2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 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);
39 static void surface_download_data(IWineD3DSurfaceImpl *This) {
40 if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + 4);
41 if (This->resource.format == WINED3DFMT_DXT1 ||
42 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
43 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
44 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
45 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
47 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
48 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
50 if(This->Flags & SFLAG_PBO) {
51 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
52 checkGLcall("glBindBufferARB");
53 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
54 checkGLcall("glGetCompressedTexImageARB()");
55 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
56 checkGLcall("glBindBufferARB");
58 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
59 checkGLcall("glGetCompressedTexImageARB()");
67 if(This->Flags & SFLAG_CONVERTED) {
68 FIXME("Read back converted textures unsupported\n");
72 if (This->Flags & SFLAG_NONPOW2) {
73 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
74 src_pitch = This->bytesPerPixel * This->pow2Width;
75 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
76 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
77 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
79 mem = This->resource.allocatedMemory;
82 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
83 This->glDescription.glFormat, This->glDescription.glType, mem);
85 if(This->Flags & SFLAG_PBO) {
86 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
87 checkGLcall("glBindBufferARB");
89 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
90 This->glDescription.glType, NULL);
91 checkGLcall("glGetTexImage()");
93 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
94 checkGLcall("glBindBufferARB");
96 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
97 This->glDescription.glType, mem);
98 checkGLcall("glGetTexImage()");
101 if (This->Flags & SFLAG_NONPOW2) {
102 LPBYTE src_data, dst_data;
105 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
106 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
107 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
109 * We're doing this...
111 * instead of boxing the texture :
112 * |<-texture width ->| -->pow2width| /\
113 * |111111111111111111| | |
114 * |222 Texture 222222| boxed empty | texture height
115 * |3333 Data 33333333| | |
116 * |444444444444444444| | \/
117 * ----------------------------------- |
118 * | boxed empty | boxed empty | pow2height
120 * -----------------------------------
123 * we're repacking the data to the expected texture width
125 * |<-texture width ->| -->pow2width| /\
126 * |111111111111111111222222222222222| |
127 * |222333333333333333333444444444444| texture height
131 * | empty | pow2height
133 * -----------------------------------
137 * |<-texture width ->| /\
138 * |111111111111111111|
139 * |222222222222222222|texture height
140 * |333333333333333333|
141 * |444444444444444444| \/
142 * --------------------
144 * this also means that any references to allocatedMemory should work with the data as if were a
145 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
147 * internally the texture is still stored in a boxed format so any references to textureName will
148 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
150 * Performance should not be an issue, because applications normally do not lock the surfaces when
151 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
152 * and doesn't have to be re-read.
155 dst_data = This->resource.allocatedMemory;
156 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
157 for (y = 1 ; y < This->currentDesc.Height; y++) {
158 /* skip the first row */
159 src_data += src_pitch;
160 dst_data += dst_pitch;
161 memcpy(dst_data, src_data, dst_pitch);
164 HeapFree(GetProcessHeap(), 0, mem);
167 /* Surface has now been downloaded */
168 This->Flags |= SFLAG_INSYSMEM;
171 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
172 if (This->resource.format == WINED3DFMT_DXT1 ||
173 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
174 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
175 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
176 FIXME("Using DXT1/3/5 without advertized support\n");
178 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
179 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
180 This->Flags |= SFLAG_CLIENT;
183 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
184 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
185 * function uses glCompressedTexImage2D instead of the SubImage call
187 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
190 if(This->Flags & SFLAG_PBO) {
191 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
192 checkGLcall("glBindBufferARB");
193 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
195 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
196 width, height, 0 /* border */, This->resource.size, NULL));
197 checkGLcall("glCompressedTexSubImage2D");
199 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
200 checkGLcall("glBindBufferARB");
202 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
203 width, height, 0 /* border */, This->resource.size, data));
204 checkGLcall("glCompressedTexSubImage2D");
209 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
212 if(This->Flags & SFLAG_PBO) {
213 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
214 checkGLcall("glBindBufferARB");
215 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
217 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
218 checkGLcall("glTexSubImage2D");
220 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
221 checkGLcall("glBindBufferARB");
224 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
225 checkGLcall("glTexSubImage2D");
232 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
233 BOOL enable_client_storage = FALSE;
235 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,
236 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
238 if (This->resource.format == WINED3DFMT_DXT1 ||
239 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
240 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
241 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
242 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
248 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
249 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
250 /* In some cases we want to disable client storage.
251 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
252 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
253 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
254 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
255 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
257 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
258 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
259 This->Flags &= ~SFLAG_CLIENT;
260 enable_client_storage = TRUE;
262 This->Flags |= SFLAG_CLIENT;
263 /* Below point opengl to our allocated texture memory */
266 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
267 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
268 checkGLcall("glTexImage2D");
270 if(enable_client_storage) {
271 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
272 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
276 This->Flags |= SFLAG_ALLOCATED;
279 /* In D3D the depth stencil dimensions have to be greater than or equal to the
280 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
281 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
282 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
283 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
284 renderbuffer_entry_t *entry;
285 GLuint renderbuffer = 0;
286 unsigned int src_width, src_height;
288 src_width = This->pow2Width;
289 src_height = This->pow2Height;
291 /* A depth stencil smaller than the render target is not valid */
292 if (width > src_width || height > src_height) return;
294 /* Remove any renderbuffer set if the sizes match */
295 if (width == src_width && height == src_height) {
296 This->current_renderbuffer = NULL;
300 /* Look if we've already got a renderbuffer of the correct dimensions */
301 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
302 if (entry->width == width && entry->height == height) {
303 renderbuffer = entry->id;
304 This->current_renderbuffer = entry;
310 const GlPixelFormatDesc *glDesc;
311 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
313 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
314 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
315 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
317 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
318 entry->width = width;
319 entry->height = height;
320 entry->id = renderbuffer;
321 list_add_head(&This->renderbuffers, &entry->entry);
323 This->current_renderbuffer = entry;
326 checkGLcall("set_compatible_renderbuffer");
329 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
330 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
331 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
333 TRACE("(%p) : swapchain %p\n", This, swapchain);
335 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
336 TRACE("Returning GL_BACK\n");
338 } else if (swapchain_impl->frontBuffer == iface) {
339 TRACE("Returning GL_FRONT\n");
343 FIXME("Higher back buffer, returning GL_BACK\n");
347 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
348 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
349 ULONG ref = InterlockedDecrement(&This->resource.ref);
350 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
352 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
353 renderbuffer_entry_t *entry, *entry2;
354 TRACE("(%p) : cleaning up\n", This);
356 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
358 /* Need a context to destroy the texture. Use the currently active render target, but only if
359 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
360 * When destroying the primary rt, Uninit3D will activate a context before doing anything
362 if(device->render_targets && device->render_targets[0]) {
363 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
366 TRACE("Deleting texture %d\n", This->glDescription.textureName);
368 glDeleteTextures(1, &This->glDescription.textureName);
372 if(This->Flags & SFLAG_PBO) {
374 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
377 if(This->Flags & SFLAG_DIBSECTION) {
379 SelectObject(This->hDC, This->dib.holdbitmap);
381 /* Release the DIB section */
382 DeleteObject(This->dib.DIBsection);
383 This->dib.bitmap_data = NULL;
384 This->resource.allocatedMemory = NULL;
386 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
388 HeapFree(GetProcessHeap(), 0, This->palette9);
390 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
391 if(iface == device->ddraw_primary)
392 device->ddraw_primary = NULL;
394 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
395 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
396 HeapFree(GetProcessHeap(), 0, entry);
399 TRACE("(%p) Released\n", This);
400 HeapFree(GetProcessHeap(), 0, This);
406 /* ****************************************************
407 IWineD3DSurface IWineD3DResource parts follow
408 **************************************************** */
410 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
411 /* TODO: check for locks */
412 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
413 IWineD3DBaseTexture *baseTexture = NULL;
414 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
416 TRACE("(%p)Checking to see if the container is a base texture\n", This);
417 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
418 TRACE("Passing to container\n");
419 IWineD3DBaseTexture_PreLoad(baseTexture);
420 IWineD3DBaseTexture_Release(baseTexture);
422 TRACE("(%p) : About to load surface\n", This);
424 if(!device->isInDraw) {
425 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
429 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
430 if (!This->glDescription.level) {
431 if (!This->glDescription.textureName) {
432 glGenTextures(1, &This->glDescription.textureName);
433 checkGLcall("glGenTextures");
434 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
436 glBindTexture(This->glDescription.target, This->glDescription.textureName);
437 checkGLcall("glBindTexture");
438 IWineD3DSurface_LoadTexture(iface, FALSE);
439 /* This is where we should be reducing the amount of GLMemoryUsed */
440 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
441 /* assume this is a coding error not a real error for now */
442 FIXME("Mipmap surface has a glTexture bound to it!\n");
444 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
445 /* Tell opengl to try and keep this texture in video ram (well mostly) */
448 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
455 /* ******************************************************
456 IWineD3DSurface IWineD3DSurface parts follow
457 ****************************************************** */
459 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
460 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
461 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
462 if (This->glDescription.textureName == 0 && textureName != 0) {
463 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
464 IWineD3DSurface_AddDirtyRect(iface, NULL);
466 This->glDescription.textureName = textureName;
467 This->glDescription.target = target;
468 This->Flags &= ~SFLAG_ALLOCATED;
471 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
472 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
473 TRACE("(%p) : returning %p\n", This, &This->glDescription);
474 *glDescription = &This->glDescription;
477 /* TODO: think about moving this down to resource? */
478 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
479 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
480 /* 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 */
481 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
482 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
484 return (CONST void*)(This->resource.allocatedMemory);
487 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
491 BYTE *row, *top, *bottom;
495 switch(This->resource.format)
499 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
500 /* In case of P8 render targets the index is stored in the alpha component */
502 type = GL_UNSIGNED_BYTE;
504 bpp = This->bytesPerPixel;
506 /* GL can't return palettized data, so read ARGB pixels into a
507 * separate block of memory and convert them into palettized format
508 * in software. Slow, but if the app means to use palettized render
509 * targets and locks it...
511 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
512 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
513 * for the color channels when palettizing the colors.
