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
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 void surface_force_reload(IWineD3DSurface *iface)
44 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
46 This->Flags &= ~SFLAG_ALLOCATED;
49 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
51 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
53 TRACE("(%p) : setting texture name %u\n", This, name);
55 if (!This->glDescription.textureName && name)
57 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
58 * surface has no texture name yet. See if we can get rid of this. */
59 if (This->Flags & SFLAG_INTEXTURE)
60 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
61 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
64 This->glDescription.textureName = name;
65 surface_force_reload(iface);
68 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
70 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
72 TRACE("(%p) : setting target %#x\n", This, target);
74 if (This->glDescription.target != target)
76 if (target == GL_TEXTURE_RECTANGLE_ARB)
78 This->Flags &= ~SFLAG_NORMCOORD;
80 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
82 This->Flags |= SFLAG_NORMCOORD;
85 This->glDescription.target = target;
86 surface_force_reload(iface);
89 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
92 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
93 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
94 * gl states. The current texture unit should always be a valid one.
96 * To be more specific, this is tricky because we can implicitly be called
97 * from sampler() in state.c. This means we can't touch anything other than
98 * whatever happens to be the currently active texture, or we would risk
99 * marking already applied sampler states dirty again.
101 * TODO: Track the current active texture per GL context instead of using glGet
103 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
104 GLint active_texture;
106 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
108 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
113 if (active_sampler != -1) {
114 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
116 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
119 /* This function checks if the primary render target uses the 8bit paletted format. */
120 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
122 if (device->render_targets && device->render_targets[0]) {
123 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
124 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
130 /* This call just downloads data, the caller is responsible for activating the
131 * right context and binding the correct texture. */
132 static void surface_download_data(IWineD3DSurfaceImpl *This) {
133 if (0 == This->glDescription.textureName) {
134 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
138 /* Only support read back of converted P8 surfaces */
139 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
140 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
146 if (This->resource.format == WINED3DFMT_DXT1 ||
147 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
148 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
149 This->resource.format == WINED3DFMT_ATI2N) {
150 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
151 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
153 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
154 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
156 if(This->Flags & SFLAG_PBO) {
157 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
158 checkGLcall("glBindBufferARB");
159 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
160 checkGLcall("glGetCompressedTexImageARB()");
161 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
162 checkGLcall("glBindBufferARB");
164 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
165 checkGLcall("glGetCompressedTexImageARB()");
171 GLenum format = This->glDescription.glFormat;
172 GLenum type = This->glDescription.glType;
176 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
177 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
179 type = GL_UNSIGNED_BYTE;
182 if (This->Flags & SFLAG_NONPOW2) {
183 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
184 src_pitch = This->bytesPerPixel * This->pow2Width;
185 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
186 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
187 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
189 mem = This->resource.allocatedMemory;
192 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
195 if(This->Flags & SFLAG_PBO) {
196 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
197 checkGLcall("glBindBufferARB");
199 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
201 checkGLcall("glGetTexImage()");
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
204 checkGLcall("glBindBufferARB");
206 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
208 checkGLcall("glGetTexImage()");
212 if (This->Flags & SFLAG_NONPOW2) {
213 LPBYTE src_data, dst_data;
216 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
220 * We're doing this...
222 * instead of boxing the texture :
223 * |<-texture width ->| -->pow2width| /\
224 * |111111111111111111| | |
225 * |222 Texture 222222| boxed empty | texture height
226 * |3333 Data 33333333| | |
227 * |444444444444444444| | \/
228 * ----------------------------------- |
229 * | boxed empty | boxed empty | pow2height
231 * -----------------------------------
234 * we're repacking the data to the expected texture width
236 * |<-texture width ->| -->pow2width| /\
237 * |111111111111111111222222222222222| |
238 * |222333333333333333333444444444444| texture height
242 * | empty | pow2height
244 * -----------------------------------
248 * |<-texture width ->| /\
249 * |111111111111111111|
250 * |222222222222222222|texture height
251 * |333333333333333333|
252 * |444444444444444444| \/
253 * --------------------
255 * this also means that any references to allocatedMemory should work with the data as if were a
256 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
258 * internally the texture is still stored in a boxed format so any references to textureName will
259 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
261 * Performance should not be an issue, because applications normally do not lock the surfaces when
262 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263 * and doesn't have to be re-read.
266 dst_data = This->resource.allocatedMemory;
267 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268 for (y = 1 ; y < This->currentDesc.Height; y++) {
269 /* skip the first row */
270 src_data += src_pitch;
271 dst_data += dst_pitch;
272 memcpy(dst_data, src_data, dst_pitch);
275 HeapFree(GetProcessHeap(), 0, mem);
279 /* Surface has now been downloaded */
280 This->Flags |= SFLAG_INSYSMEM;
283 /* This call just uploads data, the caller is responsible for activating the
284 * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
287 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
289 if (This->resource.format == WINED3DFMT_DXT1 ||
290 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292 This->resource.format == WINED3DFMT_ATI2N) {
293 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294 FIXME("Using DXT1/3/5 without advertized support\n");
296 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298 * function uses glCompressedTexImage2D instead of the SubImage call
300 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
303 if(This->Flags & SFLAG_PBO) {
304 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305 checkGLcall("glBindBufferARB");
306 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
308 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309 width, height, 0 /* border */, This->resource.size, NULL));
310 checkGLcall("glCompressedTexSubImage2D");
312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313 checkGLcall("glBindBufferARB");
315 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316 width, height, 0 /* border */, This->resource.size, data));
317 checkGLcall("glCompressedTexSubImage2D");
322 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
325 if(This->Flags & SFLAG_PBO) {
326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327 checkGLcall("glBindBufferARB");
328 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
330 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331 checkGLcall("glTexSubImage2D");
333 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334 checkGLcall("glBindBufferARB");
337 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338 checkGLcall("glTexSubImage2D");
345 /* This call just allocates the texture, the caller is responsible for
346 * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348 BOOL enable_client_storage = FALSE;
351 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
353 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
354 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
356 if (This->resource.format == WINED3DFMT_DXT1 ||
357 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359 This->resource.format == WINED3DFMT_ATI2N) {
360 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
363 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364 * once, unfortunately
366 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368 This->Flags |= SFLAG_CLIENT;
369 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
371 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372 width, height, 0 /* border */, This->resource.size, mem));
381 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383 /* In some cases we want to disable client storage.
384 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
390 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392 This->Flags &= ~SFLAG_CLIENT;
393 enable_client_storage = TRUE;
395 This->Flags |= SFLAG_CLIENT;
397 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
400 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
403 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404 checkGLcall("glTexImage2D");
406 if(enable_client_storage) {
407 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
412 This->Flags |= SFLAG_ALLOCATED;
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420 renderbuffer_entry_t *entry;
421 GLuint renderbuffer = 0;
422 unsigned int src_width, src_height;
424 src_width = This->pow2Width;
425 src_height = This->pow2Height;
427 /* A depth stencil smaller than the render target is not valid */
428 if (width > src_width || height > src_height) return;
430 /* Remove any renderbuffer set if the sizes match */
431 if (width == src_width && height == src_height) {
432 This->current_renderbuffer = NULL;
436 /* Look if we've already got a renderbuffer of the correct dimensions */
437 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438 if (entry->width == width && entry->height == height) {
439 renderbuffer = entry->id;
440 This->current_renderbuffer = entry;
446 const GlPixelFormatDesc *glDesc;
447 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
449 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
479 FIXME("Higher back buffer, returning GL_BACK\n");
483 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
484 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
485 ULONG ref = InterlockedDecrement(&This->resource.ref);
486 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
488 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
489 renderbuffer_entry_t *entry, *entry2;
490 TRACE("(%p) : cleaning up\n", This);
492 /* Need a context to destroy the texture. Use the currently active render target, but only if
493 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
494 * When destroying the primary rt, Uninit3D will activate a context before doing anything
496 if(device->render_targets && device->render_targets[0]) {
497 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
501 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
502 TRACE("Deleting texture %d\n", This->glDescription.textureName);
503 glDeleteTextures(1, &This->glDescription.textureName);
506 if(This->Flags & SFLAG_PBO) {
508 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
511 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
512 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
513 HeapFree(GetProcessHeap(), 0, entry);
517 if(This->Flags & SFLAG_DIBSECTION) {
519 SelectObject(This->hDC, This->dib.holdbitmap);
521 /* Release the DIB section */
522 DeleteObject(This->dib.DIBsection);
523 This->dib.bitmap_data = NULL;
524 This->resource.allocatedMemory = NULL;
526 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
528 HeapFree(GetProcessHeap(), 0, This->palette9);
530 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
532 if(This->overlay_dest) {
533 list_remove(&This->overlay_entry);
536 TRACE("(%p) Released\n", This);
537 HeapFree(GetProcessHeap(), 0, This);
543 /* ****************************************************
544 IWineD3DSurface IWineD3DResource parts follow
545 **************************************************** */
547 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
548 /* TODO: check for locks */
549 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
550 IWineD3DBaseTexture *baseTexture = NULL;
551 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
553 TRACE("(%p)Checking to see if the container is a base texture\n", This);
554 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
555 TRACE("Passing to container\n");
556 IWineD3DBaseTexture_PreLoad(baseTexture);
557 IWineD3DBaseTexture_Release(baseTexture);
559 TRACE("(%p) : About to load surface\n", This);
561 if(!device->isInDraw) {
562 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
565 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
566 if(palette9_changed(This)) {
567 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
568 /* TODO: This is not necessarily needed with hw palettized texture support */
569 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
570 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
571 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
575 IWineD3DSurface_LoadTexture(iface, FALSE);
577 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
578 /* Tell opengl to try and keep this texture in video ram (well mostly) */
582 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
589 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
590 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
591 This->resource.allocatedMemory =
592 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
596 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
597 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
598 checkGLcall("glGetBufferSubData");
599 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
600 checkGLcall("glDeleteBuffers");
604 This->Flags &= ~SFLAG_PBO;
607 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
608 IWineD3DBaseTexture *texture = NULL;
609 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
610 renderbuffer_entry_t *entry, *entry2;
611 TRACE("(%p)\n", iface);
613 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
614 /* Default pool resources are supposed to be destroyed before Reset is called.
615 * Implicit resources stay however. So this means we have an implicit render target
616 * or depth stencil. The content may be destroyed, but we still have to tear down
617 * opengl resources, so we cannot leave early.
619 * Put the most up to date surface location into the drawable. D3D-wise this content
620 * is undefined, so it would be nowhere, but that would make the location management
621 * more complicated. The drawable is a sane location, because if we mark sysmem or
622 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
623 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
626 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
627 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
632 /* Load the surface into system memory */
633 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
634 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
636 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
637 This->Flags &= ~SFLAG_ALLOCATED;
639 /* Destroy PBOs, but load them into real sysmem before */
640 if(This->Flags & SFLAG_PBO) {
641 surface_remove_pbo(This);
644 /* Destroy fbo render buffers. This is needed for implicit render targets, for
645 * all application-created targets the application has to release the surface
646 * before calling _Reset
648 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
650 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
652 list_remove(&entry->entry);
653 HeapFree(GetProcessHeap(), 0, entry);
655 list_init(&This->renderbuffers);
656 This->current_renderbuffer = NULL;
658 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
661 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
664 glDeleteTextures(1, &This->glDescription.textureName);
665 This->glDescription.textureName = 0;
668 IWineD3DBaseTexture_Release(texture);
673 /* ******************************************************
674 IWineD3DSurface IWineD3DSurface parts follow
675 ****************************************************** */
677 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
678 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
679 TRACE("(%p) : returning %p\n", This, &This->glDescription);
680 *glDescription = &This->glDescription;
683 /* TODO: think about moving this down to resource? */
684 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
687 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
688 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
690 return (CONST void*)(This->resource.allocatedMemory);
693 /* Read the framebuffer back into the surface */
694 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
695 IWineD3DSwapChainImpl *swapchain;
696 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
700 BYTE *row, *top, *bottom;
704 BOOL srcIsUpsideDown;
706 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
707 static BOOL warned = FALSE;
709 ERR("The application tries to lock the render target, but render target locking is disabled\n");
715 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
716 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
717 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
718 * context->last_was_blit set on the unlock.
720 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
723 /* Select the correct read buffer, and give some debug output.
724 * There is no need to keep track of the current read buffer or reset it, every part of the code
725 * that reads sets the read buffer as desired.
