DDeviceImpl *device = This->resource.device;
1430 const struct wined3d_gl_info *gl_info;
1431 struct wined3d_context *context;
1435 BYTE *row, *top, *bottom;
1439 BOOL srcIsUpsideDown;
1444 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1445 static BOOL warned = FALSE;
1447 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1453 context = context_acquire(device, This);
1454 context_apply_blit_state(context, device);
1455 gl_info = context->gl_info;
1459 /* Select the correct read buffer, and give some debug output.
1460 * There is no need to keep track of the current read buffer or reset it, every part of the code
1461 * that reads sets the read buffer as desired.
1463 if (surface_is_offscreen(This))
1465 /* Mapping the primary render target which is not on a swapchain.
1466 * Read from the back buffer. */
1467 TRACE("Mapping offscreen render target.\n");
1468 glReadBuffer(device->offscreenBuffer);
1469 srcIsUpsideDown = TRUE;
1473 /* Onscreen surfaces are always part of a swapchain */
1474 GLenum buffer = surface_get_gl_buffer(This);
1475 TRACE("Mapping %#x buffer.\n", buffer);
1476 glReadBuffer(buffer);
1477 checkGLcall("glReadBuffer");
1478 srcIsUpsideDown = FALSE;
1481 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1483 local_rect.left = 0;
1485 local_rect.right = This->currentDesc.Width;
1486 local_rect.bottom = This->currentDesc.Height;
1490 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1492 switch (This->resource.format->id)
1494 case WINED3DFMT_P8_UINT:
1496 if (primary_render_target_is_p8(device))
1498 /* In case of P8 render targets the index is stored in the alpha component */
1500 type = GL_UNSIGNED_BYTE;
1502 bpp = This->resource.format->byte_count;
1504 /* GL can't return palettized data, so read ARGB pixels into a
1505 * separate block of memory and convert them into palettized format
1506 * in software. Slow, but if the app means to use palettized render
1507 * targets and locks it...
1509 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1510 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1511 * for the color channels when palettizing the colors.
1514 type = GL_UNSIGNED_BYTE;
1516 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1518 ERR("Out of memory\n");
1522 bpp = This->resource.format->byte_count * 3;
1529 fmt = This->resource.format->glFormat;
1530 type = This->resource.format->glType;
1531 bpp = This->resource.format->byte_count;
1534 if (This->flags & SFLAG_PBO)
1536 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1537 checkGLcall("glBindBufferARB");
1540 ERR("mem not null for pbo -- unexpected\n");
1545 /* Save old pixel store pack state */
1546 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1547 checkGLcall("glGetIntegerv");
1548 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1549 checkGLcall("glGetIntegerv");
1550 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1551 checkGLcall("glGetIntegerv");
1553 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1554 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1555 checkGLcall("glPixelStorei");
1556 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1557 checkGLcall("glPixelStorei");
1558 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1559 checkGLcall("glPixelStorei");
1561 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1562 local_rect.right - local_rect.left,
1563 local_rect.bottom - local_rect.top,
1565 checkGLcall("glReadPixels");
1567 /* Reset previous pixel store pack state */
1568 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1569 checkGLcall("glPixelStorei");
1570 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1571 checkGLcall("glPixelStorei");
1572 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1573 checkGLcall("glPixelStorei");
1575 if (This->flags & SFLAG_PBO)
1577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1578 checkGLcall("glBindBufferARB");
1580 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1581 * to get a pointer to it and perform the flipping in software. This is a lot
1582 * faster than calling glReadPixels for each line. In case we want more speed
1583 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1584 if(!srcIsUpsideDown) {
1585 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1586 checkGLcall("glBindBufferARB");
1588 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1589 checkGLcall("glMapBufferARB");
1593 /* TODO: Merge this with the palettization loop below for P8 targets */
1594 if(!srcIsUpsideDown) {
1596 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1597 Flip the lines in software */
1598 len = (local_rect.right - local_rect.left) * bpp;
1599 off = local_rect.left * bpp;
1601 row = HeapAlloc(GetProcessHeap(), 0, len);
1603 ERR("Out of memory\n");
1604 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1609 top = mem + pitch * local_rect.top;
1610 bottom = mem + pitch * (local_rect.bottom - 1);
1611 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1612 memcpy(row, top + off, len);
1613 memcpy(top + off, bottom + off, len);
1614 memcpy(bottom + off, row, len);
1618 HeapFree(GetProcessHeap(), 0, row);
1620 /* Unmap the temp PBO buffer */
1621 if (This->flags & SFLAG_PBO)
1623 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1624 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1629 context_release(context);
1631 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1632 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1633 * the same color but we have no choice.
1634 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1636 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1638 const PALETTEENTRY *pal = NULL;
1639 DWORD width = pitch / 3;
1643 pal = This->palette->palents;
1645 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1646 HeapFree(GetProcessHeap(), 0, mem);
1650 for(y = local_rect.top; y < local_rect.bottom; y++) {
1651 for(x = local_rect.left; x < local_rect.right; x++) {
1652 /* start lines pixels */
1653 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1654 const BYTE *green = blue + 1;
1655 const BYTE *red = green + 1;
1657 for(c = 0; c < 256; c++) {
1658 if(*red == pal[c].peRed &&
1659 *green == pal[c].peGreen &&
1660 *blue == pal[c].peBlue)
1662 *((BYTE *) dest + y * width + x) = c;
1668 HeapFree(GetProcessHeap(), 0, mem);
1672 /* Read the framebuffer contents into a texture */
1673 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1675 IWineD3DDeviceImpl *device = This->resource.device;
1676 const struct wined3d_gl_info *gl_info;
1677 struct wined3d_context *context;
1679 if (!surface_is_offscreen(This))
1681 /* We would need to flip onscreen surfaces, but there's no efficient
1682 * way to do that here. It makes more sense for the caller to
1683 * explicitly go through sysmem. */
1684 ERR("Not supported for onscreen targets.\n");
1688 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1689 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1690 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1692 context = context_acquire(device, This);
1693 gl_info = context->gl_info;
1695 surface_prepare_texture(This, gl_info, srgb);
1696 surface_bind_and_dirtify(This, srgb);
1698 TRACE("Reading back offscreen render target %p.\n", This);
1702 glReadBuffer(device->offscreenBuffer);
1703 checkGLcall("glReadBuffer");
1705 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1706 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1707 checkGLcall("glCopyTexSubImage2D");
1711 context_release(context);
1714 /* Context activation is done by the caller. */
1715 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1716 const struct wined3d_gl_info *gl_info, BOOL srgb)
1718 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1719 CONVERT_TYPES convert;
1720 struct wined3d_format format;
1722 if (surface->flags & alloc_flag) return;
1724 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1725 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1726 else surface->flags &= ~SFLAG_CONVERTED;
1728 surface_bind_and_dirtify(surface, srgb);
1729 surface_allocate_surface(surface, gl_info, &format, srgb);
1730 surface->flags |= alloc_flag;
1733 /* Context activation is done by the caller. */
1734 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1736 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1738 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1739 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1742 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1744 for (i = 0; i < sub_count; ++i)
1746 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1747 surface_prepare_texture_internal(s, gl_info, srgb);
1753 surface_prepare_texture_internal(surface, gl_info, srgb);
1756 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1758 IWineD3DDeviceImpl *device = This->resource.device;
1759 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1761 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1762 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1765 if (!(This->flags & SFLAG_DYNLOCK))
1768 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1769 if(This->lockCount > MAXLOCKCOUNT) {
1770 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1771 This->flags |= SFLAG_DYNLOCK;
1775 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1776 * Also don't create a PBO for systemmem surfaces.