516 type = GL_UNSIGNED_BYTE;
518 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
520 ERR("Out of memory\n");
523 bpp = This->bytesPerPixel * 3;
530 fmt = This->glDescription.glFormat;
531 type = This->glDescription.glType;
532 bpp = This->bytesPerPixel;
535 if(This->Flags & SFLAG_PBO) {
536 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
537 checkGLcall("glBindBufferARB");
540 glReadPixels(rect->left, rect->top,
541 rect->right - rect->left,
542 rect->bottom - rect->top,
544 vcheckGLcall("glReadPixels");
546 if(This->Flags & SFLAG_PBO) {
547 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
548 checkGLcall("glBindBufferARB");
550 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
551 * to get a pointer to it and perform the flipping in software. This is a lot
552 * faster than calling glReadPixels for each line. In case we want more speed
553 * we should rerender it flipped in a FBO and read the data back from the FBO. */
555 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
556 checkGLcall("glBindBufferARB");
558 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
559 checkGLcall("glMapBufferARB");
563 /* TODO: Merge this with the palettization loop below for P8 targets */
566 /* glReadPixels returns the image upside down, and there is no way to prevent this.
567 Flip the lines in software */
568 len = (rect->right - rect->left) * bpp;
569 off = rect->left * bpp;
571 row = HeapAlloc(GetProcessHeap(), 0, len);
573 ERR("Out of memory\n");
574 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
578 top = mem + pitch * rect->top;
579 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
580 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
581 memcpy(row, top + off, len);
582 memcpy(top + off, bottom + off, len);
583 memcpy(bottom + off, row, len);
587 HeapFree(GetProcessHeap(), 0, row);
589 /* Unmap the temp PBO buffer */
590 if(This->Flags & SFLAG_PBO) {
591 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
592 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
596 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
597 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
598 * the same color but we have no choice.
599 * In case of render targets, the index is stored in the alpha component so no conversion is needed.
601 if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
603 DWORD width = pitch / 3;
606 pal = This->palette->palents;
608 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
611 for(y = rect->top; y < rect->bottom; y++) {
612 for(x = rect->left; x < rect->right; x++) {
613 /* start lines pixels */
614 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
615 BYTE *green = blue + 1;
616 BYTE *red = green + 1;
618 for(c = 0; c < 256; c++) {
619 if(*red == pal[c].peRed &&
620 *green == pal[c].peGreen &&
621 *blue == pal[c].peBlue)
623 *((BYTE *) dest + y * width + x) = c;
629 HeapFree(GetProcessHeap(), 0, mem);
633 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
634 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
635 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
636 IWineD3DSwapChain *swapchain = NULL;
638 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
640 if (This->Flags & SFLAG_LOCKED) {
641 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
642 return WINED3DERR_INVALIDCALL;
644 if (!(This->Flags & SFLAG_LOCKABLE)) {
645 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
646 texture regions, and since the destination is an unlockable region we need
648 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
649 /*return WINED3DERR_INVALIDCALL; */
652 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
654 /* Mark the surface locked */
655 This->Flags |= SFLAG_LOCKED;
657 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
660 if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
661 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
662 if(This->Flags & SFLAG_INSYSMEM) {
663 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
667 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
668 * Also don't create a PBO for systemmem surfaces. */
669 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
673 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
674 error = glGetError();
675 if(This->pbo == 0 || error != GL_NO_ERROR) {
676 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
679 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
681 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
682 checkGLcall("glBindBufferARB");
684 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
685 checkGLcall("glBufferDataARB");
687 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
688 checkGLcall("glBindBufferARB");
690 /* We don't need the system memory anymore and we can't even use it for PBOs */
691 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
692 This->resource.allocatedMemory = NULL;
693 This->Flags |= SFLAG_PBO;
697 /* Calculate the correct start address to report */
699 This->lockedRect.left = 0;
700 This->lockedRect.top = 0;
701 This->lockedRect.right = This->currentDesc.Width;
702 This->lockedRect.bottom = This->currentDesc.Height;
703 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
705 This->lockedRect.left = pRect->left;
706 This->lockedRect.top = pRect->top;
707 This->lockedRect.right = pRect->right;
708 This->lockedRect.bottom = pRect->bottom;
709 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
712 if (This->Flags & SFLAG_NONPOW2) {
713 TRACE("Locking non-power 2 texture\n");
716 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
717 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
720 if(!(This->Flags & SFLAG_DYNLOCK)) {
722 /* MAXLOCKCOUNT is defined in wined3d_private.h */
723 if(This->lockCount > MAXLOCKCOUNT) {
724 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
725 This->Flags |= SFLAG_DYNLOCK;
729 if (Flags & WINED3DLOCK_DISCARD) {
730 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
731 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
732 This->Flags |= SFLAG_INSYSMEM;
735 if (This->Flags & SFLAG_INSYSMEM) {
736 TRACE("Local copy is up to date, not downloading data\n");
740 /* Now download the surface content from opengl
741 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
742 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
744 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
745 if(swapchain || iface == myDevice->render_targets[0]) {
748 if(This->lockedRect.left == 0 &&
749 This->lockedRect.top == 0 &&
750 This->lockedRect.right == This->currentDesc.Width &&
751 This->lockedRect.bottom == This->currentDesc.Height) {
754 read_rect = &This->lockedRect;
757 switch(wined3d_settings.rendertargetlock_mode) {
760 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
762 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
763 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
764 * This may be faster on some cards
766 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
773 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, read_rect);
779 if(swapchain) IWineD3DSwapChain_Release(swapchain);
781 } else if(iface == myDevice->stencilBufferTarget) {
782 /** the depth stencil in openGL has a format of GL_FLOAT
783 * which should be good for WINED3DFMT_D16_LOCKABLE
785 * it is unclear what format the stencil buffer is in except.
786 * 'Each index is converted to fixed point...
787 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
788 * mappings in the table GL_PIXEL_MAP_S_TO_S.
789 * glReadPixels(This->lockedRect.left,
790 * This->lockedRect.bottom - j - 1,
791 * This->lockedRect.right - This->lockedRect.left,
793 * GL_DEPTH_COMPONENT,
795 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
797 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
798 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
799 * none of that is the case the problem is not in this function :-)
800 ********************************************/
801 FIXME("Depth stencil locking not supported yet\n");
803 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
804 TRACE("locking an ordinary surface\n");
805 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
809 if(This->Flags & SFLAG_PBO) {
810 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
813 checkGLcall("glBindBufferARB");
815 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
816 if(This->resource.allocatedMemory) {
817 ERR("The surface already has PBO memory allocated!\n");
820 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821 checkGLcall("glMapBufferARB");
823 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
824 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
825 checkGLcall("glBindBufferARB");
830 /* Calculate the correct start address to report */
832 pLockedRect->pBits = This->resource.allocatedMemory;
834 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
835 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
836 * slightly different meaning compared to regular textures. For DXTn
837 * textures Pitch is the size of a row of blocks, 4 high and "width"
838 * long. The x offset is calculated differently as well, since moving 4
839 * pixels to the right actually moves an entire 4x4 block to right, ie
840 * 16 bytes (8 in case of DXT1). */
841 if (This->resource.format == WINED3DFMT_DXT1) {
842 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
843 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
844 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
845 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
847 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
851 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
854 IWineD3DBaseTexture *pBaseTexture;
857 * as seen in msdn docs
859 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
861 /** Dirtify Container if needed */
862 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
863 TRACE("Making container dirty\n");
864 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
865 IWineD3DBaseTexture_Release(pBaseTexture);
867 TRACE("Surface is standalone, no need to dirty the container\n");
871 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
872 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
876 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
878 GLint prev_rasterpos[4];
880 BOOL storechanged = FALSE, memory_allocated = FALSE;
884 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
886 glDisable(GL_TEXTURE_2D);
887 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
890 vcheckGLcall("glFlush");
891 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
892 vcheckGLcall("glIntegerv");
893 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
894 vcheckGLcall("glIntegerv");
895 glPixelZoom(1.0, -1.0);
896 vcheckGLcall("glPixelZoom");
898 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
899 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
900 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
902 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
903 vcheckGLcall("glRasterPos2f");
905 /* Some drivers(radeon dri, others?) don't like exceptions during
906 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
907 * after ReleaseDC. Reading it will cause an exception, which x11drv will
908 * catch to put the dib section in InSync mode, which leads to a crash
909 * and a blocked x server on my radeon card.
911 * The following lines read the dib section so it is put in inSync mode
912 * before glDrawPixels is called and the crash is prevented. There won't
913 * be any interfering gdi accesses, because UnlockRect is called from
914 * ReleaseDC, and the app won't use the dc any more afterwards.