727 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
729 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
730 TRACE("Locking %#x buffer\n", buffer);
731 glReadBuffer(buffer);
732 checkGLcall("glReadBuffer");
734 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
735 srcIsUpsideDown = FALSE;
737 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
738 * Read from the back buffer
740 TRACE("Locking offscreen render target\n");
741 glReadBuffer(myDevice->offscreenBuffer);
742 srcIsUpsideDown = TRUE;
745 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
749 local_rect.right = This->currentDesc.Width;
750 local_rect.bottom = This->currentDesc.Height;
754 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
756 switch(This->resource.format)
760 if(primary_render_target_is_p8(myDevice)) {
761 /* In case of P8 render targets the index is stored in the alpha component */
763 type = GL_UNSIGNED_BYTE;
765 bpp = This->bytesPerPixel;
767 /* GL can't return palettized data, so read ARGB pixels into a
768 * separate block of memory and convert them into palettized format
769 * in software. Slow, but if the app means to use palettized render
770 * targets and locks it...
772 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
773 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
774 * for the color channels when palettizing the colors.
777 type = GL_UNSIGNED_BYTE;
779 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
781 ERR("Out of memory\n");
785 bpp = This->bytesPerPixel * 3;
792 fmt = This->glDescription.glFormat;
793 type = This->glDescription.glType;
794 bpp = This->bytesPerPixel;
797 if(This->Flags & SFLAG_PBO) {
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBufferARB");
802 glReadPixels(local_rect.left, local_rect.top,
803 local_rect.right - local_rect.left,
804 local_rect.bottom - local_rect.top,
806 vcheckGLcall("glReadPixels");
808 if(This->Flags & SFLAG_PBO) {
809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
810 checkGLcall("glBindBufferARB");
812 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
813 * to get a pointer to it and perform the flipping in software. This is a lot
814 * faster than calling glReadPixels for each line. In case we want more speed
815 * we should rerender it flipped in a FBO and read the data back from the FBO. */
816 if(!srcIsUpsideDown) {
817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
818 checkGLcall("glBindBufferARB");
820 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821 checkGLcall("glMapBufferARB");
825 /* TODO: Merge this with the palettization loop below for P8 targets */
826 if(!srcIsUpsideDown) {
828 /* glReadPixels returns the image upside down, and there is no way to prevent this.
829 Flip the lines in software */
830 len = (local_rect.right - local_rect.left) * bpp;
831 off = local_rect.left * bpp;
833 row = HeapAlloc(GetProcessHeap(), 0, len);
835 ERR("Out of memory\n");
836 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
841 top = mem + pitch * local_rect.top;
842 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
843 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
844 memcpy(row, top + off, len);
845 memcpy(top + off, bottom + off, len);
846 memcpy(bottom + off, row, len);
850 HeapFree(GetProcessHeap(), 0, row);
852 /* Unmap the temp PBO buffer */
853 if(This->Flags & SFLAG_PBO) {
854 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
861 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
862 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
863 * the same color but we have no choice.
864 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
866 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
867 PALETTEENTRY *pal = NULL;
868 DWORD width = pitch / 3;
872 pal = This->palette->palents;
874 ERR("Palette is missing, cannot perform inverse palette lookup\n");
875 HeapFree(GetProcessHeap(), 0, mem);
879 for(y = local_rect.top; y < local_rect.bottom; y++) {
880 for(x = local_rect.left; x < local_rect.right; x++) {
881 /* start lines pixels */
882 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
883 BYTE *green = blue + 1;
884 BYTE *red = green + 1;
886 for(c = 0; c < 256; c++) {
887 if(*red == pal[c].peRed &&
888 *green == pal[c].peGreen &&
889 *blue == pal[c].peBlue)
891 *((BYTE *) dest + y * width + x) = c;
897 HeapFree(GetProcessHeap(), 0, mem);
901 /* Read the framebuffer contents into a texture */
902 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
904 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
905 IWineD3DSwapChainImpl *swapchain;
907 GLenum format, internal, type;
908 CONVERT_TYPES convert;
911 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
913 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
914 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
915 * states in the stateblock, and no driver was found yet that had bugs in that regard.
917 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
918 surface_bind_and_dirtify(This);
921 glGetIntegerv(GL_READ_BUFFER, &prevRead);
924 /* Select the correct read buffer, and give some debug output.
925 * There is no need to keep track of the current read buffer or reset it, every part of the code
926 * that reads sets the read buffer as desired.
928 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
930 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
931 TRACE("Locking %#x buffer\n", buffer);
934 glReadBuffer(buffer);
935 checkGLcall("glReadBuffer");
938 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
940 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
941 * Read from the back buffer
943 TRACE("Locking offscreen render target\n");
945 glReadBuffer(device->offscreenBuffer);
949 if(!(This->Flags & SFLAG_ALLOCATED)) {
950 surface_allocate_surface(This, internal, This->pow2Width,
951 This->pow2Height, format, type);
954 clear_unused_channels(This);
957 /* If !SrcIsUpsideDown we should flip the surface.
958 * This can be done using glCopyTexSubImage2D but this
959 * is VERY slow, so don't do that. We should prevent
960 * this code from getting called in such cases or perhaps
963 glCopyTexSubImage2D(This->glDescription.target,
964 This->glDescription.level,
966 This->currentDesc.Width,
967 This->currentDesc.Height);
968 checkGLcall("glCopyTexSubImage2D");
970 glReadBuffer(prevRead);
971 vcheckGLcall("glReadBuffer");
974 TRACE("Updated target %d\n", This->glDescription.target);
977 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
978 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
979 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
982 if(!(This->Flags & SFLAG_DYNLOCK)) {
984 /* MAXLOCKCOUNT is defined in wined3d_private.h */
985 if(This->lockCount > MAXLOCKCOUNT) {
986 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
987 This->Flags |= SFLAG_DYNLOCK;
991 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
992 * Also don't create a PBO for systemmem surfaces.
994 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
996 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
998 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1001 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1002 error = glGetError();
1003 if(This->pbo == 0 || error != GL_NO_ERROR) {
1004 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1007 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1009 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1010 checkGLcall("glBindBufferARB");
1012 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1013 checkGLcall("glBufferDataARB");
1015 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1016 checkGLcall("glBindBufferARB");
1018 /* We don't need the system memory anymore and we can't even use it for PBOs */
1019 if(!(This->Flags & SFLAG_CLIENT)) {
1020 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1021 This->resource.heapMemory = NULL;
1023 This->resource.allocatedMemory = NULL;
1024 This->Flags |= SFLAG_PBO;
1026 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1027 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1030 if(!This->resource.heapMemory) {
1031 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1033 This->resource.allocatedMemory =
1034 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1035 if(This->Flags & SFLAG_INSYSMEM) {
1036 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1041 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1042 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1043 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1044 IWineD3DSwapChain *swapchain = NULL;
1046 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1048 /* This is also done in the base class, but we have to verify this before loading any data from
1049 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1050 * may interfere, and all other bad things may happen
1052 if (This->Flags & SFLAG_LOCKED) {
1053 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1054 return WINED3DERR_INVALIDCALL;
1056 This->Flags |= SFLAG_LOCKED;
1058 if (!(This->Flags & SFLAG_LOCKABLE))
1060 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1063 if (Flags & WINED3DLOCK_DISCARD) {
1064 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1065 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1066 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1067 This->Flags |= SFLAG_INSYSMEM;
1071 if (This->Flags & SFLAG_INSYSMEM) {
1072 TRACE("Local copy is up to date, not downloading data\n");
1073 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1077 /* Now download the surface content from opengl
1078 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1079 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1081 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1082 if(swapchain || iface == myDevice->render_targets[0]) {
1083 const RECT *pass_rect = pRect;
1085 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1086 * because most caller functions do not need that. So do that here
1091 pRect->right == This->currentDesc.Width &&
1092 pRect->bottom == This->currentDesc.Height) {
1096 switch(wined3d_settings.rendertargetlock_mode) {
1099 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1101 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1102 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1103 * This may be faster on some cards
1105 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1112 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1118 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1120 } else if(iface == myDevice->stencilBufferTarget) {
1121 /** the depth stencil in openGL has a format of GL_FLOAT
1122 * which should be good for WINED3DFMT_D16_LOCKABLE
1123 * and WINED3DFMT_D16
1124 * it is unclear what format the stencil buffer is in except.
1125 * 'Each index is converted to fixed point...
1126 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1127 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1128 * glReadPixels(This->lockedRect.left,
1129 * This->lockedRect.bottom - j - 1,
1130 * This->lockedRect.right - This->lockedRect.left,
1132 * GL_DEPTH_COMPONENT,
1134 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1136 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1137 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1138 * none of that is the case the problem is not in this function :-)
1139 ********************************************/
1140 FIXME("Depth stencil locking not supported yet\n");
1142 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1143 TRACE("locking an ordinary surface\n");
1144 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1148 if(This->Flags & SFLAG_PBO) {
1149 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1151 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1152 checkGLcall("glBindBufferARB");
1154 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1155 if(This->resource.allocatedMemory) {
1156 ERR("The surface already has PBO memory allocated!\n");
1159 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1160 checkGLcall("glMapBufferARB");
1162 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1163 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1164 checkGLcall("glBindBufferARB");
1169 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1172 IWineD3DBaseTexture *pBaseTexture;
1175 * as seen in msdn docs
1177 IWineD3DSurface_AddDirtyRect(iface, pRect);
1179 /** Dirtify Container if needed */
1180 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1181 TRACE("Making container dirty\n");
1182 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1183 IWineD3DBaseTexture_Release(pBaseTexture);
1185 TRACE("Surface is standalone, no need to dirty the container\n");
1189 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1192 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1194 GLint prev_rasterpos[4];
1195 GLint skipBytes = 0;
1196 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1197 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1198 IWineD3DSwapChainImpl *swapchain;
1200 /* Activate the correct context for the render target */
1201 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1204 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1205 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1206 TRACE("Unlocking %#x buffer\n", buffer);
1207 glDrawBuffer(buffer);
1208 checkGLcall("glDrawBuffer");
1210 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1212 /* Primary offscreen render target */
1213 TRACE("Offscreen render target\n");
1214 glDrawBuffer(myDevice->offscreenBuffer);
1215 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1218 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1219 vcheckGLcall("glIntegerv");
1220 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1221 vcheckGLcall("glIntegerv");
1222 glPixelZoom(1.0, -1.0);
1223 vcheckGLcall("glPixelZoom");
1225 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1226 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1227 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1229 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1230 vcheckGLcall("glRasterPos2f");
1232 /* Some drivers(radeon dri, others?) don't like exceptions during
1233 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1234 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1235 * catch to put the dib section in InSync mode, which leads to a crash
1236 * and a blocked x server on my radeon card.
1238 * The following lines read the dib section so it is put in InSync mode
1239 * before glDrawPixels is called and the crash is prevented. There won't
1240 * be any interfering gdi accesses, because UnlockRect is called from
1241 * ReleaseDC, and the app won't use the dc any more afterwards.
1243 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1245 read = This->resource.allocatedMemory[0];
1248 if(This->Flags & SFLAG_PBO) {
1249 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1250 checkGLcall("glBindBufferARB");
1253 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1254 if(This->Flags & SFLAG_LOCKED) {
1255 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1256 (This->lockedRect.bottom - This->lockedRect.top)-1,
1258 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1259 checkGLcall("glDrawPixels");
1261 glDrawPixels(This->currentDesc.Width,
1262 This->currentDesc.Height,
1264 checkGLcall("glDrawPixels");
1267 if(This->Flags & SFLAG_PBO) {
1268 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1269 checkGLcall("glBindBufferARB");
1272 glPixelZoom(1.0,1.0);
1273 vcheckGLcall("glPixelZoom");
1275 glRasterPos3iv(&prev_rasterpos[0]);
1276 vcheckGLcall("glRasterPos3iv");
1278 /* Reset to previous pack row length */
1279 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1280 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1283 glDrawBuffer(myDevice->offscreenBuffer);
1284 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1285 } else if(swapchain->backBuffer) {
1286 glDrawBuffer(GL_BACK);
1287 checkGLcall("glDrawBuffer(GL_BACK)");
1289 glDrawBuffer(GL_FRONT);
1290 checkGLcall("glDrawBuffer(GL_FRONT)");
1297 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1298 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1299 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1300 IWineD3DSwapChainImpl *swapchain = NULL;
1303 if (!(This->Flags & SFLAG_LOCKED)) {
1304 WARN("trying to Unlock an unlocked surf@%p\n", This);
1305 return WINED3DERR_INVALIDCALL;
1308 if (This->Flags & SFLAG_PBO) {
1309 TRACE("Freeing PBO memory\n");
1310 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1313 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1314 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1315 checkGLcall("glUnmapBufferARB");
1317 This->resource.allocatedMemory = NULL;
1320 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1322 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1323 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1327 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1328 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1329 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1331 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1332 static BOOL warned = FALSE;
1334 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1340 if(This->dirtyRect.left == 0 &&
1341 This->dirtyRect.top == 0 &&
1342 This->dirtyRect.right == This->currentDesc.Width &&
1343 This->dirtyRect.bottom == This->currentDesc.Height) {
1346 /* TODO: Proper partial rectangle tracking */
1347 fullsurface = FALSE;
1348 This->Flags |= SFLAG_INSYSMEM;
1351 switch(wined3d_settings.rendertargetlock_mode) {
1354 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1355 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1361 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1366 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1367 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1368 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1369 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1370 * not fully up to date because only a subrectangle was read in LockRect.
