2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION (*gl_info)
38 static void surface_cleanup(IWineD3DSurfaceImpl *This)
40 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
41 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
42 renderbuffer_entry_t *entry, *entry2;
44 TRACE("(%p) : Cleaning up.\n", This);
46 /* Need a context to destroy the texture. Use the currently active render
47 * target, but only if the primary render target exists. Otherwise
48 * lastActiveRenderTarget is garbage. When destroying the primary render
49 * target, Uninit3D() will activate a context before doing anything. */
50 if (device->render_targets && device->render_targets[0])
52 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
57 if (This->texture_name)
59 /* Release the OpenGL texture. */
60 TRACE("Deleting texture %u.\n", This->texture_name);
61 glDeleteTextures(1, &This->texture_name);
64 if (This->Flags & SFLAG_PBO)
67 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
70 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
72 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
73 HeapFree(GetProcessHeap(), 0, entry);
78 if (This->Flags & SFLAG_DIBSECTION)
81 SelectObject(This->hDC, This->dib.holdbitmap);
83 /* Release the DIB section. */
84 DeleteObject(This->dib.DIBsection);
85 This->dib.bitmap_data = NULL;
86 This->resource.allocatedMemory = NULL;
89 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
90 if (This->overlay_dest) list_remove(&This->overlay_entry);
92 HeapFree(GetProcessHeap(), 0, This->palette9);
94 resource_cleanup((IWineD3DResource *)This);
97 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
101 if (format_desc->format == WINED3DFMT_UNKNOWN)
105 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
107 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
108 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
109 size = row_count * row_block_count * format_desc->block_byte_count;
113 /* The pitch is a multiple of 4 bytes. */
114 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
117 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
122 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
123 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
124 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
125 WINED3DPOOL pool, IUnknown *parent)
127 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
128 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &GLINFO_LOCATION);
129 void (*cleanup)(IWineD3DSurfaceImpl *This);
130 unsigned int resource_size;
133 if (multisample_quality > 0)
135 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
136 multisample_quality = 0;
139 /* FIXME: Check that the format is supported by the device. */
141 resource_size = surface_calculate_size(format_desc, alignment, width, height);
143 /* Look at the implementation and set the correct Vtable. */
144 switch (surface_type)
147 surface->lpVtbl = &IWineD3DSurface_Vtbl;
148 cleanup = surface_cleanup;
152 surface->lpVtbl = &IWineGDISurface_Vtbl;
153 cleanup = surface_gdi_cleanup;
157 ERR("Requested unknown surface implementation %#x.\n", surface_type);
158 return WINED3DERR_INVALIDCALL;
161 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
162 device, resource_size, usage, format_desc, pool, parent);
165 WARN("Failed to initialize resource, returning %#x.\n", hr);
169 /* "Standalone" surface. */
170 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
172 surface->currentDesc.Width = width;
173 surface->currentDesc.Height = height;
174 surface->currentDesc.MultiSampleType = multisample_type;
175 surface->currentDesc.MultiSampleQuality = multisample_quality;
176 surface->texture_level = level;
177 list_init(&surface->overlays);
180 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
181 if (discard) surface->Flags |= SFLAG_DISCARD;
182 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
184 /* Quick lockable sanity check.
185 * TODO: remove this after surfaces, usage and lockability have been debugged properly
186 * this function is too deep to need to care about things like this.
187 * Levels need to be checked too, since they all affect what can be done. */
190 case WINED3DPOOL_SCRATCH:
193 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
194 "which are mutually exclusive, setting lockable to TRUE.\n");
199 case WINED3DPOOL_SYSTEMMEM:
201 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
204 case WINED3DPOOL_MANAGED:
205 if (usage & WINED3DUSAGE_DYNAMIC)
206 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
209 case WINED3DPOOL_DEFAULT:
210 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
211 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
215 FIXME("Unknown pool %#x.\n", pool);
219 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
221 FIXME("Trying to create a render target that isn't in the default pool.\n");
224 /* Mark the texture as dirty so that it gets loaded first time around. */
225 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
226 list_init(&surface->renderbuffers);
228 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
230 /* Call the private setup routine */
231 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
234 ERR("Private setup failed, returning %#x\n", hr);
242 static void surface_force_reload(IWineD3DSurface *iface)
244 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
249 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
251 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
257 name = &This->texture_name_srgb;
258 flag = SFLAG_INSRGBTEX;
262 name = &This->texture_name;
263 flag = SFLAG_INTEXTURE;
266 TRACE("(%p) : setting texture name %u\n", This, new_name);
268 if (!*name && new_name)
270 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
271 * surface has no texture name yet. See if we can get rid of this. */
272 if (This->Flags & flag)
273 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
274 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
278 surface_force_reload(iface);
281 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
283 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
285 TRACE("(%p) : setting target %#x\n", This, target);
287 if (This->texture_target != target)
289 if (target == GL_TEXTURE_RECTANGLE_ARB)
291 This->Flags &= ~SFLAG_NORMCOORD;
293 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags |= SFLAG_NORMCOORD;
298 This->texture_target = target;
299 surface_force_reload(iface);
302 /* Context activation is done by the caller. */
303 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
306 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
307 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
308 * gl states. The current texture unit should always be a valid one.
310 * To be more specific, this is tricky because we can implicitly be called
311 * from sampler() in state.c. This means we can't touch anything other than
312 * whatever happens to be the currently active texture, or we would risk
313 * marking already applied sampler states dirty again.
315 * TODO: Track the current active texture per GL context instead of using glGet
317 GLint active_texture;
319 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
321 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
323 if (active_sampler != -1) {
324 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
326 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
329 /* This function checks if the primary render target uses the 8bit paletted format. */
330 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
332 if (device->render_targets && device->render_targets[0]) {
333 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
334 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
335 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
341 #undef GLINFO_LOCATION
343 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
345 /* This call just downloads data, the caller is responsible for binding the
346 * correct texture. */
347 /* Context activation is done by the caller. */
348 static void surface_download_data(IWineD3DSurfaceImpl *This) {
349 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
351 /* Only support read back of converted P8 surfaces */
352 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
354 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
360 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
362 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
363 This, This->texture_level, format_desc->glFormat, format_desc->glType,
364 This->resource.allocatedMemory);
366 if (This->Flags & SFLAG_PBO)
368 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
369 checkGLcall("glBindBufferARB");
370 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
371 checkGLcall("glGetCompressedTexImageARB()");
372 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
373 checkGLcall("glBindBufferARB");
377 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
378 This->texture_level, This->resource.allocatedMemory));
379 checkGLcall("glGetCompressedTexImageARB()");
385 GLenum format = format_desc->glFormat;
386 GLenum type = format_desc->glType;
390 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
391 if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
394 type = GL_UNSIGNED_BYTE;
397 if (This->Flags & SFLAG_NONPOW2) {
398 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
399 src_pitch = format_desc->byte_count * This->pow2Width;
400 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
401 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
402 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
404 mem = This->resource.allocatedMemory;
407 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
408 This, This->texture_level, format, type, mem);
410 if(This->Flags & SFLAG_PBO) {
411 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
412 checkGLcall("glBindBufferARB");
414 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
415 checkGLcall("glGetTexImage()");
417 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
418 checkGLcall("glBindBufferARB");
420 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
421 checkGLcall("glGetTexImage()");
425 if (This->Flags & SFLAG_NONPOW2) {
426 const BYTE *src_data;
430 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
431 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
432 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
434 * We're doing this...