916 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
918 read = This->resource.allocatedMemory[0];
921 switch (This->resource.format) {
922 /* No special care needed */
923 case WINED3DFMT_A4R4G4B4:
924 case WINED3DFMT_R5G6B5:
925 case WINED3DFMT_A1R5G5B5:
926 case WINED3DFMT_R8G8B8:
927 type = This->glDescription.glType;
928 fmt = This->glDescription.glFormat;
929 mem = This->resource.allocatedMemory;
930 bpp = This->bytesPerPixel;
933 case WINED3DFMT_X4R4G4B4:
936 unsigned short *data;
937 data = (unsigned short *)This->resource.allocatedMemory;
938 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
944 type = This->glDescription.glType;
945 fmt = This->glDescription.glFormat;
946 mem = This->resource.allocatedMemory;
947 bpp = This->bytesPerPixel;
951 case WINED3DFMT_X1R5G5B5:
954 unsigned short *data;
955 data = (unsigned short *)This->resource.allocatedMemory;
956 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
962 type = This->glDescription.glType;
963 fmt = This->glDescription.glFormat;
964 mem = This->resource.allocatedMemory;
965 bpp = This->bytesPerPixel;
969 case WINED3DFMT_X8R8G8B8:
971 /* make sure the X byte is set to alpha on, since it
972 could be any random value. This fixes the intro movie in Pirates! */
975 data = (unsigned int *)This->resource.allocatedMemory;
976 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
985 case WINED3DFMT_A8R8G8B8:
987 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
988 vcheckGLcall("glPixelStorei");
990 type = This->glDescription.glType;
991 fmt = This->glDescription.glFormat;
992 mem = This->resource.allocatedMemory;
993 bpp = This->bytesPerPixel;
997 case WINED3DFMT_A2R10G10B10:
999 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1000 vcheckGLcall("glPixelStorei");
1001 storechanged = TRUE;
1002 type = This->glDescription.glType;
1003 fmt = This->glDescription.glFormat;
1004 mem = This->resource.allocatedMemory;
1005 bpp = This->bytesPerPixel;
1011 int height = This->glRect.bottom - This->glRect.top;
1012 type = GL_UNSIGNED_BYTE;
1015 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1017 ERR("Out of memory\n");
1020 memory_allocated = TRUE;
1021 d3dfmt_convert_surface(This->resource.allocatedMemory,
1029 bpp = This->bytesPerPixel * 4;
1035 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1038 type = This->glDescription.glType;
1039 fmt = This->glDescription.glFormat;
1040 mem = This->resource.allocatedMemory;
1041 bpp = This->bytesPerPixel;
1044 if(This->Flags & SFLAG_PBO) {
1045 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1046 checkGLcall("glBindBufferARB");
1049 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1050 (This->lockedRect.bottom - This->lockedRect.top)-1,
1052 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1053 checkGLcall("glDrawPixels");
1055 if(This->Flags & SFLAG_PBO) {
1056 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1057 checkGLcall("glBindBufferARB");
1060 glPixelZoom(1.0,1.0);
1061 vcheckGLcall("glPixelZoom");
1063 glRasterPos3iv(&prev_rasterpos[0]);
1064 vcheckGLcall("glRasterPos3iv");
1066 /* Reset to previous pack row length */
1067 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1068 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1070 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1071 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1074 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1077 glEnable(GL_TEXTURE_2D);
1078 checkGLcall("glEnable(GL_TEXTURE_2D)");
1080 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1084 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1085 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1086 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1087 IWineD3DSwapChainImpl *swapchain = NULL;
1090 if (!(This->Flags & SFLAG_LOCKED)) {
1091 WARN("trying to Unlock an unlocked surf@%p\n", This);
1092 return WINED3DERR_INVALIDCALL;
1095 if (This->Flags & SFLAG_PBO) {
1096 TRACE("Freeing PBO memory\n");
1097 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1099 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1100 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1101 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1102 checkGLcall("glUnmapBufferARB");
1104 This->resource.allocatedMemory = NULL;
1107 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1109 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1110 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1114 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1115 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1116 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1117 static BOOL warned = FALSE;
1119 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1122 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1126 if(This->dirtyRect.left == 0 &&
1127 This->dirtyRect.top == 0 &&
1128 This->dirtyRect.right == This->currentDesc.Width &&
1129 This->dirtyRect.bottom == This->currentDesc.Height) {
1132 /* TODO: Proper partial rectangle tracking */
1133 fullsurface = FALSE;
1134 This->Flags |= SFLAG_INSYSMEM;
1137 switch(wined3d_settings.rendertargetlock_mode) {
1141 FIXME("Render target unlocking using textures temporarily disabled\n");
1143 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1148 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1153 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1154 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1155 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1156 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1157 * not fully up to date because only a subrectangle was read in LockRect.
1159 This->Flags &= ~SFLAG_INSYSMEM;
1160 This->Flags |= SFLAG_INDRAWABLE;
1163 This->dirtyRect.left = This->currentDesc.Width;
1164 This->dirtyRect.top = This->currentDesc.Height;
1165 This->dirtyRect.right = 0;
1166 This->dirtyRect.bottom = 0;
1167 } else if(iface == myDevice->stencilBufferTarget) {
1168 FIXME("Depth Stencil buffer locking is not implemented\n");
1170 /* The rest should be a normal texture */
1171 IWineD3DBaseTextureImpl *impl;
1172 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1173 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1174 * states need resetting
1176 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1177 if(impl->baseTexture.bindCount) {
1178 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1180 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1185 This->Flags &= ~SFLAG_LOCKED;
1186 memset(&This->lockedRect, 0, sizeof(RECT));
1190 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1191 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1192 WINED3DLOCKED_RECT lock;
1196 TRACE("(%p)->(%p)\n",This,pHDC);
1198 if(This->Flags & SFLAG_USERPTR) {
1199 ERR("Not supported on surfaces with an application-provided surfaces\n");
1200 return WINEDDERR_NODC;
1203 /* Give more detailed info for ddraw */
1204 if (This->Flags & SFLAG_DCINUSE)
1205 return WINEDDERR_DCALREADYCREATED;
1207 /* Can't GetDC if the surface is locked */
1208 if (This->Flags & SFLAG_LOCKED)
1209 return WINED3DERR_INVALIDCALL;
1211 memset(&lock, 0, sizeof(lock)); /* To be sure */
1213 /* Create a DIB section if there isn't a hdc yet */
1215 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1216 if(This->Flags & SFLAG_CLIENT) {
1217 IWineD3DSurface_PreLoad(iface);
1220 /* Use the dib section from now on if we are not using a PBO */
1221 if(!(This->Flags & SFLAG_PBO))
1222 This->resource.allocatedMemory = This->dib.bitmap_data;
1225 /* Lock the surface */
1226 hr = IWineD3DSurface_LockRect(iface,
1231 if(This->Flags & SFLAG_PBO) {
1232 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1233 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1237 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1238 /* keep the dib section */
1242 if(This->resource.format == WINED3DFMT_P8 ||
1243 This->resource.format == WINED3DFMT_A8P8) {
1246 PALETTEENTRY ent[256];
1248 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1249 for (n=0; n<256; n++) {
1250 col[n].rgbRed = ent[n].peRed;
1251 col[n].rgbGreen = ent[n].peGreen;
1252 col[n].rgbBlue = ent[n].peBlue;
1253 col[n].rgbReserved = 0;
1256 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1258 for (n=0; n<256; n++) {
1259 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1260 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1261 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1262 col[n].rgbReserved = 0;
1266 SetDIBColorTable(This->hDC, 0, 256, col);
1270 TRACE("returning %p\n",*pHDC);
1271 This->Flags |= SFLAG_DCINUSE;
1276 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1277 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1279 TRACE("(%p)->(%p)\n",This,hDC);
1281 if (!(This->Flags & SFLAG_DCINUSE))
1282 return WINED3DERR_INVALIDCALL;
1284 if (This->hDC !=hDC) {
1285 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1286 return WINED3DERR_INVALIDCALL;
1289 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1290 /* Copy the contents of the DIB over to the PBO */
1291 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1294 /* we locked first, so unlock now */
1295 IWineD3DSurface_UnlockRect(iface);
1297 This->Flags &= ~SFLAG_DCINUSE;
1302 /* ******************************************************
1303 IWineD3DSurface Internal (No mapping to directx api) parts follow
1304 ****************************************************** */
1306 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) {
1307 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1308 const GlPixelFormatDesc *glDesc;
1309 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1311 /* Default values: From the surface */
1312 *format = glDesc->glFormat;
1313 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1314 *type = glDesc->glType;
1315 *convert = NO_CONVERSION;
1316 *target_bpp = This->bytesPerPixel;
1318 /* Ok, now look if we have to do any conversion */
1319 switch(This->resource.format) {
1324 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1325 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1327 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1329 *internal = GL_RGBA;
1330 *type = GL_UNSIGNED_BYTE;
1332 if(colorkey_active) {
1333 *convert = CONVERT_PALETTED_CK;
1335 *convert = CONVERT_PALETTED;
1338 else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1340 *internal = GL_RGBA;
1341 *type = GL_UNSIGNED_BYTE;
1347 case WINED3DFMT_R3G3B2:
1348 /* **********************
1349 GL_UNSIGNED_BYTE_3_3_2
1350 ********************** */
1351 if (colorkey_active) {
1352 /* This texture format will never be used.. So do not care about color keying
1353 up until the point in time it will be needed :-) */
1354 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1358 case WINED3DFMT_R5G6B5:
1359 if (colorkey_active) {
1360 *convert = CONVERT_CK_565;
1362 *internal = GL_RGBA;
1363 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1367 case WINED3DFMT_X1R5G5B5:
1368 if (colorkey_active) {
1369 *convert = CONVERT_CK_5551;
1371 *internal = GL_RGBA;
1372 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1376 case WINED3DFMT_R8G8B8:
1377 if (colorkey_active) {
1378 *convert = CONVERT_CK_RGB24;
1380 *internal = GL_RGBA;
1381 *type = GL_UNSIGNED_INT_8_8_8_8;
1386 case WINED3DFMT_X8R8G8B8:
1387 if (colorkey_active) {
1388 *convert = CONVERT_RGB32_888;
1390 *internal = GL_RGBA;
1391 *type = GL_UNSIGNED_INT_8_8_8_8;
1395 case WINED3DFMT_V8U8:
1396 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1397 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1398 *format = GL_DUDV_ATI;
1399 *internal = GL_DU8DV8_ATI;
1401 /* No conversion - Just change the gl type */
1404 *convert = CONVERT_V8U8;
1406 *internal = GL_RGB8;
1407 *type = GL_UNSIGNED_BYTE;
1411 case WINED3DFMT_L6V5U5:
1412 *convert = CONVERT_L6V5U5;
1413 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1415 /* Use format and types from table */
1417 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1420 *internal = GL_RGB5;
1421 *type = GL_UNSIGNED_SHORT_5_6_5;
1425 case WINED3DFMT_X8L8V8U8:
1426 *convert = CONVERT_X8L8V8U8;
1428 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1429 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1430 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1431 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1432 * the needed type and format parameter, so the internal format contains a
1433 * 4th component, which is returned as alpha
1436 /* Not supported by GL_ATI_envmap_bumpmap */
1438 *internal = GL_RGB8;
1439 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1443 case WINED3DFMT_Q8W8V8U8:
1444 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1445 *convert = CONVERT_Q8W8V8U8;
1447 *internal = GL_RGBA8;
1448 *type = GL_UNSIGNED_BYTE;
1450 /* Not supported by GL_ATI_envmap_bumpmap */
1453 case WINED3DFMT_V16U16:
1454 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1455 *convert = CONVERT_V16U16;
1457 *internal = GL_RGB16_EXT;
1458 *type = GL_UNSIGNED_SHORT;
1460 /* What should I do here about GL_ATI_envmap_bumpmap?
