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 2009-2011 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(&This->resource);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, void *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->resource.width;
276 rect_out->bottom = This->resource.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 struct wined3d_texture *texture = src_surface->container.u.texture;
330 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->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 /* Context activation is done by the caller. */
412 static void surface_remove_pbo(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
414 if (!surface->resource.heapMemory)
416 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
417 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
418 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
423 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
424 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
425 surface->resource.size, surface->resource.allocatedMemory));
426 checkGLcall("glGetBufferSubDataARB");
427 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
428 checkGLcall("glDeleteBuffersARB");
432 surface->flags &= ~SFLAG_PBO;
435 /* Do not call while under the GL lock. */
436 static void surface_unload(struct wined3d_resource *resource)
438 IWineD3DSurfaceImpl *surface = surface_from_resource(resource);
439 IWineD3DDeviceImpl *device = resource->device;
440 const struct wined3d_gl_info *gl_info;
441 renderbuffer_entry_t *entry, *entry2;
442 struct wined3d_context *context;
444 TRACE("surface %p.\n", surface);
446 if (resource->pool == WINED3DPOOL_DEFAULT)
448 /* Default pool resources are supposed to be destroyed before Reset is called.
449 * Implicit resources stay however. So this means we have an implicit render target
450 * or depth stencil. The content may be destroyed, but we still have to tear down
451 * opengl resources, so we cannot leave early.
453 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
454 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
455 * or the depth stencil into an FBO the texture or render buffer will be removed
456 * and all flags get lost
458 surface_init_sysmem(surface);
462 /* Load the surface into system memory */
463 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
464 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
466 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
467 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
468 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
470 context = context_acquire(device, NULL);
471 gl_info = context->gl_info;
473 /* Destroy PBOs, but load them into real sysmem before */
474 if (surface->flags & SFLAG_PBO)
475 surface_remove_pbo(surface, gl_info);
477 /* Destroy fbo render buffers. This is needed for implicit render targets, for
478 * all application-created targets the application has to release the surface
479 * before calling _Reset
481 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, renderbuffer_entry_t, entry)
484 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
486 list_remove(&entry->entry);
487 HeapFree(GetProcessHeap(), 0, entry);
489 list_init(&surface->renderbuffers);
490 surface->current_renderbuffer = NULL;
492 /* If we're in a texture, the texture name belongs to the texture.
493 * Otherwise, destroy it. */
494 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
497 glDeleteTextures(1, &surface->texture_name);
498 surface->texture_name = 0;
499 glDeleteTextures(1, &surface->texture_name_srgb);
500 surface->texture_name_srgb = 0;
504 context_release(context);
506 resource_unload(resource);
509 static const struct wined3d_resource_ops surface_resource_ops =
514 static const struct wined3d_surface_ops surface_ops =
516 surface_realize_palette,
517 surface_draw_overlay,
520 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
521 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
522 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
523 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
525 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
526 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
527 void (*cleanup)(IWineD3DSurfaceImpl *This);
528 unsigned int resource_size;
531 if (multisample_quality > 0)
533 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
534 multisample_quality = 0;
537 /* Quick lockable sanity check.
538 * TODO: remove this after surfaces, usage and lockability have been debugged properly
539 * this function is too deep to need to care about things like this.
540 * Levels need to be checked too, since they all affect what can be done. */
543 case WINED3DPOOL_SCRATCH:
546 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
547 "which are mutually exclusive, setting lockable to TRUE.\n");
552 case WINED3DPOOL_SYSTEMMEM:
554 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
557 case WINED3DPOOL_MANAGED:
558 if (usage & WINED3DUSAGE_DYNAMIC)
559 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
562 case WINED3DPOOL_DEFAULT:
563 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
564 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
568 FIXME("Unknown pool %#x.\n", pool);
572 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
574 FIXME("Trying to create a render target that isn't in the default pool.\n");
577 /* FIXME: Check that the format is supported by the device. */
579 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
580 if (!resource_size) return WINED3DERR_INVALIDCALL;
582 /* Look at the implementation and set the correct Vtable. */
583 switch (surface_type)
586 surface->lpVtbl = &IWineD3DSurface_Vtbl;
587 cleanup = surface_cleanup;
591 surface->lpVtbl = &IWineGDISurface_Vtbl;
592 cleanup = surface_gdi_cleanup;
596 ERR("Requested unknown surface implementation %#x.\n", surface_type);
597 return WINED3DERR_INVALIDCALL;
600 hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
601 multisample_type, multisample_quality, usage, pool, width, height, 1,
602 resource_size, parent, parent_ops, &surface_resource_ops);
605 WARN("Failed to initialize resource, returning %#x.\n", hr);
609 /* "Standalone" surface. */
610 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
612 surface->texture_level = level;
613 list_init(&surface->overlays);
616 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
617 if (discard) surface->flags |= SFLAG_DISCARD;
618 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
620 /* Mark the texture as dirty so that it gets loaded first time around. */
621 surface_add_dirty_rect(surface, NULL);
622 list_init(&surface->renderbuffers);
624 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
626 /* Call the private setup routine */
627 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
630 ERR("Private setup failed, returning %#x\n", hr);
638 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
640 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
643 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
648 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
652 name = &surface->texture_name_srgb;
653 flag = SFLAG_INSRGBTEX;
657 name = &surface->texture_name;
658 flag = SFLAG_INTEXTURE;
661 if (!*name && new_name)
663 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
664 * surface has no texture name yet. See if we can get rid of this. */
665 if (surface->flags & flag)
666 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
667 surface_modify_location(surface, flag, FALSE);
671 surface_force_reload(surface);
674 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
676 TRACE("surface %p, target %#x.\n", surface, target);
678 if (surface->texture_target != target)
680 if (target == GL_TEXTURE_RECTANGLE_ARB)
682 surface->flags &= ~SFLAG_NORMCOORD;
684 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
686 surface->flags |= SFLAG_NORMCOORD;
689 surface->texture_target = target;
690 surface_force_reload(surface);
693 /* Context activation is done by the caller. */
694 void surface_bind(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
696 TRACE("surface %p, gl_info %p, srgb %#x.\n", surface, gl_info, srgb);
698 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
700 struct wined3d_texture *texture = surface->container.u.texture;
702 TRACE("Passing to container (%p).\n", texture);
703 texture->texture_ops->texture_bind(texture, gl_info, srgb);
707 if (surface->texture_level)
709 ERR("Standalone surface %p is non-zero texture level %u.\n",
710 surface, surface->texture_level);
714 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
718 if (!surface->texture_name)
720 glGenTextures(1, &surface->texture_name);
721 checkGLcall("glGenTextures");
723 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
725 glBindTexture(surface->texture_target, surface->texture_name);
726 checkGLcall("glBindTexture");
727 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
728 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
729 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
730 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
731 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
732 checkGLcall("glTexParameteri");
736 glBindTexture(surface->texture_target, surface->texture_name);
737 checkGLcall("glBindTexture");
744 /* Context activation is done by the caller. */
745 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *surface,
746 const struct wined3d_gl_info *gl_info, BOOL srgb)
748 IWineD3DDeviceImpl *device = surface->resource.device;
749 DWORD active_sampler;
751 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
752 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
753 * gl states. The current texture unit should always be a valid one.
755 * To be more specific, this is tricky because we can implicitly be called
756 * from sampler() in state.c. This means we can't touch anything other than
757 * whatever happens to be the currently active texture, or we would risk
758 * marking already applied sampler states dirty again.
760 * TODO: Track the current active texture per GL context instead of using glGet
762 GLint active_texture;
764 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
766 active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
768 if (active_sampler != WINED3D_UNMAPPED_STAGE)
770 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(active_sampler));
772 surface_bind(surface, gl_info, srgb);
775 /* This function checks if the primary render target uses the 8bit paletted format. */
776 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
778 if (device->render_targets && device->render_targets[0])
780 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
781 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
782 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
788 /* This call just downloads data, the caller is responsible for binding the
789 * correct texture. */
790 /* Context activation is done by the caller. */
791 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
793 const struct wined3d_format *format = This->resource.format;
795 /* Only support read back of converted P8 surfaces */
796 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
798 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
804 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
806 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
807 This, This->texture_level, format->glFormat, format->glType,
808 This->resource.allocatedMemory);
810 if (This->flags & SFLAG_PBO)
812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
813 checkGLcall("glBindBufferARB");
814 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
815 checkGLcall("glGetCompressedTexImageARB");
816 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
817 checkGLcall("glBindBufferARB");
821 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
822 This->texture_level, This->resource.allocatedMemory));
823 checkGLcall("glGetCompressedTexImageARB");
829 GLenum gl_format = format->glFormat;
830 GLenum gl_type = format->glType;
834 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
835 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
837 gl_format = GL_ALPHA;
838 gl_type = GL_UNSIGNED_BYTE;
841 if (This->flags & SFLAG_NONPOW2)
843 unsigned char alignment = This->resource.device->surface_alignment;
844 src_pitch = format->byte_count * This->pow2Width;
845 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
846 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
847 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
849 mem = This->resource.allocatedMemory;
852 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
853 This, This->texture_level, gl_format, gl_type, mem);
855 if (This->flags & SFLAG_PBO)
857 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
858 checkGLcall("glBindBufferARB");
860 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
861 checkGLcall("glGetTexImage");
863 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
864 checkGLcall("glBindBufferARB");
866 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
867 checkGLcall("glGetTexImage");
871 if (This->flags & SFLAG_NONPOW2)
873 const BYTE *src_data;
877 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
878 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
879 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
881 * We're doing this...
883 * instead of boxing the texture :
884 * |<-texture width ->| -->pow2width| /\
885 * |111111111111111111| | |
886 * |222 Texture 222222| boxed empty | texture height
887 * |3333 Data 33333333| | |
888 * |444444444444444444| | \/
889 * ----------------------------------- |
890 * | boxed empty | boxed empty | pow2height
892 * -----------------------------------
895 * we're repacking the data to the expected texture width
897 * |<-texture width ->| -->pow2width| /\
898 * |111111111111111111222222222222222| |
899 * |222333333333333333333444444444444| texture height
903 * | empty | pow2height
905 * -----------------------------------
909 * |<-texture width ->| /\
910 * |111111111111111111|
911 * |222222222222222222|texture height
912 * |333333333333333333|
913 * |444444444444444444| \/
914 * --------------------
916 * this also means that any references to allocatedMemory should work with the data as if were a
917 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
919 * internally the texture is still stored in a boxed format so any references to textureName will
920 * get a boxed texture with width pow2width and not a texture of width resource.width.
922 * Performance should not be an issue, because applications normally do not lock the surfaces when
923 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
924 * and doesn't have to be re-read.
927 dst_data = This->resource.allocatedMemory;
928 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
929 for (y = 1; y < This->resource.height; ++y)
931 /* skip the first row */
932 src_data += src_pitch;
933 dst_data += dst_pitch;
934 memcpy(dst_data, src_data, dst_pitch);
937 HeapFree(GetProcessHeap(), 0, mem);
941 /* Surface has now been downloaded */
942 This->flags |= SFLAG_INSYSMEM;
945 /* This call just uploads data, the caller is responsible for binding the
946 * correct texture. */
947 /* Context activation is done by the caller. */
948 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
949 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
951 GLsizei width = This->resource.width;
952 GLsizei height = This->resource.height;
957 internal = format->glGammaInternal;
959 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
961 internal = format->rtInternal;
965 internal = format->glInternal;
968 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
969 This, internal, width, height, format->glFormat, format->glType, data);
970 TRACE("target %#x, level %u, resource size %u.\n",
971 This->texture_target, This->texture_level, This->resource.size);
973 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
977 if (This->flags & SFLAG_PBO)
979 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
980 checkGLcall("glBindBufferARB");
982 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
986 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
988 TRACE("Calling glCompressedTexSubImage2DARB.\n");
990 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
991 0, 0, width, height, internal, This->resource.size, data));
992 checkGLcall("glCompressedTexSubImage2DARB");
996 TRACE("Calling glTexSubImage2D.\n");
998 glTexSubImage2D(This->texture_target, This->texture_level,
999 0, 0, width, height, format->glFormat, format->glType, data);
1000 checkGLcall("glTexSubImage2D");
1003 if (This->flags & SFLAG_PBO)
1005 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1006 checkGLcall("glBindBufferARB");
1011 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
1013 IWineD3DDeviceImpl *device = This->resource.device;
1016 for (i = 0; i < device->context_count; ++i)
1018 context_surface_update(device->contexts[i], This);
1023 /* This call just allocates the texture, the caller is responsible for binding
1024 * the correct texture. */
1025 /* Context activation is done by the caller. */
1026 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
1027 const struct wined3d_format *format, BOOL srgb)
1029 BOOL enable_client_storage = FALSE;
1030 GLsizei width = This->pow2Width;
1031 GLsizei height = This->pow2Height;
1032 const BYTE *mem = NULL;
1037 internal = format->glGammaInternal;
1039 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
1041 internal = format->rtInternal;
1045 internal = format->glInternal;
1048 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
1050 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",
1051 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
1052 internal, width, height, format->glFormat, format->glType);
1056 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1058 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
1059 || !This->resource.allocatedMemory)
1061 /* In some cases we want to disable client storage.