436 * instead of boxing the texture :
437 * |<-texture width ->| -->pow2width| /\
438 * |111111111111111111| | |
439 * |222 Texture 222222| boxed empty | texture height
440 * |3333 Data 33333333| | |
441 * |444444444444444444| | \/
442 * ----------------------------------- |
443 * | boxed empty | boxed empty | pow2height
445 * -----------------------------------
448 * we're repacking the data to the expected texture width
450 * |<-texture width ->| -->pow2width| /\
451 * |111111111111111111222222222222222| |
452 * |222333333333333333333444444444444| texture height
456 * | empty | pow2height
458 * -----------------------------------
462 * |<-texture width ->| /\
463 * |111111111111111111|
464 * |222222222222222222|texture height
465 * |333333333333333333|
466 * |444444444444444444| \/
467 * --------------------
469 * this also means that any references to allocatedMemory should work with the data as if were a
470 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
472 * internally the texture is still stored in a boxed format so any references to textureName will
473 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
475 * Performance should not be an issue, because applications normally do not lock the surfaces when
476 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
477 * and doesn't have to be re-read.
480 dst_data = This->resource.allocatedMemory;
481 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
482 for (y = 1 ; y < This->currentDesc.Height; y++) {
483 /* skip the first row */
484 src_data += src_pitch;
485 dst_data += dst_pitch;
486 memcpy(dst_data, src_data, dst_pitch);
489 HeapFree(GetProcessHeap(), 0, mem);
493 /* Surface has now been downloaded */
494 This->Flags |= SFLAG_INSYSMEM;
497 /* This call just uploads data, the caller is responsible for binding the
498 * correct texture. */
499 /* Context activation is done by the caller. */
500 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
501 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
503 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
504 This, internal, width, height, format, type, data);
505 TRACE("target %#x, level %u, resource size %u.\n",
506 This->texture_target, This->texture_level, This->resource.size);
508 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
512 if (This->Flags & SFLAG_PBO)
514 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
515 checkGLcall("glBindBufferARB");
517 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
521 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
523 TRACE("Calling glCompressedTexSubImage2DARB.\n");
525 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
526 0, 0, width, height, internal, This->resource.size, data));
527 checkGLcall("glCompressedTexSubImage2DARB");
531 TRACE("Calling glTexSubImage2D.\n");
533 glTexSubImage2D(This->texture_target, This->texture_level,
534 0, 0, width, height, format, type, data);
535 checkGLcall("glTexSubImage2D");
538 if (This->Flags & SFLAG_PBO)
540 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 checkGLcall("glBindBufferARB");
547 /* This call just allocates the texture, the caller is responsible for binding
548 * the correct texture. */
549 /* Context activation is done by the caller. */
550 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
551 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
552 BOOL enable_client_storage = FALSE;
553 const BYTE *mem = NULL;
555 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
557 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",
558 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
559 internal, width, height, format, type);
563 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
564 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
565 /* In some cases we want to disable client storage.
566 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
567 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
568 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
569 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
570 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
572 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
573 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
574 This->Flags &= ~SFLAG_CLIENT;
575 enable_client_storage = TRUE;
577 This->Flags |= SFLAG_CLIENT;
579 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
580 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
582 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
586 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
588 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
589 internal, width, height, 0, This->resource.size, mem));
593 glTexImage2D(This->texture_target, This->texture_level,
594 internal, width, height, 0, format, type, mem);
595 checkGLcall("glTexImage2D");
598 if(enable_client_storage) {
599 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
600 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
605 /* In D3D the depth stencil dimensions have to be greater than or equal to the
606 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
607 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
608 /* GL locking is done by the caller */
609 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
610 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
611 renderbuffer_entry_t *entry;
612 GLuint renderbuffer = 0;
613 unsigned int src_width, src_height;
615 src_width = This->pow2Width;
616 src_height = This->pow2Height;
618 /* A depth stencil smaller than the render target is not valid */
619 if (width > src_width || height > src_height) return;
621 /* Remove any renderbuffer set if the sizes match */
622 if (width == src_width && height == src_height) {
623 This->current_renderbuffer = NULL;
627 /* Look if we've already got a renderbuffer of the correct dimensions */
628 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
629 if (entry->width == width && entry->height == height) {
630 renderbuffer = entry->id;
631 This->current_renderbuffer = entry;
637 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
638 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
639 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
640 This->resource.format_desc->glInternal, width, height));
642 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
643 entry->width = width;
644 entry->height = height;
645 entry->id = renderbuffer;
646 list_add_head(&This->renderbuffers, &entry->entry);
648 This->current_renderbuffer = entry;
651 checkGLcall("set_compatible_renderbuffer");
654 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
655 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
656 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
658 TRACE("(%p) : swapchain %p\n", This, swapchain);
660 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
661 TRACE("Returning GL_BACK\n");
663 } else if (swapchain_impl->frontBuffer == iface) {
664 TRACE("Returning GL_FRONT\n");
668 FIXME("Higher back buffer, returning GL_BACK\n");
672 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
673 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
675 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
676 IWineD3DBaseTexture *baseTexture = NULL;
678 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
679 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
681 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
684 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
685 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
686 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
687 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
691 This->dirtyRect.left = 0;
692 This->dirtyRect.top = 0;
693 This->dirtyRect.right = This->currentDesc.Width;
694 This->dirtyRect.bottom = This->currentDesc.Height;
697 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
698 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
700 /* if the container is a basetexture then mark it dirty. */
701 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
703 TRACE("Passing to container\n");
704 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
705 IWineD3DBaseTexture_Release(baseTexture);
709 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
711 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
712 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
713 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
714 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
715 && (src->resource.format_desc->format == dst->resource.format_desc->format
716 || (is_identity_fixup(src->resource.format_desc->color_fixup)
717 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
720 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
722 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
723 ULONG ref = InterlockedDecrement(&This->resource.ref);
724 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
728 surface_cleanup(This);
730 TRACE("(%p) Released.\n", This);
731 HeapFree(GetProcessHeap(), 0, This);
737 /* ****************************************************
738 IWineD3DSurface IWineD3DResource parts follow
739 **************************************************** */
741 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
743 /* TODO: check for locks */
744 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
745 IWineD3DBaseTexture *baseTexture = NULL;
746 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
748 TRACE("(%p)Checking to see if the container is a base texture\n", This);
749 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
750 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
751 TRACE("Passing to container\n");
752 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
753 IWineD3DBaseTexture_Release(baseTexture);
755 TRACE("(%p) : About to load surface\n", This);
757 if(!device->isInDraw) {
758 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
761 if (This->resource.format_desc->format == WINED3DFMT_P8
762 || This->resource.format_desc->format == WINED3DFMT_A8P8)
764 if(palette9_changed(This)) {
765 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
766 /* TODO: This is not necessarily needed with hw palettized texture support */
767 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
768 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
769 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
773 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
775 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
776 /* Tell opengl to try and keep this texture in video ram (well mostly) */
780 glPrioritizeTextures(1, &This->texture_name, &tmp);
787 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
788 surface_internal_preload(iface, SRGB_ANY);
791 /* Context activation is done by the caller. */
792 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
793 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
794 This->resource.allocatedMemory =
795 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
800 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
801 checkGLcall("glGetBufferSubData");
802 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
803 checkGLcall("glDeleteBuffers");
807 This->Flags &= ~SFLAG_PBO;
810 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
811 IWineD3DBaseTexture *texture = NULL;
812 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
813 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
814 renderbuffer_entry_t *entry, *entry2;
815 TRACE("(%p)\n", iface);
817 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
818 /* Default pool resources are supposed to be destroyed before Reset is called.