1372 This->Flags &= ~SFLAG_INSYSMEM;
1373 This->Flags |= SFLAG_INDRAWABLE;
1376 This->dirtyRect.left = This->currentDesc.Width;
1377 This->dirtyRect.top = This->currentDesc.Height;
1378 This->dirtyRect.right = 0;
1379 This->dirtyRect.bottom = 0;
1380 } else if(iface == myDevice->stencilBufferTarget) {
1381 FIXME("Depth Stencil buffer locking is not implemented\n");
1383 /* The rest should be a normal texture */
1384 IWineD3DBaseTextureImpl *impl;
1385 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1386 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1387 * states need resetting
1389 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1390 if(impl->baseTexture.bindCount) {
1391 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1393 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1398 This->Flags &= ~SFLAG_LOCKED;
1399 memset(&This->lockedRect, 0, sizeof(RECT));
1401 /* Overlays have to be redrawn manually after changes with the GL implementation */
1402 if(This->overlay_dest) {
1403 IWineD3DSurface_DrawOverlay(iface);
1408 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1409 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1410 WINED3DLOCKED_RECT lock;
1414 TRACE("(%p)->(%p)\n",This,pHDC);
1416 if(This->Flags & SFLAG_USERPTR) {
1417 ERR("Not supported on surfaces with an application-provided surfaces\n");
1418 return WINEDDERR_NODC;
1421 /* Give more detailed info for ddraw */
1422 if (This->Flags & SFLAG_DCINUSE)
1423 return WINEDDERR_DCALREADYCREATED;
1425 /* Can't GetDC if the surface is locked */
1426 if (This->Flags & SFLAG_LOCKED)
1427 return WINED3DERR_INVALIDCALL;
1429 /* According to Direct3D9 docs, only these formats are supported */
1430 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1431 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1432 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1433 This->resource.format != WINED3DFMT_R8G8B8 &&
1434 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1437 memset(&lock, 0, sizeof(lock)); /* To be sure */
1439 /* Create a DIB section if there isn't a hdc yet */
1441 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1442 if(This->Flags & SFLAG_CLIENT) {
1443 IWineD3DSurface_PreLoad(iface);
1446 /* Use the dib section from now on if we are not using a PBO */
1447 if(!(This->Flags & SFLAG_PBO))
1448 This->resource.allocatedMemory = This->dib.bitmap_data;
1451 /* Lock the surface */
1452 hr = IWineD3DSurface_LockRect(iface,
1457 if(This->Flags & SFLAG_PBO) {
1458 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1459 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1463 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1464 /* keep the dib section */
1468 if(This->resource.format == WINED3DFMT_P8 ||
1469 This->resource.format == WINED3DFMT_A8P8) {
1470 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1471 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1473 PALETTEENTRY *pal = NULL;
1476 pal = This->palette->palents;
1478 IWineD3DSurfaceImpl *dds_primary;
1479 IWineD3DSwapChainImpl *swapchain;
1480 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1481 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1482 if (dds_primary && dds_primary->palette)
1483 pal = dds_primary->palette->palents;
1487 for (n=0; n<256; n++) {
1488 col[n].rgbRed = pal[n].peRed;
1489 col[n].rgbGreen = pal[n].peGreen;
1490 col[n].rgbBlue = pal[n].peBlue;
1491 col[n].rgbReserved = 0;
1493 SetDIBColorTable(This->hDC, 0, 256, col);
1498 TRACE("returning %p\n",*pHDC);
1499 This->Flags |= SFLAG_DCINUSE;
1504 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1505 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1507 TRACE("(%p)->(%p)\n",This,hDC);
1509 if (!(This->Flags & SFLAG_DCINUSE))
1510 return WINED3DERR_INVALIDCALL;
1512 if (This->hDC !=hDC) {
1513 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1514 return WINED3DERR_INVALIDCALL;
1517 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1518 /* Copy the contents of the DIB over to the PBO */
1519 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1522 /* we locked first, so unlock now */
1523 IWineD3DSurface_UnlockRect(iface);
1525 This->Flags &= ~SFLAG_DCINUSE;
1530 /* ******************************************************
1531 IWineD3DSurface Internal (No mapping to directx api) parts follow
1532 ****************************************************** */
1534 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1535 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1536 const GlPixelFormatDesc *glDesc;
1537 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1538 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1540 /* Default values: From the surface */
1541 *format = glDesc->glFormat;
1542 *type = glDesc->glType;
1543 *convert = NO_CONVERSION;
1544 *target_bpp = This->bytesPerPixel;
1547 *internal = glDesc->glGammaInternal;
1548 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1549 *internal = glDesc->rtInternal;
1551 *internal = glDesc->glInternal;
1554 /* Ok, now look if we have to do any conversion */
1555 switch(This->resource.format) {
1561 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1562 * of the two is available make sure texturing is requested as neither of the two works in
1563 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1564 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1565 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1566 * conflicts with this.
1568 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1569 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1570 device->render_targets &&
1571 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1572 colorkey_active || !use_texturing ) {
1574 *internal = GL_RGBA;
1575 *type = GL_UNSIGNED_BYTE;
1577 if(colorkey_active) {
1578 *convert = CONVERT_PALETTED_CK;
1580 *convert = CONVERT_PALETTED;
1583 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1585 *internal = GL_RGBA;
1586 *type = GL_UNSIGNED_BYTE;
1592 case WINED3DFMT_R3G3B2:
1593 /* **********************
1594 GL_UNSIGNED_BYTE_3_3_2
1595 ********************** */
1596 if (colorkey_active) {
1597 /* This texture format will never be used.. So do not care about color keying
1598 up until the point in time it will be needed :-) */
1599 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1603 case WINED3DFMT_R5G6B5:
1604 if (colorkey_active) {
1605 *convert = CONVERT_CK_565;
1607 *internal = GL_RGBA;
1608 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1612 case WINED3DFMT_X1R5G5B5:
1613 if (colorkey_active) {
1614 *convert = CONVERT_CK_5551;
1616 *internal = GL_RGBA;
1617 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1621 case WINED3DFMT_R8G8B8:
1622 if (colorkey_active) {
1623 *convert = CONVERT_CK_RGB24;
1625 *internal = GL_RGBA;
1626 *type = GL_UNSIGNED_INT_8_8_8_8;
1631 case WINED3DFMT_X8R8G8B8:
1632 if (colorkey_active) {
1633 *convert = CONVERT_RGB32_888;
1635 *internal = GL_RGBA;
1636 *type = GL_UNSIGNED_INT_8_8_8_8;
1640 case WINED3DFMT_V8U8:
1641 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1642 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1643 *format = GL_DUDV_ATI;
1644 *internal = GL_DU8DV8_ATI;
1646 /* No conversion - Just change the gl type */
1649 *convert = CONVERT_V8U8;
1651 *internal = GL_RGB8;
1652 *type = GL_UNSIGNED_BYTE;
1656 case WINED3DFMT_L6V5U5:
1657 *convert = CONVERT_L6V5U5;
1658 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1660 /* Use format and types from table */
1662 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1665 *internal = GL_RGB5;
1666 *type = GL_UNSIGNED_SHORT_5_6_5;
1670 case WINED3DFMT_X8L8V8U8:
1671 *convert = CONVERT_X8L8V8U8;
1673 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1674 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1675 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1676 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1677 * the needed type and format parameter, so the internal format contains a
1678 * 4th component, which is returned as alpha
1681 /* Not supported by GL_ATI_envmap_bumpmap */
1683 *internal = GL_RGB8;
1684 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1688 case WINED3DFMT_Q8W8V8U8:
1689 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1690 *convert = CONVERT_Q8W8V8U8;
1692 *internal = GL_RGBA8;
1693 *type = GL_UNSIGNED_BYTE;
1695 /* Not supported by GL_ATI_envmap_bumpmap */
1698 case WINED3DFMT_V16U16:
1699 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1700 *convert = CONVERT_V16U16;
1702 *internal = GL_RGB16_EXT;
1703 *type = GL_UNSIGNED_SHORT;
1705 /* What should I do here about GL_ATI_envmap_bumpmap?
1706 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1710 case WINED3DFMT_A4L4:
1711 /* A4L4 exists as an internal gl format, but for some reason there is not
1712 * format+type combination to load it. Thus convert it to A8L8, then load it
1713 * with A4L4 internal, but A8L8 format+type
1715 *convert = CONVERT_A4L4;
1716 *format = GL_LUMINANCE_ALPHA;
1717 *internal = GL_LUMINANCE4_ALPHA4;
1718 *type = GL_UNSIGNED_BYTE;
1722 case WINED3DFMT_R32F:
1723 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1724 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1725 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1728 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1730 *convert = CONVERT_R32F;
1732 *internal = GL_RGB32F_ARB;
1737 case WINED3DFMT_R16F:
1738 /* Similar to R32F */
1739 *convert = CONVERT_R16F;
1741 *internal = GL_RGB16F_ARB;
1742 *type = GL_HALF_FLOAT_ARB;
1746 case WINED3DFMT_G16R16:
1747 *convert = CONVERT_G16R16;
1749 *internal = GL_RGB16_EXT;
1750 *type = GL_UNSIGNED_SHORT;
1761 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1762 BYTE *source, *dest;
1763 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1768 memcpy(dst, src, pitch * height);
1771 case CONVERT_PALETTED:
1772 case CONVERT_PALETTED_CK:
1774 IWineD3DPaletteImpl* pal = This->palette;
1779 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1782 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1784 for (y = 0; y < height; y++)
1786 source = src + pitch * y;
1787 dest = dst + outpitch * y;
1788 /* This is an 1 bpp format, using the width here is fine */
1789 for (x = 0; x < width; x++) {
1790 BYTE color = *source++;
1791 *dest++ = table[color][0];
1792 *dest++ = table[color][1];
1793 *dest++ = table[color][2];
1794 *dest++ = table[color][3];
1800 case CONVERT_CK_565:
1802 /* Converting the 565 format in 5551 packed to emulate color-keying.