1778 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1779 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1780 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1783 struct wined3d_context *context;
1785 context = context_acquire(device, NULL);
1788 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1789 error = glGetError();
1790 if (!This->pbo || error != GL_NO_ERROR)
1791 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1793 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1795 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1796 checkGLcall("glBindBufferARB");
1798 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1799 checkGLcall("glBufferDataARB");
1801 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1802 checkGLcall("glBindBufferARB");
1804 /* We don't need the system memory anymore and we can't even use it for PBOs */
1805 if (!(This->flags & SFLAG_CLIENT))
1807 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1808 This->resource.heapMemory = NULL;
1810 This->resource.allocatedMemory = NULL;
1811 This->flags |= SFLAG_PBO;
1813 context_release(context);
1815 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1817 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1820 if(!This->resource.heapMemory) {
1821 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1823 This->resource.allocatedMemory =
1824 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1825 if (This->flags & SFLAG_INSYSMEM)
1827 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1832 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1833 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1835 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1836 IWineD3DDeviceImpl *device = This->resource.device;
1837 const RECT *pass_rect = pRect;
1839 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1840 iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1842 /* This is also done in the base class, but we have to verify this before loading any data from
1843 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1844 * may interfere, and all other bad things may happen
1846 if (This->flags & SFLAG_LOCKED)
1848 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1849 return WINED3DERR_INVALIDCALL;
1851 This->flags |= SFLAG_LOCKED;
1853 if (!(This->flags & SFLAG_LOCKABLE))
1855 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1858 if (flags & WINED3DLOCK_DISCARD)
1860 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1861 surface_prepare_system_memory(This);
1862 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1866 /* surface_load_location() does not check if the rectangle specifies
1867 * the full surface. Most callers don't need that, so do it here. */
1868 if (pRect && !pRect->top && !pRect->left
1869 && pRect->right == This->currentDesc.Width
1870 && pRect->bottom == This->currentDesc.Height)
1875 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1876 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1878 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1882 if (This->flags & SFLAG_PBO)
1884 const struct wined3d_gl_info *gl_info;
1885 struct wined3d_context *context;
1887 context = context_acquire(device, NULL);
1888 gl_info = context->gl_info;
1891 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1892 checkGLcall("glBindBufferARB");
1894 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1895 if(This->resource.allocatedMemory) {
1896 ERR("The surface already has PBO memory allocated!\n");
1899 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1900 checkGLcall("glMapBufferARB");
1902 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1903 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1904 checkGLcall("glBindBufferARB");
1907 context_release(context);
1910 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1911 surface_add_dirty_rect(This, pRect);
1913 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1916 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1917 GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1919 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1920 IWineD3DDeviceImpl *device = This->resource.device;
1921 const struct wined3d_gl_info *gl_info;
1922 struct wined3d_context *context;
1926 if (This->flags & SFLAG_LOCKED)
1927 rect = This->lockedRect;
1929 SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1931 mem += rect.top * pitch + rect.left * bpp;
1932 w = rect.right - rect.left;
1933 h = rect.bottom - rect.top;
1935 /* Activate the correct context for the render target */
1936 context = context_acquire(device, This);
1937 context_apply_blit_state(context, device);
1938 gl_info = context->gl_info;
1942 if (!surface_is_offscreen(This))
1944 GLenum buffer = surface_get_gl_buffer(This);
1945 TRACE("Unlocking %#x buffer.\n", buffer);
1946 context_set_draw_buffer(context, buffer);
1948 surface_translate_drawable_coords(This, context->win_handle, &rect);
1949 glPixelZoom(1.0f, -1.0f);
1953 /* Primary offscreen render target */
1954 TRACE("Offscreen render target.\n");
1955 context_set_draw_buffer(context, device->offscreenBuffer);
1957 glPixelZoom(1.0f, 1.0f);
1960 glRasterPos3i(rect.left, rect.top, 1);
1961 checkGLcall("glRasterPos3i");
1963 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1964 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1966 if (This->flags & SFLAG_PBO)
1968 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1969 checkGLcall("glBindBufferARB");
1972 glDrawPixels(w, h, fmt, type, mem);
1973 checkGLcall("glDrawPixels");
1975 if (This->flags & SFLAG_PBO)
1977 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1978 checkGLcall("glBindBufferARB");
1981 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1982 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1985 context_release(context);
1988 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1990 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1991 IWineD3DDeviceImpl *device = This->resource.device;
1994 if (!(This->flags & SFLAG_LOCKED))
1996 WARN("trying to Unlock an unlocked surf@%p\n", This);
1997 return WINEDDERR_NOTLOCKED;
2000 if (This->flags & SFLAG_PBO)
2002 const struct wined3d_gl_info *gl_info;
2003 struct wined3d_context *context;
2005 TRACE("Freeing PBO memory\n");
2007 context = context_acquire(device, NULL);
2008 gl_info = context->gl_info;
2011 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
2012 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
2013 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2014 checkGLcall("glUnmapBufferARB");
2016 context_release(context);
2018 This->resource.allocatedMemory = NULL;
2021 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
2023 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
2025 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
2029 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
2030 || (device->render_targets && This == device->render_targets[0]))
2032 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
2033 static BOOL warned = FALSE;
2035 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2041 if (!This->dirtyRect.left && !This->dirtyRect.top
2042 && This->dirtyRect.right == This->currentDesc.Width
2043 && This->dirtyRect.bottom == This->currentDesc.Height)
2047 /* TODO: Proper partial rectangle tracking */
2048 fullsurface = FALSE;
2049 This->flags |= SFLAG_INSYSMEM;
2052 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
2054 /* Partial rectangle tracking is not commonly implemented, it is only
2055 * done for render targets. INSYSMEM was set before to tell
2056 * surface_load_location() where to read the rectangle from.
2057 * Indrawable is set because all modifications from the partial
2058 * sysmem copy are written back to the drawable, thus the surface is
2059 * merged again in the drawable. The sysmem copy is not fully up to
2060 * date because only a subrectangle was read in Map(). */
2062 surface_modify_location(This, SFLAG_INDRAWABLE, TRUE);
2064 This->dirtyRect.left = This->currentDesc.Width;
2065 This->dirtyRect.top = This->currentDesc.Height;
2066 This->dirtyRect.right = 0;
2067 This->dirtyRect.bottom = 0;
2069 else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2071 FIXME("Depth Stencil buffer locking is not implemented\n");
2075 This->flags &= ~SFLAG_LOCKED;
2076 memset(&This->lockedRect, 0, sizeof(RECT));
2078 /* Overlays have to be redrawn manually after changes with the GL implementation */
2079 if (This->overlay_dest)
2080 This->surface_ops->surface_draw_overlay(This);
2085 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
2087 struct wined3d_context *context;
2089 context = context_acquire(surface->resource.device, NULL);
2092 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2093 if (surface->texture_name)
2095 surface_bind_and_dirtify(surface, FALSE);
2096 glTexImage2D(surface->texture_target, surface->texture_level,
2097 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2099 if (surface->texture_name_srgb)
2101 surface_bind_and_dirtify(surface, TRUE);
2102 glTexImage2D(surface->texture_target, surface->texture_level,
2103 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2105 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2108 context_release(context);
2110 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
2111 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
2112 surface_force_reload(surface);
2115 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2117 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2118 WINED3DLOCKED_RECT lock;
2122 TRACE("(%p)->(%p)\n",This,pHDC);
2124 if (This->flags & SFLAG_USERPTR)
2126 ERR("Not supported on surfaces with an application-provided surfaces\n");
2127 return WINEDDERR_NODC;
2130 /* Give more detailed info for ddraw */
2131 if (This->flags & SFLAG_DCINUSE)
2132 return WINEDDERR_DCALREADYCREATED;
2134 /* Can't GetDC if the surface is locked */
2135 if (This->flags & SFLAG_LOCKED)
2136 return WINED3DERR_INVALIDCALL;
2138 memset(&lock, 0, sizeof(lock)); /* To be sure */
2140 /* Create a DIB section if there isn't a hdc yet */
2143 if (This->flags & SFLAG_CLIENT)
2145 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2146 surface_release_client_storage(This);
2148 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2149 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2151 /* Use the dib section from now on if we are not using a PBO */
2152 if (!(This->flags & SFLAG_PBO))
2153 This->resource.allocatedMemory = This->dib.bitmap_data;
2156 /* Map the surface */
2157 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2159 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2160 * activates the allocatedMemory. */
2161 if (This->flags & SFLAG_PBO)
2162 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2166 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2167 /* keep the dib section */
2171 if (This->resource.format->id == WINED3DFMT_P8_UINT
2172 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2174 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2175 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2177 const PALETTEENTRY *pal = NULL;
2180 pal = This->palette->palents;
2182 IWineD3DSurfaceImpl *dds_primary;
2183 IWineD3DSwapChainImpl *swapchain;
2184 swapchain = This->resource.device->swapchains[0];
2185 dds_primary = swapchain->front_buffer;
2186 if (dds_primary && dds_primary->palette)
2187 pal = dds_primary->palette->palents;
2191 for (n=0; n<256; n++) {
2192 col[n].rgbRed = pal[n].peRed;
2193 col[n].rgbGreen = pal[n].peGreen;
2194 col[n].rgbBlue = pal[n].peBlue;
2195 col[n].rgbReserved = 0;
2197 SetDIBColorTable(This->hDC, 0, 256, col);
2202 TRACE("returning %p\n",*pHDC);
2203 This->flags |= SFLAG_DCINUSE;
2208 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2210 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2212 TRACE("(%p)->(%p)\n",This,hDC);
2214 if (!(This->flags & SFLAG_DCINUSE))
2215 return WINEDDERR_NODC;
2217 if (This->hDC !=hDC) {
2218 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2219 return WINEDDERR_NODC;
2222 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2224 /* Copy the contents of the DIB over to the PBO */
2225 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2228 /* we locked first, so unlock now */
2229 IWineD3DSurface_Unmap(iface);
2231 This->flags &= ~SFLAG_DCINUSE;
2236 /* ******************************************************
2237 IWineD3DSurface Internal (No mapping to directx api) parts follow
2238 ****************************************************** */
2240 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2241 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2243 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2244 IWineD3DDeviceImpl *device = This->resource.device;
2245 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2246 BOOL blit_supported = FALSE;
2248 /* Copy the default values from the surface. Below we might perform fixups */
2249 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2250 *format = *This->resource.format;
2251 *convert = NO_CONVERSION;
2253 /* Ok, now look if we have to do any conversion */
2254 switch (This->resource.format->id)
2256 case WINED3DFMT_P8_UINT:
2257 /* Below the call to blit_supported is disabled for Wine 1.2
2258 * because the function isn't operating correctly yet. At the
2259 * moment 8-bit blits are handled in software and if certain GL
2260 * extensions are around, surface conversion is performed at
2261 * upload time. The blit_supported call recognizes it as a
2262 * destination fixup. This type of upload 'fixup' and 8-bit to
2263 * 8-bit blits need to be handled by the blit_shader.