819 * Implicit resources stay however. So this means we have an implicit render target
820 * or depth stencil. The content may be destroyed, but we still have to tear down
821 * opengl resources, so we cannot leave early.
823 * Put the most up to date surface location into the drawable. D3D-wise this content
824 * is undefined, so it would be nowhere, but that would make the location management
825 * more complicated. The drawable is a sane location, because if we mark sysmem or
826 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
827 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
830 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
831 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
833 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
836 /* Load the surface into system memory */
837 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
838 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
840 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
841 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
842 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
844 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
846 /* Destroy PBOs, but load them into real sysmem before */
847 if(This->Flags & SFLAG_PBO) {
848 surface_remove_pbo(This);
851 /* Destroy fbo render buffers. This is needed for implicit render targets, for
852 * all application-created targets the application has to release the surface
853 * before calling _Reset
855 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
857 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
859 list_remove(&entry->entry);
860 HeapFree(GetProcessHeap(), 0, entry);
862 list_init(&This->renderbuffers);
863 This->current_renderbuffer = NULL;
865 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
868 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
871 glDeleteTextures(1, &This->texture_name);
872 This->texture_name = 0;
873 glDeleteTextures(1, &This->texture_name_srgb);
874 This->texture_name_srgb = 0;
877 IWineD3DBaseTexture_Release(texture);
882 /* ******************************************************
883 IWineD3DSurface IWineD3DSurface parts follow
884 ****************************************************** */
886 /* Read the framebuffer back into the surface */
887 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
888 IWineD3DSwapChainImpl *swapchain;
889 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
893 BYTE *row, *top, *bottom;
897 BOOL srcIsUpsideDown;
902 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
903 static BOOL warned = FALSE;
905 ERR("The application tries to lock the render target, but render target locking is disabled\n");
911 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
912 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
913 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
914 * context->last_was_blit set on the unlock.
916 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
919 /* Select the correct read buffer, and give some debug output.
920 * There is no need to keep track of the current read buffer or reset it, every part of the code
921 * that reads sets the read buffer as desired.
923 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
925 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
926 TRACE("Locking %#x buffer\n", buffer);
927 glReadBuffer(buffer);
928 checkGLcall("glReadBuffer");
930 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
931 srcIsUpsideDown = FALSE;
933 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
934 * Read from the back buffer
936 TRACE("Locking offscreen render target\n");
937 glReadBuffer(myDevice->offscreenBuffer);
938 srcIsUpsideDown = TRUE;
941 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
945 local_rect.right = This->currentDesc.Width;
946 local_rect.bottom = This->currentDesc.Height;
950 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
952 switch(This->resource.format_desc->format)
956 if(primary_render_target_is_p8(myDevice)) {
957 /* In case of P8 render targets the index is stored in the alpha component */
959 type = GL_UNSIGNED_BYTE;
961 bpp = This->resource.format_desc->byte_count;
963 /* GL can't return palettized data, so read ARGB pixels into a
964 * separate block of memory and convert them into palettized format
965 * in software. Slow, but if the app means to use palettized render
966 * targets and locks it...
968 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
969 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
970 * for the color channels when palettizing the colors.
973 type = GL_UNSIGNED_BYTE;
975 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
977 ERR("Out of memory\n");
981 bpp = This->resource.format_desc->byte_count * 3;
988 fmt = This->resource.format_desc->glFormat;
989 type = This->resource.format_desc->glType;
990 bpp = This->resource.format_desc->byte_count;
993 if(This->Flags & SFLAG_PBO) {
994 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
995 checkGLcall("glBindBufferARB");
997 ERR("mem not null for pbo -- unexpected\n");
1002 /* Save old pixel store pack state */
1003 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1004 checkGLcall("glIntegerv");
1005 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1006 checkGLcall("glIntegerv");
1007 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1008 checkGLcall("glIntegerv");
1010 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1011 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1012 checkGLcall("glPixelStorei");
1013 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1014 checkGLcall("glPixelStorei");
1015 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1016 checkGLcall("glPixelStorei");
1018 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1019 local_rect.right - local_rect.left,
1020 local_rect.bottom - local_rect.top,
1022 checkGLcall("glReadPixels");
1024 /* Reset previous pixel store pack state */
1025 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1026 checkGLcall("glPixelStorei");
1027 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1028 checkGLcall("glPixelStorei");
1029 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1030 checkGLcall("glPixelStorei");
1032 if(This->Flags & SFLAG_PBO) {
1033 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1034 checkGLcall("glBindBufferARB");
1036 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1037 * to get a pointer to it and perform the flipping in software. This is a lot
1038 * faster than calling glReadPixels for each line. In case we want more speed
1039 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1040 if(!srcIsUpsideDown) {
1041 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1042 checkGLcall("glBindBufferARB");
1044 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1045 checkGLcall("glMapBufferARB");
1049 /* TODO: Merge this with the palettization loop below for P8 targets */
1050 if(!srcIsUpsideDown) {
1052 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1053 Flip the lines in software */
1054 len = (local_rect.right - local_rect.left) * bpp;
1055 off = local_rect.left * bpp;
1057 row = HeapAlloc(GetProcessHeap(), 0, len);
1059 ERR("Out of memory\n");
1060 if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
1065 top = mem + pitch * local_rect.top;
1066 bottom = mem + pitch * (local_rect.bottom - 1);
1067 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1068 memcpy(row, top + off, len);
1069 memcpy(top + off, bottom + off, len);
1070 memcpy(bottom + off, row, len);
1074 HeapFree(GetProcessHeap(), 0, row);
1076 /* Unmap the temp PBO buffer */
1077 if(This->Flags & SFLAG_PBO) {
1078 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1079 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1085 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1086 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1087 * the same color but we have no choice.
1088 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1090 if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
1092 const PALETTEENTRY *pal = NULL;
1093 DWORD width = pitch / 3;
1097 pal = This->palette->palents;
1099 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1100 HeapFree(GetProcessHeap(), 0, mem);
1104 for(y = local_rect.top; y < local_rect.bottom; y++) {
1105 for(x = local_rect.left; x < local_rect.right; x++) {
1106 /* start lines pixels */
1107 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1108 const BYTE *green = blue + 1;
1109 const BYTE *red = green + 1;
1111 for(c = 0; c < 256; c++) {
1112 if(*red == pal[c].peRed &&
1113 *green == pal[c].peGreen &&
1114 *blue == pal[c].peBlue)
1116 *((BYTE *) dest + y * width + x) = c;
1122 HeapFree(GetProcessHeap(), 0, mem);
1126 /* Read the framebuffer contents into a texture */
1127 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1129 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1130 IWineD3DSwapChainImpl *swapchain;
1132 GLenum format, internal, type;
1133 CONVERT_TYPES convert;
1135 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1137 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1139 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1140 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1141 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1143 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1144 surface_bind_and_dirtify(This, srgb);
1147 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1150 /* Select the correct read buffer, and give some debug output.