1062 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
1063 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
1064 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
1065 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1069 This->flags &= ~SFLAG_CLIENT;
1070 enable_client_storage = TRUE;
1074 This->flags |= SFLAG_CLIENT;
1076 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
1077 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
1079 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1083 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
1085 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
1086 internal, width, height, 0, This->resource.size, mem));
1087 checkGLcall("glCompressedTexImage2DARB");
1091 glTexImage2D(This->texture_target, This->texture_level,
1092 internal, width, height, 0, format->glFormat, format->glType, mem);
1093 checkGLcall("glTexImage2D");
1096 if(enable_client_storage) {
1097 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1098 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1103 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1104 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1105 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1106 /* GL locking is done by the caller */
1107 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, IWineD3DSurfaceImpl *rt)
1109 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
1110 renderbuffer_entry_t *entry;
1111 GLuint renderbuffer = 0;
1112 unsigned int src_width, src_height;
1113 unsigned int width, height;
1115 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
1117 width = rt->pow2Width;
1118 height = rt->pow2Height;
1122 width = surface->pow2Width;
1123 height = surface->pow2Height;
1126 src_width = surface->pow2Width;
1127 src_height = surface->pow2Height;
1129 /* A depth stencil smaller than the render target is not valid */
1130 if (width > src_width || height > src_height) return;
1132 /* Remove any renderbuffer set if the sizes match */
1133 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1134 || (width == src_width && height == src_height))
1136 surface->current_renderbuffer = NULL;
1140 /* Look if we've already got a renderbuffer of the correct dimensions */
1141 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
1143 if (entry->width == width && entry->height == height)
1145 renderbuffer = entry->id;
1146 surface->current_renderbuffer = entry;
1153 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1154 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1155 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1156 surface->resource.format->glInternal, width, height);
1158 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
1159 entry->width = width;
1160 entry->height = height;
1161 entry->id = renderbuffer;
1162 list_add_head(&surface->renderbuffers, &entry->entry);
1164 surface->current_renderbuffer = entry;
1167 checkGLcall("set_compatible_renderbuffer");
1170 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
1172 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
1174 TRACE("surface %p.\n", surface);
1176 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
1178 ERR("Surface %p is not on a swapchain.\n", surface);
1182 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
1184 if (swapchain->render_to_fbo)
1186 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1187 return GL_COLOR_ATTACHMENT0;
1189 TRACE("Returning GL_BACK\n");
1192 else if (surface == swapchain->front_buffer)
1194 TRACE("Returning GL_FRONT\n");
1198 FIXME("Higher back buffer, returning GL_BACK\n");
1202 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
1203 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const WINED3DBOX *dirty_rect)
1205 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
1207 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
1208 /* No partial locking for textures yet. */
1209 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1211 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1214 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->Left);
1215 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->Top);
1216 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->Right);
1217 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->Bottom);
1221 surface->dirtyRect.left = 0;
1222 surface->dirtyRect.top = 0;
1223 surface->dirtyRect.right = surface->resource.width;
1224 surface->dirtyRect.bottom = surface->resource.height;
1227 /* if the container is a texture then mark it dirty. */
1228 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1230 TRACE("Passing to container.\n");
1231 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
1235 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
1237 const struct wined3d_format *format = surface->resource.format;
1238 IWineD3DDeviceImpl *device = surface->resource.device;
1242 case WINED3DFMT_P8_UINT:
1243 if (surface->palette)
1245 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1246 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1247 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1251 float_color->r = 0.0f;
1252 float_color->g = 0.0f;
1253 float_color->b = 0.0f;
1255 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1258 case WINED3DFMT_B5G6R5_UNORM:
1259 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1260 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1261 float_color->b = (color & 0x1f) / 31.0f;
1262 float_color->a = 1.0f;
1265 case WINED3DFMT_B8G8R8_UNORM:
1266 case WINED3DFMT_B8G8R8X8_UNORM:
1267 float_color->r = D3DCOLOR_R(color);
1268 float_color->g = D3DCOLOR_G(color);
1269 float_color->b = D3DCOLOR_B(color);
1270 float_color->a = 1.0f;
1273 case WINED3DFMT_B8G8R8A8_UNORM:
1274 float_color->r = D3DCOLOR_R(color);
1275 float_color->g = D3DCOLOR_G(color);
1276 float_color->b = D3DCOLOR_B(color);
1277 float_color->a = D3DCOLOR_A(color);
1281 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1288 static BOOL surface_convert_depth_to_float(IWineD3DSurfaceImpl *surface, DWORD depth, float *float_depth)
1290 const struct wined3d_format *format = surface->resource.format;
1294 case WINED3DFMT_S1_UINT_D15_UNORM:
1295 *float_depth = depth / (float)0x00007fff;
1298 case WINED3DFMT_D16_UNORM:
1299 *float_depth = depth / (float)0x0000ffff;
1302 case WINED3DFMT_D24_UNORM_S8_UINT:
1303 case WINED3DFMT_X8D24_UNORM:
1304 *float_depth = depth / (float)0x00ffffff;
1307 case WINED3DFMT_D32_UNORM:
1308 *float_depth = depth / (float)0xffffffff;
1312 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1319 static void surface_evict_sysmem(IWineD3DSurfaceImpl *surface)
1321 if (surface->flags & SFLAG_DONOTFREE)
1324 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1325 surface->resource.allocatedMemory = NULL;
1326 surface->resource.heapMemory = NULL;
1327 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
1330 HRESULT surface_load(IWineD3DSurfaceImpl *surface, BOOL srgb)
1332 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
1334 TRACE("surface %p, srgb %#x.\n", surface, srgb);
1336 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
1338 ERR("Not supported on scratch surfaces.\n");
1339 return WINED3DERR_INVALIDCALL;
1342 if (!(surface->flags & flag))
1344 TRACE("Reloading because surface is dirty\n");
1346 /* Reload if either the texture and sysmem have different ideas about the
1347 * color key, or the actual key values changed. */
1348 else if (!(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1349 || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1350 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
1351 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
1353 TRACE("Reloading because of color keying\n");
1354 /* To perform the color key conversion we need a sysmem copy of
1355 * the surface. Make sure we have it. */
1357 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1358 /* Make sure the texture is reloaded because of the color key change,
1359 * this kills performance though :( */
1360 /* TODO: This is not necessarily needed with hw palettized texture support. */
1361 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1365 TRACE("surface is already in texture\n");
1369 /* No partial locking for textures yet. */
1370 surface_load_location(surface, flag, NULL);
1371 surface_evict_sysmem(surface);
1376 /* Do not call while under the GL lock. */
1377 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1379 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1380 ULONG ref = InterlockedDecrement(&This->resource.ref);
1381 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1385 surface_cleanup(This);
1386 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1388 TRACE("(%p) Released.\n", This);
1389 HeapFree(GetProcessHeap(), 0, This);
1395 /* ****************************************************
1396 IWineD3DSurface IWineD3DResource parts follow
1397 **************************************************** */
1399 /* Do not call while under the GL lock. */
1400 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1402 IWineD3DDeviceImpl *device = surface->resource.device;
1404 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1406 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1408 struct wined3d_texture *texture = surface->container.u.texture;
1410 TRACE("Passing to container (%p).\n", texture);
1411 texture->texture_ops->texture_preload(texture, srgb);
1415 struct wined3d_context *context = NULL;
1417 TRACE("(%p) : About to load surface\n", surface);
1419 if (!device->isInDraw) context = context_acquire(device, NULL);
1421 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1422 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1424 if (palette9_changed(surface))
1426 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1427 /* TODO: This is not necessarily needed with hw palettized texture support */
1428 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1429 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1430 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1434 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1436 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1438 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1442 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1446 if (context) context_release(context);
1450 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1452 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1455 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1457 if (!surface->resource.allocatedMemory)
1459 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1460 surface->resource.size + RESOURCE_ALIGNMENT);
1461 if (!surface->resource.heapMemory)
1463 ERR("Out of memory\n");
1466 surface->resource.allocatedMemory =
1467 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1471 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1474 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1479 /* ******************************************************
1480 IWineD3DSurface IWineD3DSurface parts follow
1481 ****************************************************** */
1483 /* Read the framebuffer back into the surface */
1484 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1486 IWineD3DDeviceImpl *device = This->resource.device;
1487 const struct wined3d_gl_info *gl_info;
1488 struct wined3d_context *context;
1492 BYTE *row, *top, *bottom;
1496 BOOL srcIsUpsideDown;
1501 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1502 static BOOL warned = FALSE;
1504 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1510 context = context_acquire(device, This);
1511 context_apply_blit_state(context, device);
1512 gl_info = context->gl_info;
1516 /* Select the correct read buffer, and give some debug output.
1517 * There is no need to keep track of the current read buffer or reset it, every part of the code
1518 * that reads sets the read buffer as desired.
1520 if (surface_is_offscreen(This))
1522 /* Mapping the primary render target which is not on a swapchain.
1523 * Read from the back buffer. */
1524 TRACE("Mapping offscreen render target.\n");
1525 glReadBuffer(device->offscreenBuffer);
1526 srcIsUpsideDown = TRUE;
1530 /* Onscreen surfaces are always part of a swapchain */
1531 GLenum buffer = surface_get_gl_buffer(This);
1532 TRACE("Mapping %#x buffer.\n", buffer);
1533 glReadBuffer(buffer);
1534 checkGLcall("glReadBuffer");
1535 srcIsUpsideDown = FALSE;
1538 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1540 local_rect.left = 0;
1542 local_rect.right = This->resource.width;
1543 local_rect.bottom = This->resource.height;
1549 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1551 switch (This->resource.format->id)
1553 case WINED3DFMT_P8_UINT:
1555 if (primary_render_target_is_p8(device))
1557 /* In case of P8 render targets the index is stored in the alpha component */
1559 type = GL_UNSIGNED_BYTE;
1561 bpp = This->resource.format->byte_count;
1563 /* GL can't return palettized data, so read ARGB pixels into a
1564 * separate block of memory and convert them into palettized format
1565 * in software. Slow, but if the app means to use palettized render
1566 * targets and locks it...
1568 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1569 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1570 * for the color channels when palettizing the colors.
1573 type = GL_UNSIGNED_BYTE;
1575 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1577 ERR("Out of memory\n");
1581 bpp = This->resource.format->byte_count * 3;
1588 fmt = This->resource.format->glFormat;
1589 type = This->resource.format->glType;
1590 bpp = This->resource.format->byte_count;
1593 if (This->flags & SFLAG_PBO)
1595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1596 checkGLcall("glBindBufferARB");
1599 ERR("mem not null for pbo -- unexpected\n");
1604 /* Save old pixel store pack state */
1605 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1606 checkGLcall("glGetIntegerv");
1607 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1608 checkGLcall("glGetIntegerv");
1609 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1610 checkGLcall("glGetIntegerv");
1612 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1613 glPixelStorei(GL_PACK_ROW_LENGTH, This->resource.width);
1614 checkGLcall("glPixelStorei");
1615 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1616 checkGLcall("glPixelStorei");
1617 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1618 checkGLcall("glPixelStorei");
1620 glReadPixels(local_rect.left, !srcIsUpsideDown ? (This->resource.height - local_rect.bottom) : local_rect.top,
1621 local_rect.right - local_rect.left,
1622 local_rect.bottom - local_rect.top,
1624 checkGLcall("glReadPixels");
1626 /* Reset previous pixel store pack state */
1627 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1628 checkGLcall("glPixelStorei");
1629 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1630 checkGLcall("glPixelStorei");
1631 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1632 checkGLcall("glPixelStorei");
1634 if (This->flags & SFLAG_PBO)
1636 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1637 checkGLcall("glBindBufferARB");
1639 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1640 * to get a pointer to it and perform the flipping in software. This is a lot
1641 * faster than calling glReadPixels for each line. In case we want more speed
1642 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1643 if(!srcIsUpsideDown) {
1644 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1645 checkGLcall("glBindBufferARB");
1647 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1648 checkGLcall("glMapBufferARB");
1652 /* TODO: Merge this with the palettization loop below for P8 targets */
1653 if(!srcIsUpsideDown) {
1655 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1656 Flip the lines in software */
1657 len = (local_rect.right - local_rect.left) * bpp;
1658 off = local_rect.left * bpp;
1660 row = HeapAlloc(GetProcessHeap(), 0, len);
1662 ERR("Out of memory\n");
1663 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1668 top = mem + pitch * local_rect.top;
1669 bottom = mem + pitch * (local_rect.bottom - 1);
1670 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1671 memcpy(row, top + off, len);
1672 memcpy(top + off, bottom + off, len);
1673 memcpy(bottom + off, row, len);
1677 HeapFree(GetProcessHeap(), 0, row);
1679 /* Unmap the temp PBO buffer */
1680 if (This->flags & SFLAG_PBO)
1682 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1683 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1688 context_release(context);
1690 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1691 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1692 * the same color but we have no choice.