1804 Note : in all these conversion, it would be best to average the averaging
1805 pixels to get the color of the pixel that will be color-keyed to
1806 prevent 'color bleeding'. This will be done later on if ever it is
1809 Note2: Nvidia documents say that their driver does not support alpha + color keying
1810 on the same surface and disables color keying in such a case
1816 TRACE("Color keyed 565\n");
1818 for (y = 0; y < height; y++) {
1819 Source = (WORD *) (src + y * pitch);
1820 Dest = (WORD *) (dst + y * outpitch);
1821 for (x = 0; x < width; x++ ) {
1822 WORD color = *Source++;
1823 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1824 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1825 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1834 case CONVERT_CK_5551:
1836 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1840 TRACE("Color keyed 5551\n");
1841 for (y = 0; y < height; y++) {
1842 Source = (WORD *) (src + y * pitch);
1843 Dest = (WORD *) (dst + y * outpitch);
1844 for (x = 0; x < width; x++ ) {
1845 WORD color = *Source++;
1847 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1848 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1852 *Dest &= ~(1 << 15);
1860 case CONVERT_RGB32_888:
1862 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1864 for (y = 0; y < height; y++)
1866 source = src + pitch * y;
1867 dest = dst + outpitch * y;
1868 for (x = 0; x < width; x++) {
1869 DWORD color = 0xffffff & *(DWORD*)source;
1870 DWORD dstcolor = color << 8;
1871 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1872 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1875 *(DWORD*)dest = dstcolor;
1887 unsigned char *Dest;
1888 for(y = 0; y < height; y++) {
1889 Source = (short *) (src + y * pitch);
1890 Dest = dst + y * outpitch;
1891 for (x = 0; x < width; x++ ) {
1892 long color = (*Source++);
1893 /* B */ Dest[0] = 0xff;
1894 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1895 /* R */ Dest[2] = (color) + 128; /* U */
1902 case CONVERT_V16U16:
1906 unsigned short *Dest;
1907 for(y = 0; y < height; y++) {
1908 Source = (DWORD *) (src + y * pitch);
1909 Dest = (unsigned short *) (dst + y * outpitch);
1910 for (x = 0; x < width; x++ ) {
1911 DWORD color = (*Source++);
1912 /* B */ Dest[0] = 0xffff;
1913 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1914 /* R */ Dest[2] = (color ) + 32768; /* U */
1921 case CONVERT_Q8W8V8U8:
1925 unsigned char *Dest;
1926 for(y = 0; y < height; y++) {
1927 Source = (DWORD *) (src + y * pitch);
1928 Dest = dst + y * outpitch;
1929 for (x = 0; x < width; x++ ) {
1930 long color = (*Source++);
1931 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1932 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1933 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1934 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1941 case CONVERT_L6V5U5:
1945 unsigned char *Dest;
1947 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1948 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1949 * fixed function and shaders without further conversion once the surface is
1952 for(y = 0; y < height; y++) {
1953 Source = (WORD *) (src + y * pitch);
1954 Dest = dst + y * outpitch;
1955 for (x = 0; x < width; x++ ) {
1956 short color = (*Source++);
1957 unsigned char l = ((color >> 10) & 0xfc);
1958 char v = ((color >> 5) & 0x3e);
1959 char u = ((color ) & 0x1f);
1961 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1962 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1963 * shift. GL reads a signed value and converts it into an unsigned value.
1965 /* M */ Dest[2] = l << 1;
1967 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1968 * from 5 bit values to 8 bit values.
1970 /* V */ Dest[1] = v << 3;
1971 /* U */ Dest[0] = u << 3;
1976 for(y = 0; y < height; y++) {
1977 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1978 Source = (WORD *) (src + y * pitch);
1979 for (x = 0; x < width; x++ ) {
1980 short color = (*Source++);
1981 unsigned char l = ((color >> 10) & 0xfc);
1982 short v = ((color >> 5) & 0x3e);
1983 short u = ((color ) & 0x1f);
1984 short v_conv = v + 16;
1985 short u_conv = u + 16;
1987 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1995 case CONVERT_X8L8V8U8:
1999 unsigned char *Dest;
2001 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2002 /* This implementation works with the fixed function pipeline and shaders
2003 * without further modification after converting the surface.
2005 for(y = 0; y < height; y++) {
2006 Source = (DWORD *) (src + y * pitch);
2007 Dest = dst + y * outpitch;
2008 for (x = 0; x < width; x++ ) {
2009 long color = (*Source++);
2010 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2011 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2012 /* U */ Dest[0] = (color & 0xff); /* U */
2013 /* I */ Dest[3] = 255; /* X */
2018 /* Doesn't work correctly with the fixed function pipeline, but can work in
2019 * shaders if the shader is adjusted. (There's no use for this format in gl's
2020 * standard fixed function pipeline anyway).
2022 for(y = 0; y < height; y++) {
2023 Source = (DWORD *) (src + y * pitch);
2024 Dest = dst + y * outpitch;
2025 for (x = 0; x < width; x++ ) {
2026 long color = (*Source++);
2027 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2028 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2029 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2040 unsigned char *Source;
2041 unsigned char *Dest;
2042 for(y = 0; y < height; y++) {
2043 Source = src + y * pitch;
2044 Dest = dst + y * outpitch;
2045 for (x = 0; x < width; x++ ) {
2046 unsigned char color = (*Source++);
2047 /* A */ Dest[1] = (color & 0xf0) << 0;
2048 /* L */ Dest[0] = (color & 0x0f) << 4;
2060 for(y = 0; y < height; y++) {
2061 Source = (float *) (src + y * pitch);
2062 Dest = (float *) (dst + y * outpitch);
2063 for (x = 0; x < width; x++ ) {
2064 float color = (*Source++);
2080 for(y = 0; y < height; y++) {
2081 Source = (WORD *) (src + y * pitch);
2082 Dest = (WORD *) (dst + y * outpitch);
2083 for (x = 0; x < width; x++ ) {
2084 WORD color = (*Source++);
2094 case CONVERT_G16R16:
2100 for(y = 0; y < height; y++) {
2101 Source = (WORD *) (src + y * pitch);
2102 Dest = (WORD *) (dst + y * outpitch);
2103 for (x = 0; x < width; x++ ) {
2104 WORD green = (*Source++);
2105 WORD red = (*Source++);
2116 ERR("Unsupported conversation type %d\n", convert);
2121 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2122 IWineD3DPaletteImpl* pal = This->palette;
2123 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2124 BOOL index_in_alpha = FALSE;
2125 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2128 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2129 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2130 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2131 * duplicate entries. Store the color key in the unused alpha component to speed the
2132 * download up and to make conversion unneeded. */
2133 index_in_alpha = primary_render_target_is_p8(device);
2136 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2137 if(dxVersion <= 7) {
2138 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2139 if(index_in_alpha) {
2140 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2141 there's no palette at this time. */
2142 for (i = 0; i < 256; i++) table[i][3] = i;
2145 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2146 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2147 capability flag is present (wine does advertise this capability) */
2148 for (i = 0; i < 256; i++) {
2149 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2150 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2151 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2152 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2156 TRACE("Using surface palette %p\n", pal);
2157 /* Get the surface's palette */
2158 for (i = 0; i < 256; i++) {
2159 table[i][0] = pal->palents[i].peRed;
2160 table[i][1] = pal->palents[i].peGreen;
2161 table[i][2] = pal->palents[i].peBlue;
2163 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2164 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2165 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2166 of pixels that should be masked away is set to 0. */
2167 if(index_in_alpha) {
2169 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2171 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2172 table[i][3] = pal->palents[i].peFlags;
2180 const char *fragment_palette_conversion =
2183 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2184 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2185 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2186 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2189 /* This function is used in case of 8bit paletted textures to upload the palette.
2190 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2191 extensions like ATI_fragment_shaders is possible.
2193 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2194 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2196 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2198 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2200 /* Try to use the paletted texture extension */
2201 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2203 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2204 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2208 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2209 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2210 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2212 /* Create the fragment program if we don't have it */
2213 if(!device->paletteConversionShader)
2215 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2216 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2217 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2218 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2219 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2222 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2223 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2225 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2226 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2228 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2229 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2230 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2231 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2233 /* Switch back to unit 0 in which the 2D texture will be stored. */
2234 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2236 /* Rebind the texture because it isn't bound anymore */
2237 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2241 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2242 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2244 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2245 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2246 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2251 if(This->palette9) {
2252 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2256 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2258 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2262 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2263 GLboolean oldwrite[4];
2265 /* Some formats have only some color channels, and the others are 1.0.
2266 * since our rendering renders to all channels, and those pixel formats
2267 * are emulated by using a full texture with the other channels set to 1.0
2268 * manually, clear the unused channels.
2270 * This could be done with hacking colorwriteenable to mask the colors,
2271 * but before drawing the buffer would have to be cleared too, so there's
2274 switch(This->resource.format) {
2275 case WINED3DFMT_R16F:
2276 case WINED3DFMT_R32F:
2277 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2278 /* Do not activate a context, the correct drawable is active already
2279 * though just the read buffer is set, make sure to have the correct draw
2282 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2283 glDisable(GL_SCISSOR_TEST);
2284 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2285 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2286 glClearColor(0.0, 1.0, 1.0, 1.0);
2287 glClear(GL_COLOR_BUFFER_BIT);
2288 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2289 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2290 checkGLcall("Unused channel clear\n");
2297 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2298 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2300 if (!(This->Flags & SFLAG_INTEXTURE)) {
2301 TRACE("Reloading because surface is dirty\n");
2302 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2303 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2304 /* Reload: vice versa OR */
2305 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2306 /* Also reload: Color key is active AND the color key has changed */
2307 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2308 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2309 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2310 TRACE("Reloading because of color keying\n");
2311 /* To perform the color key conversion we need a sysmem copy of
2312 * the surface. Make sure we have it
2315 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2316 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2317 /* TODO: This is not necessarily needed with hw palettized texture support */
2318 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2320 TRACE("surface is already in texture\n");
2324 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2325 * These resources are not bound by device size or format restrictions. Because of this,
2326 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2327 * However, these resources can always be created, locked, and copied.
2329 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2331 FIXME("(%p) Operation not supported for scratch textures\n",This);
2332 return WINED3DERR_INVALIDCALL;
2335 This->srgb = srgb_mode;
2336 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2340 static unsigned int gen = 0;
2343 if ((gen % 10) == 0) {
2344 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2345 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2348 * debugging crash code
2357 if (!(This->Flags & SFLAG_DONOTFREE)) {
2358 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2359 This->resource.allocatedMemory = NULL;
2360 This->resource.heapMemory = NULL;
2361 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2367 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2368 /* TODO: check for locks */
2369 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2370 IWineD3DBaseTexture *baseTexture = NULL;
2371 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2373 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2374 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2375 TRACE("Passing to container\n");
2376 IWineD3DBaseTexture_BindTexture(baseTexture);
2377 IWineD3DBaseTexture_Release(baseTexture);
2379 TRACE("(%p) : Binding surface\n", This);
2381 if(!device->isInDraw) {
2382 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2387 if (!This->glDescription.level) {
2388 if (!This->glDescription.textureName) {
2389 glGenTextures(1, &This->glDescription.textureName);
2390 checkGLcall("glGenTextures");
2391 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2393 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2394 checkGLcall("glBindTexture");
2395 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2396 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2397 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2398 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2399 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2400 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2401 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2402 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2403 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2404 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2406 /* This is where we should be reducing the amount of GLMemoryUsed */
2407 } else if (This->glDescription.textureName) {
2408 /* Mipmap surfaces should have a base texture container */
2409 ERR("Mipmap surface has a glTexture bound to it!\n");
2412 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2413 checkGLcall("glBindTexture");
2422 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2425 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2426 char *allocatedMemory;
2428 IWineD3DSwapChain *swapChain = NULL;
2430 GLuint tmpTexture = 0;
2433 Textures may not be stored in ->allocatedgMemory and a GlTexture
2434 so we should lock the surface before saving a snapshot, or at least check that
2436 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2437 by calling GetTexImage and in compressed form by calling
2438 GetCompressedTexImageARB. Queried compressed images can be saved and
2439 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2440 texture images do not need to be processed by the GL and should
2441 significantly improve texture loading performance relative to uncompressed
2444 /* Setup the width and height to be the internal texture width and height. */
2445 width = This->pow2Width;
2446 height = This->pow2Height;
2447 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2448 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2450 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2451 /* if were not a real texture then read the back buffer into a real texture */
2452 /* we don't want to interfere with the back buffer so read the data into a temporary
2453 * texture and then save the data out of the temporary texture
2457 TRACE("(%p) Reading render target into texture\n", This);
2459 glGenTextures(1, &tmpTexture);
2460 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2462 glTexImage2D(GL_TEXTURE_2D,
2469 GL_UNSIGNED_INT_8_8_8_8_REV,
2472 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2473 vcheckGLcall("glGetIntegerv");
2474 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2475 vcheckGLcall("glReadBuffer");
2476 glCopyTexImage2D(GL_TEXTURE_2D,
2485 checkGLcall("glCopyTexImage2D");
2486 glReadBuffer(prevRead);
2489 } else { /* bind the real texture, and make sure it up to date */
2490 IWineD3DSurface_PreLoad(iface);
2491 surface_bind_and_dirtify(This);
2493 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2495 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2496 glGetTexImage(GL_TEXTURE_2D,
2497 This->glDescription.level,
2499 GL_UNSIGNED_INT_8_8_8_8_REV,
2501 checkGLcall("glTexImage2D");
2503 glBindTexture(GL_TEXTURE_2D, 0);
2504 glDeleteTextures(1, &tmpTexture);
2508 f = fopen(filename, "w+");
2510 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2511 return WINED3DERR_INVALIDCALL;
2513 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2514 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2529 fwrite(&width,2,1,f);
2531 fwrite(&height,2,1,f);
2536 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2538 textureRow = allocatedMemory + (width * (height - 1) *4);
2540 textureRow = allocatedMemory;
2541 for (y = 0 ; y < height; y++) {
2542 for (i = 0; i < width; i++) {
2543 color = *((DWORD*)textureRow);
2544 fputc((color >> 16) & 0xFF, f); /* B */
2545 fputc((color >> 8) & 0xFF, f); /* G */
2546 fputc((color >> 0) & 0xFF, f); /* R */
2547 fputc((color >> 24) & 0xFF, f); /* A */
2550 /* take two rows of the pointer to the texture memory */
2552 (textureRow-= width << 3);
2555 TRACE("Closing file\n");
2559 IWineD3DSwapChain_Release(swapChain);
2561 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2566 * Slightly inefficient way to handle multiple dirty rects but it works :)
2568 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2569 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2570 IWineD3DBaseTexture *baseTexture = NULL;
2572 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2573 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2575 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2576 if (NULL != pDirtyRect) {
2577 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2578 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2579 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2580 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2582 This->dirtyRect.left = 0;
2583 This->dirtyRect.top = 0;
2584 This->dirtyRect.right = This->currentDesc.Width;
2585 This->dirtyRect.bottom = This->currentDesc.Height;
2587 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2588 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2589 /* if the container is a basetexture then mark it dirty. */
2590 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2591 TRACE("Passing to container\n");
2592 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2593 IWineD3DBaseTexture_Release(baseTexture);
2598 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2599 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2601 const GlPixelFormatDesc *glDesc;
2602 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2604 TRACE("(%p) : Calling base function first\n", This);
2605 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2607 /* Setup some glformat defaults */
2608 This->glDescription.glFormat = glDesc->glFormat;
2609 This->glDescription.glFormatInternal = glDesc->glInternal;
2610 This->glDescription.glType = glDesc->glType;
2612 This->Flags &= ~SFLAG_ALLOCATED;
2613 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2614 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2619 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2620 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2622 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2623 WARN("Surface is locked or the HDC is in use\n");
2624 return WINED3DERR_INVALIDCALL;
2627 if(Mem && Mem != This->resource.allocatedMemory) {
2628 void *release = NULL;
2630 /* Do I have to copy the old surface content? */
2631 if(This->Flags & SFLAG_DIBSECTION) {
2632 /* Release the DC. No need to hold the critical section for the update
2633 * Thread because this thread runs only on front buffers, but this method
2634 * fails for render targets in the check above.