1151 * There is no need to keep track of the current read buffer or reset it, every part of the code
1152 * that reads sets the read buffer as desired.
1154 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1156 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1157 TRACE("Locking %#x buffer\n", buffer);
1160 glReadBuffer(buffer);
1161 checkGLcall("glReadBuffer");
1164 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1166 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1167 * Read from the back buffer
1169 TRACE("Locking offscreen render target\n");
1171 glReadBuffer(device->offscreenBuffer);
1172 checkGLcall("glReadBuffer");
1176 if(!(This->Flags & alloc_flag)) {
1177 surface_allocate_surface(This, internal, This->pow2Width,
1178 This->pow2Height, format, type);
1179 This->Flags |= alloc_flag;
1183 /* If !SrcIsUpsideDown we should flip the surface.
1184 * This can be done using glCopyTexSubImage2D but this
1185 * is VERY slow, so don't do that. We should prevent
1186 * this code from getting called in such cases or perhaps
1187 * we can use FBOs */
1189 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1190 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1191 checkGLcall("glCopyTexSubImage2D");
1193 glReadBuffer(prevRead);
1194 checkGLcall("glReadBuffer");
1197 TRACE("Updated target %d\n", This->texture_target);
1200 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1201 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1202 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1205 if(!(This->Flags & SFLAG_DYNLOCK)) {
1207 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1208 if(This->lockCount > MAXLOCKCOUNT) {
1209 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1210 This->Flags |= SFLAG_DYNLOCK;
1214 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1215 * Also don't create a PBO for systemmem surfaces.
1217 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1219 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1221 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1224 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1225 error = glGetError();
1226 if(This->pbo == 0 || error != GL_NO_ERROR) {
1227 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1230 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1232 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1233 checkGLcall("glBindBufferARB");
1235 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1236 checkGLcall("glBufferDataARB");
1238 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1239 checkGLcall("glBindBufferARB");
1241 /* We don't need the system memory anymore and we can't even use it for PBOs */
1242 if(!(This->Flags & SFLAG_CLIENT)) {
1243 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1244 This->resource.heapMemory = NULL;
1246 This->resource.allocatedMemory = NULL;
1247 This->Flags |= SFLAG_PBO;
1249 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1250 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1253 if(!This->resource.heapMemory) {
1254 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1256 This->resource.allocatedMemory =
1257 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1258 if(This->Flags & SFLAG_INSYSMEM) {
1259 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1264 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1265 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1266 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1267 const RECT *pass_rect = pRect;
1269 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1271 /* This is also done in the base class, but we have to verify this before loading any data from
1272 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1273 * may interfere, and all other bad things may happen
1275 if (This->Flags & SFLAG_LOCKED) {
1276 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1277 return WINED3DERR_INVALIDCALL;
1279 This->Flags |= SFLAG_LOCKED;
1281 if (!(This->Flags & SFLAG_LOCKABLE))
1283 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1286 if (Flags & WINED3DLOCK_DISCARD) {
1287 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1288 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1289 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1290 This->Flags |= SFLAG_INSYSMEM;
1294 if (This->Flags & SFLAG_INSYSMEM) {
1295 TRACE("Local copy is up to date, not downloading data\n");
1296 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1300 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1301 * the full surface. Most callers don't need that, so do it here. */
1302 if (pRect && pRect->top == 0 && pRect->left == 0
1303 && pRect->right == This->currentDesc.Width
1304 && pRect->bottom == This->currentDesc.Height)
1309 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1310 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1312 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1316 if(This->Flags & SFLAG_PBO) {
1317 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1319 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1320 checkGLcall("glBindBufferARB");
1322 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1323 if(This->resource.allocatedMemory) {
1324 ERR("The surface already has PBO memory allocated!\n");
1327 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1328 checkGLcall("glMapBufferARB");
1330 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1331 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1332 checkGLcall("glBindBufferARB");
1337 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1340 IWineD3DBaseTexture *pBaseTexture;
1343 * as seen in msdn docs
1345 surface_add_dirty_rect(iface, pRect);
1347 /** Dirtify Container if needed */
1348 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1349 TRACE("Making container dirty\n");
1350 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1351 IWineD3DBaseTexture_Release(pBaseTexture);
1353 TRACE("Surface is standalone, no need to dirty the container\n");
1357 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1360 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1362 GLint prev_rasterpos[4];
1363 GLint skipBytes = 0;
1364 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1365 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1366 IWineD3DSwapChainImpl *swapchain;
1368 /* Activate the correct context for the render target */
1369 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1372 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1373 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1374 TRACE("Unlocking %#x buffer\n", buffer);
1375 glDrawBuffer(buffer);
1376 checkGLcall("glDrawBuffer");
1378 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1380 /* Primary offscreen render target */
1381 TRACE("Offscreen render target\n");
1382 glDrawBuffer(myDevice->offscreenBuffer);
1383 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1386 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1387 checkGLcall("glIntegerv");
1388 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1389 checkGLcall("glIntegerv");
1390 glPixelZoom(1.0f, -1.0f);
1391 checkGLcall("glPixelZoom");
1393 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1394 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1395 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1397 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1398 checkGLcall("glRasterPos2f");
1400 /* Some drivers(radeon dri, others?) don't like exceptions during
1401 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1402 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1403 * catch to put the dib section in InSync mode, which leads to a crash
1404 * and a blocked x server on my radeon card.
1406 * The following lines read the dib section so it is put in InSync mode
1407 * before glDrawPixels is called and the crash is prevented. There won't
1408 * be any interfering gdi accesses, because UnlockRect is called from
1409 * ReleaseDC, and the app won't use the dc any more afterwards.
1411 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1413 read = This->resource.allocatedMemory[0];
1416 if(This->Flags & SFLAG_PBO) {
1417 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1418 checkGLcall("glBindBufferARB");
1421 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1422 if(This->Flags & SFLAG_LOCKED) {
1423 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1424 (This->lockedRect.bottom - This->lockedRect.top)-1,
1426 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1427 checkGLcall("glDrawPixels");
1429 glDrawPixels(This->currentDesc.Width,
1430 This->currentDesc.Height,
1432 checkGLcall("glDrawPixels");
1435 if(This->Flags & SFLAG_PBO) {
1436 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1437 checkGLcall("glBindBufferARB");
1440 glPixelZoom(1.0f, 1.0f);
1441 checkGLcall("glPixelZoom");
1443 glRasterPos3iv(&prev_rasterpos[0]);
1444 checkGLcall("glRasterPos3iv");
1446 /* Reset to previous pack row length */
1447 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1448 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1451 glDrawBuffer(myDevice->offscreenBuffer);
1452 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1453 } else if(swapchain->backBuffer) {
1454 glDrawBuffer(GL_BACK);
1455 checkGLcall("glDrawBuffer(GL_BACK)");
1457 glDrawBuffer(GL_FRONT);
1458 checkGLcall("glDrawBuffer(GL_FRONT)");
1465 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1467 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1470 if (!(This->Flags & SFLAG_LOCKED)) {
1471 WARN("trying to Unlock an unlocked surf@%p\n", This);
1472 return WINEDDERR_NOTLOCKED;
1475 if (This->Flags & SFLAG_PBO) {
1476 TRACE("Freeing PBO memory\n");
1477 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1479 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1480 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1481 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1482 checkGLcall("glUnmapBufferARB");
1484 This->resource.allocatedMemory = NULL;
1487 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1489 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1490 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1494 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1496 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1497 static BOOL warned = FALSE;
1499 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1505 if(This->dirtyRect.left == 0 &&
1506 This->dirtyRect.top == 0 &&
1507 This->dirtyRect.right == This->currentDesc.Width &&
1508 This->dirtyRect.bottom == This->currentDesc.Height) {
1511 /* TODO: Proper partial rectangle tracking */
1512 fullsurface = FALSE;
1513 This->Flags |= SFLAG_INSYSMEM;
1516 switch(wined3d_settings.rendertargetlock_mode) {
1518 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1523 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1528 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1529 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1530 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1531 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1532 * not fully up to date because only a subrectangle was read in LockRect.