1693 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1695 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1697 const PALETTEENTRY *pal = NULL;
1698 DWORD width = pitch / 3;
1702 pal = This->palette->palents;
1704 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1705 HeapFree(GetProcessHeap(), 0, mem);
1709 for(y = local_rect.top; y < local_rect.bottom; y++) {
1710 for(x = local_rect.left; x < local_rect.right; x++) {
1711 /* start lines pixels */
1712 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1713 const BYTE *green = blue + 1;
1714 const BYTE *red = green + 1;
1716 for(c = 0; c < 256; c++) {
1717 if(*red == pal[c].peRed &&
1718 *green == pal[c].peGreen &&
1719 *blue == pal[c].peBlue)
1721 *((BYTE *) dest + y * width + x) = c;
1727 HeapFree(GetProcessHeap(), 0, mem);
1731 /* Read the framebuffer contents into a texture */
1732 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1734 IWineD3DDeviceImpl *device = This->resource.device;
1735 const struct wined3d_gl_info *gl_info;
1736 struct wined3d_context *context;
1738 if (!surface_is_offscreen(This))
1740 /* We would need to flip onscreen surfaces, but there's no efficient
1741 * way to do that here. It makes more sense for the caller to
1742 * explicitly go through sysmem. */
1743 ERR("Not supported for onscreen targets.\n");
1747 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1748 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1749 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1751 context = context_acquire(device, This);
1752 gl_info = context->gl_info;
1754 surface_prepare_texture(This, gl_info, srgb);
1755 surface_bind_and_dirtify(This, gl_info, srgb);
1757 TRACE("Reading back offscreen render target %p.\n", This);
1761 glReadBuffer(device->offscreenBuffer);
1762 checkGLcall("glReadBuffer");
1764 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1765 0, 0, 0, 0, This->resource.width, This->resource.height);
1766 checkGLcall("glCopyTexSubImage2D");
1770 context_release(context);
1773 /* Context activation is done by the caller. */
1774 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1775 const struct wined3d_gl_info *gl_info, BOOL srgb)
1777 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1778 CONVERT_TYPES convert;
1779 struct wined3d_format format;
1781 if (surface->flags & alloc_flag) return;
1783 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1784 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1785 else surface->flags &= ~SFLAG_CONVERTED;
1787 surface_bind_and_dirtify(surface, gl_info, srgb);
1788 surface_allocate_surface(surface, gl_info, &format, srgb);
1789 surface->flags |= alloc_flag;
1792 /* Context activation is done by the caller. */
1793 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1795 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1797 struct wined3d_texture *texture = surface->container.u.texture;
1798 UINT sub_count = texture->level_count * texture->layer_count;
1801 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1803 for (i = 0; i < sub_count; ++i)
1805 IWineD3DSurfaceImpl *s = surface_from_resource(texture->sub_resources[i]);
1806 surface_prepare_texture_internal(s, gl_info, srgb);
1812 surface_prepare_texture_internal(surface, gl_info, srgb);
1815 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1817 IWineD3DDeviceImpl *device = This->resource.device;
1818 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1820 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1821 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1824 if (!(This->flags & SFLAG_DYNLOCK))
1827 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1828 if(This->lockCount > MAXLOCKCOUNT) {
1829 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1830 This->flags |= SFLAG_DYNLOCK;
1834 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1835 * Also don't create a PBO for systemmem surfaces.
1837 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1838 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1839 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1842 struct wined3d_context *context;
1844 context = context_acquire(device, NULL);
1847 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1848 error = glGetError();
1849 if (!This->pbo || error != GL_NO_ERROR)
1850 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1852 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1854 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1855 checkGLcall("glBindBufferARB");
1857 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1858 checkGLcall("glBufferDataARB");
1860 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1861 checkGLcall("glBindBufferARB");
1863 /* We don't need the system memory anymore and we can't even use it for PBOs */
1864 if (!(This->flags & SFLAG_CLIENT))
1866 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1867 This->resource.heapMemory = NULL;
1869 This->resource.allocatedMemory = NULL;
1870 This->flags |= SFLAG_PBO;
1872 context_release(context);
1874 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1876 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1879 if(!This->resource.heapMemory) {
1880 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1882 This->resource.allocatedMemory =
1883 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1884 if (This->flags & SFLAG_INSYSMEM)
1886 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1891 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1892 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1894 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1895 IWineD3DDeviceImpl *device = This->resource.device;
1896 const RECT *pass_rect = pRect;
1898 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1899 iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1901 /* This is also done in the base class, but we have to verify this before loading any data from
1902 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1903 * may interfere, and all other bad things may happen
1905 if (This->flags & SFLAG_LOCKED)
1907 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1908 return WINED3DERR_INVALIDCALL;
1910 This->flags |= SFLAG_LOCKED;
1912 if (!(This->flags & SFLAG_LOCKABLE))
1914 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1917 if (flags & WINED3DLOCK_DISCARD)
1919 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1920 surface_prepare_system_memory(This);
1921 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1925 /* surface_load_location() does not check if the rectangle specifies
1926 * the full surface. Most callers don't need that, so do it here. */
1927 if (pRect && !pRect->top && !pRect->left
1928 && pRect->right == This->resource.width
1929 && pRect->bottom == This->resource.height)
1934 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1935 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1937 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1941 if (This->flags & SFLAG_PBO)
1943 const struct wined3d_gl_info *gl_info;
1944 struct wined3d_context *context;
1946 context = context_acquire(device, NULL);
1947 gl_info = context->gl_info;
1950 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1951 checkGLcall("glBindBufferARB");
1953 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1954 if(This->resource.allocatedMemory) {
1955 ERR("The surface already has PBO memory allocated!\n");
1958 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1959 checkGLcall("glMapBufferARB");
1961 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1962 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1963 checkGLcall("glBindBufferARB");
1966 context_release(context);
1969 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1972 surface_add_dirty_rect(This, NULL);
1977 b.Left = pRect->left;
1979 b.Right = pRect->right;
1980 b.Bottom = pRect->bottom;
1983 surface_add_dirty_rect(This, &b);
1987 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1990 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *surface,
1991 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1993 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface); /* target is argb, 4 byte */
1994 IWineD3DDeviceImpl *device = surface->resource.device;
1995 const struct wined3d_gl_info *gl_info;
1996 struct wined3d_context *context;
2000 surface_get_rect(surface, rect, &local_rect);
2002 mem += local_rect.top * pitch + local_rect.left * bpp;
2003 w = local_rect.right - local_rect.left;
2004 h = local_rect.bottom - local_rect.top;
2006 /* Activate the correct context for the render target */
2007 context = context_acquire(device, surface);
2008 context_apply_blit_state(context, device);
2009 gl_info = context->gl_info;
2013 if (!surface_is_offscreen(surface))
2015 GLenum buffer = surface_get_gl_buffer(surface);
2016 TRACE("Unlocking %#x buffer.\n", buffer);
2017 context_set_draw_buffer(context, buffer);
2019 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
2020 glPixelZoom(1.0f, -1.0f);
2024 /* Primary offscreen render target */
2025 TRACE("Offscreen render target.\n");
2026 context_set_draw_buffer(context, device->offscreenBuffer);
2028 glPixelZoom(1.0f, 1.0f);
2031 glRasterPos3i(local_rect.left, local_rect.top, 1);
2032 checkGLcall("glRasterPos3i");
2034 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
2035 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
2037 if (surface->flags & SFLAG_PBO)
2039 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
2040 checkGLcall("glBindBufferARB");
2043 glDrawPixels(w, h, fmt, type, mem);
2044 checkGLcall("glDrawPixels");
2046 if (surface->flags & SFLAG_PBO)
2048 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2049 checkGLcall("glBindBufferARB");
2052 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2053 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
2056 context_release(context);
2059 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
2061 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2062 IWineD3DDeviceImpl *device = This->resource.device;
2065 if (!(This->flags & SFLAG_LOCKED))
2067 WARN("trying to Unlock an unlocked surf@%p\n", This);
2068 return WINEDDERR_NOTLOCKED;
2071 This->flags &= ~SFLAG_LOCKED;
2072 memset(&This->lockedRect, 0, sizeof(This->lockedRect));
2074 if (This->flags & SFLAG_PBO)
2076 const struct wined3d_gl_info *gl_info;
2077 struct wined3d_context *context;
2079 TRACE("Freeing PBO memory\n");
2081 context = context_acquire(device, NULL);
2082 gl_info = context->gl_info;
2085 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
2086 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
2087 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2088 checkGLcall("glUnmapBufferARB");
2090 context_release(context);
2092 This->resource.allocatedMemory = NULL;
2095 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
2097 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
2099 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
2103 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
2104 || (device->render_targets && This == device->render_targets[0]))
2106 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
2107 static BOOL warned = FALSE;
2109 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2115 if (!This->dirtyRect.left && !This->dirtyRect.top
2116 && This->dirtyRect.right == This->resource.width
2117 && This->dirtyRect.bottom == This->resource.height)
2121 /* TODO: Proper partial rectangle tracking */
2122 fullsurface = FALSE;
2123 This->flags |= SFLAG_INSYSMEM;
2126 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
2128 /* Partial rectangle tracking is not commonly implemented, it is only
2129 * done for render targets. INSYSMEM was set before to tell
2130 * surface_load_location() where to read the rectangle from.
2131 * Indrawable is set because all modifications from the partial
2132 * sysmem copy are written back to the drawable, thus the surface is
2133 * merged again in the drawable. The sysmem copy is not fully up to
2134 * date because only a subrectangle was read in Map(). */
2137 surface_modify_location(This, SFLAG_INDRAWABLE, TRUE);
2138 surface_evict_sysmem(This);
2141 This->dirtyRect.left = This->resource.width;
2142 This->dirtyRect.top = This->resource.height;
2143 This->dirtyRect.right = 0;
2144 This->dirtyRect.bottom = 0;
2146 else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2148 FIXME("Depth Stencil buffer locking is not implemented\n");
2152 /* Overlays have to be redrawn manually after changes with the GL implementation */
2153 if (This->overlay_dest)
2154 This->surface_ops->surface_draw_overlay(This);
2159 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
2161 struct wined3d_context *context;
2163 context = context_acquire(surface->resource.device, NULL);
2166 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2167 if (surface->texture_name)
2169 surface_bind_and_dirtify(surface, context->gl_info, FALSE);
2170 glTexImage2D(surface->texture_target, surface->texture_level,
2171 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2173 if (surface->texture_name_srgb)
2175 surface_bind_and_dirtify(surface, context->gl_info, TRUE);
2176 glTexImage2D(surface->texture_target, surface->texture_level,
2177 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2179 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2182 context_release(context);
2184 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
2185 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
2186 surface_force_reload(surface);
2189 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2191 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2192 WINED3DLOCKED_RECT lock;
2196 TRACE("(%p)->(%p)\n",This,pHDC);
2198 if (This->flags & SFLAG_USERPTR)
2200 ERR("Not supported on surfaces with an application-provided surfaces\n");
2201 return WINEDDERR_NODC;
2204 /* Give more detailed info for ddraw */
2205 if (This->flags & SFLAG_DCINUSE)
2206 return WINEDDERR_DCALREADYCREATED;
2208 /* Can't GetDC if the surface is locked */
2209 if (This->flags & SFLAG_LOCKED)
2210 return WINED3DERR_INVALIDCALL;
2212 memset(&lock, 0, sizeof(lock)); /* To be sure */
2214 /* Create a DIB section if there isn't a hdc yet */
2217 if (This->flags & SFLAG_CLIENT)
2219 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2220 surface_release_client_storage(This);
2222 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2223 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2225 /* Use the dib section from now on if we are not using a PBO */
2226 if (!(This->flags & SFLAG_PBO))
2227 This->resource.allocatedMemory = This->dib.bitmap_data;
2230 /* Map the surface */
2231 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2233 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2234 * activates the allocatedMemory. */
2235 if (This->flags & SFLAG_PBO)
2236 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2240 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2241 /* keep the dib section */
2245 if (This->resource.format->id == WINED3DFMT_P8_UINT
2246 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2248 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2249 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2251 const PALETTEENTRY *pal = NULL;
2254 pal = This->palette->palents;
2256 IWineD3DSurfaceImpl *dds_primary;
2257 IWineD3DSwapChainImpl *swapchain;
2258 swapchain = This->resource.device->swapchains[0];
2259 dds_primary = swapchain->front_buffer;
2260 if (dds_primary && dds_primary->palette)
2261 pal = dds_primary->palette->palents;
2265 for (n=0; n<256; n++) {
2266 col[n].rgbRed = pal[n].peRed;
2267 col[n].rgbGreen = pal[n].peGreen;
2268 col[n].rgbBlue = pal[n].peBlue;
2269 col[n].rgbReserved = 0;
2271 SetDIBColorTable(This->hDC, 0, 256, col);
2276 TRACE("returning %p\n",*pHDC);
2277 This->flags |= SFLAG_DCINUSE;
2282 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2284 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2286 TRACE("(%p)->(%p)\n",This,hDC);
2288 if (!(This->flags & SFLAG_DCINUSE))
2289 return WINEDDERR_NODC;
2291 if (This->hDC !=hDC) {
2292 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2293 return WINEDDERR_NODC;
2296 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2298 /* Copy the contents of the DIB over to the PBO */
2299 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2302 /* we locked first, so unlock now */
2303 IWineD3DSurface_Unmap(iface);
2305 This->flags &= ~SFLAG_DCINUSE;
2310 /* ******************************************************
2311 IWineD3DSurface Internal (No mapping to directx api) parts follow
2312 ****************************************************** */
2314 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2315 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2317 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2318 IWineD3DDeviceImpl *device = This->resource.device;
2319 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2320 BOOL blit_supported = FALSE;
2322 /* Copy the default values from the surface. Below we might perform fixups */
2323 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2324 *format = *This->resource.format;
2325 *convert = NO_CONVERSION;
2327 /* Ok, now look if we have to do any conversion */
2328 switch (This->resource.format->id)
2330 case WINED3DFMT_P8_UINT:
2331 /* Below the call to blit_supported is disabled for Wine 1.2
2332 * because the function isn't operating correctly yet. At the
2333 * moment 8-bit blits are handled in software and if certain GL
2334 * extensions are around, surface conversion is performed at
2335 * upload time. The blit_supported call recognizes it as a
2336 * destination fixup. This type of upload 'fixup' and 8-bit to
2337 * 8-bit blits need to be handled by the blit_shader.