2264 * TODO: get rid of this #if 0. */
2266 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2267 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2268 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2270 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2272 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2273 * texturing. Further also use conversion in case of color keying.
2274 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2275 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2276 * conflicts with this.
2278 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2279 || colorkey_active || !use_texturing)
2281 format->glFormat = GL_RGBA;
2282 format->glInternal = GL_RGBA;
2283 format->glType = GL_UNSIGNED_BYTE;
2284 format->conv_byte_count = 4;
2285 if (colorkey_active)
2286 *convert = CONVERT_PALETTED_CK;
2288 *convert = CONVERT_PALETTED;
2292 case WINED3DFMT_B2G3R3_UNORM:
2293 /* **********************
2294 GL_UNSIGNED_BYTE_3_3_2
2295 ********************** */
2296 if (colorkey_active) {
2297 /* This texture format will never be used.. So do not care about color keying
2298 up until the point in time it will be needed :-) */
2299 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2303 case WINED3DFMT_B5G6R5_UNORM:
2304 if (colorkey_active)
2306 *convert = CONVERT_CK_565;
2307 format->glFormat = GL_RGBA;
2308 format->glInternal = GL_RGB5_A1;
2309 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2310 format->conv_byte_count = 2;
2314 case WINED3DFMT_B5G5R5X1_UNORM:
2315 if (colorkey_active)
2317 *convert = CONVERT_CK_5551;
2318 format->glFormat = GL_BGRA;
2319 format->glInternal = GL_RGB5_A1;
2320 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2321 format->conv_byte_count = 2;
2325 case WINED3DFMT_B8G8R8_UNORM:
2326 if (colorkey_active)
2328 *convert = CONVERT_CK_RGB24;
2329 format->glFormat = GL_RGBA;
2330 format->glInternal = GL_RGBA8;
2331 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2332 format->conv_byte_count = 4;
2336 case WINED3DFMT_B8G8R8X8_UNORM:
2337 if (colorkey_active)
2339 *convert = CONVERT_RGB32_888;
2340 format->glFormat = GL_RGBA;
2341 format->glInternal = GL_RGBA8;
2342 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2343 format->conv_byte_count = 4;
2354 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2356 IWineD3DDeviceImpl *device = This->resource.device;
2357 struct wined3d_palette *pal = This->palette;
2358 BOOL index_in_alpha = FALSE;
2361 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2362 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2363 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2364 * duplicate entries. Store the color key in the unused alpha component to speed the
2365 * download up and to make conversion unneeded. */
2366 index_in_alpha = primary_render_target_is_p8(device);
2370 UINT dxVersion = device->wined3d->dxVersion;
2372 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2375 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2378 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2379 * there's no palette at this time. */
2380 for (i = 0; i < 256; i++) table[i][3] = i;
2385 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2386 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2387 * capability flag is present (wine does advertise this capability) */
2388 for (i = 0; i < 256; ++i)
2390 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2391 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2392 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2393 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2399 TRACE("Using surface palette %p\n", pal);
2400 /* Get the surface's palette */
2401 for (i = 0; i < 256; ++i)
2403 table[i][0] = pal->palents[i].peRed;
2404 table[i][1] = pal->palents[i].peGreen;
2405 table[i][2] = pal->palents[i].peBlue;
2407 /* When index_in_alpha is set the palette index is stored in the
2408 * alpha component. In case of a readback we can then read
2409 * GL_ALPHA. Color keying is handled in BltOverride using a
2410 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2411 * color key itself is passed to glAlphaFunc in other cases the
2412 * alpha component of pixels that should be masked away is set to 0. */
2417 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2418 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2422 else if (pal->flags & WINEDDPCAPS_ALPHA)
2424 table[i][3] = pal->palents[i].peFlags;
2434 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2435 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2439 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2444 memcpy(dst, src, pitch * height);
2447 case CONVERT_PALETTED:
2448 case CONVERT_PALETTED_CK:
2453 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2455 for (y = 0; y < height; y++)
2457 source = src + pitch * y;
2458 dest = dst + outpitch * y;
2459 /* This is an 1 bpp format, using the width here is fine */
2460 for (x = 0; x < width; x++) {
2461 BYTE color = *source++;
2462 *dest++ = table[color][0];
2463 *dest++ = table[color][1];
2464 *dest++ = table[color][2];
2465 *dest++ = table[color][3];
2471 case CONVERT_CK_565:
2473 /* Converting the 565 format in 5551 packed to emulate color-keying.
2475 Note : in all these conversion, it would be best to average the averaging
2476 pixels to get the color of the pixel that will be color-keyed to
2477 prevent 'color bleeding'. This will be done later on if ever it is
2480 Note2: Nvidia documents say that their driver does not support alpha + color keying
2481 on the same surface and disables color keying in such a case
2487 TRACE("Color keyed 565\n");
2489 for (y = 0; y < height; y++) {
2490 Source = (const WORD *)(src + y * pitch);
2491 Dest = (WORD *) (dst + y * outpitch);
2492 for (x = 0; x < width; x++ ) {
2493 WORD color = *Source++;
2494 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2495 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2496 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2505 case CONVERT_CK_5551:
2507 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2511 TRACE("Color keyed 5551\n");
2512 for (y = 0; y < height; y++) {
2513 Source = (const WORD *)(src + y * pitch);
2514 Dest = (WORD *) (dst + y * outpitch);
2515 for (x = 0; x < width; x++ ) {
2516 WORD color = *Source++;
2518 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2519 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2523 *Dest &= ~(1 << 15);
2531 case CONVERT_CK_RGB24:
2533 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2535 for (y = 0; y < height; y++)
2537 source = src + pitch * y;
2538 dest = dst + outpitch * y;
2539 for (x = 0; x < width; x++) {
2540 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2541 DWORD dstcolor = color << 8;
2542 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2543 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2546 *(DWORD*)dest = dstcolor;
2554 case CONVERT_RGB32_888:
2556 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2558 for (y = 0; y < height; y++)
2560 source = src + pitch * y;
2561 dest = dst + outpitch * y;
2562 for (x = 0; x < width; x++) {
2563 DWORD color = 0xffffff & *(const DWORD*)source;
2564 DWORD dstcolor = color << 8;
2565 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2566 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2569 *(DWORD*)dest = dstcolor;
2578 ERR("Unsupported conversion type %#x.\n", convert);
2583 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2585 IWineD3DDeviceImpl *device = This->resource.device;
2587 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2588 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2590 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2591 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2598 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2603 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2605 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2609 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2611 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2614 TRACE("(%p) : Calling base function first\n", This);
2615 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2618 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2619 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2620 This->resource.format->glInternal, This->resource.format->glType);
2625 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2626 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2628 TRACE("iface %p, mem %p.\n", iface, Mem);
2630 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2632 WARN("Surface is locked or the HDC is in use\n");
2633 return WINED3DERR_INVALIDCALL;
2636 if(Mem && Mem != This->resource.allocatedMemory) {
2637 void *release = NULL;
2639 /* Do I have to copy the old surface content? */
2640 if (This->flags & SFLAG_DIBSECTION)
2642 SelectObject(This->hDC, This->dib.holdbitmap);
2643 DeleteDC(This->hDC);
2644 /* Release the DIB section */
2645 DeleteObject(This->dib.DIBsection);
2646 This->dib.bitmap_data = NULL;
2647 This->resource.allocatedMemory = NULL;
2649 This->flags &= ~SFLAG_DIBSECTION;
2651 else if (!(This->flags & SFLAG_USERPTR))
2653 release = This->resource.heapMemory;
2654 This->resource.heapMemory = NULL;
2656 This->resource.allocatedMemory = Mem;
2657 This->flags |= SFLAG_USERPTR;
2659 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2660 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2662 /* For client textures opengl has to be notified */
2663 if (This->flags & SFLAG_CLIENT)
2664 surface_release_client_storage(This);
2666 /* Now free the old memory if any */
2667 HeapFree(GetProcessHeap(), 0, release);
2669 else if (This->flags & SFLAG_USERPTR)
2671 /* Map and GetDC will re-create the dib section and allocated memory. */
2672 This->resource.allocatedMemory = NULL;
2673 /* HeapMemory should be NULL already */
2674 if (This->resource.heapMemory)
2675 ERR("User pointer surface has heap memory allocated.\n");
2676 This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2678 if (This->flags & SFLAG_CLIENT)
2679 surface_release_client_storage(This);
2681 surface_prepare_system_memory(This);
2682 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2687 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2689 /* Flip the surface contents */
2694 front->hDC = back->hDC;
2698 /* Flip the DIBsection */
2701 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2702 tmp = front->dib.DIBsection;
2703 front->dib.DIBsection = back->dib.DIBsection;
2704 back->dib.DIBsection = tmp;
2706 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2707 else front->flags &= ~SFLAG_DIBSECTION;
2708 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2709 else back->flags &= ~SFLAG_DIBSECTION;
2712 /* Flip the surface data */
2716 tmp = front->dib.bitmap_data;
2717 front->dib.bitmap_data = back->dib.bitmap_data;
2718 back->dib.bitmap_data = tmp;
2720 tmp = front->resource.allocatedMemory;
2721 front->resource.allocatedMemory = back->resource.allocatedMemory;
2722 back->resource.allocatedMemory = tmp;
2724 tmp = front->resource.heapMemory;
2725 front->resource.heapMemory = back->resource.heapMemory;
2726 back->resource.heapMemory = tmp;
2731 GLuint tmp_pbo = front->pbo;
2732 front->pbo = back->pbo;
2733 back->pbo = tmp_pbo;
2736 /* client_memory should not be different, but just in case */
2739 tmp = front->dib.client_memory;
2740 front->dib.client_memory = back->dib.client_memory;
2741 back->dib.client_memory = tmp;
2744 /* Flip the opengl texture */
2748 tmp = back->texture_name;
2749 back->texture_name = front->texture_name;
2750 front->texture_name = tmp;
2752 tmp = back->texture_name_srgb;
2753 back->texture_name_srgb = front->texture_name_srgb;
2754 front->texture_name_srgb = tmp;
2756 resource_unload((IWineD3DResourceImpl *)back);
2757 resource_unload((IWineD3DResourceImpl *)front);
2761 DWORD tmp_flags = back->flags;
2762 back->flags = front->flags;
2763 front->flags = tmp_flags;
2767 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2769 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2770 IWineD3DSwapChainImpl *swapchain = NULL;