1534 This->Flags &= ~SFLAG_INSYSMEM;
1535 This->Flags |= SFLAG_INDRAWABLE;
1538 This->dirtyRect.left = This->currentDesc.Width;
1539 This->dirtyRect.top = This->currentDesc.Height;
1540 This->dirtyRect.right = 0;
1541 This->dirtyRect.bottom = 0;
1542 } else if(iface == myDevice->stencilBufferTarget) {
1543 FIXME("Depth Stencil buffer locking is not implemented\n");
1545 /* The rest should be a normal texture */
1546 IWineD3DBaseTextureImpl *impl;
1547 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1548 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1549 * states need resetting
1551 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1552 if(impl->baseTexture.bindCount) {
1553 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1555 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1560 This->Flags &= ~SFLAG_LOCKED;
1561 memset(&This->lockedRect, 0, sizeof(RECT));
1563 /* Overlays have to be redrawn manually after changes with the GL implementation */
1564 if(This->overlay_dest) {
1565 IWineD3DSurface_DrawOverlay(iface);
1570 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1572 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1573 WINED3DLOCKED_RECT lock;
1577 TRACE("(%p)->(%p)\n",This,pHDC);
1579 if(This->Flags & SFLAG_USERPTR) {
1580 ERR("Not supported on surfaces with an application-provided surfaces\n");
1581 return WINEDDERR_NODC;
1584 /* Give more detailed info for ddraw */
1585 if (This->Flags & SFLAG_DCINUSE)
1586 return WINEDDERR_DCALREADYCREATED;
1588 /* Can't GetDC if the surface is locked */
1589 if (This->Flags & SFLAG_LOCKED)
1590 return WINED3DERR_INVALIDCALL;
1592 /* According to Direct3D9 docs, only these formats are supported */
1593 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1594 if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1595 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1596 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1597 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1598 return WINED3DERR_INVALIDCALL;
1601 memset(&lock, 0, sizeof(lock)); /* To be sure */
1603 /* Create a DIB section if there isn't a hdc yet */
1605 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1606 if(This->Flags & SFLAG_CLIENT) {
1607 surface_internal_preload(iface, SRGB_RGB);
1610 /* Use the dib section from now on if we are not using a PBO */
1611 if(!(This->Flags & SFLAG_PBO))
1612 This->resource.allocatedMemory = This->dib.bitmap_data;
1615 /* Lock the surface */
1616 hr = IWineD3DSurface_LockRect(iface,
1621 if(This->Flags & SFLAG_PBO) {
1622 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1623 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1627 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1628 /* keep the dib section */
1632 if (This->resource.format_desc->format == WINED3DFMT_P8
1633 || This->resource.format_desc->format == WINED3DFMT_A8P8)
1635 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1636 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1638 const PALETTEENTRY *pal = NULL;
1641 pal = This->palette->palents;
1643 IWineD3DSurfaceImpl *dds_primary;
1644 IWineD3DSwapChainImpl *swapchain;
1645 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1646 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1647 if (dds_primary && dds_primary->palette)
1648 pal = dds_primary->palette->palents;
1652 for (n=0; n<256; n++) {
1653 col[n].rgbRed = pal[n].peRed;
1654 col[n].rgbGreen = pal[n].peGreen;
1655 col[n].rgbBlue = pal[n].peBlue;
1656 col[n].rgbReserved = 0;
1658 SetDIBColorTable(This->hDC, 0, 256, col);
1663 TRACE("returning %p\n",*pHDC);
1664 This->Flags |= SFLAG_DCINUSE;
1669 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1671 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1673 TRACE("(%p)->(%p)\n",This,hDC);
1675 if (!(This->Flags & SFLAG_DCINUSE))
1676 return WINEDDERR_NODC;
1678 if (This->hDC !=hDC) {
1679 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1680 return WINEDDERR_NODC;
1683 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1684 /* Copy the contents of the DIB over to the PBO */
1685 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1688 /* we locked first, so unlock now */
1689 IWineD3DSurface_UnlockRect(iface);
1691 This->Flags &= ~SFLAG_DCINUSE;
1696 /* ******************************************************
1697 IWineD3DSurface Internal (No mapping to directx api) parts follow
1698 ****************************************************** */
1700 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) {
1701 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1702 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1703 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1705 /* Default values: From the surface */
1706 *format = glDesc->glFormat;
1707 *type = glDesc->glType;
1708 *convert = NO_CONVERSION;
1709 *target_bpp = glDesc->byte_count;
1712 *internal = glDesc->glGammaInternal;
1714 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1715 && !(This->Flags & SFLAG_SWAPCHAIN))
1717 *internal = glDesc->rtInternal;
1719 *internal = glDesc->glInternal;
1722 /* Ok, now look if we have to do any conversion */
1723 switch(This->resource.format_desc->format)
1730 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1731 * of the two is available make sure texturing is requested as neither of the two works in
1732 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1733 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1734 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1735 * conflicts with this.