2338 * TODO: get rid of this #if 0. */
2340 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
2341 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2342 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2344 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2346 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2347 * texturing. Further also use conversion in case of color keying.
2348 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2349 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2350 * conflicts with this.
2352 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2353 || colorkey_active || !use_texturing)
2355 format->glFormat = GL_RGBA;
2356 format->glInternal = GL_RGBA;
2357 format->glType = GL_UNSIGNED_BYTE;
2358 format->conv_byte_count = 4;
2359 if (colorkey_active)
2360 *convert = CONVERT_PALETTED_CK;
2362 *convert = CONVERT_PALETTED;
2366 case WINED3DFMT_B2G3R3_UNORM:
2367 /* **********************
2368 GL_UNSIGNED_BYTE_3_3_2
2369 ********************** */
2370 if (colorkey_active) {
2371 /* This texture format will never be used.. So do not care about color keying
2372 up until the point in time it will be needed :-) */
2373 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2377 case WINED3DFMT_B5G6R5_UNORM:
2378 if (colorkey_active)
2380 *convert = CONVERT_CK_565;
2381 format->glFormat = GL_RGBA;
2382 format->glInternal = GL_RGB5_A1;
2383 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2384 format->conv_byte_count = 2;
2388 case WINED3DFMT_B5G5R5X1_UNORM:
2389 if (colorkey_active)
2391 *convert = CONVERT_CK_5551;
2392 format->glFormat = GL_BGRA;
2393 format->glInternal = GL_RGB5_A1;
2394 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2395 format->conv_byte_count = 2;
2399 case WINED3DFMT_B8G8R8_UNORM:
2400 if (colorkey_active)
2402 *convert = CONVERT_CK_RGB24;
2403 format->glFormat = GL_RGBA;
2404 format->glInternal = GL_RGBA8;
2405 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2406 format->conv_byte_count = 4;
2410 case WINED3DFMT_B8G8R8X8_UNORM:
2411 if (colorkey_active)
2413 *convert = CONVERT_RGB32_888;
2414 format->glFormat = GL_RGBA;
2415 format->glInternal = GL_RGBA8;
2416 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2417 format->conv_byte_count = 4;
2428 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2430 IWineD3DDeviceImpl *device = This->resource.device;
2431 struct wined3d_palette *pal = This->palette;
2432 BOOL index_in_alpha = FALSE;
2435 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2436 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2437 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2438 * duplicate entries. Store the color key in the unused alpha component to speed the
2439 * download up and to make conversion unneeded. */
2440 index_in_alpha = primary_render_target_is_p8(device);
2444 UINT dxVersion = device->wined3d->dxVersion;
2446 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2449 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2452 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2453 * there's no palette at this time. */
2454 for (i = 0; i < 256; i++) table[i][3] = i;
2459 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2460 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2461 * capability flag is present (wine does advertise this capability) */
2462 for (i = 0; i < 256; ++i)
2464 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2465 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2466 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2467 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2473 TRACE("Using surface palette %p\n", pal);
2474 /* Get the surface's palette */
2475 for (i = 0; i < 256; ++i)
2477 table[i][0] = pal->palents[i].peRed;
2478 table[i][1] = pal->palents[i].peGreen;
2479 table[i][2] = pal->palents[i].peBlue;
2481 /* When index_in_alpha is set the palette index is stored in the
2482 * alpha component. In case of a readback we can then read
2483 * GL_ALPHA. Color keying is handled in BltOverride using a
2484 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2485 * color key itself is passed to glAlphaFunc in other cases the
2486 * alpha component of pixels that should be masked away is set to 0. */
2491 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2492 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2496 else if (pal->flags & WINEDDPCAPS_ALPHA)
2498 table[i][3] = pal->palents[i].peFlags;
2508 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2509 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2513 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2518 memcpy(dst, src, pitch * height);
2521 case CONVERT_PALETTED:
2522 case CONVERT_PALETTED_CK:
2527 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2529 for (y = 0; y < height; y++)
2531 source = src + pitch * y;
2532 dest = dst + outpitch * y;
2533 /* This is an 1 bpp format, using the width here is fine */
2534 for (x = 0; x < width; x++) {
2535 BYTE color = *source++;
2536 *dest++ = table[color][0];
2537 *dest++ = table[color][1];
2538 *dest++ = table[color][2];
2539 *dest++ = table[color][3];
2545 case CONVERT_CK_565:
2547 /* Converting the 565 format in 5551 packed to emulate color-keying.
2549 Note : in all these conversion, it would be best to average the averaging
2550 pixels to get the color of the pixel that will be color-keyed to
2551 prevent 'color bleeding'. This will be done later on if ever it is
2554 Note2: Nvidia documents say that their driver does not support alpha + color keying
2555 on the same surface and disables color keying in such a case
2561 TRACE("Color keyed 565\n");
2563 for (y = 0; y < height; y++) {
2564 Source = (const WORD *)(src + y * pitch);
2565 Dest = (WORD *) (dst + y * outpitch);
2566 for (x = 0; x < width; x++ ) {
2567 WORD color = *Source++;
2568 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2569 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2570 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2579 case CONVERT_CK_5551:
2581 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2585 TRACE("Color keyed 5551\n");
2586 for (y = 0; y < height; y++) {
2587 Source = (const WORD *)(src + y * pitch);
2588 Dest = (WORD *) (dst + y * outpitch);
2589 for (x = 0; x < width; x++ ) {
2590 WORD color = *Source++;
2592 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2593 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2597 *Dest &= ~(1 << 15);
2605 case CONVERT_CK_RGB24:
2607 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2609 for (y = 0; y < height; y++)
2611 source = src + pitch * y;
2612 dest = dst + outpitch * y;
2613 for (x = 0; x < width; x++) {
2614 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2615 DWORD dstcolor = color << 8;
2616 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2617 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2620 *(DWORD*)dest = dstcolor;
2628 case CONVERT_RGB32_888:
2630 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2632 for (y = 0; y < height; y++)
2634 source = src + pitch * y;
2635 dest = dst + outpitch * y;
2636 for (x = 0; x < width; x++) {
2637 DWORD color = 0xffffff & *(const DWORD*)source;
2638 DWORD dstcolor = color << 8;
2639 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2640 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2643 *(DWORD*)dest = dstcolor;
2652 ERR("Unsupported conversion type %#x.\n", convert);
2657 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2659 IWineD3DDeviceImpl *device = This->resource.device;
2661 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2662 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2664 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2665 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2672 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2677 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2679 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2683 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2688 TRACE("(%p) : Calling base function first\n", This);
2689 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2692 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2693 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2694 This->resource.format->glInternal, This->resource.format->glType);
2699 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2700 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2702 TRACE("iface %p, mem %p.\n", iface, Mem);
2704 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2706 WARN("Surface is locked or the HDC is in use\n");
2707 return WINED3DERR_INVALIDCALL;
2710 if(Mem && Mem != This->resource.allocatedMemory) {
2711 void *release = NULL;
2713 /* Do I have to copy the old surface content? */
2714 if (This->flags & SFLAG_DIBSECTION)
2716 SelectObject(This->hDC, This->dib.holdbitmap);
2717 DeleteDC(This->hDC);
2718 /* Release the DIB section */
2719 DeleteObject(This->dib.DIBsection);
2720 This->dib.bitmap_data = NULL;
2721 This->resource.allocatedMemory = NULL;
2723 This->flags &= ~SFLAG_DIBSECTION;
2725 else if (!(This->flags & SFLAG_USERPTR))
2727 release = This->resource.heapMemory;
2728 This->resource.heapMemory = NULL;
2730 This->resource.allocatedMemory = Mem;
2731 This->flags |= SFLAG_USERPTR;
2733 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2734 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2736 /* For client textures opengl has to be notified */
2737 if (This->flags & SFLAG_CLIENT)
2738 surface_release_client_storage(This);
2740 /* Now free the old memory if any */
2741 HeapFree(GetProcessHeap(), 0, release);
2743 else if (This->flags & SFLAG_USERPTR)
2745 /* Map and GetDC will re-create the dib section and allocated memory. */
2746 This->resource.allocatedMemory = NULL;
2747 /* HeapMemory should be NULL already */
2748 if (This->resource.heapMemory)
2749 ERR("User pointer surface has heap memory allocated.\n");
2750 This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2752 if (This->flags & SFLAG_CLIENT)
2753 surface_release_client_storage(This);
2755 surface_prepare_system_memory(This);
2756 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2761 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2763 /* Flip the surface contents */
2768 front->hDC = back->hDC;
2772 /* Flip the DIBsection */
2775 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2776 tmp = front->dib.DIBsection;
2777 front->dib.DIBsection = back->dib.DIBsection;
2778 back->dib.DIBsection = tmp;
2780 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2781 else front->flags &= ~SFLAG_DIBSECTION;
2782 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2783 else back->flags &= ~SFLAG_DIBSECTION;
2786 /* Flip the surface data */
2790 tmp = front->dib.bitmap_data;
2791 front->dib.bitmap_data = back->dib.bitmap_data;
2792 back->dib.bitmap_data = tmp;
2794 tmp = front->resource.allocatedMemory;
2795 front->resource.allocatedMemory = back->resource.allocatedMemory;
2796 back->resource.allocatedMemory = tmp;
2798 tmp = front->resource.heapMemory;
2799 front->resource.heapMemory = back->resource.heapMemory;
2800 back->resource.heapMemory = tmp;
2805 GLuint tmp_pbo = front->pbo;
2806 front->pbo = back->pbo;
2807 back->pbo = tmp_pbo;
2810 /* client_memory should not be different, but just in case */
2813 tmp = front->dib.client_memory;
2814 front->dib.client_memory = back->dib.client_memory;
2815 back->dib.client_memory = tmp;
2818 /* Flip the opengl texture */
2822 tmp = back->texture_name;
2823 back->texture_name = front->texture_name;
2824 front->texture_name = tmp;
2826 tmp = back->texture_name_srgb;
2827 back->texture_name_srgb = front->texture_name_srgb;
2828 front->texture_name_srgb = tmp;
2830 resource_unload(&back->resource);
2831 resource_unload(&front->resource);
2835 DWORD tmp_flags = back->flags;
2836 back->flags = front->flags;
2837 front->flags = tmp_flags;
2841 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2843 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2844 IWineD3DSwapChainImpl *swapchain = NULL;
2846 TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2848 /* Flipping is only supported on RenderTargets and overlays*/
2849 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2850 WARN("Tried to flip a non-render target, non-overlay surface\n");
2851 return WINEDDERR_NOTFLIPPABLE;
2854 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2855 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2857 /* Update the overlay if it is visible */
2858 if (This->overlay_dest)
2859 return This->surface_ops->surface_draw_overlay(This);
2865 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2866 * FIXME("(%p) Target override is not supported by now\n", This);
2867 * Additionally, it isn't really possible to support triple-buffering
2868 * properly on opengl at all
2872 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2874 ERR("Flipped surface is not on a swapchain\n");
2875 return WINEDDERR_NOTFLIPPABLE;
2877 swapchain = This->container.u.swapchain;
2879 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2880 * and only d3d8 and d3d9 apps specify the presentation interval
2882 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2883 /* Most common case first to avoid wasting time on all the other cases */
2884 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2885 else if (flags & WINEDDFLIP_NOVSYNC)
2886 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2887 else if (flags & WINEDDFLIP_INTERVAL2)
2888 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2889 else if (flags & WINEDDFLIP_INTERVAL3)
2890 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2892 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2894 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2895 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2896 NULL, NULL, swapchain->win_handle, NULL, 0);
2899 /* Does a direct frame buffer -> texture copy. Stretching is done
2900 * with single pixel copy calls
2902 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2903 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2905 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2908 struct wined3d_context *context;
2909 BOOL upsidedown = FALSE;
2910 RECT dst_rect = *dst_rect_in;
2912 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2913 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2915 if(dst_rect.top > dst_rect.bottom) {
2916 UINT tmp = dst_rect.bottom;
2917 dst_rect.bottom = dst_rect.top;
2922 context = context_acquire(device, src_surface);
2923 context_apply_blit_state(context, device);
2924 surface_internal_preload(dst_surface, SRGB_RGB);
2927 /* Bind the target texture */
2928 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2929 checkGLcall("glBindTexture");
2930 if (surface_is_offscreen(src_surface))
2932 TRACE("Reading from an offscreen target\n");
2933 upsidedown = !upsidedown;
2934 glReadBuffer(device->offscreenBuffer);
2938 glReadBuffer(surface_get_gl_buffer(src_surface));
2940 checkGLcall("glReadBuffer");
2942 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2943 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2945 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2947 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2949 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2950 ERR("Texture filtering not supported in direct blit\n");
2953 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2954 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2956 ERR("Texture filtering not supported in direct blit\n");
2960 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2961 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2963 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2965 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2966 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2967 src_rect->left, src_surface->resource.height - src_rect->bottom,
2968 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2972 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
2973 /* I have to process this row by row to swap the image,
2974 * otherwise it would be upside down, so stretching in y direction
2975 * doesn't cost extra time
2977 * However, stretching in x direction can be avoided if not necessary
2979 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2980 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2982 /* Well, that stuff works, but it's very slow.