1461 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1465 case WINED3DFMT_A4L4:
1466 /* A4L4 exists as an internal gl format, but for some reason there is not
1467 * format+type combination to load it. Thus convert it to A8L8, then load it
1468 * with A4L4 internal, but A8L8 format+type
1470 *convert = CONVERT_A4L4;
1471 *format = GL_LUMINANCE_ALPHA;
1472 *internal = GL_LUMINANCE4_ALPHA4;
1473 *type = GL_UNSIGNED_BYTE;
1477 case WINED3DFMT_R32F:
1478 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1479 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1480 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1483 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1485 *convert = CONVERT_R32F;
1487 *internal = GL_RGB32F_ARB;
1492 case WINED3DFMT_R16F:
1493 /* Similar to R32F */
1494 *convert = CONVERT_R16F;
1496 *internal = GL_RGB16F_ARB;
1497 *type = GL_HALF_FLOAT_ARB;
1508 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1509 BYTE *source, *dest;
1510 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1515 memcpy(dst, src, pitch * height);
1518 case CONVERT_PALETTED:
1519 case CONVERT_PALETTED_CK:
1521 IWineD3DPaletteImpl* pal = This->palette;
1526 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1529 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1531 for (y = 0; y < height; y++)
1533 source = src + pitch * y;
1534 dest = dst + outpitch * y;
1535 /* This is an 1 bpp format, using the width here is fine */
1536 for (x = 0; x < width; x++) {
1537 BYTE color = *source++;
1538 *dest++ = table[color][0];
1539 *dest++ = table[color][1];
1540 *dest++ = table[color][2];
1541 *dest++ = table[color][3];
1547 case CONVERT_CK_565:
1549 /* Converting the 565 format in 5551 packed to emulate color-keying.
1551 Note : in all these conversion, it would be best to average the averaging
1552 pixels to get the color of the pixel that will be color-keyed to
1553 prevent 'color bleeding'. This will be done later on if ever it is
1556 Note2: Nvidia documents say that their driver does not support alpha + color keying
1557 on the same surface and disables color keying in such a case
1563 TRACE("Color keyed 565\n");
1565 for (y = 0; y < height; y++) {
1566 Source = (WORD *) (src + y * pitch);
1567 Dest = (WORD *) (dst + y * outpitch);
1568 for (x = 0; x < width; x++ ) {
1569 WORD color = *Source++;
1570 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1571 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1572 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1581 case CONVERT_CK_5551:
1583 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1587 TRACE("Color keyed 5551\n");
1588 for (y = 0; y < height; y++) {
1589 Source = (WORD *) (src + y * pitch);
1590 Dest = (WORD *) (dst + y * outpitch);
1591 for (x = 0; x < width; x++ ) {
1592 WORD color = *Source++;
1594 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1595 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1599 *Dest &= ~(1 << 15);
1611 unsigned char *Dest;
1612 for(y = 0; y < height; y++) {
1613 Source = (short *) (src + y * pitch);
1614 Dest = (unsigned char *) (dst + y * outpitch);
1615 for (x = 0; x < width; x++ ) {
1616 long color = (*Source++);
1617 /* B */ Dest[0] = 0xff;
1618 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1619 /* R */ Dest[2] = (color) + 128; /* U */
1626 case CONVERT_V16U16:
1630 unsigned short *Dest;
1631 for(y = 0; y < height; y++) {
1632 Source = (DWORD *) (src + y * pitch);
1633 Dest = (unsigned short *) (dst + y * outpitch);
1634 for (x = 0; x < width; x++ ) {
1635 DWORD color = (*Source++);
1636 /* B */ Dest[0] = 0xffff;
1637 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1638 /* R */ Dest[2] = (color ) + 32768; /* U */
1645 case CONVERT_Q8W8V8U8:
1649 unsigned char *Dest;
1650 for(y = 0; y < height; y++) {
1651 Source = (DWORD *) (src + y * pitch);
1652 Dest = (unsigned char *) (dst + y * outpitch);
1653 for (x = 0; x < width; x++ ) {
1654 long color = (*Source++);
1655 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1656 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1657 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1658 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1665 case CONVERT_L6V5U5:
1669 unsigned char *Dest;
1671 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1672 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1673 * fixed function and shaders without further conversion once the surface is
1676 for(y = 0; y < height; y++) {
1677 Source = (WORD *) (src + y * pitch);
1678 Dest = (unsigned char *) (dst + y * outpitch);
1679 for (x = 0; x < width; x++ ) {
1680 short color = (*Source++);
1681 unsigned char l = ((color >> 10) & 0xfc);
1682 char v = ((color >> 5) & 0x3e);
1683 char u = ((color ) & 0x1f);
1685 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1686 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1687 * shift. GL reads a signed value and converts it into an unsigned value.
1689 /* M */ Dest[2] = l << 1;
1691 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1692 * from 5 bit values to 8 bit values.
1694 /* V */ Dest[1] = v << 3;
1695 /* U */ Dest[0] = u << 3;
1700 for(y = 0; y < height; y++) {
1701 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1702 Source = (WORD *) (src + y * pitch);
1703 for (x = 0; x < width; x++ ) {
1704 short color = (*Source++);
1705 unsigned char l = ((color >> 10) & 0xfc);
1706 short v = ((color >> 5) & 0x3e);
1707 short u = ((color ) & 0x1f);
1708 short v_conv = v + 16;
1709 short u_conv = u + 16;
1711 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1719 case CONVERT_X8L8V8U8:
1723 unsigned char *Dest;
1725 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1726 /* This implementation works with the fixed function pipeline and shaders
1727 * without further modification after converting the surface.
1729 for(y = 0; y < height; y++) {
1730 Source = (DWORD *) (src + y * pitch);
1731 Dest = (unsigned char *) (dst + y * outpitch);
1732 for (x = 0; x < width; x++ ) {
1733 long color = (*Source++);
1734 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1735 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1736 /* U */ Dest[0] = (color & 0xff); /* U */
1737 /* I */ Dest[3] = 255; /* X */
1742 /* Doesn't work correctly with the fixed function pipeline, but can work in
1743 * shaders if the shader is adjusted. (There's no use for this format in gl's
1744 * standard fixed function pipeline anyway).
1746 for(y = 0; y < height; y++) {
1747 Source = (DWORD *) (src + y * pitch);
1748 Dest = (unsigned char *) (dst + y * outpitch);
1749 for (x = 0; x < width; x++ ) {
1750 long color = (*Source++);
1751 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1752 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1753 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1764 unsigned char *Source;
1765 unsigned char *Dest;
1766 for(y = 0; y < height; y++) {
1767 Source = (unsigned char *) (src + y * pitch);
1768 Dest = (unsigned char *) (dst + y * outpitch);
1769 for (x = 0; x < width; x++ ) {
1770 unsigned char color = (*Source++);
1771 /* A */ Dest[1] = (color & 0xf0) << 0;
1772 /* L */ Dest[0] = (color & 0x0f) << 4;
1784 for(y = 0; y < height; y++) {
1785 Source = (float *) (src + y * pitch);
1786 Dest = (float *) (dst + y * outpitch);
1787 for (x = 0; x < width; x++ ) {
1788 float color = (*Source++);
1804 for(y = 0; y < height; y++) {
1805 Source = (WORD *) (src + y * pitch);
1806 Dest = (WORD *) (dst + y * outpitch);
1807 for (x = 0; x < width; x++ ) {
1808 WORD color = (*Source++);
1818 ERR("Unsupported conversation type %d\n", convert);
1823 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
1824 IWineD3DPaletteImpl* pal = This->palette;
1825 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1826 BOOL index_in_alpha = FALSE;
1829 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1830 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1831 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1832 * duplicate entries. Store the color key in the unused alpha component to speed the
1833 * download up and to make conversion unneeded. */
1834 if (device->render_targets && device->render_targets[0]) {
1835 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
1837 if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1838 index_in_alpha = TRUE;
1842 /* Still no palette? Use the device's palette */
1843 /* Get the surface's palette */
1844 for (i = 0; i < 256; i++) {
1845 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1846 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1847 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1849 if(index_in_alpha) {
1851 } else if (colorkey &&
1852 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1853 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1854 /* We should maybe here put a more 'neutral' color than the standard bright purple
1855 one often used by application to prevent the nice purple borders when bi-linear
1863 TRACE("Using surface palette %p\n", pal);
1864 /* Get the surface's palette */
1865 for (i = 0; i < 256; i++) {
1866 table[i][0] = pal->palents[i].peRed;
1867 table[i][1] = pal->palents[i].peGreen;
1868 table[i][2] = pal->palents[i].peBlue;
1870 if(index_in_alpha) {
1873 else if (colorkey &&
1874 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1875 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1876 /* We should maybe here put a more 'neutral' color than the standard bright purple
1877 one often used by application to prevent the nice purple borders when bi-linear
1880 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1881 table[i][3] = pal->palents[i].peFlags;
1889 const char *fragment_palette_conversion =
1892 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
1893 "TEX index.x, fragment.texcoord[0], texture[0], 2D;\n" /* store the red-component of the current pixel */
1894 "MAD index.x, index.x, 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 */
1895 "TEX result.color, index, texture[1], 1D;\n" /* use the red-component as a index in the palette to get the final color */
1898 /* This function is used in case of 8bit paletted textures to upload the palette.
1899 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
1900 extensions like ATI_fragment_shaders is possible.
1902 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1903 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1905 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1907 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1909 /* Try to use the paletted texture extension */
1910 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
1912 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
1913 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1917 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
1918 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
1919 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
1921 /* Create the fragment program if we don't have it */
1922 if(!device->paletteConversionShader)
1924 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1925 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
1926 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
1927 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
1928 glDisable(GL_FRAGMENT_PROGRAM_ARB);
1931 glEnable(GL_FRAGMENT_PROGRAM_ARB);
1932 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
1934 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
1935 glEnable(GL_TEXTURE_1D);
1936 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1938 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1939 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
1940 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1941 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
1943 /* Switch back to unit 0 in which the 2D texture will be stored. */
1944 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
1946 /* Rebind the texture because it isn't bound anymore */
1947 glBindTexture(This->glDescription.target, This->glDescription.textureName);
1951 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
1952 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1954 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
1955 /* If a ddraw-style palette is attached assume no d3d9 palette change.