1737 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1738 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1739 device->render_targets &&
1740 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1741 colorkey_active || !use_texturing ) {
1743 *internal = GL_RGBA;
1744 *type = GL_UNSIGNED_BYTE;
1746 if(colorkey_active) {
1747 *convert = CONVERT_PALETTED_CK;
1749 *convert = CONVERT_PALETTED;
1752 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1754 *type = GL_UNSIGNED_BYTE;
1760 case WINED3DFMT_R3G3B2:
1761 /* **********************
1762 GL_UNSIGNED_BYTE_3_3_2
1763 ********************** */
1764 if (colorkey_active) {
1765 /* This texture format will never be used.. So do not care about color keying
1766 up until the point in time it will be needed :-) */
1767 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1771 case WINED3DFMT_R5G6B5:
1772 if (colorkey_active) {
1773 *convert = CONVERT_CK_565;
1775 *internal = GL_RGB5_A1;
1776 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1780 case WINED3DFMT_X1R5G5B5:
1781 if (colorkey_active) {
1782 *convert = CONVERT_CK_5551;
1784 *internal = GL_RGB5_A1;
1785 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1789 case WINED3DFMT_R8G8B8:
1790 if (colorkey_active) {
1791 *convert = CONVERT_CK_RGB24;
1793 *internal = GL_RGBA8;
1794 *type = GL_UNSIGNED_INT_8_8_8_8;
1799 case WINED3DFMT_X8R8G8B8:
1800 if (colorkey_active) {
1801 *convert = CONVERT_RGB32_888;
1803 *internal = GL_RGBA8;
1804 *type = GL_UNSIGNED_INT_8_8_8_8;
1808 case WINED3DFMT_R8G8_SNORM:
1809 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1810 *convert = CONVERT_V8U8;
1812 *type = GL_UNSIGNED_BYTE;
1816 case WINED3DFMT_L6V5U5:
1817 *convert = CONVERT_L6V5U5;
1818 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1820 /* Use format and types from table */
1822 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1825 *type = GL_UNSIGNED_SHORT_5_6_5;
1829 case WINED3DFMT_X8L8V8U8:
1830 *convert = CONVERT_X8L8V8U8;
1832 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1833 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1834 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1835 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1836 * the needed type and format parameter, so the internal format contains a
1837 * 4th component, which is returned as alpha
1841 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1845 case WINED3DFMT_R8G8B8A8_SNORM:
1846 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1847 *convert = CONVERT_Q8W8V8U8;
1849 *type = GL_UNSIGNED_BYTE;
1853 case WINED3DFMT_R16G16_SNORM:
1854 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1855 *convert = CONVERT_V16U16;
1857 *type = GL_UNSIGNED_SHORT;
1861 case WINED3DFMT_A4L4:
1862 /* A4L4 exists as an internal gl format, but for some reason there is not
1863 * format+type combination to load it. Thus convert it to A8L8, then load it
1864 * with A4L4 internal, but A8L8 format+type
1866 *convert = CONVERT_A4L4;
1867 *format = GL_LUMINANCE_ALPHA;
1868 *type = GL_UNSIGNED_BYTE;
1872 case WINED3DFMT_R16G16_UNORM:
1873 *convert = CONVERT_G16R16;
1875 *type = GL_UNSIGNED_SHORT;
1879 case WINED3DFMT_R16G16_FLOAT:
1880 *convert = CONVERT_R16G16F;
1882 *type = GL_HALF_FLOAT_ARB;
1886 case WINED3DFMT_R32G32_FLOAT:
1887 *convert = CONVERT_R32G32F;
1893 case WINED3DFMT_D15S1:
1894 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1896 *convert = CONVERT_D15S1;
1901 case WINED3DFMT_D24X4S4:
1902 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1904 *convert = CONVERT_D24X4S4;
1908 case WINED3DFMT_D24FS8:
1909 if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1911 *convert = CONVERT_D24FS8;
1923 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1925 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1926 IWineD3DPaletteImpl *pal = This->palette;
1927 BOOL index_in_alpha = FALSE;
1930 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1931 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1932 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1933 * duplicate entries. Store the color key in the unused alpha component to speed the
1934 * download up and to make conversion unneeded. */
1935 index_in_alpha = primary_render_target_is_p8(device);
1939 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1941 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1944 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1947 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1948 * there's no palette at this time. */
1949 for (i = 0; i < 256; i++) table[i][3] = i;
1954 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1955 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1956 * capability flag is present (wine does advertise this capability) */
1957 for (i = 0; i < 256; ++i)
1959 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1960 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1961 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1962 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1968 TRACE("Using surface palette %p\n", pal);
1969 /* Get the surface's palette */
1970 for (i = 0; i < 256; ++i)
1972 table[i][0] = pal->palents[i].peRed;
1973 table[i][1] = pal->palents[i].peGreen;
1974 table[i][2] = pal->palents[i].peBlue;
1976 /* When index_in_alpha is set the palette index is stored in the
1977 * alpha component. In case of a readback we can then read
1978 * GL_ALPHA. Color keying is handled in BltOverride using a
1979 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
1980 * color key itself is passed to glAlphaFunc in other cases the
1981 * alpha component of pixels that should be masked away is set to 0. */
1986 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
1987 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
1991 else if(pal->Flags & WINEDDPCAPS_ALPHA)
1993 table[i][3] = pal->palents[i].peFlags;
2003 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2004 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2008 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2013 memcpy(dst, src, pitch * height);
2016 case CONVERT_PALETTED:
2017 case CONVERT_PALETTED_CK:
2019 IWineD3DPaletteImpl* pal = This->palette;
2024 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2027 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2029 for (y = 0; y < height; y++)
2031 source = src + pitch * y;
2032 dest = dst + outpitch * y;
2033 /* This is an 1 bpp format, using the width here is fine */
2034 for (x = 0; x < width; x++) {
2035 BYTE color = *source++;
2036 *dest++ = table[color][0];
2037 *dest++ = table[color][1];
2038 *dest++ = table[color][2];
2039 *dest++ = table[color][3];
2045 case CONVERT_CK_565:
2047 /* Converting the 565 format in 5551 packed to emulate color-keying.
2049 Note : in all these conversion, it would be best to average the averaging
2050 pixels to get the color of the pixel that will be color-keyed to
2051 prevent 'color bleeding'. This will be done later on if ever it is
2054 Note2: Nvidia documents say that their driver does not support alpha + color keying
2055 on the same surface and disables color keying in such a case
2061 TRACE("Color keyed 565\n");
2063 for (y = 0; y < height; y++) {
2064 Source = (const WORD *)(src + y * pitch);
2065 Dest = (WORD *) (dst + y * outpitch);
2066 for (x = 0; x < width; x++ ) {
2067 WORD color = *Source++;
2068 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2069 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2070 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2079 case CONVERT_CK_5551:
2081 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2085 TRACE("Color keyed 5551\n");
2086 for (y = 0; y < height; y++) {
2087 Source = (const WORD *)(src + y * pitch);
2088 Dest = (WORD *) (dst + y * outpitch);
2089 for (x = 0; x < width; x++ ) {
2090 WORD color = *Source++;
2092 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2093 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2097 *Dest &= ~(1 << 15);
2105 case CONVERT_CK_RGB24:
2107 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2109 for (y = 0; y < height; y++)
2111 source = src + pitch * y;
2112 dest = dst + outpitch * y;
2113 for (x = 0; x < width; x++) {
2114 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2115 DWORD dstcolor = color << 8;
2116 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2117 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2120 *(DWORD*)dest = dstcolor;
2128 case CONVERT_RGB32_888:
2130 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2132 for (y = 0; y < height; y++)
2134 source = src + pitch * y;
2135 dest = dst + outpitch * y;
2136 for (x = 0; x < width; x++) {
2137 DWORD color = 0xffffff & *(const DWORD*)source;
2138 DWORD dstcolor = color << 8;
2139 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2140 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2143 *(DWORD*)dest = dstcolor;
2154 const short *Source;
2155 unsigned char *Dest;
2156 for(y = 0; y < height; y++) {
2157 Source = (const short *)(src + y * pitch);
2158 Dest = dst + y * outpitch;
2159 for (x = 0; x < width; x++ ) {
2160 long color = (*Source++);
2161 /* B */ Dest[0] = 0xff;
2162 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2163 /* R */ Dest[2] = (color) + 128; /* U */
2170 case CONVERT_V16U16:
2173 const DWORD *Source;
2174 unsigned short *Dest;
2175 for(y = 0; y < height; y++) {
2176 Source = (const DWORD *)(src + y * pitch);
2177 Dest = (unsigned short *) (dst + y * outpitch);
2178 for (x = 0; x < width; x++ ) {
2179 DWORD color = (*Source++);
2180 /* B */ Dest[0] = 0xffff;
2181 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2182 /* R */ Dest[2] = (color ) + 32768; /* U */
2189 case CONVERT_Q8W8V8U8:
2192 const DWORD *Source;
2193 unsigned char *Dest;
2194 for(y = 0; y < height; y++) {
2195 Source = (const DWORD *)(src + y * pitch);
2196 Dest = dst + y * outpitch;
2197 for (x = 0; x < width; x++ ) {
2198 long color = (*Source++);
2199 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2200 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2201 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2202 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2209 case CONVERT_L6V5U5:
2213 unsigned char *Dest;
2215 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2216 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2217 * fixed function and shaders without further conversion once the surface is
2220 for(y = 0; y < height; y++) {
2221 Source = (const WORD *)(src + y * pitch);
2222 Dest = dst + y * outpitch;
2223 for (x = 0; x < width; x++ ) {
2224 short color = (*Source++);
2225 unsigned char l = ((color >> 10) & 0xfc);
2226 char v = ((color >> 5) & 0x3e);
2227 char u = ((color ) & 0x1f);
2229 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2230 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2231 * shift. GL reads a signed value and converts it into an unsigned value.