2983 * find a better way instead
2987 for (col = dst_rect.left; col < dst_rect.right; ++col)
2989 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2990 dst_rect.left + col /* x offset */, row /* y offset */,
2991 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2996 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2997 dst_rect.left /* x offset */, row /* y offset */,
2998 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
3002 checkGLcall("glCopyTexSubImage2D");
3005 context_release(context);
3007 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3008 * path is never entered
3010 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3013 /* Uses the hardware to stretch and flip the image */
3014 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
3015 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
3017 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3018 GLuint src, backup = 0;
3019 IWineD3DSwapChainImpl *src_swapchain = NULL;
3020 float left, right, top, bottom; /* Texture coordinates */
3021 UINT fbwidth = src_surface->resource.width;
3022 UINT fbheight = src_surface->resource.height;
3023 struct wined3d_context *context;
3024 GLenum drawBuffer = GL_BACK;
3025 GLenum texture_target;
3026 BOOL noBackBufferBackup;
3028 BOOL upsidedown = FALSE;
3029 RECT dst_rect = *dst_rect_in;
3031 TRACE("Using hwstretch blit\n");
3032 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3033 context = context_acquire(device, src_surface);
3034 context_apply_blit_state(context, device);
3035 surface_internal_preload(dst_surface, SRGB_RGB);
3037 src_offscreen = surface_is_offscreen(src_surface);
3038 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3039 if (!noBackBufferBackup && !src_surface->texture_name)
3041 /* Get it a description */
3042 surface_internal_preload(src_surface, SRGB_RGB);
3046 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3047 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3049 if (context->aux_buffers >= 2)
3051 /* Got more than one aux buffer? Use the 2nd aux buffer */
3052 drawBuffer = GL_AUX1;
3054 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3056 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3057 drawBuffer = GL_AUX0;
3060 if(noBackBufferBackup) {
3061 glGenTextures(1, &backup);
3062 checkGLcall("glGenTextures");
3063 glBindTexture(GL_TEXTURE_2D, backup);
3064 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3065 texture_target = GL_TEXTURE_2D;
3067 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3068 * we are reading from the back buffer, the backup can be used as source texture
3070 texture_target = src_surface->texture_target;
3071 glBindTexture(texture_target, src_surface->texture_name);
3072 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3073 glEnable(texture_target);
3074 checkGLcall("glEnable(texture_target)");
3076 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3077 src_surface->flags &= ~SFLAG_INTEXTURE;
3080 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3081 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3083 if(dst_rect.top > dst_rect.bottom) {
3084 UINT tmp = dst_rect.bottom;
3085 dst_rect.bottom = dst_rect.top;
3092 TRACE("Reading from an offscreen target\n");
3093 upsidedown = !upsidedown;
3094 glReadBuffer(device->offscreenBuffer);
3098 glReadBuffer(surface_get_gl_buffer(src_surface));
3101 /* TODO: Only back up the part that will be overwritten */
3102 glCopyTexSubImage2D(texture_target, 0,
3103 0, 0 /* read offsets */,
3108 checkGLcall("glCopyTexSubImage2D");
3110 /* No issue with overriding these - the sampler is dirty due to blit usage */
3111 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3112 wined3d_gl_mag_filter(magLookup, Filter));
3113 checkGLcall("glTexParameteri");
3114 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3115 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3116 checkGLcall("glTexParameteri");
3118 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3119 src_swapchain = src_surface->container.u.swapchain;
3120 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3122 src = backup ? backup : src_surface->texture_name;
3126 glReadBuffer(GL_FRONT);
3127 checkGLcall("glReadBuffer(GL_FRONT)");
3129 glGenTextures(1, &src);
3130 checkGLcall("glGenTextures(1, &src)");
3131 glBindTexture(GL_TEXTURE_2D, src);
3132 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3134 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3135 * out for power of 2 sizes
3137 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3138 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3139 checkGLcall("glTexImage2D");
3140 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3141 0, 0 /* read offsets */,
3146 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3147 checkGLcall("glTexParameteri");
3148 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3149 checkGLcall("glTexParameteri");
3151 glReadBuffer(GL_BACK);
3152 checkGLcall("glReadBuffer(GL_BACK)");
3154 if(texture_target != GL_TEXTURE_2D) {
3155 glDisable(texture_target);
3156 glEnable(GL_TEXTURE_2D);
3157 texture_target = GL_TEXTURE_2D;
3160 checkGLcall("glEnd and previous");
3162 left = src_rect->left;
3163 right = src_rect->right;
3167 top = src_surface->resource.height - src_rect->top;
3168 bottom = src_surface->resource.height - src_rect->bottom;
3172 top = src_surface->resource.height - src_rect->bottom;
3173 bottom = src_surface->resource.height - src_rect->top;
3176 if (src_surface->flags & SFLAG_NORMCOORD)
3178 left /= src_surface->pow2Width;
3179 right /= src_surface->pow2Width;
3180 top /= src_surface->pow2Height;
3181 bottom /= src_surface->pow2Height;
3184 /* draw the source texture stretched and upside down. The correct surface is bound already */
3185 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3186 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3188 context_set_draw_buffer(context, drawBuffer);
3189 glReadBuffer(drawBuffer);
3193 glTexCoord2f(left, bottom);
3197 glTexCoord2f(left, top);
3198 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3201 glTexCoord2f(right, top);
3202 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3205 glTexCoord2f(right, bottom);
3206 glVertex2i(dst_rect.right - dst_rect.left, 0);
3208 checkGLcall("glEnd and previous");
3210 if (texture_target != dst_surface->texture_target)
3212 glDisable(texture_target);
3213 glEnable(dst_surface->texture_target);
3214 texture_target = dst_surface->texture_target;
3217 /* Now read the stretched and upside down image into the destination texture */
3218 glBindTexture(texture_target, dst_surface->texture_name);
3219 checkGLcall("glBindTexture");
3220 glCopyTexSubImage2D(texture_target,
3222 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3223 0, 0, /* We blitted the image to the origin */
3224 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3225 checkGLcall("glCopyTexSubImage2D");
3227 if(drawBuffer == GL_BACK) {
3228 /* Write the back buffer backup back */
3230 if(texture_target != GL_TEXTURE_2D) {
3231 glDisable(texture_target);
3232 glEnable(GL_TEXTURE_2D);
3233 texture_target = GL_TEXTURE_2D;
3235 glBindTexture(GL_TEXTURE_2D, backup);
3236 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3240 if (texture_target != src_surface->texture_target)
3242 glDisable(texture_target);
3243 glEnable(src_surface->texture_target);
3244 texture_target = src_surface->texture_target;
3246 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3247 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3252 glTexCoord2f(0.0f, 0.0f);
3253 glVertex2i(0, fbheight);
3256 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3260 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3261 (float)fbheight / (float)src_surface->pow2Height);
3262 glVertex2i(fbwidth, 0);
3265 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3266 glVertex2i(fbwidth, fbheight);
3269 glDisable(texture_target);
3270 checkGLcall("glDisable(texture_target)");
3273 if (src != src_surface->texture_name && src != backup)
3275 glDeleteTextures(1, &src);
3276 checkGLcall("glDeleteTextures(1, &src)");
3279 glDeleteTextures(1, &backup);
3280 checkGLcall("glDeleteTextures(1, &backup)");
3285 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3287 context_release(context);
3289 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3290 * path is never entered
3292 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3295 /* Until the blit_shader is ready, define some prototypes here. */
3296 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3297 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3298 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3300 /* Front buffer coordinates are always full screen coordinates, but our GL
3301 * drawable is limited to the window's client area. The sysmem and texture
3302 * copies do have the full screen size. Note that GL has a bottom-left
3303 * origin, while D3D has a top-left origin. */
3304 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3306 UINT drawable_height;
3308 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3309 && surface == surface->container.u.swapchain->front_buffer)
3311 POINT offset = {0, 0};
3314 ScreenToClient(window, &offset);
3315 OffsetRect(rect, offset.x, offset.y);
3317 GetClientRect(window, &windowsize);
3318 drawable_height = windowsize.bottom - windowsize.top;
3322 drawable_height = surface->resource.height;
3325 rect->top = drawable_height - rect->top;
3326 rect->bottom = drawable_height - rect->bottom;
3329 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3331 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
3333 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
3338 /* blit between surface locations. onscreen on different swapchains is not supported.