2772 TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2774 /* Flipping is only supported on RenderTargets and overlays*/
2775 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2776 WARN("Tried to flip a non-render target, non-overlay surface\n");
2777 return WINEDDERR_NOTFLIPPABLE;
2780 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2781 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2783 /* Update the overlay if it is visible */
2784 if (This->overlay_dest)
2785 return This->surface_ops->surface_draw_overlay(This);
2791 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2792 * FIXME("(%p) Target override is not supported by now\n", This);
2793 * Additionally, it isn't really possible to support triple-buffering
2794 * properly on opengl at all
2798 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2800 ERR("Flipped surface is not on a swapchain\n");
2801 return WINEDDERR_NOTFLIPPABLE;
2803 swapchain = This->container.u.swapchain;
2805 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2806 * and only d3d8 and d3d9 apps specify the presentation interval
2808 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2809 /* Most common case first to avoid wasting time on all the other cases */
2810 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2811 else if (flags & WINEDDFLIP_NOVSYNC)
2812 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2813 else if (flags & WINEDDFLIP_INTERVAL2)
2814 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2815 else if (flags & WINEDDFLIP_INTERVAL3)
2816 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2818 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2820 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2821 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2822 NULL, NULL, swapchain->win_handle, NULL, 0);
2825 /* Does a direct frame buffer -> texture copy. Stretching is done
2826 * with single pixel copy calls
2828 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2829 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2831 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2834 struct wined3d_context *context;
2835 BOOL upsidedown = FALSE;
2836 RECT dst_rect = *dst_rect_in;
2838 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2839 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2841 if(dst_rect.top > dst_rect.bottom) {
2842 UINT tmp = dst_rect.bottom;
2843 dst_rect.bottom = dst_rect.top;
2848 context = context_acquire(device, src_surface);
2849 context_apply_blit_state(context, device);
2850 surface_internal_preload(dst_surface, SRGB_RGB);
2853 /* Bind the target texture */
2854 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2855 checkGLcall("glBindTexture");
2856 if (surface_is_offscreen(src_surface))
2858 TRACE("Reading from an offscreen target\n");
2859 upsidedown = !upsidedown;
2860 glReadBuffer(device->offscreenBuffer);
2864 glReadBuffer(surface_get_gl_buffer(src_surface));
2866 checkGLcall("glReadBuffer");
2868 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2869 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2871 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2873 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2875 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2876 ERR("Texture filtering not supported in direct blit\n");
2879 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2880 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2882 ERR("Texture filtering not supported in direct blit\n");
2886 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2887 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2889 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2891 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2892 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2893 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2894 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2896 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2897 /* I have to process this row by row to swap the image,
2898 * otherwise it would be upside down, so stretching in y direction
2899 * doesn't cost extra time
2901 * However, stretching in x direction can be avoided if not necessary
2903 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2904 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2906 /* Well, that stuff works, but it's very slow.
2907 * find a better way instead
2911 for (col = dst_rect.left; col < dst_rect.right; ++col)
2913 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2914 dst_rect.left + col /* x offset */, row /* y offset */,
2915 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2920 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2921 dst_rect.left /* x offset */, row /* y offset */,
2922 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2926 checkGLcall("glCopyTexSubImage2D");
2929 context_release(context);
2931 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2932 * path is never entered
2934 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2937 /* Uses the hardware to stretch and flip the image */
2938 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2939 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2941 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2942 GLuint src, backup = 0;
2943 IWineD3DSwapChainImpl *src_swapchain = NULL;
2944 float left, right, top, bottom; /* Texture coordinates */
2945 UINT fbwidth = src_surface->currentDesc.Width;
2946 UINT fbheight = src_surface->currentDesc.Height;
2947 struct wined3d_context *context;
2948 GLenum drawBuffer = GL_BACK;
2949 GLenum texture_target;
2950 BOOL noBackBufferBackup;
2952 BOOL upsidedown = FALSE;
2953 RECT dst_rect = *dst_rect_in;
2955 TRACE("Using hwstretch blit\n");
2956 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2957 context = context_acquire(device, src_surface);
2958 context_apply_blit_state(context, device);
2959 surface_internal_preload(dst_surface, SRGB_RGB);
2961 src_offscreen = surface_is_offscreen(src_surface);
2962 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2963 if (!noBackBufferBackup && !src_surface->texture_name)
2965 /* Get it a description */
2966 surface_internal_preload(src_surface, SRGB_RGB);
2970 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2971 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2973 if (context->aux_buffers >= 2)
2975 /* Got more than one aux buffer? Use the 2nd aux buffer */
2976 drawBuffer = GL_AUX1;
2978 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2980 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2981 drawBuffer = GL_AUX0;
2984 if(noBackBufferBackup) {
2985 glGenTextures(1, &backup);
2986 checkGLcall("glGenTextures");
2987 glBindTexture(GL_TEXTURE_2D, backup);
2988 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2989 texture_target = GL_TEXTURE_2D;
2991 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2992 * we are reading from the back buffer, the backup can be used as source texture
2994 texture_target = src_surface->texture_target;
2995 glBindTexture(texture_target, src_surface->texture_name);
2996 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2997 glEnable(texture_target);
2998 checkGLcall("glEnable(texture_target)");
3000 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3001 src_surface->flags &= ~SFLAG_INTEXTURE;
3004 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3005 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3007 if(dst_rect.top > dst_rect.bottom) {
3008 UINT tmp = dst_rect.bottom;
3009 dst_rect.bottom = dst_rect.top;
3016 TRACE("Reading from an offscreen target\n");
3017 upsidedown = !upsidedown;
3018 glReadBuffer(device->offscreenBuffer);
3022 glReadBuffer(surface_get_gl_buffer(src_surface));
3025 /* TODO: Only back up the part that will be overwritten */
3026 glCopyTexSubImage2D(texture_target, 0,
3027 0, 0 /* read offsets */,
3032 checkGLcall("glCopyTexSubImage2D");
3034 /* No issue with overriding these - the sampler is dirty due to blit usage */
3035 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3036 wined3d_gl_mag_filter(magLookup, Filter));
3037 checkGLcall("glTexParameteri");
3038 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3039 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3040 checkGLcall("glTexParameteri");
3042 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3043 src_swapchain = src_surface->container.u.swapchain;
3044 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3046 src = backup ? backup : src_surface->texture_name;
3050 glReadBuffer(GL_FRONT);
3051 checkGLcall("glReadBuffer(GL_FRONT)");
3053 glGenTextures(1, &src);
3054 checkGLcall("glGenTextures(1, &src)");
3055 glBindTexture(GL_TEXTURE_2D, src);
3056 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3058 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3059 * out for power of 2 sizes
3061 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3062 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3063 checkGLcall("glTexImage2D");
3064 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3065 0, 0 /* read offsets */,
3070 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3071 checkGLcall("glTexParameteri");
3072 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3073 checkGLcall("glTexParameteri");
3075 glReadBuffer(GL_BACK);
3076 checkGLcall("glReadBuffer(GL_BACK)");
3078 if(texture_target != GL_TEXTURE_2D) {
3079 glDisable(texture_target);
3080 glEnable(GL_TEXTURE_2D);
3081 texture_target = GL_TEXTURE_2D;
3084 checkGLcall("glEnd and previous");
3086 left = src_rect->left;
3087 right = src_rect->right;
3091 top = src_surface->currentDesc.Height - src_rect->top;
3092 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3096 top = src_surface->currentDesc.Height - src_rect->bottom;
3097 bottom = src_surface->currentDesc.Height - src_rect->top;
3100 if (src_surface->flags & SFLAG_NORMCOORD)
3102 left /= src_surface->pow2Width;
3103 right /= src_surface->pow2Width;
3104 top /= src_surface->pow2Height;
3105 bottom /= src_surface->pow2Height;
3108 /* draw the source texture stretched and upside down. The correct surface is bound already */
3109 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3110 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3112 context_set_draw_buffer(context, drawBuffer);
3113 glReadBuffer(drawBuffer);
3117 glTexCoord2f(left, bottom);
3121 glTexCoord2f(left, top);
3122 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3125 glTexCoord2f(right, top);
3126 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3129 glTexCoord2f(right, bottom);
3130 glVertex2i(dst_rect.right - dst_rect.left, 0);
3132 checkGLcall("glEnd and previous");
3134 if (texture_target != dst_surface->texture_target)
3136 glDisable(texture_target);
3137 glEnable(dst_surface->texture_target);
3138 texture_target = dst_surface->texture_target;
3141 /* Now read the stretched and upside down image into the destination texture */
3142 glBindTexture(texture_target, dst_surface->texture_name);
3143 checkGLcall("glBindTexture");
3144 glCopyTexSubImage2D(texture_target,
3146 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3147 0, 0, /* We blitted the image to the origin */
3148 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3149 checkGLcall("glCopyTexSubImage2D");
3151 if(drawBuffer == GL_BACK) {
3152 /* Write the back buffer backup back */
3154 if(texture_target != GL_TEXTURE_2D) {
3155 glDisable(texture_target);
3156 glEnable(GL_TEXTURE_2D);
3157 texture_target = GL_TEXTURE_2D;
3159 glBindTexture(GL_TEXTURE_2D, backup);
3160 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3164 if (texture_target != src_surface->texture_target)
3166 glDisable(texture_target);
3167 glEnable(src_surface->texture_target);
3168 texture_target = src_surface->texture_target;
3170 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3171 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3176 glTexCoord2f(0.0f, 0.0f);
3177 glVertex2i(0, fbheight);
3180 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3184 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3185 (float)fbheight / (float)src_surface->pow2Height);
3186 glVertex2i(fbwidth, 0);