2636 SelectObject(This->hDC, This->dib.holdbitmap);
2637 DeleteDC(This->hDC);
2638 /* Release the DIB section */
2639 DeleteObject(This->dib.DIBsection);
2640 This->dib.bitmap_data = NULL;
2641 This->resource.allocatedMemory = NULL;
2643 This->Flags &= ~SFLAG_DIBSECTION;
2644 } else if(!(This->Flags & SFLAG_USERPTR)) {
2645 release = This->resource.heapMemory;
2646 This->resource.heapMemory = NULL;
2648 This->resource.allocatedMemory = Mem;
2649 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2651 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2652 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2654 /* For client textures opengl has to be notified */
2655 if(This->Flags & SFLAG_CLIENT) {
2656 This->Flags &= ~SFLAG_ALLOCATED;
2657 IWineD3DSurface_PreLoad(iface);
2658 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2661 /* Now free the old memory if any */
2662 HeapFree(GetProcessHeap(), 0, release);
2663 } else if(This->Flags & SFLAG_USERPTR) {
2664 /* LockRect and GetDC will re-create the dib section and allocated memory */
2665 This->resource.allocatedMemory = NULL;
2666 /* HeapMemory should be NULL already */
2667 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2668 This->Flags &= ~SFLAG_USERPTR;
2670 if(This->Flags & SFLAG_CLIENT) {
2671 This->Flags &= ~SFLAG_ALLOCATED;
2672 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2673 IWineD3DSurface_PreLoad(iface);
2679 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2681 /* Flip the surface contents */
2686 front->hDC = back->hDC;
2690 /* Flip the DIBsection */
2693 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2694 tmp = front->dib.DIBsection;
2695 front->dib.DIBsection = back->dib.DIBsection;
2696 back->dib.DIBsection = tmp;
2698 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2699 else front->Flags &= ~SFLAG_DIBSECTION;
2700 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2701 else back->Flags &= ~SFLAG_DIBSECTION;
2704 /* Flip the surface data */
2708 tmp = front->dib.bitmap_data;
2709 front->dib.bitmap_data = back->dib.bitmap_data;
2710 back->dib.bitmap_data = tmp;
2712 tmp = front->resource.allocatedMemory;
2713 front->resource.allocatedMemory = back->resource.allocatedMemory;
2714 back->resource.allocatedMemory = tmp;
2716 tmp = front->resource.heapMemory;
2717 front->resource.heapMemory = back->resource.heapMemory;
2718 back->resource.heapMemory = tmp;
2723 GLuint tmp_pbo = front->pbo;
2724 front->pbo = back->pbo;
2725 back->pbo = tmp_pbo;
2728 /* client_memory should not be different, but just in case */
2731 tmp = front->dib.client_memory;
2732 front->dib.client_memory = back->dib.client_memory;
2733 back->dib.client_memory = tmp;
2736 /* Flip the opengl texture */
2738 glDescriptor tmp_desc = back->glDescription;
2739 back->glDescription = front->glDescription;
2740 front->glDescription = tmp_desc;
2744 DWORD tmp_flags = back->Flags;
2745 back->Flags = front->Flags;
2746 front->Flags = tmp_flags;
2750 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2751 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2752 IWineD3DSwapChainImpl *swapchain = NULL;
2754 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2756 /* Flipping is only supported on RenderTargets and overlays*/
2757 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2758 WARN("Tried to flip a non-render target, non-overlay surface\n");
2759 return WINEDDERR_NOTFLIPPABLE;
2762 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2763 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2765 /* Update the overlay if it is visible */
2766 if(This->overlay_dest) {
2767 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2774 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2775 * FIXME("(%p) Target override is not supported by now\n", This);
2776 * Additionally, it isn't really possible to support triple-buffering
2777 * properly on opengl at all
2781 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2783 ERR("Flipped surface is not on a swapchain\n");
2784 return WINEDDERR_NOTFLIPPABLE;
2787 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2788 * and only d3d8 and d3d9 apps specify the presentation interval
2790 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2791 /* Most common case first to avoid wasting time on all the other cases */
2792 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2793 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2794 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2795 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2796 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2797 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2798 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2800 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2803 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2804 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2805 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2809 /* Does a direct frame buffer -> texture copy. Stretching is done
2810 * with single pixel copy calls
2812 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2813 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2816 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2819 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2820 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2823 /* Bind the target texture */
2824 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2825 checkGLcall("glBindTexture");
2827 TRACE("Reading from an offscreen target\n");
2828 upsidedown = !upsidedown;
2829 glReadBuffer(myDevice->offscreenBuffer);
2831 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2832 glReadBuffer(buffer);
2834 checkGLcall("glReadBuffer");
2836 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2837 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2839 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2840 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2842 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2843 ERR("Texture filtering not supported in direct blit\n");
2845 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2846 ERR("Texture filtering not supported in direct blit\n");
2850 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2851 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2852 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2854 glCopyTexSubImage2D(This->glDescription.target,
2855 This->glDescription.level,
2856 drect->x1, drect->y1, /* xoffset, yoffset */
2857 srect->x1, Src->currentDesc.Height - srect->y2,
2858 drect->x2 - drect->x1, drect->y2 - drect->y1);
2860 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2861 /* I have to process this row by row to swap the image,
2862 * otherwise it would be upside down, so stretching in y direction
2863 * doesn't cost extra time
2865 * However, stretching in x direction can be avoided if not necessary
2867 for(row = drect->y1; row < drect->y2; row++) {
2868 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2869 /* Well, that stuff works, but it's very slow.
2870 * find a better way instead
2874 for(col = drect->x1; col < drect->x2; col++) {
2875 glCopyTexSubImage2D(This->glDescription.target,
2876 This->glDescription.level,
2877 drect->x1 + col, row, /* xoffset, yoffset */
2878 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2882 glCopyTexSubImage2D(This->glDescription.target,
2883 This->glDescription.level,
2884 drect->x1, row, /* xoffset, yoffset */
2885 srect->x1, yoffset - (int) (row * yrel),
2886 drect->x2-drect->x1, 1);
2890 vcheckGLcall("glCopyTexSubImage2D");
2895 /* Uses the hardware to stretch and flip the image */
2896 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2897 GLuint src, backup = 0;
2898 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2899 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2900 float left, right, top, bottom; /* Texture coordinates */
2901 UINT fbwidth = Src->currentDesc.Width;
2902 UINT fbheight = Src->currentDesc.Height;
2903 GLenum drawBuffer = GL_BACK;
2904 GLenum texture_target;
2905 BOOL noBackBufferBackup;
2907 TRACE("Using hwstretch blit\n");
2908 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2909 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2910 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2912 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2913 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2914 /* Get it a description */
2915 IWineD3DSurface_PreLoad(SrcSurface);
2919 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2920 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2922 if(myDevice->activeContext->aux_buffers >= 2) {
2923 /* Got more than one aux buffer? Use the 2nd aux buffer */
2924 drawBuffer = GL_AUX1;
2925 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2926 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2927 drawBuffer = GL_AUX0;
2930 if(noBackBufferBackup) {
2931 glGenTextures(1, &backup);
2932 checkGLcall("glGenTextures\n");
2933 glBindTexture(GL_TEXTURE_2D, backup);
2934 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2935 texture_target = GL_TEXTURE_2D;
2937 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2938 * we are reading from the back buffer, the backup can be used as source texture
2940 texture_target = Src->glDescription.target;
2941 glBindTexture(texture_target, Src->glDescription.textureName);
2942 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2943 glEnable(texture_target);
2944 checkGLcall("glEnable(texture_target)");
2946 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2947 Src->Flags &= ~SFLAG_INTEXTURE;
2951 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2953 TRACE("Reading from an offscreen target\n");
2954 upsidedown = !upsidedown;
2955 glReadBuffer(myDevice->offscreenBuffer);
2958 /* TODO: Only back up the part that will be overwritten */
2959 glCopyTexSubImage2D(texture_target, 0,
2960 0, 0 /* read offsets */,
2965 checkGLcall("glCopyTexSubImage2D");
2967 /* No issue with overriding these - the sampler is dirty due to blit usage */
2968 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2969 magLookup[Filter - WINED3DTEXF_NONE]);
2970 checkGLcall("glTexParameteri");
2971 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2972 minMipLookup[Filter][WINED3DTEXF_NONE]);
2973 checkGLcall("glTexParameteri");
2975 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2976 src = backup ? backup : Src->glDescription.textureName;
2978 glReadBuffer(GL_FRONT);
2979 checkGLcall("glReadBuffer(GL_FRONT)");
2981 glGenTextures(1, &src);
2982 checkGLcall("glGenTextures(1, &src)");
2983 glBindTexture(GL_TEXTURE_2D, src);
2984 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2986 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2987 * out for power of 2 sizes
2989 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2990 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2991 checkGLcall("glTexImage2D");
2992 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2993 0, 0 /* read offsets */,
2998 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2999 checkGLcall("glTexParameteri");
3000 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3001 checkGLcall("glTexParameteri");
3003 glReadBuffer(GL_BACK);
3004 checkGLcall("glReadBuffer(GL_BACK)");
3006 if(texture_target != GL_TEXTURE_2D) {
3007 glDisable(texture_target);
3008 glEnable(GL_TEXTURE_2D);
3009 texture_target = GL_TEXTURE_2D;
3012 checkGLcall("glEnd and previous");
3018 top = Src->currentDesc.Height - srect->y1;
3019 bottom = Src->currentDesc.Height - srect->y2;
3021 top = Src->currentDesc.Height - srect->y2;
3022 bottom = Src->currentDesc.Height - srect->y1;
3025 if(Src->Flags & SFLAG_NORMCOORD) {
3026 left /= Src->pow2Width;
3027 right /= Src->pow2Width;
3028 top /= Src->pow2Height;
3029 bottom /= Src->pow2Height;
3032 /* draw the source texture stretched and upside down. The correct surface is bound already */
3033 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3034 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3036 glDrawBuffer(drawBuffer);
3037 glReadBuffer(drawBuffer);
3041 glTexCoord2f(left, bottom);
3042 glVertex2i(0, fbheight);
3045 glTexCoord2f(left, top);
3046 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3049 glTexCoord2f(right, top);
3050 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3053 glTexCoord2f(right, bottom);
3054 glVertex2i(drect->x2 - drect->x1, fbheight);
3056 checkGLcall("glEnd and previous");
3058 if(texture_target != This->glDescription.target) {
3059 glDisable(texture_target);
3060 glEnable(This->glDescription.target);
3061 texture_target = This->glDescription.target;
3064 /* Now read the stretched and upside down image into the destination texture */
3065 glBindTexture(texture_target, This->glDescription.textureName);
3066 checkGLcall("glBindTexture");
3067 glCopyTexSubImage2D(texture_target,
3069 drect->x1, drect->y1, /* xoffset, yoffset */
3070 0, 0, /* We blitted the image to the origin */
3071 drect->x2 - drect->x1, drect->y2 - drect->y1);
3072 checkGLcall("glCopyTexSubImage2D");
3074 if(drawBuffer == GL_BACK) {
3075 /* Write the back buffer backup back */
3077 if(texture_target != GL_TEXTURE_2D) {
3078 glDisable(texture_target);
3079 glEnable(GL_TEXTURE_2D);
3080 texture_target = GL_TEXTURE_2D;
3082 glBindTexture(GL_TEXTURE_2D, backup);
3083 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3085 if(texture_target != Src->glDescription.target) {
3086 glDisable(texture_target);
3087 glEnable(Src->glDescription.target);
3088 texture_target = Src->glDescription.target;
3090 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3091 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3096 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3100 glTexCoord2f(0.0, 0.0);
3101 glVertex2i(0, fbheight);
3104 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3105 glVertex2i(fbwidth, Src->currentDesc.Height);
3108 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3109 glVertex2i(fbwidth, 0);
3112 /* Restore the old draw buffer */
3113 glDrawBuffer(GL_BACK);
3115 glDisable(texture_target);
3116 checkGLcall("glDisable(texture_target)");
3119 if(src != Src->glDescription.textureName && src != backup) {
3120 glDeleteTextures(1, &src);
3121 checkGLcall("glDeleteTextures(1, &src)");
3124 glDeleteTextures(1, &backup);
3125 checkGLcall("glDeleteTextures(1, &backup)");
3131 /* Not called from the VTable */
3132 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3134 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3135 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3136 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3138 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3140 /* Get the swapchain. One of the surfaces has to be a primary surface */