3339 * depth / stencil is not supported. */
3340 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3341 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3342 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3344 const struct wined3d_gl_info *gl_info;
3345 struct wined3d_context *context;
3346 RECT src_rect, dst_rect;
3349 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3350 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3351 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3352 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3353 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3355 src_rect = *src_rect_in;
3356 dst_rect = *dst_rect_in;
3360 case WINED3DTEXF_LINEAR:
3361 gl_filter = GL_LINEAR;
3365 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3366 case WINED3DTEXF_NONE:
3367 case WINED3DTEXF_POINT:
3368 gl_filter = GL_NEAREST;
3372 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3373 src_location = SFLAG_INTEXTURE;
3374 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3375 dst_location = SFLAG_INTEXTURE;
3377 /* Make sure the locations are up-to-date. Loading the destination
3378 * surface isn't required if the entire surface is overwritten. (And is
3379 * in fact harmful if we're being called by surface_load_location() with
3380 * the purpose of loading the destination surface.) */
3381 surface_load_location(src_surface, src_location, NULL);
3382 if (!surface_is_full_rect(dst_surface, &dst_rect))
3383 surface_load_location(dst_surface, dst_location, NULL);
3385 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3386 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3387 else context = context_acquire(device, NULL);
3389 if (!context->valid)
3391 context_release(context);
3392 WARN("Invalid context, skipping blit.\n");
3396 gl_info = context->gl_info;
3398 if (src_location == SFLAG_INDRAWABLE)
3400 GLenum buffer = surface_get_gl_buffer(src_surface);
3402 TRACE("Source surface %p is onscreen.\n", src_surface);
3404 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3407 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3408 glReadBuffer(buffer);
3409 checkGLcall("glReadBuffer()");
3413 TRACE("Source surface %p is offscreen.\n", src_surface);
3415 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3416 glReadBuffer(GL_COLOR_ATTACHMENT0);
3417 checkGLcall("glReadBuffer()");
3419 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
3422 if (dst_location == SFLAG_INDRAWABLE)
3424 GLenum buffer = surface_get_gl_buffer(dst_surface);
3426 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3428 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3431 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3432 context_set_draw_buffer(context, buffer);
3436 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3439 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3440 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3442 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
3444 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3445 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3446 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3447 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3448 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3450 glDisable(GL_SCISSOR_TEST);
3451 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3453 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3454 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3455 checkGLcall("glBlitFramebuffer()");
3459 if (wined3d_settings.strict_draw_ordering
3460 || (dst_location == SFLAG_INDRAWABLE
3461 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
3464 context_release(context);
3467 static void wined3d_surface_depth_blt_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface,
3468 const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect)
3470 const struct wined3d_gl_info *gl_info;
3471 struct wined3d_context *context;
3472 DWORD src_mask, dst_mask;
3475 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
3476 device, src_surface, wine_dbgstr_rect(src_rect),
3477 dst_surface, wine_dbgstr_rect(dst_rect));
3479 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3480 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
3482 if (src_mask != dst_mask)
3484 ERR("Incompatible formats %s and %s.\n",
3485 debug_d3dformat(src_surface->resource.format->id),
3486 debug_d3dformat(dst_surface->resource.format->id));
3492 ERR("Not a depth / stencil format: %s.\n",
3493 debug_d3dformat(src_surface->resource.format->id));
3498 if (src_mask & WINED3DFMT_FLAG_DEPTH)
3499 gl_mask |= GL_DEPTH_BUFFER_BIT;
3500 if (src_mask & WINED3DFMT_FLAG_STENCIL)
3501 gl_mask |= GL_STENCIL_BUFFER_BIT;
3503 /* Make sure the locations are up-to-date. Loading the destination
3504 * surface isn't required if the entire surface is overwritten. */
3505 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
3506 if (!surface_is_full_rect(dst_surface, dst_rect))
3507 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
3509 context = context_acquire(device, NULL);
3510 if (!context->valid)
3512 context_release(context);
3513 WARN("Invalid context, skipping blit.\n");
3517 gl_info = context->gl_info;
3521 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
3522 glReadBuffer(GL_NONE);
3523 checkGLcall("glReadBuffer()");
3524 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
3526 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
3527 context_set_draw_buffer(context, GL_NONE);
3528 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
3530 if (gl_mask & GL_DEPTH_BUFFER_BIT)
3532 glDepthMask(GL_TRUE);
3533 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
3535 if (gl_mask & GL_STENCIL_BUFFER_BIT)
3537 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
3539 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3540 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
3543 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
3546 glDisable(GL_SCISSOR_TEST);
3547 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3549 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
3550 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
3551 checkGLcall("glBlitFramebuffer()");
3555 if (wined3d_settings.strict_draw_ordering)
3556 wglFlush(); /* Flush to ensure ordering across contexts. */
3558 context_release(context);
3561 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3562 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3563 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3564 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3566 IWineD3DSwapChainImpl *swapchain = NULL;
3567 struct wined3d_context *context;
3568 RECT src_rect, dst_rect;
3570 src_rect = *src_rect_in;
3571 dst_rect = *dst_rect_in;
3573 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3574 swapchain = dst_surface->container.u.swapchain;
3576 /* Make sure the surface is up-to-date. This should probably use
3577 * surface_load_location() and worry about the destination surface too,
3578 * unless we're overwriting it completely. */
3579 surface_internal_preload(src_surface, SRGB_RGB);
3581 /* Activate the destination context, set it up for blitting */
3582 context = context_acquire(device, dst_surface);
3583 context_apply_blit_state(context, device);
3585 if (!surface_is_offscreen(dst_surface))
3586 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3588 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
3594 glEnable(GL_ALPHA_TEST);
3595 checkGLcall("glEnable(GL_ALPHA_TEST)");
3597 /* When the primary render target uses P8, the alpha component
3598 * contains the palette index. Which means that the colorkey is one of
3599 * the palette entries. In other cases pixels that should be masked
3600 * away have alpha set to 0. */
3601 if (primary_render_target_is_p8(device))
3602 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3604 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3605 checkGLcall("glAlphaFunc");
3609 glDisable(GL_ALPHA_TEST);
3610 checkGLcall("glDisable(GL_ALPHA_TEST)");
3613 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3617 glDisable(GL_ALPHA_TEST);
3618 checkGLcall("glDisable(GL_ALPHA_TEST)");
3623 /* Leave the opengl state valid for blitting */
3624 device->blitter->unset_shader(context->gl_info);
3626 if (wined3d_settings.strict_draw_ordering || (swapchain
3627 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3628 wglFlush(); /* Flush to ensure ordering across contexts. */
3630 context_release(context);
3633 /* Do not call while under the GL lock. */
3634 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3636 IWineD3DDeviceImpl *device = s->resource.device;
3637 const struct blit_shader *blitter;
3639 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
3640 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3643 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3644 return WINED3DERR_INVALIDCALL;
3647 return blitter->color_fill(device, s, rect, color);
3650 /* Not called from the VTable */
3651 /* Do not call while under the GL lock. */
3652 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3653 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3654 WINED3DTEXTUREFILTERTYPE Filter)
3656 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3657 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3658 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3659 RECT dst_rect, src_rect;
3661 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3662 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3663 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3665 /* Get the swapchain. One of the surfaces has to be a primary surface */
3666 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3668 WARN("Destination is in sysmem, rejecting gl blt\n");
3669 return WINED3DERR_INVALIDCALL;
3672 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3673 dstSwapchain = dst_surface->container.u.swapchain;
3677 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3679 WARN("Src is in sysmem, rejecting gl blt\n");
3680 return WINED3DERR_INVALIDCALL;
3683 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3684 srcSwapchain = src_surface->container.u.swapchain;
3687 /* Early sort out of cases where no render target is used */
3688 if (!dstSwapchain && !srcSwapchain
3689 && src_surface != device->render_targets[0]
3690 && dst_surface != device->render_targets[0])
3692 TRACE("No surface is render target, not using hardware blit.\n");
3693 return WINED3DERR_INVALIDCALL;
3696 /* No destination color keying supported */
3697 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3699 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3700 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3701 return WINED3DERR_INVALIDCALL;
3704 surface_get_rect(dst_surface, DestRect, &dst_rect);
3705 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3707 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3708 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3709 && dst_surface == dstSwapchain->front_buffer
3710 && src_surface == dstSwapchain->back_buffers[0])
3712 /* Half-Life does a Blt from the back buffer to the front buffer,
3713 * Full surface size, no flags... Use present instead
3715 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3718 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3721 TRACE("Looking if a Present can be done...\n");
3722 /* Source Rectangle must be full surface */
3723 if (src_rect.left || src_rect.top
3724 || src_rect.right != src_surface->resource.width
3725 || src_rect.bottom != src_surface->resource.height)
3727 TRACE("No, Source rectangle doesn't match\n");
3731 /* No stretching may occur */
3732 if(src_rect.right != dst_rect.right - dst_rect.left ||
3733 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3734 TRACE("No, stretching is done\n");
3738 /* Destination must be full surface or match the clipping rectangle */
3739 if (dst_surface->clipper && dst_surface->clipper->hWnd)
3743 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
3744 pos[0].x = dst_rect.left;
3745 pos[0].y = dst_rect.top;
3746 pos[1].x = dst_rect.right;
3747 pos[1].y = dst_rect.bottom;
3748 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
3750 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3751 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3753 TRACE("No, dest rectangle doesn't match(clipper)\n");
3754 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3755 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3759 else if (dst_rect.left || dst_rect.top
3760 || dst_rect.right != dst_surface->resource.width
3761 || dst_rect.bottom != dst_surface->resource.height)
3763 TRACE("No, dest rectangle doesn't match(surface size)\n");
3769 /* These flags are unimportant for the flag check, remove them */
3770 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3772 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3774 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3775 * take very long, while a flip is fast.
3776 * This applies to Half-Life, which does such Blts every time it finished
3777 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3778 * menu. This is also used by all apps when they do windowed rendering
3780 * The problem is that flipping is not really the same as copying. After a
3781 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3782 * untouched. Therefore it's necessary to override the swap effect
3783 * and to set it back after the flip.
3785 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3789 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3790 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3792 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3793 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3794 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3796 dstSwapchain->presentParms.SwapEffect = orig_swap;
3803 TRACE("Unsupported blit between buffers on the same swapchain\n");
3804 return WINED3DERR_INVALIDCALL;
3805 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3806 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3807 return WINED3DERR_INVALIDCALL;
3808 } else if(dstSwapchain && srcSwapchain) {
3809 FIXME("Implement hardware blit between two different swapchains\n");
3810 return WINED3DERR_INVALIDCALL;
3812 else if (dstSwapchain)
3814 /* Handled with regular texture -> swapchain blit */
3815 if (src_surface == device->render_targets[0])
3816 TRACE("Blit from active render target to a swapchain\n");
3818 else if (srcSwapchain && dst_surface == device->render_targets[0])
3820 FIXME("Implement blit from a swapchain to the active render target\n");
3821 return WINED3DERR_INVALIDCALL;
3824 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3826 /* Blit from render target to texture */
3829 /* P8 read back is not implemented */
3830 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3831 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3833 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3834 return WINED3DERR_INVALIDCALL;
3837 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3839 TRACE("Color keying not supported by frame buffer to texture blit\n");
3840 return WINED3DERR_INVALIDCALL;
3841 /* Destination color key is checked above */
3844 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3850 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3851 * flip the image nor scale it.
3853 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3854 * -> If the app wants a image width an unscaled width, copy it line per line
3855 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3856 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3857 * back buffer. This is slower than reading line per line, thus not used for flipping
3858 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3861 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3862 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3864 if (fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3865 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3866 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3868 surface_blt_fbo(device, Filter,
3869 src_surface, SFLAG_INDRAWABLE, &src_rect,
3870 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3871 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3873 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->resource.width
3874 || dst_rect.bottom - dst_rect.top > src_surface->resource.height)
3876 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3877 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3879 TRACE("Using hardware stretching to flip / stretch the texture\n");
3880 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3883 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3885 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3886 dst_surface->resource.allocatedMemory = NULL;
3887 dst_surface->resource.heapMemory = NULL;
3891 dst_surface->flags &= ~SFLAG_INSYSMEM;
3896 else if (src_surface)
3898 /* Blit from offscreen surface to render target */
3899 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3900 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3902 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3904 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3905 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3906 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3907 src_surface->resource.format,
3908 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3909 dst_surface->resource.format))
3911 TRACE("Using surface_blt_fbo.\n");
3912 /* The source is always a texture, but never the currently active render target, and the texture
3913 * contents are never upside down. */
3914 surface_blt_fbo(device, Filter,
3915 src_surface, SFLAG_INDRAWABLE, &src_rect,
3916 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3917 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3921 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3922 && arbfp_blit.blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3923 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3924 src_surface->resource.format,
3925 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3926 dst_surface->resource.format))
3928 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect,
3929 WINED3D_BLIT_OP_COLOR_BLIT, Filter);
3932 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3933 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3934 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3936 FIXME("Unsupported blit operation falling back to software\n");
3937 return WINED3DERR_INVALIDCALL;
3940 /* Color keying: Check if we have to do a color keyed blt,
3941 * and if not check if a color key is activated.
3943 * Just modify the color keying parameters in the surface and restore them afterwards
3944 * The surface keeps track of the color key last used to load the opengl surface.
3945 * PreLoad will catch the change to the flags and color key and reload if necessary.