3189 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3190 glVertex2i(fbwidth, fbheight);
3193 glDisable(texture_target);
3194 checkGLcall("glDisable(texture_target)");
3197 if (src != src_surface->texture_name && src != backup)
3199 glDeleteTextures(1, &src);
3200 checkGLcall("glDeleteTextures(1, &src)");
3203 glDeleteTextures(1, &backup);
3204 checkGLcall("glDeleteTextures(1, &backup)");
3209 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3211 context_release(context);
3213 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3214 * path is never entered
3216 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3219 /* Until the blit_shader is ready, define some prototypes here. */
3220 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3221 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3222 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3224 /* Front buffer coordinates are always full screen coordinates, but our GL
3225 * drawable is limited to the window's client area. The sysmem and texture
3226 * copies do have the full screen size. Note that GL has a bottom-left
3227 * origin, while D3D has a top-left origin. */
3228 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3230 UINT drawable_height;
3232 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3233 && surface == surface->container.u.swapchain->front_buffer)
3235 POINT offset = {0, 0};
3238 ScreenToClient(window, &offset);
3239 OffsetRect(rect, offset.x, offset.y);
3241 GetClientRect(window, &windowsize);
3242 drawable_height = windowsize.bottom - windowsize.top;
3246 drawable_height = surface->currentDesc.Height;
3249 rect->top = drawable_height - rect->top;
3250 rect->bottom = drawable_height - rect->bottom;
3253 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3255 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3257 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3262 /* blit between surface locations. onscreen on different swapchains is not supported.
3263 * depth / stencil is not supported. */
3264 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3265 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3266 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3268 const struct wined3d_gl_info *gl_info;
3269 struct wined3d_context *context;
3270 RECT src_rect, dst_rect;
3273 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3274 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3275 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3276 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3277 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3279 src_rect = *src_rect_in;
3280 dst_rect = *dst_rect_in;
3284 case WINED3DTEXF_LINEAR:
3285 gl_filter = GL_LINEAR;
3289 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3290 case WINED3DTEXF_NONE:
3291 case WINED3DTEXF_POINT:
3292 gl_filter = GL_NEAREST;
3296 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3297 src_location = SFLAG_INTEXTURE;
3298 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3299 dst_location = SFLAG_INTEXTURE;
3301 /* Make sure the locations are up-to-date. Loading the destination
3302 * surface isn't required if the entire surface is overwritten. (And is
3303 * in fact harmful if we're being called by surface_load_location() with
3304 * the purpose of loading the destination surface.) */
3305 surface_load_location(src_surface, src_location, NULL);
3306 if (!surface_is_full_rect(dst_surface, &dst_rect))
3307 surface_load_location(dst_surface, dst_location, NULL);
3309 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3310 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3311 else context = context_acquire(device, NULL);
3313 if (!context->valid)
3315 context_release(context);
3316 WARN("Invalid context, skipping blit.\n");
3320 gl_info = context->gl_info;
3322 if (src_location == SFLAG_INDRAWABLE)
3324 GLenum buffer = surface_get_gl_buffer(src_surface);
3326 TRACE("Source surface %p is onscreen.\n", src_surface);
3328 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3331 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3332 glReadBuffer(buffer);
3333 checkGLcall("glReadBuffer()");
3337 TRACE("Source surface %p is offscreen.\n", src_surface);
3339 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3340 glReadBuffer(GL_COLOR_ATTACHMENT0);
3341 checkGLcall("glReadBuffer()");
3345 if (dst_location == SFLAG_INDRAWABLE)
3347 GLenum buffer = surface_get_gl_buffer(dst_surface);
3349 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3351 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3354 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3355 context_set_draw_buffer(context, buffer);
3359 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3362 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3363 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3366 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3367 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3368 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3369 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3370 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3372 glDisable(GL_SCISSOR_TEST);
3373 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3375 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3376 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3377 checkGLcall("glBlitFramebuffer()");
3381 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3383 context_release(context);
3386 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3387 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3388 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3389 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3391 IWineD3DSwapChainImpl *swapchain = NULL;
3392 struct wined3d_context *context;
3393 RECT src_rect, dst_rect;
3395 src_rect = *src_rect_in;
3396 dst_rect = *dst_rect_in;
3398 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3399 swapchain = dst_surface->container.u.swapchain;
3401 /* Make sure the surface is up-to-date. This should probably use
3402 * surface_load_location() and worry about the destination surface too,
3403 * unless we're overwriting it completely. */
3404 surface_internal_preload(src_surface, SRGB_RGB);
3406 /* Activate the destination context, set it up for blitting */
3407 context = context_acquire(device, dst_surface);
3408 context_apply_blit_state(context, device);
3410 if (!surface_is_offscreen(dst_surface))
3411 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3413 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
3419 glEnable(GL_ALPHA_TEST);
3420 checkGLcall("glEnable(GL_ALPHA_TEST)");
3422 /* When the primary render target uses P8, the alpha component
3423 * contains the palette index. Which means that the colorkey is one of
3424 * the palette entries. In other cases pixels that should be masked
3425 * away have alpha set to 0. */
3426 if (primary_render_target_is_p8(device))
3427 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3429 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3430 checkGLcall("glAlphaFunc");
3434 glDisable(GL_ALPHA_TEST);
3435 checkGLcall("glDisable(GL_ALPHA_TEST)");
3438 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3442 glDisable(GL_ALPHA_TEST);
3443 checkGLcall("glDisable(GL_ALPHA_TEST)");
3448 /* Leave the opengl state valid for blitting */
3449 device->blitter->unset_shader(context->gl_info);
3451 if (wined3d_settings.strict_draw_ordering || (swapchain
3452 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3453 wglFlush(); /* Flush to ensure ordering across contexts. */
3455 context_release(context);
3458 /* Do not call while under the GL lock. */
3459 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3461 IWineD3DDeviceImpl *device = s->resource.device;
3462 const struct blit_shader *blitter;
3464 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3465 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3468 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3469 return WINED3DERR_INVALIDCALL;
3472 return blitter->color_fill(device, s, rect, color);
3475 /* Not called from the VTable */
3476 /* Do not call while under the GL lock. */
3477 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3478 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3479 WINED3DTEXTUREFILTERTYPE Filter)
3481 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3482 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3483 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3484 RECT dst_rect, src_rect;
3486 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3487 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3488 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3490 /* Get the swapchain. One of the surfaces has to be a primary surface */
3491 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3493 WARN("Destination is in sysmem, rejecting gl blt\n");
3494 return WINED3DERR_INVALIDCALL;
3497 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3498 dstSwapchain = dst_surface->container.u.swapchain;
3502 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3504 WARN("Src is in sysmem, rejecting gl blt\n");
3505 return WINED3DERR_INVALIDCALL;
3508 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3509 srcSwapchain = src_surface->container.u.swapchain;
3512 /* Early sort out of cases where no render target is used */
3513 if (!dstSwapchain && !srcSwapchain
3514 && src_surface != device->render_targets[0]
3515 && dst_surface != device->render_targets[0])
3517 TRACE("No surface is render target, not using hardware blit.\n");
3518 return WINED3DERR_INVALIDCALL;
3521 /* No destination color keying supported */
3522 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3524 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3525 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3526 return WINED3DERR_INVALIDCALL;
3529 surface_get_rect(dst_surface, DestRect, &dst_rect);
3530 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3532 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3533 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3534 && dst_surface == dstSwapchain->front_buffer
3535 && src_surface == dstSwapchain->back_buffers[0])
3537 /* Half-Life does a Blt from the back buffer to the front buffer,
3538 * Full surface size, no flags... Use present instead
3540 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3543 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3546 TRACE("Looking if a Present can be done...\n");
3547 /* Source Rectangle must be full surface */
3548 if (src_rect.left || src_rect.top
3549 || src_rect.right != src_surface->currentDesc.Width
3550 || src_rect.bottom != src_surface->currentDesc.Height)
3552 TRACE("No, Source rectangle doesn't match\n");
3556 /* No stretching may occur */
3557 if(src_rect.right != dst_rect.right - dst_rect.left ||
3558 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3559 TRACE("No, stretching is done\n");
3563 /* Destination must be full surface or match the clipping rectangle */
3564 if (dst_surface->clipper && dst_surface->clipper->hWnd)
3568 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
3569 pos[0].x = dst_rect.left;
3570 pos[0].y = dst_rect.top;
3571 pos[1].x = dst_rect.right;
3572 pos[1].y = dst_rect.bottom;
3573 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
3575 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3576 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3578 TRACE("No, dest rectangle doesn't match(clipper)\n");
3579 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3580 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3584 else if (dst_rect.left || dst_rect.top
3585 || dst_rect.right != dst_surface->currentDesc.Width
3586 || dst_rect.bottom != dst_surface->currentDesc.Height)
3588 TRACE("No, dest rectangle doesn't match(surface size)\n");
3594 /* These flags are unimportant for the flag check, remove them */
3595 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3597 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3599 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3600 * take very long, while a flip is fast.