3141 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3142 WARN("Destination is in sysmem, rejecting gl blt\n");
3143 return WINED3DERR_INVALIDCALL;
3145 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3146 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3148 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3149 WARN("Src is in sysmem, rejecting gl blt\n");
3150 return WINED3DERR_INVALIDCALL;
3152 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3153 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3156 /* Early sort out of cases where no render target is used */
3157 if(!dstSwapchain && !srcSwapchain &&
3158 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3159 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3160 return WINED3DERR_INVALIDCALL;
3163 /* No destination color keying supported */
3164 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3165 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3166 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3167 return WINED3DERR_INVALIDCALL;
3171 rect.x1 = DestRect->left;
3172 rect.y1 = DestRect->top;
3173 rect.x2 = DestRect->right;
3174 rect.y2 = DestRect->bottom;
3178 rect.x2 = This->currentDesc.Width;
3179 rect.y2 = This->currentDesc.Height;
3182 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3183 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3184 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3185 /* Half-life does a Blt from the back buffer to the front buffer,
3186 * Full surface size, no flags... Use present instead
3188 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3191 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3195 TRACE("Looking if a Present can be done...\n");
3196 /* Source Rectangle must be full surface */
3198 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3199 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3200 TRACE("No, Source rectangle doesn't match\n");
3206 mySrcRect.right = Src->currentDesc.Width;
3207 mySrcRect.bottom = Src->currentDesc.Height;
3209 /* No stretching may occur */
3210 if(mySrcRect.right != rect.x2 - rect.x1 ||
3211 mySrcRect.bottom != rect.y2 - rect.y1) {
3212 TRACE("No, stretching is done\n");
3216 /* Destination must be full surface or match the clipping rectangle */
3217 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3221 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3226 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3229 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3230 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3232 TRACE("No, dest rectangle doesn't match(clipper)\n");
3233 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3234 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3240 if(rect.x1 != 0 || rect.y1 != 0 ||
3241 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3242 TRACE("No, dest rectangle doesn't match(surface size)\n");
3249 /* These flags are unimportant for the flag check, remove them */
3250 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3251 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3253 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3254 * take very long, while a flip is fast.
3255 * This applies to Half-Life, which does such Blts every time it finished
3256 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3257 * menu. This is also used by all apps when they do windowed rendering
3259 * The problem is that flipping is not really the same as copying. After a
3260 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3261 * untouched. Therefore it's necessary to override the swap effect
3262 * and to set it back after the flip.
3264 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3268 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3269 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3271 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3272 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3274 dstSwapchain->presentParms.SwapEffect = orig_swap;
3281 TRACE("Unsupported blit between buffers on the same swapchain\n");
3282 return WINED3DERR_INVALIDCALL;
3283 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3284 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3285 return WINED3DERR_INVALIDCALL;
3286 } else if(dstSwapchain && srcSwapchain) {
3287 FIXME("Implement hardware blit between two different swapchains\n");
3288 return WINED3DERR_INVALIDCALL;
3289 } else if(dstSwapchain) {
3290 if(SrcSurface == myDevice->render_targets[0]) {
3291 TRACE("Blit from active render target to a swapchain\n");
3292 /* Handled with regular texture -> swapchain blit */
3294 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3295 FIXME("Implement blit from a swapchain to the active render target\n");
3296 return WINED3DERR_INVALIDCALL;
3299 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3300 /* Blit from render target to texture */
3302 BOOL upsideDown, stretchx;
3303 BOOL paletteOverride = FALSE;
3305 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3306 TRACE("Color keying not supported by frame buffer to texture blit\n");
3307 return WINED3DERR_INVALIDCALL;
3308 /* Destination color key is checked above */
3311 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3312 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3315 if(SrcRect->top < SrcRect->bottom) {
3316 srect.y1 = SrcRect->top;
3317 srect.y2 = SrcRect->bottom;
3320 srect.y1 = SrcRect->bottom;
3321 srect.y2 = SrcRect->top;
3324 srect.x1 = SrcRect->left;
3325 srect.x2 = SrcRect->right;
3329 srect.x2 = Src->currentDesc.Width;
3330 srect.y2 = Src->currentDesc.Height;
3333 if(rect.x1 > rect.x2) {
3337 upsideDown = !upsideDown;
3340 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3346 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3347 * In this case grab the palette from the render target. */
3348 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3349 paletteOverride = TRUE;
3350 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3351 This->palette = Src->palette;
3354 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3355 * flip the image nor scale it.
3357 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3358 * -> If the app wants a image width an unscaled width, copy it line per line
3359 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3360 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3361 * back buffer. This is slower than reading line per line, thus not used for flipping
3362 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3365 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3366 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3369 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3370 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3371 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3372 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3373 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3374 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3375 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3377 TRACE("Using hardware stretching to flip / stretch the texture\n");
3378 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3381 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3383 This->palette = NULL;
3385 if(!(This->Flags & SFLAG_DONOTFREE)) {
3386 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3387 This->resource.allocatedMemory = NULL;
3388 This->resource.heapMemory = NULL;
3390 This->Flags &= ~SFLAG_INSYSMEM;
3392 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3393 * path is never entered
3395 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3399 /* Blit from offscreen surface to render target */
3400 float glTexCoord[4];
3401 DWORD oldCKeyFlags = Src->CKeyFlags;
3402 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3403 RECT SourceRectangle;
3404 BOOL paletteOverride = FALSE;
3406 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3409 SourceRectangle.left = SrcRect->left;
3410 SourceRectangle.right = SrcRect->right;
3411 SourceRectangle.top = SrcRect->top;
3412 SourceRectangle.bottom = SrcRect->bottom;
3414 SourceRectangle.left = 0;
3415 SourceRectangle.right = Src->currentDesc.Width;
3416 SourceRectangle.top = 0;
3417 SourceRectangle.bottom = Src->currentDesc.Height;
3420 /* When blitting from an offscreen surface to a rendertarget, the source
3421 * surface is not required to have a palette. Our rendering / conversion
3422 * code further down the road retrieves the palette from the surface, so
3423 * it must have a palette set. */
3424 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3425 paletteOverride = TRUE;
3426 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3427 Src->palette = This->palette;
3430 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3431 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3432 TRACE("Using stretch_rect_fbo\n");
3433 /* The source is always a texture, but never the currently active render target, and the texture
3434 * contents are never upside down
3436 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3437 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3439 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3441 Src->palette = NULL;
3445 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3446 /* Fall back to software */
3447 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3448 SourceRectangle.left, SourceRectangle.top,
3449 SourceRectangle.right, SourceRectangle.bottom);
3450 return WINED3DERR_INVALIDCALL;
3453 /* Color keying: Check if we have to do a color keyed blt,
3454 * and if not check if a color key is activated.
3456 * Just modify the color keying parameters in the surface and restore them afterwards
3457 * The surface keeps track of the color key last used to load the opengl surface.
3458 * PreLoad will catch the change to the flags and color key and reload if necessary.
3460 if(Flags & WINEDDBLT_KEYSRC) {
3461 /* Use color key from surface */
3462 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3463 /* Use color key from DDBltFx */
3464 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3465 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3467 /* Do not use color key */
3468 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3471 /* Now load the surface */
3472 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3474 /* Activate the destination context, set it up for blitting */
3475 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3477 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3478 * while OpenGL coordinates are window relative.
3479 * Also beware of the origin difference(top left vs bottom left).
3480 * Also beware that the front buffer's surface size is screen width x screen height,
3481 * whereas the real gl drawable size is the size of the window.
3483 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3485 POINT offset = {0,0};
3487 ClientToScreen(dstSwapchain->win_handle, &offset);
3488 GetClientRect(dstSwapchain->win_handle, &windowsize);
3489 h = windowsize.bottom - windowsize.top;
3490 rect.x1 -= offset.x; rect.x2 -=offset.x;
3491 rect.y1 -= offset.y; rect.y2 -=offset.y;
3492 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3495 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3496 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3500 /* Bind the texture */
3501 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3502 checkGLcall("glBindTexture");
3504 /* Filtering for StretchRect */
3505 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3506 magLookup[Filter - WINED3DTEXF_NONE]);
3507 checkGLcall("glTexParameteri");
3508 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3509 minMipLookup[Filter][WINED3DTEXF_NONE]);
3510 checkGLcall("glTexParameteri");
3511 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3512 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3513 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3514 checkGLcall("glTexEnvi");
3516 /* This is for color keying */
3517 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3518 glEnable(GL_ALPHA_TEST);
3519 checkGLcall("glEnable GL_ALPHA_TEST");
3521 /* When the primary render target uses P8, the alpha component contains the palette index.
3522 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3523 * should be masked away have alpha set to 0. */
3524 if(primary_render_target_is_p8(myDevice))
3525 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3527 glAlphaFunc(GL_NOTEQUAL, 0.0);
3528 checkGLcall("glAlphaFunc\n");
3530 glDisable(GL_ALPHA_TEST);
3531 checkGLcall("glDisable GL_ALPHA_TEST");
3534 /* Draw a textured quad
3538 glColor3d(1.0f, 1.0f, 1.0f);
3539 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3544 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3545 glVertex3f(rect.x1, rect.y2, 0.0);
3547 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3552 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3557 checkGLcall("glEnd");
3559 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3560 glDisable(GL_ALPHA_TEST);
3561 checkGLcall("glDisable(GL_ALPHA_TEST)");
3564 glBindTexture(Src->glDescription.target, 0);
3565 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3567 /* Restore the color key parameters */
3568 Src->CKeyFlags = oldCKeyFlags;
3569 Src->SrcBltCKey = oldBltCKey;
3571 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3573 Src->palette = NULL;
3577 /* Leave the opengl state valid for blitting */
3578 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3580 /* Flush in case the drawable is used by multiple GL contexts */
3581 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3584 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3585 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3588 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3592 /* Source-Less Blit to render target */
3593 if (Flags & WINEDDBLT_COLORFILL) {
3594 /* This is easy to handle for the D3D Device... */
3597 TRACE("Colorfill\n");
3599 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3600 must be true if we are here */
3601 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3602 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3603 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3604 TRACE("Surface is higher back buffer, falling back to software\n");
3605 return WINED3DERR_INVALIDCALL;
3608 /* The color as given in the Blt function is in the format of the frame-buffer...