3947 if (flags & WINEDDBLT_KEYSRC)
3949 /* Use color key from surface */
3951 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3953 /* Use color key from DDBltFx */
3954 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3955 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3959 /* Do not use color key */
3960 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3963 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3964 src_surface, &src_rect, dst_surface, &dst_rect);
3966 /* Restore the color key parameters */
3967 src_surface->CKeyFlags = oldCKeyFlags;
3968 src_surface->SrcBltCKey = oldBltCKey;
3970 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3976 /* Source-Less Blit to render target */
3977 if (flags & WINEDDBLT_COLORFILL)
3979 WINED3DCOLORVALUE color;
3981 TRACE("Colorfill\n");
3983 /* The color as given in the Blt function is in the surface format. */
3984 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3985 return WINED3DERR_INVALIDCALL;
3987 return surface_color_fill(dst_surface, &dst_rect, &color);
3991 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3992 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3993 return WINED3DERR_INVALIDCALL;
3996 /* Do not call while under the GL lock. */
3997 static HRESULT wined3d_surface_depth_fill(IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
3999 const struct wined3d_resource *resource = &surface->resource;
4000 IWineD3DDeviceImpl *device = resource->device;
4001 const struct blit_shader *blitter;
4003 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
4004 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
4007 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
4008 return WINED3DERR_INVALIDCALL;
4011 return blitter->depth_fill(device, surface, rect, depth);
4014 static HRESULT wined3d_surface_depth_blt(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
4015 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect)
4017 IWineD3DDeviceImpl *device = src_surface->resource.device;
4019 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
4020 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
4021 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
4022 return WINED3DERR_INVALIDCALL;
4024 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
4026 surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
4027 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
4028 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
4033 /* Do not call while under the GL lock. */
4034 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
4035 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
4036 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
4038 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4039 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
4040 IWineD3DDeviceImpl *device = This->resource.device;
4041 DWORD src_ds_flags, dst_ds_flags;
4043 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
4044 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
4045 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
4046 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
4048 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
4050 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4051 return WINEDDERR_SURFACEBUSY;
4054 dst_ds_flags = This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
4056 src_ds_flags = src->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
4060 if (src_ds_flags || dst_ds_flags)
4062 if (flags & WINEDDBLT_DEPTHFILL)
4067 TRACE("Depth fill.\n");
4069 surface_get_rect(This, DestRect, &rect);
4071 if (!surface_convert_depth_to_float(This, DDBltFx->u5.dwFillDepth, &depth))
4072 return WINED3DERR_INVALIDCALL;
4074 if (SUCCEEDED(wined3d_surface_depth_fill(This, &rect, depth)))
4079 RECT src_rect, dst_rect;
4081 /* Accessing depth / stencil surfaces is supposed to fail while in
4082 * a scene, except for fills, which seem to work. */
4083 if (device->inScene)
4085 WARN("Rejecting depth / stencil access while in scene.\n");
4086 return WINED3DERR_INVALIDCALL;
4089 if (src_ds_flags != dst_ds_flags)
4091 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
4092 return WINED3DERR_INVALIDCALL;
4095 if (SrcRect && (SrcRect->top || SrcRect->left
4096 || SrcRect->bottom != src->resource.height
4097 || SrcRect->right != src->resource.width))
4099 WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
4100 wine_dbgstr_rect(SrcRect));
4101 return WINED3DERR_INVALIDCALL;
4104 if (DestRect && (DestRect->top || DestRect->left
4105 || DestRect->bottom != This->resource.height
4106 || DestRect->right != This->resource.width))
4108 WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
4109 wine_dbgstr_rect(SrcRect));
4110 return WINED3DERR_INVALIDCALL;
4113 if (src->resource.height != This->resource.height
4114 || src->resource.width != This->resource.width)
4116 WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
4117 return WINED3DERR_INVALIDCALL;
4120 surface_get_rect(src, SrcRect, &src_rect);
4121 surface_get_rect(This, DestRect, &dst_rect);
4123 if (SUCCEEDED(wined3d_surface_depth_blt(src, &src_rect, This, &dst_rect)))
4128 /* Special cases for RenderTargets */
4129 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4130 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
4132 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
4136 /* For the rest call the X11 surface implementation.
4137 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
4138 * other Blts are rather rare. */
4139 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
4142 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
4143 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
4145 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4146 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
4147 IWineD3DDeviceImpl *device = This->resource.device;
4149 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
4150 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
4152 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
4154 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4155 return WINEDDERR_SURFACEBUSY;
4158 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
4160 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4161 return WINED3DERR_INVALIDCALL;
4164 /* Special cases for RenderTargets */
4165 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4166 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
4169 RECT SrcRect, DstRect;
4172 surface_get_rect(src, rsrc, &SrcRect);
4174 DstRect.left = dstx;
4176 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4177 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4179 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4180 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
4181 flags |= WINEDDBLT_KEYSRC;
4182 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
4183 flags |= WINEDDBLT_KEYDEST;
4184 if (trans & WINEDDBLTFAST_WAIT)
4185 flags |= WINEDDBLT_WAIT;
4186 if (trans & WINEDDBLTFAST_DONOTWAIT)
4187 flags |= WINEDDBLT_DONOTWAIT;
4189 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
4190 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
4194 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
4197 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4198 /** Check against the maximum texture sizes supported by the video card **/
4199 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4200 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
4201 unsigned int pow2Width, pow2Height;
4203 This->surface_ops = &surface_ops;
4205 This->texture_name = 0;
4206 This->texture_target = GL_TEXTURE_2D;
4208 /* Non-power2 support */
4209 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
4211 pow2Width = This->resource.width;
4212 pow2Height = This->resource.height;
4216 /* Find the nearest pow2 match */
4217 pow2Width = pow2Height = 1;
4218 while (pow2Width < This->resource.width) pow2Width <<= 1;
4219 while (pow2Height < This->resource.height) pow2Height <<= 1;
4221 This->pow2Width = pow2Width;
4222 This->pow2Height = pow2Height;
4224 if (pow2Width > This->resource.width || pow2Height > This->resource.height)
4226 /* TODO: Add support for non power two compressed textures. */
4227 if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
4229 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4230 This, This->resource.width, This->resource.height);
4231 return WINED3DERR_NOTAVAILABLE;
4235 if (pow2Width != This->resource.width
4236 || pow2Height != This->resource.height)
4238 This->flags |= SFLAG_NONPOW2;
4241 TRACE("%p\n", This);
4242 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4243 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4245 /* one of three options
4246 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)
4247 2: Set the texture to the maximum size (bad idea)
4248 3: WARN and return WINED3DERR_NOTAVAILABLE;
4249 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.
4251 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4253 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4254 return WINED3DERR_NOTAVAILABLE;
4257 /* We should never use this surface in combination with OpenGL! */
4258 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4262 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4263 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4264 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4266 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4267 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4268 && gl_info->supported[EXT_PALETTED_TEXTURE]
4269 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4271 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4272 This->pow2Width = This->resource.width;
4273 This->pow2Height = This->resource.height;
4274 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4278 switch (wined3d_settings.offscreen_rendering_mode)
4281 This->get_drawable_size = get_drawable_size_fbo;
4284 case ORM_BACKBUFFER:
4285 This->get_drawable_size = get_drawable_size_backbuffer;
4289 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4290 return WINED3DERR_INVALIDCALL;
4293 This->flags |= SFLAG_INSYSMEM;
4298 /* GL locking is done by the caller */
4299 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4300 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4302 IWineD3DDeviceImpl *device = This->resource.device;
4303 GLint compare_mode = GL_NONE;
4304 struct blt_info info;
4305 GLint old_binding = 0;
4308 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4310 glDisable(GL_CULL_FACE);
4311 glDisable(GL_BLEND);
4312 glDisable(GL_ALPHA_TEST);
4313 glDisable(GL_SCISSOR_TEST);
4314 glDisable(GL_STENCIL_TEST);
4315 glEnable(GL_DEPTH_TEST);
4316 glDepthFunc(GL_ALWAYS);
4317 glDepthMask(GL_TRUE);
4318 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4319 glViewport(0, This->pow2Height - h, w, h);
4321 SetRect(&rect, 0, h, w, 0);
4322 surface_get_blt_info(target, &rect, This->pow2Width, This->pow2Height, &info);
4323 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4324 glGetIntegerv(info.binding, &old_binding);
4325 glBindTexture(info.bind_target, texture);
4326 if (gl_info->supported[ARB_SHADOW])
4328 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4329 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4332 device->shader_backend->shader_select_depth_blt(device->shader_priv,
4333 gl_info, info.tex_type, &This->ds_current_size);
4335 glBegin(GL_TRIANGLE_STRIP);
4336 glTexCoord3fv(info.coords[0]);
4337 glVertex2f(-1.0f, -1.0f);
4338 glTexCoord3fv(info.coords[1]);
4339 glVertex2f(1.0f, -1.0f);
4340 glTexCoord3fv(info.coords[2]);
4341 glVertex2f(-1.0f, 1.0f);
4342 glTexCoord3fv(info.coords[3]);
4343 glVertex2f(1.0f, 1.0f);
4346 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4347 glBindTexture(info.bind_target, old_binding);
4351 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4354 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4355 DWORD location, UINT w, UINT h)
4357 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4359 if (location & ~SFLAG_DS_LOCATIONS)
4360 FIXME("Invalid location (%#x) specified.\n", location);
4362 surface->ds_current_size.cx = w;
4363 surface->ds_current_size.cy = h;
4364 surface->flags &= ~SFLAG_DS_LOCATIONS;
4365 surface->flags |= location;
4368 /* Context activation is done by the caller. */
4369 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4371 IWineD3DDeviceImpl *device = surface->resource.device;
4372 const struct wined3d_gl_info *gl_info = context->gl_info;
4375 TRACE("surface %p, new location %#x.\n", surface, location);
4377 /* TODO: Make this work for modes other than FBO */
4378 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4380 if (!(surface->flags & location))
4382 w = surface->ds_current_size.cx;
4383 h = surface->ds_current_size.cy;
4384 surface->ds_current_size.cx = 0;
4385 surface->ds_current_size.cy = 0;
4389 w = surface->resource.width;
4390 h = surface->resource.height;
4393 if (surface->ds_current_size.cx == surface->resource.width
4394 && surface->ds_current_size.cy == surface->resource.height)
4396 TRACE("Location (%#x) is already up to date.\n", location);
4400 if (surface->current_renderbuffer)
4402 FIXME("Not supported with fixed up depth stencil.\n");
4406 if (!(surface->flags & SFLAG_LOCATIONS))
4408 FIXME("No up to date depth stencil location.\n");
4409 surface->flags |= location;
4413 if (location == SFLAG_DS_OFFSCREEN)
4415 GLint old_binding = 0;
4418 /* The render target is allowed to be smaller than the depth/stencil
4419 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4420 * than the offscreen surface. Don't overwrite the offscreen surface
4421 * with undefined data. */
4422 w = min(w, context->swapchain->presentParms.BackBufferWidth);
4423 h = min(h, context->swapchain->presentParms.BackBufferHeight);
4425 TRACE("Copying onscreen depth buffer to depth texture.\n");
4429 if (!device->depth_blt_texture)
4431 glGenTextures(1, &device->depth_blt_texture);
4434 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4435 * directly on the FBO texture. That's because we need to flip. */
4436 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4437 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4439 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4440 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4444 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4445 bind_target = GL_TEXTURE_2D;
4447 glBindTexture(bind_target, device->depth_blt_texture);
4448 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4449 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4450 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4451 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4452 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4453 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4454 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4455 glBindTexture(bind_target, old_binding);
4457 /* Setup the destination */
4458 if (!device->depth_blt_rb)
4460 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4461 checkGLcall("glGenRenderbuffersEXT");
4463 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4465 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4466 checkGLcall("glBindRenderbufferEXT");
4467 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4468 checkGLcall("glRenderbufferStorageEXT");
4469 device->depth_blt_rb_w = w;
4470 device->depth_blt_rb_h = h;
4473 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4474 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4475 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4476 checkGLcall("glFramebufferRenderbufferEXT");
4477 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4479 /* Do the actual blit */
4480 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4481 checkGLcall("depth_blt");
4483 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4484 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4488 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4490 else if (location == SFLAG_DS_ONSCREEN)
4492 TRACE("Copying depth texture to onscreen depth buffer.\n");
4496 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4497 surface_depth_blt(surface, gl_info, surface->texture_name,
4498 w, h, surface->texture_target);
4499 checkGLcall("depth_blt");
4501 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4505 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4509 ERR("Invalid location (%#x) specified.\n", location);
4512 surface->flags |= location;
4513 surface->ds_current_size.cx = surface->resource.width;
4514 surface->ds_current_size.cy = surface->resource.height;
4517 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4519 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
4520 IWineD3DSurfaceImpl *overlay;
4522 TRACE("surface %p, location %s, persistent %#x.\n",
4523 surface, debug_surflocation(flag), persistent);
4525 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4527 if (surface_is_offscreen(surface))
4529 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4530 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4534 TRACE("Surface %p is an onscreen surface.\n", surface);
4538 if (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
4539 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
4541 flag |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
4546 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4547 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4549 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4551 TRACE("Passing to container.\n");