1956 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
1961 if(This->palette9) {
1962 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
1966 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1968 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
1972 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
1973 GLboolean oldwrite[4];
1975 /* Some formats have only some color channels, and the others are 1.0.
1976 * since our rendering renders to all channels, and those pixel formats
1977 * are emulated by using a full texture with the other channels set to 1.0
1978 * manually, clear the unused channels.
1980 * This could be done with hacking colorwriteenable to mask the colors,
1981 * but before drawing the buffer would have to be cleared too, so there's
1984 switch(This->resource.format) {
1985 case WINED3DFMT_R16F:
1986 case WINED3DFMT_R32F:
1987 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
1988 /* Do not activate a context, the correct drawable is active already
1989 * though just the read buffer is set, make sure to have the correct draw
1992 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
1993 glDisable(GL_SCISSOR_TEST);
1994 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
1995 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
1996 glClearColor(0.0, 1.0, 1.0, 1.0);
1997 glClear(GL_COLOR_BUFFER_BIT);
1998 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
1999 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2000 checkGLcall("Unused channel clear\n");
2007 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2008 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2010 if (!(This->Flags & SFLAG_INTEXTURE)) {
2011 TRACE("Reloading because surface is dirty\n");
2012 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2013 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2014 /* Reload: vice versa OR */
2015 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2016 /* Also reload: Color key is active AND the color key has changed */
2017 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2018 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2019 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2020 TRACE("Reloading because of color keying\n");
2021 /* To perform the color key conversion we need a sysmem copy of
2022 * the surface. Make sure we have it
2024 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2025 } else if(palette9_changed(This)) {
2026 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2027 /* TODO: This is not necessarily needed with hw palettized texture support */
2028 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2030 TRACE("surface is already in texture\n");
2034 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2035 * These resources are not bound by device size or format restrictions. Because of this,
2036 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2037 * However, these resources can always be created, locked, and copied.
2039 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2041 FIXME("(%p) Operation not supported for scratch textures\n",This);
2042 return WINED3DERR_INVALIDCALL;
2045 This->srgb = srgb_mode;
2046 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2050 static unsigned int gen = 0;
2053 if ((gen % 10) == 0) {
2054 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2055 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2058 * debugging crash code
2067 if (!(This->Flags & SFLAG_DONOTFREE)) {
2068 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2069 This->resource.allocatedMemory = NULL;
2070 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2078 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2081 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2082 char *allocatedMemory;
2084 IWineD3DSwapChain *swapChain = NULL;
2086 GLuint tmpTexture = 0;
2089 Textures may not be stored in ->allocatedgMemory and a GlTexture
2090 so we should lock the surface before saving a snapshot, or at least check that
2092 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2093 by calling GetTexImage and in compressed form by calling
2094 GetCompressedTexImageARB. Queried compressed images can be saved and
2095 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2096 texture images do not need to be processed by the GL and should
2097 significantly improve texture loading performance relative to uncompressed
2100 /* Setup the width and height to be the internal texture width and height. */
2101 width = This->pow2Width;
2102 height = This->pow2Height;
2103 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2104 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2106 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2107 /* if were not a real texture then read the back buffer into a real texture */
2108 /* we don't want to interfere with the back buffer so read the data into a temporary
2109 * texture and then save the data out of the temporary texture
2113 TRACE("(%p) Reading render target into texture\n", This);
2114 glEnable(GL_TEXTURE_2D);
2116 glGenTextures(1, &tmpTexture);
2117 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2119 glTexImage2D(GL_TEXTURE_2D,
2126 GL_UNSIGNED_INT_8_8_8_8_REV,
2129 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2130 vcheckGLcall("glGetIntegerv");
2131 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2132 vcheckGLcall("glReadBuffer");
2133 glCopyTexImage2D(GL_TEXTURE_2D,
2142 checkGLcall("glCopyTexImage2D");
2143 glReadBuffer(prevRead);
2146 } else { /* bind the real texture, and make sure it up to date */
2147 IWineD3DSurface_PreLoad(iface);
2149 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2151 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2152 glGetTexImage(GL_TEXTURE_2D,
2153 This->glDescription.level,
2155 GL_UNSIGNED_INT_8_8_8_8_REV,
2157 checkGLcall("glTexImage2D");
2159 glBindTexture(GL_TEXTURE_2D, 0);
2160 glDeleteTextures(1, &tmpTexture);
2164 f = fopen(filename, "w+");
2166 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2167 return WINED3DERR_INVALIDCALL;
2169 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2170 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2185 fwrite(&width,2,1,f);
2187 fwrite(&height,2,1,f);
2192 /* 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 */
2194 textureRow = allocatedMemory + (width * (height - 1) *4);
2196 textureRow = allocatedMemory;
2197 for (y = 0 ; y < height; y++) {
2198 for (i = 0; i < width; i++) {
2199 color = *((DWORD*)textureRow);
2200 fputc((color >> 16) & 0xFF, f); /* B */
2201 fputc((color >> 8) & 0xFF, f); /* G */
2202 fputc((color >> 0) & 0xFF, f); /* R */
2203 fputc((color >> 24) & 0xFF, f); /* A */
2206 /* take two rows of the pointer to the texture memory */
2208 (textureRow-= width << 3);
2211 TRACE("Closing file\n");
2215 IWineD3DSwapChain_Release(swapChain);
2217 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2222 * Slightly inefficient way to handle multiple dirty rects but it works :)
2224 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2225 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2226 IWineD3DBaseTexture *baseTexture = NULL;
2228 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2229 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2231 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2232 if (NULL != pDirtyRect) {
2233 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2234 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2235 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2236 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2238 This->dirtyRect.left = 0;
2239 This->dirtyRect.top = 0;
2240 This->dirtyRect.right = This->currentDesc.Width;
2241 This->dirtyRect.bottom = This->currentDesc.Height;
2243 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2244 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2245 /* if the container is a basetexture then mark it dirty. */
2246 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2247 TRACE("Passing to container\n");
2248 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2249 IWineD3DBaseTexture_Release(baseTexture);
2254 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2255 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2257 const GlPixelFormatDesc *glDesc;
2258 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2260 TRACE("(%p) : Calling base function first\n", This);
2261 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2263 /* Setup some glformat defaults */
2264 This->glDescription.glFormat = glDesc->glFormat;
2265 This->glDescription.glFormatInternal = glDesc->glInternal;
2266 This->glDescription.glType = glDesc->glType;
2268 This->Flags &= ~SFLAG_ALLOCATED;
2269 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2270 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2275 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2276 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2278 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2279 WARN("Surface is locked or the HDC is in use\n");
2280 return WINED3DERR_INVALIDCALL;
2283 if(Mem && Mem != This->resource.allocatedMemory) {
2284 void *release = NULL;
2286 /* Do I have to copy the old surface content? */
2287 if(This->Flags & SFLAG_DIBSECTION) {
2288 /* Release the DC. No need to hold the critical section for the update
2289 * Thread because this thread runs only on front buffers, but this method
2290 * fails for render targets in the check above.
2292 SelectObject(This->hDC, This->dib.holdbitmap);
2293 DeleteDC(This->hDC);
2294 /* Release the DIB section */
2295 DeleteObject(This->dib.DIBsection);
2296 This->dib.bitmap_data = NULL;
2297 This->resource.allocatedMemory = NULL;
2299 This->Flags &= ~SFLAG_DIBSECTION;
2300 } else if(!(This->Flags & SFLAG_USERPTR)) {
2301 release = This->resource.allocatedMemory;
2303 This->resource.allocatedMemory = Mem;
2304 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2306 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2307 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2309 /* For client textures opengl has to be notified */
2310 if(This->Flags & SFLAG_CLIENT) {
2311 This->Flags &= ~SFLAG_ALLOCATED;
2312 IWineD3DSurface_PreLoad(iface);
2313 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2316 /* Now free the old memory if any */
2317 HeapFree(GetProcessHeap(), 0, release);
2318 } else if(This->Flags & SFLAG_USERPTR) {
2319 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2320 This->resource.allocatedMemory = NULL;
2321 This->Flags &= ~SFLAG_USERPTR;
2323 if(This->Flags & SFLAG_CLIENT) {
2324 This->Flags &= ~SFLAG_ALLOCATED;
2325 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2326 IWineD3DSurface_PreLoad(iface);
2332 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2333 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2334 IWineD3DSwapChainImpl *swapchain = NULL;
2336 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2338 /* Flipping is only supported on RenderTargets */
2339 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2342 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2343 * FIXME("(%p) Target override is not supported by now\n", This);
2344 * Additionally, it isn't really possible to support triple-buffering
2345 * properly on opengl at all
2349 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2351 ERR("Flipped surface is not on a swapchain\n");
2352 return WINEDDERR_NOTFLIPPABLE;
2355 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2356 * and only d3d8 and d3d9 apps specify the presentation interval
2358 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2359 /* Most common case first to avoid wasting time on all the other cases */
2360 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2361 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2362 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2363 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2364 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2365 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2366 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2368 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2371 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2372 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2373 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2377 /* Does a direct frame buffer -> texture copy. Stretching is done
2378 * with single pixel copy calls
2380 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2381 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2384 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2387 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2389 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2391 /* Bind the target texture */
2392 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2393 checkGLcall("glBindTexture");
2395 glReadBuffer(myDevice->offscreenBuffer);
2397 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2398 glReadBuffer(buffer);
2400 checkGLcall("glReadBuffer");
2402 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2403 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2405 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2406 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2408 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2409 ERR("Texture filtering not supported in direct blit\n");
2411 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2412 ERR("Texture filtering not supported in direct blit\n");
2416 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2417 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2418 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2420 glCopyTexSubImage2D(This->glDescription.target,
2421 This->glDescription.level,
2422 drect->x1, drect->y1, /* xoffset, yoffset */
2423 srect->x1, Src->currentDesc.Height - srect->y2,
2424 drect->x2 - drect->x1, drect->y2 - drect->y1);
2426 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2427 /* I have to process this row by row to swap the image,
2428 * otherwise it would be upside down, so stretching in y direction
2429 * doesn't cost extra time
2431 * However, stretching in x direction can be avoided if not necessary
2433 for(row = drect->y1; row < drect->y2; row++) {
2434 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2435 /* Well, that stuff works, but it's very slow.