3601 * This applies to Half-Life, which does such Blts every time it finished
3602 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3603 * menu. This is also used by all apps when they do windowed rendering
3605 * The problem is that flipping is not really the same as copying. After a
3606 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3607 * untouched. Therefore it's necessary to override the swap effect
3608 * and to set it back after the flip.
3610 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3614 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3615 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3617 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3618 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3619 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3621 dstSwapchain->presentParms.SwapEffect = orig_swap;
3628 TRACE("Unsupported blit between buffers on the same swapchain\n");
3629 return WINED3DERR_INVALIDCALL;
3630 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3631 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3632 return WINED3DERR_INVALIDCALL;
3633 } else if(dstSwapchain && srcSwapchain) {
3634 FIXME("Implement hardware blit between two different swapchains\n");
3635 return WINED3DERR_INVALIDCALL;
3637 else if (dstSwapchain)
3639 /* Handled with regular texture -> swapchain blit */
3640 if (src_surface == device->render_targets[0])
3641 TRACE("Blit from active render target to a swapchain\n");
3643 else if (srcSwapchain && dst_surface == device->render_targets[0])
3645 FIXME("Implement blit from a swapchain to the active render target\n");
3646 return WINED3DERR_INVALIDCALL;
3649 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3651 /* Blit from render target to texture */
3654 /* P8 read back is not implemented */
3655 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3656 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3658 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3659 return WINED3DERR_INVALIDCALL;
3662 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3664 TRACE("Color keying not supported by frame buffer to texture blit\n");
3665 return WINED3DERR_INVALIDCALL;
3666 /* Destination color key is checked above */
3669 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3675 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3676 * flip the image nor scale it.
3678 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3679 * -> If the app wants a image width an unscaled width, copy it line per line
3680 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3681 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3682 * back buffer. This is slower than reading line per line, thus not used for flipping
3683 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3686 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3687 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3690 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3691 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3692 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3694 surface_blt_fbo(device, Filter,
3695 src_surface, SFLAG_INDRAWABLE, &src_rect,
3696 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3697 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3699 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3700 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3702 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3703 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3705 TRACE("Using hardware stretching to flip / stretch the texture\n");
3706 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3709 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3711 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3712 dst_surface->resource.allocatedMemory = NULL;
3713 dst_surface->resource.heapMemory = NULL;
3717 dst_surface->flags &= ~SFLAG_INSYSMEM;
3722 else if (src_surface)
3724 /* Blit from offscreen surface to render target */
3725 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3726 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3728 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3730 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3731 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3732 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3733 src_surface->resource.format,
3734 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3735 dst_surface->resource.format))
3737 TRACE("Using surface_blt_fbo.\n");
3738 /* The source is always a texture, but never the currently active render target, and the texture
3739 * contents are never upside down. */
3740 surface_blt_fbo(device, Filter,
3741 src_surface, SFLAG_INDRAWABLE, &src_rect,
3742 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3743 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3747 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3748 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3749 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3750 src_surface->resource.format,
3751 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3752 dst_surface->resource.format))
3754 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3757 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3758 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3759 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3761 FIXME("Unsupported blit operation falling back to software\n");
3762 return WINED3DERR_INVALIDCALL;
3765 /* Color keying: Check if we have to do a color keyed blt,
3766 * and if not check if a color key is activated.
3768 * Just modify the color keying parameters in the surface and restore them afterwards
3769 * The surface keeps track of the color key last used to load the opengl surface.
3770 * PreLoad will catch the change to the flags and color key and reload if necessary.
3772 if (flags & WINEDDBLT_KEYSRC)
3774 /* Use color key from surface */
3776 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3778 /* Use color key from DDBltFx */
3779 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3780 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3784 /* Do not use color key */
3785 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3788 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3789 src_surface, &src_rect, dst_surface, &dst_rect);
3791 /* Restore the color key parameters */
3792 src_surface->CKeyFlags = oldCKeyFlags;
3793 src_surface->SrcBltCKey = oldBltCKey;
3795 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3801 /* Source-Less Blit to render target */
3802 if (flags & WINEDDBLT_COLORFILL)
3804 WINED3DCOLORVALUE color;
3806 TRACE("Colorfill\n");
3808 /* The color as given in the Blt function is in the surface format. */
3809 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3810 return WINED3DERR_INVALIDCALL;
3812 return surface_color_fill(dst_surface, &dst_rect, &color);
3816 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3817 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3818 return WINED3DERR_INVALIDCALL;
3821 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3822 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
3824 IWineD3DDeviceImpl *device = This->resource.device;
3827 if (flags & WINEDDBLT_DEPTHFILL)
3829 switch (This->resource.format->id)
3831 case WINED3DFMT_D16_UNORM:
3832 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3834 case WINED3DFMT_S1_UINT_D15_UNORM:
3835 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3837 case WINED3DFMT_D24_UNORM_S8_UINT:
3838 case WINED3DFMT_X8D24_UNORM:
3839 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3841 case WINED3DFMT_D32_UNORM:
3842 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3846 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3849 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3850 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3853 FIXME("(%p): Unsupp depthstencil blit\n", This);
3854 return WINED3DERR_INVALIDCALL;
3857 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3858 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
3859 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3861 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3862 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3863 IWineD3DDeviceImpl *device = This->resource.device;
3865 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3866 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3867 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3868 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3870 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3872 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3873 return WINEDDERR_SURFACEBUSY;
3876 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3877 * except depth blits, which seem to work
3879 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3881 if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
3883 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3884 return WINED3DERR_INVALIDCALL;
3886 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
3888 TRACE("Z Blit override handled the blit\n");
3893 /* Special cases for RenderTargets */
3894 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3895 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3897 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
3901 /* For the rest call the X11 surface implementation.