4552 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
4555 surface->flags &= ~SFLAG_LOCATIONS;
4556 surface->flags |= flag;
4558 /* Redraw emulated overlays, if any */
4559 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4561 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4563 overlay->surface_ops->surface_draw_overlay(overlay);
4569 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4571 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4573 TRACE("Passing to container\n");
4574 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
4577 surface->flags &= ~flag;
4580 if (!(surface->flags & SFLAG_LOCATIONS))
4582 ERR("Surface %p does not have any up to date location.\n", surface);
4586 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4588 IWineD3DDeviceImpl *device = surface->resource.device;
4589 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4590 BOOL drawable_read_ok = surface_is_offscreen(surface);
4591 struct wined3d_format format;
4592 CONVERT_TYPES convert;
4593 int width, pitch, outpitch;
4595 BOOL in_fbo = FALSE;
4597 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4599 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4601 if (flag == SFLAG_INTEXTURE)
4603 struct wined3d_context *context = context_acquire(device, NULL);
4604 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4605 context_release(context);
4610 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4611 return WINED3DERR_INVALIDCALL;
4615 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4617 if (surface_is_offscreen(surface))
4619 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4620 * Prefer SFLAG_INTEXTURE. */
4621 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4622 drawable_read_ok = FALSE;
4627 TRACE("Surface %p is an onscreen surface.\n", surface);
4631 if (flag == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
4633 flag = SFLAG_INTEXTURE;
4636 if (surface->flags & flag)
4638 TRACE("Location already up to date\n");
4642 if (!(surface->flags & SFLAG_LOCATIONS))
4644 ERR("Surface %p does not have any up to date location.\n", surface);
4645 surface->flags |= SFLAG_LOST;
4646 return WINED3DERR_DEVICELOST;
4649 if (flag == SFLAG_INSYSMEM)
4651 surface_prepare_system_memory(surface);
4653 /* Download the surface to system memory */
4654 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4656 struct wined3d_context *context = NULL;
4658 if (!device->isInDraw) context = context_acquire(device, NULL);
4660 surface_bind_and_dirtify(surface, gl_info, !(surface->flags & SFLAG_INTEXTURE));
4661 surface_download_data(surface, gl_info);
4663 if (context) context_release(context);
4667 /* Note: It might be faster to download into a texture first. */
4668 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4669 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4672 else if (flag == SFLAG_INDRAWABLE)
4674 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4675 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4677 if (surface->flags & SFLAG_INTEXTURE)
4681 surface_get_rect(surface, rect, &r);
4682 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4687 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4689 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4690 * values, otherwise we get incorrect values in the target. For now go the slow way
4691 * via a system memory copy
4693 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4696 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4697 FALSE /* We won't use textures */, &format, &convert);
4699 /* The width is in 'length' not in bytes */
4700 width = surface->resource.width;
4701 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4703 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4704 * but it isn't set (yet) in all cases it is getting called. */
4705 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4707 struct wined3d_context *context = NULL;
4709 TRACE("Removing the pbo attached to surface %p.\n", surface);
4711 if (!device->isInDraw) context = context_acquire(device, NULL);
4712 surface_remove_pbo(surface, gl_info);
4713 if (context) context_release(context);
4716 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4718 int height = surface->resource.height;
4719 byte_count = format.conv_byte_count;
4721 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4722 outpitch = width * byte_count;
4723 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4725 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4727 ERR("Out of memory %d, %d!\n", outpitch, height);
4728 return WINED3DERR_OUTOFVIDEOMEMORY;
4730 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4731 width, height, outpitch, convert, surface);
4733 surface->flags |= SFLAG_CONVERTED;
4737 surface->flags &= ~SFLAG_CONVERTED;
4738 mem = surface->resource.allocatedMemory;
4739 byte_count = format.byte_count;
4742 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
4744 /* Don't delete PBO memory */
4745 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4746 HeapFree(GetProcessHeap(), 0, mem);
4749 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4751 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4753 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4755 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4757 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4758 && (surface->resource.format->flags & attach_flags) == attach_flags
4759 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
4760 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4761 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4763 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4764 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
4766 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4767 surface, src_location, &rect, surface, flag, &rect);
4771 /* Upload from system memory */
4772 BOOL srgb = flag == SFLAG_INSRGBTEX;
4773 struct wined3d_context *context = NULL;
4775 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4776 TRUE /* We will use textures */, &format, &convert);
4780 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4782 /* Performance warning... */
4783 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4784 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4789 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4791 /* Performance warning... */
4792 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4793 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4796 if (!(surface->flags & SFLAG_INSYSMEM))
4798 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4799 /* Lets hope we get it from somewhere... */
4800 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4803 if (!device->isInDraw) context = context_acquire(device, NULL);
4805 surface_prepare_texture(surface, gl_info, srgb);
4806 surface_bind_and_dirtify(surface, gl_info, srgb);
4808 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4810 surface->flags |= SFLAG_GLCKEY;
4811 surface->glCKey = surface->SrcBltCKey;
4813 else surface->flags &= ~SFLAG_GLCKEY;
4815 /* The width is in 'length' not in bytes */
4816 width = surface->resource.width;
4817 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4819 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4820 * but it isn't set (yet) in all cases it is getting called. */
4821 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4823 TRACE("Removing the pbo attached to surface %p.\n", surface);
4824 surface_remove_pbo(surface, gl_info);
4829 /* This code is entered for texture formats which need a fixup. */
4830 UINT height = surface->resource.height;
4832 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4833 outpitch = width * format.conv_byte_count;
4834 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4836 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4838 ERR("Out of memory %d, %d!\n", outpitch, height);
4839 if (context) context_release(context);
4840 return WINED3DERR_OUTOFVIDEOMEMORY;
4842 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4844 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4846 /* This code is only entered for color keying fixups */
4847 UINT height = surface->resource.height;
4849 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4850 outpitch = width * format.conv_byte_count;
4851 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4853 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4855 ERR("Out of memory %d, %d!\n", outpitch, height);
4856 if (context) context_release(context);
4857 return WINED3DERR_OUTOFVIDEOMEMORY;
4859 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4860 width, height, outpitch, convert, surface);
4864 mem = surface->resource.allocatedMemory;
4867 /* Make sure the correct pitch is used */
4869 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4872 if (mem || (surface->flags & SFLAG_PBO))
4873 surface_upload_data(surface, gl_info, &format, srgb, mem);
4875 /* Restore the default pitch */
4877 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4880 if (context) context_release(context);
4882 /* Don't delete PBO memory */
4883 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4884 HeapFree(GetProcessHeap(), 0, mem);
4890 surface->flags |= flag;
4892 if (flag != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
4893 surface_evict_sysmem(surface);
4896 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4898 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4899 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4902 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
4903 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
4905 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
4911 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4912 return SURFACE_OPENGL;
4915 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4917 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4919 /* Not on a swapchain - must be offscreen */
4920 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4922 /* The front buffer is always onscreen */
4923 if (surface == swapchain->front_buffer) return FALSE;
4925 /* If the swapchain is rendered to an FBO, the backbuffer is
4926 * offscreen, otherwise onscreen */
4927 return swapchain->render_to_fbo;
4930 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4933 IWineD3DBaseSurfaceImpl_QueryInterface,
4934 IWineD3DBaseSurfaceImpl_AddRef,
4935 IWineD3DSurfaceImpl_Release,
4936 /* IWineD3DResource */
4937 IWineD3DBaseSurfaceImpl_GetParent,
4938 IWineD3DBaseSurfaceImpl_SetPrivateData,
4939 IWineD3DBaseSurfaceImpl_GetPrivateData,
4940 IWineD3DBaseSurfaceImpl_FreePrivateData,
4941 IWineD3DBaseSurfaceImpl_SetPriority,
4942 IWineD3DBaseSurfaceImpl_GetPriority,
4943 IWineD3DSurfaceImpl_PreLoad,
4944 IWineD3DBaseSurfaceImpl_GetType,
4945 /* IWineD3DSurface */
4946 IWineD3DBaseSurfaceImpl_GetResource,
4947 IWineD3DSurfaceImpl_Map,
4948 IWineD3DSurfaceImpl_Unmap,
4949 IWineD3DSurfaceImpl_GetDC,
4950 IWineD3DSurfaceImpl_ReleaseDC,
4951 IWineD3DSurfaceImpl_Flip,
4952 IWineD3DSurfaceImpl_Blt,
4953 IWineD3DBaseSurfaceImpl_GetBltStatus,
4954 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4955 IWineD3DBaseSurfaceImpl_IsLost,
4956 IWineD3DBaseSurfaceImpl_Restore,
4957 IWineD3DSurfaceImpl_BltFast,
4958 IWineD3DBaseSurfaceImpl_GetPalette,
4959 IWineD3DBaseSurfaceImpl_SetPalette,
4960 IWineD3DBaseSurfaceImpl_SetColorKey,
4961 IWineD3DBaseSurfaceImpl_GetPitch,
4962 IWineD3DSurfaceImpl_SetMem,
4963 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4964 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4965 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4966 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4967 IWineD3DBaseSurfaceImpl_SetClipper,
4968 IWineD3DBaseSurfaceImpl_GetClipper,
4970 IWineD3DSurfaceImpl_SetFormat,
4971 IWineD3DSurfaceImpl_PrivateSetup,
4972 IWineD3DSurfaceImpl_GetImplType,
4975 static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
4976 /* Context activation is done by the caller. */
4977 static void ffp_blit_free(IWineD3DDeviceImpl *device) { }
4979 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4980 /* Context activation is done by the caller. */
4981 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4984 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4986 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4988 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4990 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4994 /* Context activation is done by the caller. */
4995 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4997 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4999 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
5000 * else the surface is converted in software at upload time in LoadLocation.
5002 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
5003 ffp_blit_p8_upload_palette(surface, gl_info);
5006 glEnable(surface->texture_target);
5007 checkGLcall("glEnable(surface->texture_target)");
5012 /* Context activation is done by the caller. */
5013 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
5016 glDisable(GL_TEXTURE_2D);
5017 checkGLcall("glDisable(GL_TEXTURE_2D)");
5018 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5020 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5021 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5023 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5025 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5026 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5031 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
5032 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
5033 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
5035 enum complex_fixup src_fixup;
5039 case WINED3D_BLIT_OP_COLOR_BLIT:
5040 src_fixup = get_complex_fixup(src_format->color_fixup);
5041 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5043 TRACE("Checking support for fixup:\n");
5044 dump_color_fixup_desc(src_format->color_fixup);
5047 if (!is_identity_fixup(dst_format->color_fixup))
5049 TRACE("Destination fixups are not supported\n");
5053 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
5055 TRACE("P8 fixup supported\n");
5059 /* We only support identity conversions. */
5060 if (is_identity_fixup(src_format->color_fixup))
5066 TRACE("[FAILED]\n");
5069 case WINED3D_BLIT_OP_COLOR_FILL:
5070 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
5072 TRACE("Color fill not supported\n");
5078 case WINED3D_BLIT_OP_DEPTH_FILL:
5082 TRACE("Unsupported blit_op=%d\n", blit_op);
5087 /* Do not call while under the GL lock. */
5088 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
5089 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
5091 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
5093 return device_clear_render_targets(device, 1, &dst_surface, NULL,
5094 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
5097 /* Do not call while under the GL lock. */
5098 static HRESULT ffp_blit_depth_fill(IWineD3DDeviceImpl *device,
5099 IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
5101 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
5103 return device_clear_render_targets(device, 0, NULL, surface,
5104 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
5107 const struct blit_shader ffp_blit = {
5113 ffp_blit_color_fill,
5114 ffp_blit_depth_fill,
5117 static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
5122 /* Context activation is done by the caller. */
5123 static void cpu_blit_free(IWineD3DDeviceImpl *device)
5127 /* Context activation is done by the caller. */
5128 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
5133 /* Context activation is done by the caller. */
5134 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
5138 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
5139 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
5140 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
5142 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
5150 /* Do not call while under the GL lock. */
5151 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
5152 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
5156 memset(&BltFx, 0, sizeof(BltFx));
5157 BltFx.dwSize = sizeof(BltFx);
5158 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
5159 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
5160 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5163 /* Do not call while under the GL lock. */
5164 static HRESULT cpu_blit_depth_fill(IWineD3DDeviceImpl *device,
5165 IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
5167 FIXME("Depth filling not implemented by cpu_blit.\n");
5168 return WINED3DERR_INVALIDCALL;
5171 const struct blit_shader cpu_blit = {
5177 cpu_blit_color_fill,
5178 cpu_blit_depth_fill,
5181 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
5182 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
5183 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
5185 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
5188 /* Source and/or destination need to be on the GL side */
5189 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
5194 case WINED3D_BLIT_OP_COLOR_BLIT:
5195 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
5197 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
5201 case WINED3D_BLIT_OP_DEPTH_BLIT:
5202 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
5204 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
5212 if (!(src_format->id == dst_format->id
5213 || (is_identity_fixup(src_format->color_fixup)
5214 && is_identity_fixup(dst_format->color_fixup))))