2436 * find a better way instead
2440 for(col = drect->x1; col < drect->x2; col++) {
2441 glCopyTexSubImage2D(This->glDescription.target,
2442 This->glDescription.level,
2443 drect->x1 + col, row, /* xoffset, yoffset */
2444 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2448 glCopyTexSubImage2D(This->glDescription.target,
2449 This->glDescription.level,
2450 drect->x1, row, /* xoffset, yoffset */
2451 srect->x1, yoffset - (int) (row * yrel),
2452 drect->x2-drect->x1, 1);
2457 vcheckGLcall("glCopyTexSubImage2D");
2461 /* Uses the hardware to stretch and flip the image */
2462 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2463 GLuint src, backup = 0;
2464 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2465 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2466 float left, right, top, bottom; /* Texture coordinates */
2467 UINT fbwidth = Src->currentDesc.Width;
2468 UINT fbheight = Src->currentDesc.Height;
2469 GLenum drawBuffer = GL_BACK;
2471 TRACE("Using hwstretch blit\n");
2472 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2473 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2475 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2477 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2478 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2480 if(GL_LIMITS(aux_buffers) >= 2) {
2481 /* Got more than one aux buffer? Use the 2nd aux buffer */
2482 drawBuffer = GL_AUX1;
2483 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2484 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2485 drawBuffer = GL_AUX0;
2488 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2489 glGenTextures(1, &backup);
2490 checkGLcall("glGenTextures\n");
2491 glBindTexture(GL_TEXTURE_2D, backup);
2492 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2494 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2495 * we are reading from the back buffer, the backup can be used as source texture
2497 if(Src->glDescription.textureName == 0) {
2498 /* Get it a description */
2499 IWineD3DSurface_PreLoad(SrcSurface);
2501 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2502 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2504 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2505 Src->Flags &= ~SFLAG_INTEXTURE;
2508 glReadBuffer(GL_BACK);
2509 checkGLcall("glReadBuffer(GL_BACK)");
2511 /* TODO: Only back up the part that will be overwritten */
2512 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2513 0, 0 /* read offsets */,
2518 checkGLcall("glCopyTexSubImage2D");
2520 /* No issue with overriding these - the sampler is dirty due to blit usage */
2521 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2522 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2523 checkGLcall("glTexParameteri");
2524 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2525 minMipLookup[Filter][WINED3DTEXF_NONE]);
2526 checkGLcall("glTexParameteri");
2528 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2529 src = backup ? backup : Src->glDescription.textureName;
2531 glReadBuffer(GL_FRONT);
2532 checkGLcall("glReadBuffer(GL_FRONT)");
2534 glGenTextures(1, &src);
2535 checkGLcall("glGenTextures(1, &src)");
2536 glBindTexture(GL_TEXTURE_2D, src);
2537 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2539 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2540 * out for power of 2 sizes
2542 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2543 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2544 checkGLcall("glTexImage2D");
2545 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2546 0, 0 /* read offsets */,
2551 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2552 checkGLcall("glTexParameteri");
2553 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2554 checkGLcall("glTexParameteri");
2556 glReadBuffer(GL_BACK);
2557 checkGLcall("glReadBuffer(GL_BACK)");
2559 checkGLcall("glEnd and previous");
2561 left = (float) srect->x1 / (float) Src->pow2Width;
2562 right = (float) srect->x2 / (float) Src->pow2Width;
2565 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2566 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2568 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2569 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2572 /* draw the source texture stretched and upside down. The correct surface is bound already */
2573 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2574 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2576 glDrawBuffer(drawBuffer);
2577 glReadBuffer(drawBuffer);
2581 glTexCoord2f(left, bottom);
2582 glVertex2i(0, fbheight);
2585 glTexCoord2f(left, top);
2586 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2589 glTexCoord2f(right, top);
2590 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2593 glTexCoord2f(right, bottom);
2594 glVertex2i(drect->x2 - drect->x1, fbheight);
2596 checkGLcall("glEnd and previous");
2598 /* Now read the stretched and upside down image into the destination texture */
2599 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2600 checkGLcall("glBindTexture");
2601 glCopyTexSubImage2D(This->glDescription.target,
2603 drect->x1, drect->y1, /* xoffset, yoffset */
2604 0, 0, /* We blitted the image to the origin */
2605 drect->x2 - drect->x1, drect->y2 - drect->y1);
2606 checkGLcall("glCopyTexSubImage2D");
2608 /* Write the back buffer backup back */
2609 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2610 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2612 if(drawBuffer == GL_BACK) {
2615 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2619 glTexCoord2f(0.0, 0.0);
2620 glVertex2i(0, fbheight);
2623 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2624 glVertex2i(fbwidth, Src->currentDesc.Height);
2627 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2628 glVertex2i(fbwidth, 0);
2631 /* Restore the old draw buffer */
2632 glDrawBuffer(GL_BACK);
2636 if(src != Src->glDescription.textureName && src != backup) {
2637 glDeleteTextures(1, &src);
2638 checkGLcall("glDeleteTextures(1, &src)");
2641 glDeleteTextures(1, &backup);
2642 checkGLcall("glDeleteTextures(1, &backup)");
2647 /* Not called from the VTable */
2648 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2650 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2651 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2652 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2654 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2656 /* Get the swapchain. One of the surfaces has to be a primary surface */
2657 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2658 WARN("Destination is in sysmem, rejecting gl blt\n");
2659 return WINED3DERR_INVALIDCALL;
2661 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2662 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2664 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2665 WARN("Src is in sysmem, rejecting gl blt\n");
2666 return WINED3DERR_INVALIDCALL;
2668 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2669 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2672 /* Early sort out of cases where no render target is used */
2673 if(!dstSwapchain && !srcSwapchain &&
2674 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2675 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2676 return WINED3DERR_INVALIDCALL;
2679 /* No destination color keying supported */
2680 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2681 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2682 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2683 return WINED3DERR_INVALIDCALL;
2687 rect.x1 = DestRect->left;
2688 rect.y1 = DestRect->top;
2689 rect.x2 = DestRect->right;
2690 rect.y2 = DestRect->bottom;
2694 rect.x2 = This->currentDesc.Width;
2695 rect.y2 = This->currentDesc.Height;
2698 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2699 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2700 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2701 /* Half-life does a Blt from the back buffer to the front buffer,
2702 * Full surface size, no flags... Use present instead
2704 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2707 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2711 TRACE("Looking if a Present can be done...\n");
2712 /* Source Rectangle must be full surface */
2714 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2715 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2716 TRACE("No, Source rectangle doesn't match\n");
2722 mySrcRect.right = Src->currentDesc.Width;
2723 mySrcRect.bottom = Src->currentDesc.Height;
2725 /* No stretching may occur */
2726 if(mySrcRect.right != rect.x2 - rect.x1 ||
2727 mySrcRect.bottom != rect.y2 - rect.y1) {
2728 TRACE("No, stretching is done\n");
2732 /* Destination must be full surface or match the clipping rectangle */
2733 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2737 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2742 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2745 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2746 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2748 TRACE("No, dest rectangle doesn't match(clipper)\n");
2749 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2750 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2756 if(rect.x1 != 0 || rect.y1 != 0 ||
2757 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2758 TRACE("No, dest rectangle doesn't match(surface size)\n");
2765 /* These flags are unimportant for the flag check, remove them */
2766 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2767 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2769 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2770 * take very long, while a flip is fast.
2771 * This applies to Half-Life, which does such Blts every time it finished
2772 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2773 * menu. This is also used by all apps when they do windowed rendering
2775 * The problem is that flipping is not really the same as copying. After a
2776 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2777 * untouched. Therefore it's necessary to override the swap effect
2778 * and to set it back after the flip.
2780 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2784 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2785 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2787 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2788 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2790 dstSwapchain->presentParms.SwapEffect = orig_swap;
2797 TRACE("Unsupported blit between buffers on the same swapchain\n");
2798 return WINED3DERR_INVALIDCALL;
2799 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2800 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2801 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2802 return WINED3DERR_INVALIDCALL;
2805 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2806 /* Blit from render target to texture */
2808 BOOL upsideDown, stretchx;
2810 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2811 TRACE("Color keying not supported by frame buffer to texture blit\n");
2812 return WINED3DERR_INVALIDCALL;
2813 /* Destination color key is checked above */
2816 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2817 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2820 if(SrcRect->top < SrcRect->bottom) {
2821 srect.y1 = SrcRect->top;
2822 srect.y2 = SrcRect->bottom;
2825 srect.y1 = SrcRect->bottom;
2826 srect.y2 = SrcRect->top;
2829 srect.x1 = SrcRect->left;
2830 srect.x2 = SrcRect->right;
2834 srect.x2 = Src->currentDesc.Width;
2835 srect.y2 = Src->currentDesc.Height;
2838 if(rect.x1 > rect.x2) {
2842 upsideDown = !upsideDown;
2845 TRACE("Reading from an offscreen target\n");
2846 upsideDown = !upsideDown;
2849 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2855 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2856 * flip the image nor scale it.
2858 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
2859 * -> If the app wants a image width an unscaled width, copy it line per line
2860 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
2861 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
2862 * back buffer. This is slower than reading line per line, thus not used for flipping
2863 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
2866 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
2867 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
2870 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
2871 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
2872 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
2873 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
2874 rect.y2 - rect.y1 > Src->currentDesc.Height) {
2875 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
2876 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2878 TRACE("Using hardware stretching to flip / stretch the texture\n");
2879 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2882 if(!(This->Flags & SFLAG_DONOTFREE)) {
2883 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2884 This->resource.allocatedMemory = NULL;
2886 This->Flags &= ~SFLAG_INSYSMEM;
2888 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2889 * path is never entered
2891 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
2895 /* Blit from offscreen surface to render target */
2896 float glTexCoord[4];
2897 DWORD oldCKeyFlags = Src->CKeyFlags;
2898 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
2899 RECT SourceRectangle;
2901 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
2904 SourceRectangle.left = SrcRect->left;
2905 SourceRectangle.right = SrcRect->right;
2906 SourceRectangle.top = SrcRect->top;
2907 SourceRectangle.bottom = SrcRect->bottom;
2909 SourceRectangle.left = 0;
2910 SourceRectangle.right = Src->currentDesc.Width;
2911 SourceRectangle.top = 0;
2912 SourceRectangle.bottom = Src->currentDesc.Height;
2915 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
2916 /* Fall back to software */
2917 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
2918 SourceRectangle.left, SourceRectangle.top,
2919 SourceRectangle.right, SourceRectangle.bottom);
2920 return WINED3DERR_INVALIDCALL;
2923 /* Color keying: Check if we have to do a color keyed blt,
2924 * and if not check if a color key is activated.