3902 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3903 * other Blts are rather rare. */
3904 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
3907 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3908 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3910 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3911 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3912 IWineD3DDeviceImpl *device = This->resource.device;
3914 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3915 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3917 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3919 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3920 return WINEDDERR_SURFACEBUSY;
3923 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3925 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3926 return WINED3DERR_INVALIDCALL;
3929 /* Special cases for RenderTargets */
3930 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3931 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3934 RECT SrcRect, DstRect;
3937 surface_get_rect(src, rsrc, &SrcRect);
3939 DstRect.left = dstx;
3941 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3942 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3944 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3945 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
3946 flags |= WINEDDBLT_KEYSRC;
3947 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
3948 flags |= WINEDDBLT_KEYDEST;
3949 if (trans & WINEDDBLTFAST_WAIT)
3950 flags |= WINEDDBLT_WAIT;
3951 if (trans & WINEDDBLTFAST_DONOTWAIT)
3952 flags |= WINEDDBLT_DONOTWAIT;
3954 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3955 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
3959 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3962 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3963 /** Check against the maximum texture sizes supported by the video card **/
3964 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3965 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3966 unsigned int pow2Width, pow2Height;
3968 This->surface_ops = &surface_ops;
3970 This->texture_name = 0;
3971 This->texture_target = GL_TEXTURE_2D;
3973 /* Non-power2 support */
3974 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3976 pow2Width = This->currentDesc.Width;
3977 pow2Height = This->currentDesc.Height;
3981 /* Find the nearest pow2 match */
3982 pow2Width = pow2Height = 1;
3983 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3984 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3986 This->pow2Width = pow2Width;
3987 This->pow2Height = pow2Height;
3989 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3991 /* TODO: Add support for non power two compressed textures. */
3992 if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
3994 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3995 This, This->currentDesc.Width, This->currentDesc.Height);
3996 return WINED3DERR_NOTAVAILABLE;
4000 if (pow2Width != This->currentDesc.Width
4001 || pow2Height != This->currentDesc.Height)
4003 This->flags |= SFLAG_NONPOW2;
4006 TRACE("%p\n", This);
4007 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4008 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4010 /* one of three options
4011 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
4012 2: Set the texture to the maximum size (bad idea)
4013 3: WARN and return WINED3DERR_NOTAVAILABLE;
4014 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4016 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4018 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4019 return WINED3DERR_NOTAVAILABLE;
4022 /* We should never use this surface in combination with OpenGL! */
4023 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4027 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4028 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4029 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4031 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4032 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4033 && gl_info->supported[EXT_PALETTED_TEXTURE]
4034 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4036 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4037 This->pow2Width = This->currentDesc.Width;
4038 This->pow2Height = This->currentDesc.Height;
4039 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4043 switch (wined3d_settings.offscreen_rendering_mode)
4046 This->get_drawable_size = get_drawable_size_fbo;
4049 case ORM_BACKBUFFER:
4050 This->get_drawable_size = get_drawable_size_backbuffer;
4054 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4055 return WINED3DERR_INVALIDCALL;
4058 This->flags |= SFLAG_INSYSMEM;
4063 /* GL locking is done by the caller */
4064 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4065 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4067 IWineD3DDeviceImpl *device = This->resource.device;
4068 GLint compare_mode = GL_NONE;
4069 struct blt_info info;
4070 GLint old_binding = 0;
4073 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4075 glDisable(GL_CULL_FACE);
4076 glDisable(GL_BLEND);
4077 glDisable(GL_ALPHA_TEST);
4078 glDisable(GL_SCISSOR_TEST);
4079 glDisable(GL_STENCIL_TEST);
4080 glEnable(GL_DEPTH_TEST);
4081 glDepthFunc(GL_ALWAYS);
4082 glDepthMask(GL_TRUE);
4083 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4084 glViewport(0, 0, w, h);
4086 SetRect(&rect, 0, h, w, 0);
4087 surface_get_blt_info(target, &rect, w, h, &info);
4088 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4089 glGetIntegerv(info.binding, &old_binding);
4090 glBindTexture(info.bind_target, texture);
4091 if (gl_info->supported[ARB_SHADOW])
4093 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4094 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4097 device->shader_backend->shader_select_depth_blt(device->shader_priv,
4098 gl_info, info.tex_type, &This->ds_current_size);
4100 glBegin(GL_TRIANGLE_STRIP);
4101 glTexCoord3fv(info.coords[0]);
4102 glVertex2f(-1.0f, -1.0f);
4103 glTexCoord3fv(info.coords[1]);
4104 glVertex2f(1.0f, -1.0f);
4105 glTexCoord3fv(info.coords[2]);
4106 glVertex2f(-1.0f, 1.0f);
4107 glTexCoord3fv(info.coords[3]);
4108 glVertex2f(1.0f, 1.0f);
4111 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4112 glBindTexture(info.bind_target, old_binding);
4116 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4119 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4120 DWORD location, UINT w, UINT h)
4122 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4124 if (location & ~SFLAG_DS_LOCATIONS)
4125 FIXME("Invalid location (%#x) specified.\n", location);
4127 surface->ds_current_size.cx = w;
4128 surface->ds_current_size.cy = h;
4129 surface->flags &= ~SFLAG_DS_LOCATIONS;
4130 surface->flags |= location;
4133 /* Context activation is done by the caller. */
4134 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4136 IWineD3DDeviceImpl *device = surface->resource.device;
4137 const struct wined3d_gl_info *gl_info = context->gl_info;
4139 TRACE("surface %p, new location %#x.\n", surface, location);
4141 /* TODO: Make this work for modes other than FBO */
4142 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4144 if (!(surface->flags & location))
4146 surface->ds_current_size.cx = 0;
4147 surface->ds_current_size.cy = 0;
4150 if (surface->ds_current_size.cx == surface->currentDesc.Width
4151 && surface->ds_current_size.cy == surface->currentDesc.Height)
4153 TRACE("Location (%#x) is already up to date.\n", location);
4157 if (surface->current_renderbuffer)
4159 FIXME("Not supported with fixed up depth stencil.\n");
4163 if (!(surface->flags & SFLAG_LOCATIONS))
4165 FIXME("No up to date depth stencil location.\n");
4166 surface->flags |= location;
4170 if (location == SFLAG_DS_OFFSCREEN)
4172 GLint old_binding = 0;
4176 /* The render target is allowed to be smaller than the depth/stencil
4177 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4178 * than the offscreen surface. Don't overwrite the offscreen surface
4179 * with undefined data. */
4180 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4181 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4183 TRACE("Copying onscreen depth buffer to depth texture.\n");
4187 if (!device->depth_blt_texture)
4189 glGenTextures(1, &device->depth_blt_texture);
4192 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4193 * directly on the FBO texture. That's because we need to flip. */
4194 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4195 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4197 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4198 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4202 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4203 bind_target = GL_TEXTURE_2D;
4205 glBindTexture(bind_target, device->depth_blt_texture);
4206 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4207 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4208 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4209 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4210 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4211 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4212 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4213 glBindTexture(bind_target, old_binding);
4215 /* Setup the destination */
4216 if (!device->depth_blt_rb)
4218 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4219 checkGLcall("glGenRenderbuffersEXT");
4221 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4223 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4224 checkGLcall("glBindRenderbufferEXT");
4225 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4226 checkGLcall("glRenderbufferStorageEXT");
4227 device->depth_blt_rb_w = w;
4228 device->depth_blt_rb_h = h;
4231 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4232 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4233 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4234 checkGLcall("glFramebufferRenderbufferEXT");
4235 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4237 /* Do the actual blit */
4238 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4239 checkGLcall("depth_blt");
4241 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4242 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4246 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4248 else if (location == SFLAG_DS_ONSCREEN)
4250 TRACE("Copying depth texture to onscreen depth buffer.\n");
4254 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4255 surface_depth_blt(surface, gl_info, surface->texture_name,
4256 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4257 checkGLcall("depth_blt");
4259 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4263 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4267 ERR("Invalid location (%#x) specified.\n", location);
4270 surface->flags |= location;
4271 surface->ds_current_size.cx = surface->currentDesc.Width;
4272 surface->ds_current_size.cy = surface->currentDesc.Height;
4275 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4277 IWineD3DSurfaceImpl *overlay;
4279 TRACE("surface %p, location %s, persistent %#x.\n",
4280 surface, debug_surflocation(flag), persistent);
4282 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4284 if (surface_is_offscreen(surface))
4286 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4287 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4291 TRACE("Surface %p is an onscreen surface.\n", surface);
4297 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4298 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4300 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4302 TRACE("Passing to container.\n");
4303 basetexture_set_dirty(surface->container.u.texture, TRUE);
4306 surface->flags &= ~SFLAG_LOCATIONS;
4307 surface->flags |= flag;
4309 /* Redraw emulated overlays, if any */
4310 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4312 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4314 overlay->surface_ops->surface_draw_overlay(overlay);
4320 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4322 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4324 TRACE("Passing to container\n");
4325 basetexture_set_dirty(surface->container.u.texture, TRUE);
4328 surface->flags &= ~flag;
4331 if (!(surface->flags & SFLAG_LOCATIONS))
4333 ERR("Surface %p does not have any up to date location.\n", surface);
4337 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4339 IWineD3DDeviceImpl *device = surface->resource.device;
4340 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4341 BOOL drawable_read_ok = surface_is_offscreen(surface);
4342 struct wined3d_format format;
4343 CONVERT_TYPES convert;
4344 int width, pitch, outpitch;
4346 BOOL in_fbo = FALSE;
4348 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4350 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4352 if (flag == SFLAG_INTEXTURE)
4354 struct wined3d_context *context = context_acquire(device, NULL);
4355 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4356 context_release(context);
4361 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4362 return WINED3DERR_INVALIDCALL;
4366 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4368 if (surface_is_offscreen(surface))
4370 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4371 * Prefer SFLAG_INTEXTURE. */
4372 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4373 drawable_read_ok = FALSE;
4378 TRACE("Surface %p is an onscreen surface.\n", surface);
4382 if (surface->flags & flag)
4384 TRACE("Location already up to date\n");
4388 if (!(surface->flags & SFLAG_LOCATIONS))
4390 ERR("Surface %p does not have any up to date location.\n", surface);
4391 surface->flags |= SFLAG_LOST;
4392 return WINED3DERR_DEVICELOST;
4395 if (flag == SFLAG_INSYSMEM)
4397 surface_prepare_system_memory(surface);
4399 /* Download the surface to system memory */
4400 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4402 struct wined3d_context *context = NULL;