3609 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3611 if (This->resource.format == WINED3DFMT_P8) {
3614 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3615 else alpha = 0xFF000000;
3617 if (This->palette) {
3619 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3620 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3621 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3626 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3627 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3630 color = ((0xFF000000) |
3631 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3632 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3633 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3636 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3637 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3638 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3640 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3641 color = DDBltFx->u5.dwFillColor;
3644 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3645 return WINED3DERR_INVALIDCALL;
3648 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3649 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3650 1, /* Number of rectangles */
3651 &rect, WINED3DCLEAR_TARGET, color,
3658 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3659 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3660 return WINED3DERR_INVALIDCALL;
3663 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3665 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3668 if (Flags & WINEDDBLT_DEPTHFILL) {
3669 switch(This->resource.format) {
3670 case WINED3DFMT_D16:
3671 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3673 case WINED3DFMT_D15S1:
3674 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3676 case WINED3DFMT_D24S8:
3677 case WINED3DFMT_D24X8:
3678 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3680 case WINED3DFMT_D32:
3681 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3685 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3688 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3689 DestRect == NULL ? 0 : 1,
3690 (WINED3DRECT *) DestRect,
3691 WINED3DCLEAR_ZBUFFER,
3697 FIXME("(%p): Unsupp depthstencil blit\n", This);
3698 return WINED3DERR_INVALIDCALL;
3701 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3702 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3703 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3704 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3705 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3706 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3708 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3710 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3711 return WINEDDERR_SURFACEBUSY;
3714 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3715 * except depth blits, which seem to work
3717 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3718 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3719 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3720 return WINED3DERR_INVALIDCALL;
3721 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3722 TRACE("Z Blit override handled the blit\n");
3727 /* Special cases for RenderTargets */
3728 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3729 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3730 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3733 /* For the rest call the X11 surface implementation.
3734 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3735 * other Blts are rather rare
3737 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3740 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3741 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3742 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3743 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3744 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3746 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3748 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3749 return WINEDDERR_SURFACEBUSY;
3752 if(myDevice->inScene &&
3753 (iface == myDevice->stencilBufferTarget ||
3754 (Source && Source == myDevice->stencilBufferTarget))) {
3755 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3756 return WINED3DERR_INVALIDCALL;
3759 /* Special cases for RenderTargets */
3760 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3761 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3763 RECT SrcRect, DstRect;
3767 SrcRect.left = rsrc->left;
3768 SrcRect.top= rsrc->top;
3769 SrcRect.bottom = rsrc->bottom;
3770 SrcRect.right = rsrc->right;
3774 SrcRect.right = srcImpl->currentDesc.Width;
3775 SrcRect.bottom = srcImpl->currentDesc.Height;
3778 DstRect.left = dstx;
3780 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3781 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3783 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3784 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3785 Flags |= WINEDDBLT_KEYSRC;
3786 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3787 Flags |= WINEDDBLT_KEYDEST;
3788 if(trans & WINEDDBLTFAST_WAIT)
3789 Flags |= WINEDDBLT_WAIT;
3790 if(trans & WINEDDBLTFAST_DONOTWAIT)
3791 Flags |= WINEDDBLT_DONOTWAIT;
3793 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3797 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3800 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3801 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3803 IWineD3DPaletteImpl *pal = This->palette;
3805 TRACE("(%p)\n", This);
3807 if (!pal) return WINED3D_OK;
3809 if(This->resource.format == WINED3DFMT_P8 ||
3810 This->resource.format == WINED3DFMT_A8P8)
3813 GLenum format, internal, type;
3814 CONVERT_TYPES convert;
3816 /* Check if we are using a RTL mode which uses texturing for uploads */
3817 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3819 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3820 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3822 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3824 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3825 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3827 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3828 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3830 /* Re-upload the palette */
3831 d3dfmt_p8_upload_palette(iface, convert);
3833 if(!(This->Flags & SFLAG_INSYSMEM)) {
3834 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3835 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3837 TRACE("Dirtifying surface\n");
3838 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3842 if(This->Flags & SFLAG_DIBSECTION) {
3843 TRACE("(%p): Updating the hdc's palette\n", This);
3844 for (n=0; n<256; n++) {
3845 col[n].rgbRed = pal->palents[n].peRed;
3846 col[n].rgbGreen = pal->palents[n].peGreen;
3847 col[n].rgbBlue = pal->palents[n].peBlue;
3848 col[n].rgbReserved = 0;
3850 SetDIBColorTable(This->hDC, 0, 256, col);
3853 /* Propagate the changes to the drawable when we have a palette. */
3854 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3855 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3860 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3861 /** Check against the maximum texture sizes supported by the video card **/
3862 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3863 unsigned int pow2Width, pow2Height;
3864 const GlPixelFormatDesc *glDesc;
3866 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3867 /* Setup some glformat defaults */
3868 This->glDescription.glFormat = glDesc->glFormat;
3869 This->glDescription.glFormatInternal = glDesc->glInternal;
3870 This->glDescription.glType = glDesc->glType;
3872 This->glDescription.textureName = 0;
3873 This->glDescription.target = GL_TEXTURE_2D;
3875 /* Non-power2 support */
3876 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3877 pow2Width = This->currentDesc.Width;
3878 pow2Height = This->currentDesc.Height;
3880 /* Find the nearest pow2 match */
3881 pow2Width = pow2Height = 1;
3882 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3883 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3885 This->pow2Width = pow2Width;
3886 This->pow2Height = pow2Height;
3888 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3889 WINED3DFORMAT Format = This->resource.format;
3890 /** TODO: add support for non power two compressed textures **/
3891 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3892 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3893 || This->resource.format == WINED3DFMT_ATI2N) {
3894 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3895 This, This->currentDesc.Width, This->currentDesc.Height);
3896 return WINED3DERR_NOTAVAILABLE;
3900 if(pow2Width != This->currentDesc.Width ||
3901 pow2Height != This->currentDesc.Height) {
3902 This->Flags |= SFLAG_NONPOW2;
3905 TRACE("%p\n", This);
3906 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3907 /* one of three options
3908 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)
3909 2: Set the texture to the maximum size (bad idea)
3910 3: WARN and return WINED3DERR_NOTAVAILABLE;
3911 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.
3913 WARN("(%p) Creating an oversized surface\n", This);
3914 This->Flags |= SFLAG_OVERSIZE;
3916 /* This will be initialized on the first blt */
3917 This->glRect.left = 0;
3918 This->glRect.top = 0;
3919 This->glRect.right = 0;
3920 This->glRect.bottom = 0;
3922 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3923 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3924 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3925 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3927 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3928 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3930 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3931 This->pow2Width = This->currentDesc.Width;
3932 This->pow2Height = This->currentDesc.Height;
3933 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3936 /* No oversize, gl rect is the full texture size */
3937 This->Flags &= ~SFLAG_OVERSIZE;
3938 This->glRect.left = 0;
3939 This->glRect.top = 0;
3940 This->glRect.right = This->pow2Width;
3941 This->glRect.bottom = This->pow2Height;
3944 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3945 switch(wined3d_settings.offscreen_rendering_mode) {
3946 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3947 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3948 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3952 This->Flags |= SFLAG_INSYSMEM;
3957 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h)
3959 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3960 GLint old_binding = 0;
3962 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
3964 glDisable(GL_CULL_FACE);
3966 glDisable(GL_ALPHA_TEST);
3967 glDisable(GL_SCISSOR_TEST);
3968 glDisable(GL_STENCIL_TEST);
3969 glEnable(GL_DEPTH_TEST);
3970 glDepthFunc(GL_ALWAYS);
3971 glDepthMask(GL_TRUE);
3972 glBlendFunc(GL_ZERO, GL_ONE);
3973 glViewport(0, 0, w, h);
3975 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
3976 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3977 glBindTexture(GL_TEXTURE_2D, texture);
3979 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, tex_2d);
3981 glBegin(GL_TRIANGLE_STRIP);
3982 glVertex2f(-1.0f, -1.0f);
3983 glVertex2f(1.0f, -1.0f);
3984 glVertex2f(-1.0f, 1.0f);
3985 glVertex2f(1.0f, 1.0f);
3988 glBindTexture(GL_TEXTURE_2D, old_binding);
3992 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
3995 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3996 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3998 TRACE("(%p) New location %#x\n", This, location);
4000 if (location & ~SFLAG_DS_LOCATIONS) {
4001 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4004 This->Flags &= ~SFLAG_DS_LOCATIONS;
4005 This->Flags |= location;
4008 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4009 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4010 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4012 TRACE("(%p) New location %#x\n", This, location);
4014 /* TODO: Make this work for modes other than FBO */
4015 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4017 if (This->Flags & location) {
4018 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4022 if (This->current_renderbuffer) {
4023 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4027 if (location == SFLAG_DS_OFFSCREEN) {
4028 if (This->Flags & SFLAG_DS_ONSCREEN) {
4029 GLint old_binding = 0;
4031 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4035 if (!device->depth_blt_texture) {
4036 glGenTextures(1, &device->depth_blt_texture);
4039 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4040 * directly on the FBO texture. That's because we need to flip. */
4041 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4042 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4043 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
4044 glCopyTexImage2D(This->glDescription.target,
4045 This->glDescription.level,
4046 This->glDescription.glFormatInternal,
4049 This->currentDesc.Width,
4050 This->currentDesc.Height,
4052 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4053 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4054 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4055 glBindTexture(GL_TEXTURE_2D, old_binding);
4057 /* Setup the destination */
4058 if (!device->depth_blt_rb) {
4059 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4060 checkGLcall("glGenRenderbuffersEXT");
4062 if (device->depth_blt_rb_w != This->currentDesc.Width
4063 || device->depth_blt_rb_h != This->currentDesc.Height) {
4064 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4065 checkGLcall("glBindRenderbufferEXT");
4066 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4067 checkGLcall("glRenderbufferStorageEXT");
4068 device->depth_blt_rb_w = This->currentDesc.Width;
4069 device->depth_blt_rb_h = This->currentDesc.Height;
4072 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4073 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4074 checkGLcall("glFramebufferRenderbufferEXT");
4075 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4077 /* Do the actual blit */
4078 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
4079 checkGLcall("depth_blt");
4081 if (device->activeContext->current_fbo) {
4082 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4084 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4085 checkGLcall("glBindFramebuffer()");
4090 FIXME("No up to date depth stencil location\n");
4092 } else if (location == SFLAG_DS_ONSCREEN) {
4093 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4094 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4098 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4099 checkGLcall("glBindFramebuffer()");
4100 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
4101 checkGLcall("depth_blt");
4103 if (device->activeContext->current_fbo) {
4104 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4105 checkGLcall("glBindFramebuffer()");
4110 FIXME("No up to date depth stencil location\n");
4113 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4116 This->Flags |= location;
4119 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4120 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4121 IWineD3DBaseTexture *texture;
4122 IWineD3DSurfaceImpl *overlay;
4124 TRACE("(%p)->(%s, %s)\n", iface,
4125 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4126 persistent ? "TRUE" : "FALSE");
4128 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4129 IWineD3DSwapChain *swapchain = NULL;
4131 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4132 TRACE("Surface %p is an onscreen surface\n", iface);
4134 IWineD3DSwapChain_Release(swapchain);
4136 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4137 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4142 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4143 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4144 TRACE("Passing to container\n");
4145 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4146 IWineD3DBaseTexture_Release(texture);
4149 This->Flags &= ~SFLAG_LOCATIONS;
4150 This->Flags |= flag;
4152 /* Redraw emulated overlays, if any */
4153 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4154 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4155 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4159 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4160 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4161 TRACE("Passing to container\n");
4162 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4163 IWineD3DBaseTexture_Release(texture);
4166 This->Flags &= ~flag;
4174 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4175 struct coords coords[4];
4177 IWineD3DSwapChain *swapchain;
4178 IWineD3DBaseTexture *texture;
4179 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4187 rect.right = This->currentDesc.Width;
4188 rect.bottom = This->currentDesc.Height;
4191 switch(This->glDescription.target)
4194 bind_target = GL_TEXTURE_2D;
4196 coords[0].x = (float)rect.left / This->pow2Width;
4197 coords[0].y = (float)rect.top / This->pow2Height;
4200 coords[1].x = (float)rect.left / This->pow2Width;
4201 coords[1].y = (float)rect.bottom / This->pow2Height;
4204 coords[2].x = (float)rect.right / This->pow2Width;
4205 coords[2].y = (float)rect.bottom / This->pow2Height;
4208 coords[3].x = (float)rect.right / This->pow2Width;
4209 coords[3].y = (float)rect.top / This->pow2Height;
4213 case GL_TEXTURE_RECTANGLE_ARB:
4214 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4215 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4216 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4217 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4218 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4221 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4222 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4223 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4224 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4225 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4226 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4230 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4231 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4232 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4233 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4234 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4237 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4238 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4239 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4240 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4241 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4242 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4245 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4246 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4247 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4248 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4249 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4250 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4253 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4254 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4255 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4256 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4257 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4258 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4261 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4262 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4263 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4264 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4265 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4266 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4270 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4274 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4277 glEnable(bind_target);
4278 checkGLcall("glEnable(bind_target)");
4279 glBindTexture(bind_target, This->glDescription.textureName);
4280 checkGLcall("bind_target, This->glDescription.textureName)");
4281 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4282 checkGLcall("glTexParameteri");
4283 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4284 checkGLcall("glTexParameteri");
4286 if (device->render_offscreen)
4288 LONG tmp = rect.top;
4289 rect.top = rect.bottom;
4294 glTexCoord3fv(&coords[0].x);
4295 glVertex2i(rect.left, rect.top);
4297 glTexCoord3fv(&coords[1].x);
4298 glVertex2i(rect.left, rect.bottom);
4300 glTexCoord3fv(&coords[2].x);
4301 glVertex2i(rect.right, rect.bottom);
4303 glTexCoord3fv(&coords[3].x);
4304 glVertex2i(rect.right, rect.top);
4306 checkGLcall("glEnd");
4308 glDisable(bind_target);
4309 checkGLcall("glDisable(bind_target)");
4313 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4315 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4316 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4317 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4320 IWineD3DSwapChain_Release(swapchain);
4322 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4323 * reset properly next draw
4325 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4327 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4328 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4329 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4330 IWineD3DBaseTexture_Release(texture);
4335 /*****************************************************************************
4336 * IWineD3DSurface::LoadLocation
4338 * Copies the current surface data from wherever it is to the requested
4339 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4340 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4341 * multiple locations, the gl texture is preferred over the drawable, which is
4342 * preferred over system memory. The PBO counts as system memory. If rect is
4343 * not NULL, only the specified rectangle is copied (only supported for
4344 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4345 * location is marked up to date after the copy.