2926 * Just modify the color keying parameters in the surface and restore them afterwards
2927 * The surface keeps track of the color key last used to load the opengl surface.
2928 * PreLoad will catch the change to the flags and color key and reload if necessary.
2930 if(Flags & WINEDDBLT_KEYSRC) {
2931 /* Use color key from surface */
2932 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
2933 /* Use color key from DDBltFx */
2934 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
2935 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
2937 /* Do not use color key */
2938 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
2941 /* Now load the surface */
2942 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
2945 /* Activate the destination context, set it up for blitting */
2946 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
2950 TRACE("Drawing to offscreen buffer\n");
2951 glDrawBuffer(myDevice->offscreenBuffer);
2952 checkGLcall("glDrawBuffer");
2954 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
2955 TRACE("Drawing to %#x buffer\n", buffer);
2956 glDrawBuffer(buffer);
2957 checkGLcall("glDrawBuffer");
2960 /* Bind the texture */
2961 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2962 checkGLcall("glBindTexture");
2964 /* Filtering for StretchRect */
2965 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2966 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2967 checkGLcall("glTexParameteri");
2968 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2969 minMipLookup[Filter][WINED3DTEXF_NONE]);
2970 checkGLcall("glTexParameteri");
2971 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2972 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2973 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2974 checkGLcall("glTexEnvi");
2976 /* This is for color keying */
2977 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2978 glEnable(GL_ALPHA_TEST);
2979 checkGLcall("glEnable GL_ALPHA_TEST");
2980 glAlphaFunc(GL_NOTEQUAL, 0.0);
2981 checkGLcall("glAlphaFunc\n");
2983 glDisable(GL_ALPHA_TEST);
2984 checkGLcall("glDisable GL_ALPHA_TEST");
2987 /* Draw a textured quad
2991 glColor3d(1.0f, 1.0f, 1.0f);
2992 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
2997 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
2998 glVertex3f(rect.x1, rect.y2, 0.0);
3000 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3005 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3010 checkGLcall("glEnd");
3012 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3013 glDisable(GL_ALPHA_TEST);
3014 checkGLcall("glDisable(GL_ALPHA_TEST)");
3017 /* Unbind the texture */
3018 glBindTexture(GL_TEXTURE_2D, 0);
3019 checkGLcall("glEnable glBindTexture");
3021 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3022 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3024 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3025 glDrawBuffer(GL_BACK);
3026 checkGLcall("glDrawBuffer");
3028 /* Restore the color key parameters */
3029 Src->CKeyFlags = oldCKeyFlags;
3030 This->SrcBltCKey = oldBltCKey;
3034 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3035 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3038 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3039 /* TODO: This should be moved to ModifyLocation() */
3040 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3041 This->Flags |= SFLAG_INTEXTURE;
3046 /* Source-Less Blit to render target */
3047 if (Flags & WINEDDBLT_COLORFILL) {
3048 /* This is easy to handle for the D3D Device... */
3051 TRACE("Colorfill\n");
3053 /* The color as given in the Blt function is in the format of the frame-buffer...
3054 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3056 if (This->resource.format == WINED3DFMT_P8) {
3057 if (This->palette) {
3058 color = ((0xFF000000) |
3059 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3060 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3061 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3066 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3067 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3070 color = ((0xFF000000) |
3071 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3072 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3073 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3076 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3077 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3078 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3080 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3081 color = DDBltFx->u5.dwFillColor;
3084 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3085 return WINED3DERR_INVALIDCALL;
3088 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3089 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3090 glDrawBuffer(GL_BACK);
3091 checkGLcall("glDrawBuffer(GL_BACK)");
3092 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3093 glDrawBuffer(GL_FRONT);
3094 checkGLcall("glDrawBuffer(GL_FRONT)");
3095 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3096 glDrawBuffer(myDevice->offscreenBuffer);
3097 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3099 TRACE("Surface is higher back buffer, falling back to software\n");
3100 return WINED3DERR_INVALIDCALL;
3103 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3105 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3106 1 /* Number of rectangles */,
3108 WINED3DCLEAR_TARGET,
3113 /* Restore the original draw buffer */
3115 glDrawBuffer(myDevice->offscreenBuffer);
3116 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3117 glDrawBuffer(GL_BACK);
3119 vcheckGLcall("glDrawBuffer");
3125 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3126 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3127 return WINED3DERR_INVALIDCALL;
3130 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3132 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3135 if (Flags & WINEDDBLT_DEPTHFILL) {
3136 switch(This->resource.format) {
3137 case WINED3DFMT_D16:
3138 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3140 case WINED3DFMT_D15S1:
3141 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3143 case WINED3DFMT_D24S8:
3144 case WINED3DFMT_D24X8:
3145 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3147 case WINED3DFMT_D32:
3148 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3152 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3155 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3156 DestRect == NULL ? 0 : 1,
3157 (WINED3DRECT *) DestRect,
3158 WINED3DCLEAR_ZBUFFER,
3164 FIXME("(%p): Unsupp depthstencil blit\n", This);
3165 return WINED3DERR_INVALIDCALL;
3168 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3170 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3171 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3172 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3173 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3175 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3176 * except depth blits, which seem to work
3178 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3179 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3180 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3181 return WINED3DERR_INVALIDCALL;
3182 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3183 TRACE("Z Blit override handled the blit\n");
3188 /* Special cases for RenderTargets */
3189 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3190 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3191 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3194 /* For the rest call the X11 surface implementation.
3195 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3196 * other Blts are rather rare
3198 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3201 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3202 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3203 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3204 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3205 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3207 if(myDevice->inScene &&
3208 (iface == myDevice->stencilBufferTarget ||
3209 (Source && Source == myDevice->stencilBufferTarget))) {
3210 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3211 return WINED3DERR_INVALIDCALL;
3214 /* Special cases for RenderTargets */
3215 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3216 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3218 RECT SrcRect, DstRect;
3222 SrcRect.left = rsrc->left;
3223 SrcRect.top= rsrc->top;
3224 SrcRect.bottom = rsrc->bottom;
3225 SrcRect.right = rsrc->right;
3229 SrcRect.right = srcImpl->currentDesc.Width;
3230 SrcRect.bottom = srcImpl->currentDesc.Height;
3233 DstRect.left = dstx;
3235 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3236 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3238 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3239 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3240 Flags |= WINEDDBLT_KEYSRC;
3241 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3242 Flags |= WINEDDBLT_KEYDEST;
3243 if(trans & WINEDDBLTFAST_WAIT)
3244 Flags |= WINEDDBLT_WAIT;
3245 if(trans & WINEDDBLTFAST_DONOTWAIT)
3246 Flags |= WINEDDBLT_DONOTWAIT;
3248 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3252 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3255 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3256 /** Check against the maximum texture sizes supported by the video card **/
3257 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3258 unsigned int pow2Width, pow2Height;
3259 const GlPixelFormatDesc *glDesc;
3261 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3262 /* Setup some glformat defaults */
3263 This->glDescription.glFormat = glDesc->glFormat;
3264 This->glDescription.glFormatInternal = glDesc->glInternal;
3265 This->glDescription.glType = glDesc->glType;
3267 This->glDescription.textureName = 0;
3268 This->glDescription.target = GL_TEXTURE_2D;
3270 /* Non-power2 support */
3271 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3272 pow2Width = This->currentDesc.Width;
3273 pow2Height = This->currentDesc.Height;
3275 /* Find the nearest pow2 match */
3276 pow2Width = pow2Height = 1;
3277 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3278 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3280 This->pow2Width = pow2Width;
3281 This->pow2Height = pow2Height;
3283 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3284 WINED3DFORMAT Format = This->resource.format;
3285 /** TODO: add support for non power two compressed textures **/
3286 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3287 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3288 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3289 This, This->currentDesc.Width, This->currentDesc.Height);
3290 return WINED3DERR_NOTAVAILABLE;
3294 if(pow2Width != This->currentDesc.Width ||
3295 pow2Height != This->currentDesc.Height) {
3296 This->Flags |= SFLAG_NONPOW2;
3299 TRACE("%p\n", This);
3300 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3301 /* one of three options
3302 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)
3303 2: Set the texture to the maximum size (bad idea)
3304 3: WARN and return WINED3DERR_NOTAVAILABLE;
3305 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.
3307 WARN("(%p) Creating an oversized surface\n", This);
3308 This->Flags |= SFLAG_OVERSIZE;
3310 /* This will be initialized on the first blt */
3311 This->glRect.left = 0;
3312 This->glRect.top = 0;
3313 This->glRect.right = 0;
3314 This->glRect.bottom = 0;
3316 /* No oversize, gl rect is the full texture size */
3317 This->Flags &= ~SFLAG_OVERSIZE;
3318 This->glRect.left = 0;
3319 This->glRect.top = 0;
3320 This->glRect.right = This->pow2Width;
3321 This->glRect.bottom = This->pow2Height;
3324 if(This->resource.allocatedMemory == NULL) {
3325 /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
3326 * gl does not, so we need to upload zeroes to init the gl texture.
3328 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3330 This->Flags |= SFLAG_INSYSMEM;
3335 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
3336 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3338 TRACE("(%p)->(%s, %s)\n", iface,
3339 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3340 persistent ? "TRUE" : "FALSE");
3342 /* TODO: For offscreen textures with fbo offscreen rendering the drawable is the same as the texture.*/
3344 This->Flags &= ~SFLAG_LOCATIONS;
3345 This->Flags |= flag;
3347 This->Flags &= ~flag;
3351 /*****************************************************************************
3352 * IWineD3DSurface::LoadLocation
3354 * Copies the current surface data from wherever it is to the requested
3355 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
3356 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
3357 * multiple locations, the gl texture is prefered over the drawable, which is
3358 * prefered over system memory. The PBO counts as system memory. If rect is
3359 * not NULL, only the specified rectangle is copied(only supported for
3360 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
3361 * location is marked up to date after the copy.