2233 /* M */ Dest[2] = l << 1;
2235 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2236 * from 5 bit values to 8 bit values.
2238 /* V */ Dest[1] = v << 3;
2239 /* U */ Dest[0] = u << 3;
2244 for(y = 0; y < height; y++) {
2245 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2246 Source = (const WORD *)(src + y * pitch);
2247 for (x = 0; x < width; x++ ) {
2248 short color = (*Source++);
2249 unsigned char l = ((color >> 10) & 0xfc);
2250 short v = ((color >> 5) & 0x3e);
2251 short u = ((color ) & 0x1f);
2252 short v_conv = v + 16;
2253 short u_conv = u + 16;
2255 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2263 case CONVERT_X8L8V8U8:
2266 const DWORD *Source;
2267 unsigned char *Dest;
2269 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2270 /* This implementation works with the fixed function pipeline and shaders
2271 * without further modification after converting the surface.
2273 for(y = 0; y < height; y++) {
2274 Source = (const DWORD *)(src + y * pitch);
2275 Dest = dst + y * outpitch;
2276 for (x = 0; x < width; x++ ) {
2277 long color = (*Source++);
2278 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2279 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2280 /* U */ Dest[0] = (color & 0xff); /* U */
2281 /* I */ Dest[3] = 255; /* X */
2286 /* Doesn't work correctly with the fixed function pipeline, but can work in
2287 * shaders if the shader is adjusted. (There's no use for this format in gl's
2288 * standard fixed function pipeline anyway).
2290 for(y = 0; y < height; y++) {
2291 Source = (const DWORD *)(src + y * pitch);
2292 Dest = dst + y * outpitch;
2293 for (x = 0; x < width; x++ ) {
2294 long color = (*Source++);
2295 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2296 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2297 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2308 const unsigned char *Source;
2309 unsigned char *Dest;
2310 for(y = 0; y < height; y++) {
2311 Source = src + y * pitch;
2312 Dest = dst + y * outpitch;
2313 for (x = 0; x < width; x++ ) {
2314 unsigned char color = (*Source++);
2315 /* A */ Dest[1] = (color & 0xf0) << 0;
2316 /* L */ Dest[0] = (color & 0x0f) << 4;
2323 case CONVERT_G16R16:
2324 case CONVERT_R16G16F:
2330 for(y = 0; y < height; y++) {
2331 Source = (const WORD *)(src + y * pitch);
2332 Dest = (WORD *) (dst + y * outpitch);
2333 for (x = 0; x < width; x++ ) {
2334 WORD green = (*Source++);
2335 WORD red = (*Source++);
2338 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2339 * shader overwrites it anyway
2348 case CONVERT_R32G32F:
2351 const float *Source;
2353 for(y = 0; y < height; y++) {
2354 Source = (const float *)(src + y * pitch);
2355 Dest = (float *) (dst + y * outpitch);
2356 for (x = 0; x < width; x++ ) {
2357 float green = (*Source++);
2358 float red = (*Source++);
2372 for (y = 0; y < height; ++y)
2374 const WORD *source = (const WORD *)(src + y * pitch);
2375 DWORD *dest = (DWORD *)(dst + y * outpitch);
2377 for (x = 0; x < width; ++x)
2379 /* The depth data is normalized, so needs to be scaled,
2380 * the stencil data isn't. Scale depth data by
2381 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2382 WORD d15 = source[x] >> 1;
2383 DWORD d24 = (d15 << 9) + (d15 >> 6);
2384 dest[x] = (d24 << 8) | (source[x] & 0x1);
2390 case CONVERT_D24X4S4:
2394 for (y = 0; y < height; ++y)
2396 const DWORD *source = (const DWORD *)(src + y * pitch);
2397 DWORD *dest = (DWORD *)(dst + y * outpitch);
2399 for (x = 0; x < width; ++x)
2401 /* Just need to clear out the X4 part. */
2402 dest[x] = source[x] & ~0xf0;
2408 case CONVERT_D24FS8:
2412 for (y = 0; y < height; ++y)
2414 const DWORD *source = (const DWORD *)(src + y * pitch);
2415 float *dest_f = (float *)(dst + y * outpitch);
2416 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2418 for (x = 0; x < width; ++x)
2420 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2421 dest_s[x * 2 + 1] = source[x] & 0xff;
2428 ERR("Unsupported conversion type %#x.\n", convert);
2433 /* This function is used in case of 8bit paletted textures to upload the palette.
2434 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2435 extensions like ATI_fragment_shaders is possible.
2437 /* Context activation is done by the caller. */
2438 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2439 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2441 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2443 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2445 /* Try to use the paletted texture extension */
2446 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2448 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2450 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2455 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2456 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2457 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2461 /* Create the fragment program if we don't have it */
2462 if(!device->paletteConversionShader)
2464 const char *fragment_palette_conversion =
2467 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2468 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2469 /* The alpha-component contains the palette index */
2470 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2471 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2472 "MAD index.a, index.a, constants.x, constants.y;\n"
2473 /* Use the alpha-component as an index in the palette to get the final color */
2474 "TEX result.color, index.a, texture[1], 1D;\n"
2477 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2478 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2479 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2480 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2481 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2484 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2485 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2487 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2488 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2490 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2491 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2492 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2493 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2495 /* Switch back to unit 0 in which the 2D texture will be stored. */
2496 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2498 /* Rebind the texture because it isn't bound anymore */
2499 glBindTexture(This->texture_target, This->texture_name);
2505 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2506 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2508 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2509 && This->resource.format_desc->format != WINED3DFMT_A8P8))
2511 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2512 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2517 if(This->palette9) {
2518 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2522 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2524 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2528 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2529 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2530 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2532 if (!(This->Flags & flag)) {
2533 TRACE("Reloading because surface is dirty\n");
2534 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2535 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2536 /* Reload: vice versa OR */
2537 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2538 /* Also reload: Color key is active AND the color key has changed */
2539 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2540 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2541 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2542 TRACE("Reloading because of color keying\n");
2543 /* To perform the color key conversion we need a sysmem copy of
2544 * the surface. Make sure we have it
2547 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2548 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2549 /* TODO: This is not necessarily needed with hw palettized texture support */
2550 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2552 TRACE("surface is already in texture\n");
2556 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2557 * These resources are not bound by device size or format restrictions. Because of this,
2558 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2559 * However, these resources can always be created, locked, and copied.