4348 * flag: Surface location flag to be updated
4349 * rect: rectangle to be copied
4352 * WINED3D_OK on success
4353 * WINED3DERR_DEVICELOST on an internal error
4355 *****************************************************************************/
4356 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4357 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4358 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4359 IWineD3DSwapChain *swapchain = NULL;
4360 GLenum format, internal, type;
4361 CONVERT_TYPES convert;
4363 int width, pitch, outpitch;
4366 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4367 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4368 TRACE("Surface %p is an onscreen surface\n", iface);
4370 IWineD3DSwapChain_Release(swapchain);
4372 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4373 * Prefer SFLAG_INTEXTURE. */
4374 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4378 TRACE("(%p)->(%s, %p)\n", iface,
4379 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4382 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4385 if(This->Flags & flag) {
4386 TRACE("Location already up to date\n");
4390 if(!(This->Flags & SFLAG_LOCATIONS)) {
4391 ERR("Surface does not have any up to date location\n");
4392 This->Flags |= SFLAG_LOST;
4393 return WINED3DERR_DEVICELOST;
4396 if(flag == SFLAG_INSYSMEM) {
4397 surface_prepare_system_memory(This);
4399 /* Download the surface to system memory */
4400 if(This->Flags & SFLAG_INTEXTURE) {
4401 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4402 surface_bind_and_dirtify(This);
4404 surface_download_data(This);
4406 read_from_framebuffer(This, rect,
4407 This->resource.allocatedMemory,
4408 IWineD3DSurface_GetPitch(iface));
4410 } else if(flag == SFLAG_INDRAWABLE) {
4411 if(This->Flags & SFLAG_INTEXTURE) {
4412 surface_blt_to_drawable(This, rect);
4414 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4416 /* The width is in 'length' not in bytes */
4417 width = This->currentDesc.Width;
4418 pitch = IWineD3DSurface_GetPitch(iface);
4420 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4421 * but it isn't set (yet) in all cases it is getting called. */
4422 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4423 TRACE("Removing the pbo attached to surface %p\n", This);
4424 surface_remove_pbo(This);
4427 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4428 int height = This->currentDesc.Height;
4430 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4431 outpitch = width * bpp;
4432 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4434 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4436 ERR("Out of memory %d, %d!\n", outpitch, height);
4437 return WINED3DERR_OUTOFVIDEOMEMORY;
4439 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4441 This->Flags |= SFLAG_CONVERTED;
4443 This->Flags &= ~SFLAG_CONVERTED;
4444 mem = This->resource.allocatedMemory;
4447 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4449 /* Don't delete PBO memory */
4450 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4451 HeapFree(GetProcessHeap(), 0, mem);
4453 } else /* if(flag == SFLAG_INTEXTURE) */ {
4454 if (This->Flags & SFLAG_INDRAWABLE) {
4455 read_from_framebuffer_texture(This);
4456 } else { /* Upload from system memory */
4457 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4459 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4460 surface_bind_and_dirtify(This);
4462 /* The only place where LoadTexture() might get called when isInDraw=1
4463 * is ActivateContext where lastActiveRenderTarget is preloaded.
4465 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4466 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4468 /* Otherwise: System memory copy must be most up to date */
4470 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4471 This->Flags |= SFLAG_GLCKEY;
4472 This->glCKey = This->SrcBltCKey;
4474 else This->Flags &= ~SFLAG_GLCKEY;
4476 /* The width is in 'length' not in bytes */
4477 width = This->currentDesc.Width;
4478 pitch = IWineD3DSurface_GetPitch(iface);
4480 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4481 * but it isn't set (yet) in all cases it is getting called. */
4482 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4483 TRACE("Removing the pbo attached to surface %p\n", This);
4484 surface_remove_pbo(This);
4487 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4488 int height = This->currentDesc.Height;
4490 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4491 outpitch = width * bpp;
4492 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4494 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4496 ERR("Out of memory %d, %d!\n", outpitch, height);
4497 return WINED3DERR_OUTOFVIDEOMEMORY;
4499 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4501 This->Flags |= SFLAG_CONVERTED;
4502 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4503 d3dfmt_p8_upload_palette(iface, convert);
4504 This->Flags &= ~SFLAG_CONVERTED;
4505 mem = This->resource.allocatedMemory;
4507 This->Flags &= ~SFLAG_CONVERTED;
4508 mem = This->resource.allocatedMemory;
4511 /* Make sure the correct pitch is used */
4513 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4516 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4517 TRACE("non power of two support\n");
4518 if(!(This->Flags & SFLAG_ALLOCATED)) {
4519 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4521 if (mem || (This->Flags & SFLAG_PBO)) {
4522 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4525 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4526 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4528 if(!(This->Flags & SFLAG_ALLOCATED)) {
4529 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4531 if (mem || (This->Flags & SFLAG_PBO)) {
4532 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4536 /* Restore the default pitch */
4538 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4541 /* Don't delete PBO memory */
4542 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4543 HeapFree(GetProcessHeap(), 0, mem);
4548 This->Flags |= flag;
4551 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4552 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4553 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4554 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4560 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4561 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4562 IWineD3DSwapChain *swapchain = NULL;
4564 /* Update the drawable size method */
4566 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4569 This->get_drawable_size = get_drawable_size_swapchain;
4570 IWineD3DSwapChain_Release(swapchain);
4571 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4572 switch(wined3d_settings.offscreen_rendering_mode) {
4573 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4574 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4575 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4579 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4582 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4583 return SURFACE_OPENGL;
4586 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4587 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4590 /* If there's no destination surface there is nothing to do */
4591 if(!This->overlay_dest) return WINED3D_OK;
4593 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4594 * update the overlay. Prevent an endless recursion
4596 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4599 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4600 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4601 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4602 NULL, WINED3DTEXF_LINEAR);
4603 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4608 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4611 IWineD3DBaseSurfaceImpl_QueryInterface,
4612 IWineD3DBaseSurfaceImpl_AddRef,
4613 IWineD3DSurfaceImpl_Release,
4614 /* IWineD3DResource */
4615 IWineD3DBaseSurfaceImpl_GetParent,
4616 IWineD3DBaseSurfaceImpl_GetDevice,
4617 IWineD3DBaseSurfaceImpl_SetPrivateData,
4618 IWineD3DBaseSurfaceImpl_GetPrivateData,
4619 IWineD3DBaseSurfaceImpl_FreePrivateData,
4620 IWineD3DBaseSurfaceImpl_SetPriority,
4621 IWineD3DBaseSurfaceImpl_GetPriority,
4622 IWineD3DSurfaceImpl_PreLoad,
4623 IWineD3DSurfaceImpl_UnLoad,
4624 IWineD3DBaseSurfaceImpl_GetType,
4625 /* IWineD3DSurface */
4626 IWineD3DBaseSurfaceImpl_GetContainer,
4627 IWineD3DBaseSurfaceImpl_GetDesc,
4628 IWineD3DSurfaceImpl_LockRect,
4629 IWineD3DSurfaceImpl_UnlockRect,
4630 IWineD3DSurfaceImpl_GetDC,
4631 IWineD3DSurfaceImpl_ReleaseDC,
4632 IWineD3DSurfaceImpl_Flip,
4633 IWineD3DSurfaceImpl_Blt,
4634 IWineD3DBaseSurfaceImpl_GetBltStatus,
4635 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4636 IWineD3DBaseSurfaceImpl_IsLost,
4637 IWineD3DBaseSurfaceImpl_Restore,
4638 IWineD3DSurfaceImpl_BltFast,
4639 IWineD3DBaseSurfaceImpl_GetPalette,
4640 IWineD3DBaseSurfaceImpl_SetPalette,
4641 IWineD3DSurfaceImpl_RealizePalette,
4642 IWineD3DBaseSurfaceImpl_SetColorKey,
4643 IWineD3DBaseSurfaceImpl_GetPitch,
4644 IWineD3DSurfaceImpl_SetMem,
4645 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4646 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4647 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4648 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4649 IWineD3DBaseSurfaceImpl_SetClipper,
4650 IWineD3DBaseSurfaceImpl_GetClipper,
4652 IWineD3DSurfaceImpl_AddDirtyRect,
4653 IWineD3DSurfaceImpl_LoadTexture,
4654 IWineD3DSurfaceImpl_BindTexture,
4655 IWineD3DSurfaceImpl_SaveSnapshot,
4656 IWineD3DSurfaceImpl_SetContainer,
4657 IWineD3DSurfaceImpl_GetGlDesc,
4658 IWineD3DSurfaceImpl_GetData,
4659 IWineD3DSurfaceImpl_SetFormat,
4660 IWineD3DSurfaceImpl_PrivateSetup,
4661 IWineD3DSurfaceImpl_ModifyLocation,
4662 IWineD3DSurfaceImpl_LoadLocation,
4663 IWineD3DSurfaceImpl_GetImplType,
4664 IWineD3DSurfaceImpl_DrawOverlay
4666 #undef GLINFO_LOCATION
4668 #define GLINFO_LOCATION device->adapter->gl_info
4669 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4670 static void ffp_blit_free(IWineD3DDevice *iface) { }
4672 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4674 checkGLcall("glEnable(textype)");
4678 static void ffp_blit_unset(IWineD3DDevice *iface) {
4679 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4680 glDisable(GL_TEXTURE_2D);
4681 checkGLcall("glDisable(GL_TEXTURE_2D)");
4682 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4683 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4684 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4686 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4687 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4688 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4692 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4693 TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4697 const struct blit_shader ffp_blit = {
4702 ffp_blit_conv_supported