3364 * flag: Surface location flag to be updated
3365 * rect: rectangle to be copied
3368 * WINED3D_OK on success
3369 * WINED3DERR_DEVICELOST on an internal error
3371 *****************************************************************************/
3372 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
3373 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3374 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3375 IWineD3DDeviceImpl *myDevice;
3376 IWineD3DSwapChainImpl *swapchain;
3377 BOOL srcIsUpsideDown;
3379 GLenum format, internal, type;
3380 CONVERT_TYPES convert;
3382 int width, pitch, outpitch;
3385 TRACE("(%p)->(%s, %p)\n", iface,
3386 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3389 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
3392 /* TODO: For fbo targets, texture == drawable */
3393 if(This->Flags & flag) {
3394 TRACE("Location already up to date\n");
3398 if(!(This->Flags & SFLAG_LOCATIONS)) {
3399 ERR("Surface does not have any up to date location\n");
3400 This->Flags |= SFLAG_LOST;
3401 return WINED3DERR_DEVICELOST;
3403 myDevice = This->resource.wineD3DDevice;
3405 if(flag == SFLAG_INSYSMEM) {
3406 /* Download the surface to system memory */
3407 if(This->Flags & SFLAG_INTEXTURE) {
3408 if (0 == This->glDescription.textureName) {
3409 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
3412 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
3413 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3417 /* Make sure that a proper texture unit is selected, bind the texture
3418 * and dirtify the sampler to restore the texture on the next draw
3420 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3421 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
3422 checkGLcall("glActiveTextureARB");
3424 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
3425 IWineD3DSurface_PreLoad(iface);
3427 surface_download_data(This);
3430 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
3431 static BOOL warned = FALSE;
3433 ERR("The application tries to lock the render target, but render target locking is disabled\n");
3439 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
3440 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
3441 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
3442 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
3443 * context->last_was_blit set on the unlock.
3445 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
3448 /* Select the correct read buffer, and give some debug output.
3449 * There is no need to keep track of the current read buffer or reset it, every part of the code
3450 * that reads sets the read buffer as desired.
3453 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
3454 * Read from the back buffer
3456 TRACE("Locking offscreen render target\n");
3457 glReadBuffer(myDevice->offscreenBuffer);
3458 srcIsUpsideDown = TRUE;
3460 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
3461 TRACE("Locking %#x buffer\n", buffer);
3462 glReadBuffer(buffer);
3463 checkGLcall("glReadBuffer");
3465 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3466 srcIsUpsideDown = FALSE;
3469 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
3471 local_rect.left = 0;
3473 local_rect.right = This->currentDesc.Width;
3474 local_rect.bottom = This->currentDesc.Height;
3476 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
3477 read_from_framebuffer(This, rect ? rect : &local_rect,
3478 This->resource.allocatedMemory,
3479 IWineD3DSurface_GetPitch(iface),
3483 } else if(flag == SFLAG_INDRAWABLE) {
3484 if(This->Flags & SFLAG_INTEXTURE) {
3485 /* Blit texture to drawable */
3487 /* Activate the correct context for the render target */
3488 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
3491 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
3493 /* Primary offscreen render target */
3494 TRACE("Offscreen render target\n");
3495 glDrawBuffer(myDevice->offscreenBuffer);
3496 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
3498 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
3499 TRACE("Unlocking %#x buffer\n", buffer);
3500 glDrawBuffer(buffer);
3501 checkGLcall("glDrawBuffer");
3503 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
3506 flush_to_framebuffer_drawpixels(This);
3508 glDrawBuffer(myDevice->offscreenBuffer);
3509 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
3510 } else if(swapchain->backBuffer) {
3511 glDrawBuffer(GL_BACK);
3512 checkGLcall("glDrawBuffer(GL_BACK)");
3514 glDrawBuffer(GL_FRONT);
3515 checkGLcall("glDrawBuffer(GL_FRONT)");
3519 } else /* if(flag == SFLAG_INTEXTURE) */ {
3520 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
3522 if (This->Flags & SFLAG_INDRAWABLE) {
3523 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
3524 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
3525 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
3526 This->resource.format == WINED3DFMT_DXT5)
3527 FIXME("Format %d not supported\n", This->resource.format);
3532 glGetIntegerv(GL_READ_BUFFER, &prevRead);
3533 vcheckGLcall("glGetIntegerv");
3534 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
3535 vcheckGLcall("glReadBuffer");
3537 if(!(This->Flags & SFLAG_ALLOCATED)) {
3538 surface_allocate_surface(This, internal, This->pow2Width,
3539 This->pow2Height, format, type);
3542 clear_unused_channels(This);
3544 glCopyTexSubImage2D(This->glDescription.target,
3545 This->glDescription.level,
3547 This->currentDesc.Width,
3548 This->currentDesc.Height);
3549 checkGLcall("glCopyTexSubImage2D");
3551 glReadBuffer(prevRead);
3552 vcheckGLcall("glReadBuffer");
3556 TRACE("Updated target %d\n", This->glDescription.target);
3560 /* The only place where LoadTexture() might get called when isInDraw=1
3561 * is ActivateContext where lastActiveRenderTarget is preloaded.
3563 if(iface == device->lastActiveRenderTarget && device->isInDraw)
3564 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
3566 /* Otherwise: System memory copy must be most up to date */
3568 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
3569 This->Flags |= SFLAG_GLCKEY;
3570 This->glCKey = This->SrcBltCKey;
3572 else This->Flags &= ~SFLAG_GLCKEY;
3574 /* The width is in 'length' not in bytes */
3575 width = This->currentDesc.Width;
3576 pitch = IWineD3DSurface_GetPitch(iface);
3578 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
3579 int height = This->currentDesc.Height;
3581 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
3582 outpitch = width * bpp;
3583 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
3585 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
3587 ERR("Out of memory %d, %d!\n", outpitch, height);
3588 return WINED3DERR_OUTOFVIDEOMEMORY;
3590 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
3592 This->Flags |= SFLAG_CONVERTED;
3593 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
3594 d3dfmt_p8_upload_palette(iface, convert);
3595 This->Flags &= ~SFLAG_CONVERTED;
3596 mem = This->resource.allocatedMemory;
3598 This->Flags &= ~SFLAG_CONVERTED;
3599 mem = This->resource.allocatedMemory;
3602 /* Make sure the correct pitch is used */
3603 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
3605 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
3606 TRACE("non power of two support\n");
3607 if(!(This->Flags & SFLAG_ALLOCATED)) {
3608 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
3610 if (mem || (This->Flags & SFLAG_PBO)) {
3611 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
3614 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
3615 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
3617 if(!(This->Flags & SFLAG_ALLOCATED)) {
3618 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
3620 if (mem || (This->Flags & SFLAG_PBO)) {
3621 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
3625 /* Restore the default pitch */
3626 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
3628 /* Don't delete PBO memory */
3629 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
3630 HeapFree(GetProcessHeap(), 0, mem);
3636 This->Flags |= flag;
3642 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3645 IWineD3DBaseSurfaceImpl_QueryInterface,
3646 IWineD3DBaseSurfaceImpl_AddRef,
3647 IWineD3DSurfaceImpl_Release,
3648 /* IWineD3DResource */
3649 IWineD3DBaseSurfaceImpl_GetParent,
3650 IWineD3DBaseSurfaceImpl_GetDevice,
3651 IWineD3DBaseSurfaceImpl_SetPrivateData,
3652 IWineD3DBaseSurfaceImpl_GetPrivateData,
3653 IWineD3DBaseSurfaceImpl_FreePrivateData,
3654 IWineD3DBaseSurfaceImpl_SetPriority,
3655 IWineD3DBaseSurfaceImpl_GetPriority,
3656 IWineD3DSurfaceImpl_PreLoad,
3657 IWineD3DBaseSurfaceImpl_GetType,
3658 /* IWineD3DSurface */
3659 IWineD3DBaseSurfaceImpl_GetContainer,
3660 IWineD3DBaseSurfaceImpl_GetDesc,
3661 IWineD3DSurfaceImpl_LockRect,
3662 IWineD3DSurfaceImpl_UnlockRect,
3663 IWineD3DSurfaceImpl_GetDC,
3664 IWineD3DSurfaceImpl_ReleaseDC,
3665 IWineD3DSurfaceImpl_Flip,
3666 IWineD3DSurfaceImpl_Blt,
3667 IWineD3DBaseSurfaceImpl_GetBltStatus,
3668 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3669 IWineD3DBaseSurfaceImpl_IsLost,
3670 IWineD3DBaseSurfaceImpl_Restore,
3671 IWineD3DSurfaceImpl_BltFast,
3672 IWineD3DBaseSurfaceImpl_GetPalette,
3673 IWineD3DBaseSurfaceImpl_SetPalette,
3674 IWineD3DBaseSurfaceImpl_RealizePalette,
3675 IWineD3DBaseSurfaceImpl_SetColorKey,
3676 IWineD3DBaseSurfaceImpl_GetPitch,
3677 IWineD3DSurfaceImpl_SetMem,
3678 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3679 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3680 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3681 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3682 IWineD3DBaseSurfaceImpl_SetClipper,
3683 IWineD3DBaseSurfaceImpl_GetClipper,
3685 IWineD3DSurfaceImpl_AddDirtyRect,
3686 IWineD3DSurfaceImpl_LoadTexture,
3687 IWineD3DSurfaceImpl_SaveSnapshot,
3688 IWineD3DBaseSurfaceImpl_SetContainer,
3689 IWineD3DSurfaceImpl_SetGlTextureDesc,
3690 IWineD3DSurfaceImpl_GetGlDesc,
3691 IWineD3DSurfaceImpl_GetData,
3692 IWineD3DSurfaceImpl_SetFormat,
3693 IWineD3DSurfaceImpl_PrivateSetup,
3694 IWineD3DSurfaceImpl_ModifyLocation,
3695 IWineD3DSurfaceImpl_LoadLocation