4404 if (!device->isInDraw) context = context_acquire(device, NULL);
4406 surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4407 surface_download_data(surface, gl_info);
4409 if (context) context_release(context);
4413 /* Note: It might be faster to download into a texture first. */
4414 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4415 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4418 else if (flag == SFLAG_INDRAWABLE)
4420 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4421 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4423 if (surface->flags & SFLAG_INTEXTURE)
4427 surface_get_rect(surface, rect, &r);
4428 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4433 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4435 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4436 * values, otherwise we get incorrect values in the target. For now go the slow way
4437 * via a system memory copy
4439 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4442 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4443 FALSE /* We won't use textures */, &format, &convert);
4445 /* The width is in 'length' not in bytes */
4446 width = surface->currentDesc.Width;
4447 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4449 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4450 * but it isn't set (yet) in all cases it is getting called. */
4451 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4453 struct wined3d_context *context = NULL;
4455 TRACE("Removing the pbo attached to surface %p.\n", surface);
4457 if (!device->isInDraw) context = context_acquire(device, NULL);
4458 surface_remove_pbo(surface, gl_info);
4459 if (context) context_release(context);
4462 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4464 int height = surface->currentDesc.Height;
4465 byte_count = format.conv_byte_count;
4467 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4468 outpitch = width * byte_count;
4469 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4471 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4473 ERR("Out of memory %d, %d!\n", outpitch, height);
4474 return WINED3DERR_OUTOFVIDEOMEMORY;
4476 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4477 width, height, outpitch, convert, surface);
4479 surface->flags |= SFLAG_CONVERTED;
4483 surface->flags &= ~SFLAG_CONVERTED;
4484 mem = surface->resource.allocatedMemory;
4485 byte_count = format.byte_count;
4488 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4490 /* Don't delete PBO memory */
4491 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4492 HeapFree(GetProcessHeap(), 0, mem);
4495 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4497 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4499 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4501 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4503 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4504 && (surface->resource.format->flags & attach_flags) == attach_flags
4505 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4506 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4507 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4509 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4510 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4512 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4513 surface, src_location, &rect, surface, flag, &rect);
4517 /* Upload from system memory */
4518 BOOL srgb = flag == SFLAG_INSRGBTEX;
4519 struct wined3d_context *context = NULL;
4521 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4522 TRUE /* We will use textures */, &format, &convert);
4526 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4528 /* Performance warning... */
4529 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4530 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4535 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4537 /* Performance warning... */
4538 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4539 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4542 if (!(surface->flags & SFLAG_INSYSMEM))
4544 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4545 /* Lets hope we get it from somewhere... */
4546 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4549 if (!device->isInDraw) context = context_acquire(device, NULL);
4551 surface_prepare_texture(surface, gl_info, srgb);
4552 surface_bind_and_dirtify(surface, srgb);
4554 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4556 surface->flags |= SFLAG_GLCKEY;
4557 surface->glCKey = surface->SrcBltCKey;
4559 else surface->flags &= ~SFLAG_GLCKEY;
4561 /* The width is in 'length' not in bytes */
4562 width = surface->currentDesc.Width;
4563 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4565 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4566 * but it isn't set (yet) in all cases it is getting called. */
4567 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4569 TRACE("Removing the pbo attached to surface %p.\n", surface);
4570 surface_remove_pbo(surface, gl_info);
4575 /* This code is entered for texture formats which need a fixup. */
4576 int height = surface->currentDesc.Height;
4578 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4579 outpitch = width * format.conv_byte_count;
4580 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4582 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4584 ERR("Out of memory %d, %d!\n", outpitch, height);
4585 if (context) context_release(context);
4586 return WINED3DERR_OUTOFVIDEOMEMORY;
4588 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4590 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4592 /* This code is only entered for color keying fixups */
4593 int height = surface->currentDesc.Height;
4595 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4596 outpitch = width * format.conv_byte_count;
4597 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4599 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4601 ERR("Out of memory %d, %d!\n", outpitch, height);
4602 if (context) context_release(context);
4603 return WINED3DERR_OUTOFVIDEOMEMORY;
4605 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4606 width, height, outpitch, convert, surface);
4610 mem = surface->resource.allocatedMemory;
4613 /* Make sure the correct pitch is used */
4615 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4618 if (mem || (surface->flags & SFLAG_PBO))
4619 surface_upload_data(surface, gl_info, &format, srgb, mem);
4621 /* Restore the default pitch */
4623 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4626 if (context) context_release(context);
4628 /* Don't delete PBO memory */
4629 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4630 HeapFree(GetProcessHeap(), 0, mem);
4634 if (!rect) surface->flags |= flag;
4636 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4638 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4639 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4645 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4646 return SURFACE_OPENGL;
4649 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4651 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4653 /* Not on a swapchain - must be offscreen */
4654 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4656 /* The front buffer is always onscreen */
4657 if (surface == swapchain->front_buffer) return FALSE;
4659 /* If the swapchain is rendered to an FBO, the backbuffer is
4660 * offscreen, otherwise onscreen */
4661 return swapchain->render_to_fbo;
4664 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4667 IWineD3DBaseSurfaceImpl_QueryInterface,
4668 IWineD3DBaseSurfaceImpl_AddRef,
4669 IWineD3DSurfaceImpl_Release,
4670 /* IWineD3DResource */
4671 IWineD3DBaseSurfaceImpl_GetParent,
4672 IWineD3DBaseSurfaceImpl_SetPrivateData,
4673 IWineD3DBaseSurfaceImpl_GetPrivateData,
4674 IWineD3DBaseSurfaceImpl_FreePrivateData,
4675 IWineD3DBaseSurfaceImpl_SetPriority,
4676 IWineD3DBaseSurfaceImpl_GetPriority,
4677 IWineD3DSurfaceImpl_PreLoad,
4678 IWineD3DSurfaceImpl_UnLoad,
4679 IWineD3DBaseSurfaceImpl_GetType,
4680 /* IWineD3DSurface */
4681 IWineD3DBaseSurfaceImpl_GetDesc,
4682 IWineD3DSurfaceImpl_Map,
4683 IWineD3DSurfaceImpl_Unmap,
4684 IWineD3DSurfaceImpl_GetDC,
4685 IWineD3DSurfaceImpl_ReleaseDC,
4686 IWineD3DSurfaceImpl_Flip,
4687 IWineD3DSurfaceImpl_Blt,
4688 IWineD3DBaseSurfaceImpl_GetBltStatus,
4689 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4690 IWineD3DBaseSurfaceImpl_IsLost,
4691 IWineD3DBaseSurfaceImpl_Restore,
4692 IWineD3DSurfaceImpl_BltFast,
4693 IWineD3DBaseSurfaceImpl_GetPalette,
4694 IWineD3DBaseSurfaceImpl_SetPalette,
4695 IWineD3DBaseSurfaceImpl_SetColorKey,
4696 IWineD3DBaseSurfaceImpl_GetPitch,
4697 IWineD3DSurfaceImpl_SetMem,
4698 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4699 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4700 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4701 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4702 IWineD3DBaseSurfaceImpl_SetClipper,
4703 IWineD3DBaseSurfaceImpl_GetClipper,
4705 IWineD3DSurfaceImpl_SetFormat,
4706 IWineD3DSurfaceImpl_PrivateSetup,
4707 IWineD3DSurfaceImpl_GetImplType,
4710 static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
4711 /* Context activation is done by the caller. */
4712 static void ffp_blit_free(IWineD3DDeviceImpl *device) { }
4714 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4715 /* Context activation is done by the caller. */
4716 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4719 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4721 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4723 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4725 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4729 /* Context activation is done by the caller. */
4730 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4732 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4734 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4735 * else the surface is converted in software at upload time in LoadLocation.
4737 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4738 ffp_blit_p8_upload_palette(surface, gl_info);
4741 glEnable(surface->texture_target);
4742 checkGLcall("glEnable(surface->texture_target)");
4747 /* Context activation is done by the caller. */
4748 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
4751 glDisable(GL_TEXTURE_2D);
4752 checkGLcall("glDisable(GL_TEXTURE_2D)");
4753 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4755 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4756 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4758 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4760 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4761 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4766 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4767 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4768 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4770 enum complex_fixup src_fixup;
4772 if (blit_op == BLIT_OP_COLOR_FILL)
4774 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4776 TRACE("Color fill not supported\n");
4783 src_fixup = get_complex_fixup(src_format->color_fixup);
4784 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4786 TRACE("Checking support for fixup:\n");
4787 dump_color_fixup_desc(src_format->color_fixup);
4790 if (blit_op != BLIT_OP_BLIT)
4792 TRACE("Unsupported blit_op=%d\n", blit_op);
4796 if (!is_identity_fixup(dst_format->color_fixup))
4798 TRACE("Destination fixups are not supported\n");
4802 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4804 TRACE("P8 fixup supported\n");
4808 /* We only support identity conversions. */
4809 if (is_identity_fixup(src_format->color_fixup))
4815 TRACE("[FAILED]\n");
4819 /* Do not call while under the GL lock. */
4820 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4821 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4823 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4825 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4826 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4829 const struct blit_shader ffp_blit = {
4838 static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
4843 /* Context activation is done by the caller. */
4844 static void cpu_blit_free(IWineD3DDeviceImpl *device)
4848 /* Context activation is done by the caller. */
4849 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4854 /* Context activation is done by the caller. */
4855 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
4859 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4860 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4861 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4863 if (blit_op == BLIT_OP_COLOR_FILL)
4871 /* Do not call while under the GL lock. */
4872 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4873 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4877 memset(&BltFx, 0, sizeof(BltFx));
4878 BltFx.dwSize = sizeof(BltFx);
4879 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4880 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4881 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4884 const struct blit_shader cpu_blit = {
4893 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4894 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4895 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4897 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4900 /* We only support blitting. Things like color keying / color fill should
4901 * be handled by other blitters.
4903 if (blit_op != BLIT_OP_BLIT)
4906 /* Source and/or destination need to be on the GL side */
4907 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4910 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4911 && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4914 if (!(src_format->id == dst_format->id
4915 || (is_identity_fixup(src_format->color_fixup)
4916 && is_identity_fixup(dst_format->color_fixup))))