2561 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2563 FIXME("(%p) Operation not supported for scratch textures\n",This);
2564 return WINED3DERR_INVALIDCALL;
2567 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2571 static unsigned int gen = 0;
2574 if ((gen % 10) == 0) {
2575 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2576 This, This->texture_target, This->texture_level, gen);
2577 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2580 * debugging crash code
2589 if (!(This->Flags & SFLAG_DONOTFREE)) {
2590 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2591 This->resource.allocatedMemory = NULL;
2592 This->resource.heapMemory = NULL;
2593 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2599 /* Context activation is done by the caller. */
2600 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2601 /* TODO: check for locks */
2602 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2603 IWineD3DBaseTexture *baseTexture = NULL;
2604 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2606 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2607 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2608 TRACE("Passing to container\n");
2609 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2610 IWineD3DBaseTexture_Release(baseTexture);
2613 TRACE("(%p) : Binding surface\n", This);
2615 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2616 if(!device->isInDraw) {
2617 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
2622 if (!This->texture_level)
2625 glGenTextures(1, name);
2626 checkGLcall("glGenTextures");
2627 TRACE("Surface %p given name %d\n", This, *name);
2629 glBindTexture(This->texture_target, *name);
2630 checkGLcall("glBindTexture");
2631 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2632 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2633 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2634 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2635 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2636 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2637 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2638 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2639 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2640 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2642 /* This is where we should be reducing the amount of GLMemoryUsed */
2644 /* Mipmap surfaces should have a base texture container */
2645 ERR("Mipmap surface has a glTexture bound to it!\n");
2648 glBindTexture(This->texture_target, *name);
2649 checkGLcall("glBindTexture");
2658 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2661 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2662 char *allocatedMemory;
2663 const char *textureRow;
2664 IWineD3DSwapChain *swapChain = NULL;
2665 int width, height, i, y;
2666 GLuint tmpTexture = 0;
2669 Textures may not be stored in ->allocatedgMemory and a GlTexture
2670 so we should lock the surface before saving a snapshot, or at least check that
2672 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2673 by calling GetTexImage and in compressed form by calling
2674 GetCompressedTexImageARB. Queried compressed images can be saved and
2675 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2676 texture images do not need to be processed by the GL and should
2677 significantly improve texture loading performance relative to uncompressed
2680 /* Setup the width and height to be the internal texture width and height. */
2681 width = This->pow2Width;
2682 height = This->pow2Height;
2683 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2684 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2686 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2687 /* if were not a real texture then read the back buffer into a real texture */
2688 /* we don't want to interfere with the back buffer so read the data into a temporary
2689 * texture and then save the data out of the temporary texture
2693 TRACE("(%p) Reading render target into texture\n", This);
2695 glGenTextures(1, &tmpTexture);
2696 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2698 glTexImage2D(GL_TEXTURE_2D,
2705 GL_UNSIGNED_INT_8_8_8_8_REV,
2708 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2709 checkGLcall("glGetIntegerv");
2710 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2711 checkGLcall("glReadBuffer");
2712 glCopyTexImage2D(GL_TEXTURE_2D,
2721 checkGLcall("glCopyTexImage2D");
2722 glReadBuffer(prevRead);
2725 } else { /* bind the real texture, and make sure it up to date */
2726 surface_internal_preload(iface, SRGB_RGB);
2727 surface_bind_and_dirtify(This, FALSE);
2729 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2731 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2732 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2733 checkGLcall("glTexImage2D");
2735 glBindTexture(GL_TEXTURE_2D, 0);
2736 glDeleteTextures(1, &tmpTexture);
2740 f = fopen(filename, "w+");
2742 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2743 return WINED3DERR_INVALIDCALL;
2745 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2746 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2761 fwrite(&width,2,1,f);
2763 fwrite(&height,2,1,f);
2768 /* 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 */
2770 textureRow = allocatedMemory + (width * (height - 1) *4);
2772 textureRow = allocatedMemory;
2773 for (y = 0 ; y < height; y++) {
2774 for (i = 0; i < width; i++) {
2775 color = *((const DWORD*)textureRow);
2776 fputc((color >> 16) & 0xFF, f); /* B */
2777 fputc((color >> 8) & 0xFF, f); /* G */
2778 fputc((color >> 0) & 0xFF, f); /* R */
2779 fputc((color >> 24) & 0xFF, f); /* A */
2782 /* take two rows of the pointer to the texture memory */
2784 (textureRow-= width << 3);
2787 TRACE("Closing file\n");
2791 IWineD3DSwapChain_Release(swapChain);
2793 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2797 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2798 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2801 TRACE("(%p) : Calling base function first\n", This);
2802 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2804 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2805 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2806 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2811 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2812 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2814 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2815 WARN("Surface is locked or the HDC is in use\n");
2816 return WINED3DERR_INVALIDCALL;
2819 if(Mem && Mem != This->resource.allocatedMemory) {
2820 void *release = NULL;
2822 /* Do I have to copy the old surface content? */
2823 if(This->Flags & SFLAG_DIBSECTION) {
2824 /* Release the DC. No need to hold the critical section for the update
2825 * Thread because this thread runs only on front buffers, but this method
2826 * fails for render targets in the check above.
2828 SelectObject(This->hDC, This->dib.holdbitmap);
2829 DeleteDC(This->hDC);
2830 /* Release the DIB section */
2831 DeleteObject(This->dib.DIBsection);
2832 This->dib.bitmap_data = NULL;
2833 This->resource.allocatedMemory = NULL;
2835 This->Flags &= ~SFLAG_DIBSECTION;
2836 } else if(!(This->Flags & SFLAG_USERPTR)) {
2837 release = This->resource.heapMemory;
2838 This->resource.heapMemory = NULL;
2840 This->resource.allocatedMemory = Mem;
2841 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2843 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2844 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2846 /* For client textures opengl has to be notified */
2847 if(This->Flags & SFLAG_CLIENT) {
2848 DWORD oldFlags = This->Flags;
2849 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2850 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2851 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2852 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2855 /* Now free the old memory if any */
2856 HeapFree(GetProcessHeap(), 0, release);
2857 } else if(This->Flags & SFLAG_USERPTR) {
2858 /* LockRect and GetDC will re-create the dib section and allocated memory */
2859 This->resource.allocatedMemory = NULL;
2860 /* HeapMemory should be NULL already */
2861 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2862 This->Flags &= ~SFLAG_USERPTR;
2864 if(This->Flags & SFLAG_CLIENT) {
2865 DWORD oldFlags = This->Flags;
2866 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2867 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2868 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2869 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2875 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2877 /* Flip the surface contents */
2882 front->hDC = back->hDC;
2886 /* Flip the DIBsection */
2889 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2890 tmp = front->dib.DIBsection;
2891 front->dib.DIBsection = back->dib.DIBsection;
2892 back->dib.DIBsection = tmp;
2894 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2895 else front->Flags &= ~SFLAG_DIBSECTION;
2896 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2897 else back->Flags &= ~SFLAG_DIBSECTION;
2900 /* Flip the surface data */
2904 tmp = front->dib.bitmap_data;
2905 front->dib.bitmap_data = back->dib.bitmap_data;
2906 back->dib.bitmap_data = tmp;
2908 tmp = front->resource.allocatedMemory;
2909 front->resource.allocatedMemory = back->resource.allocatedMemory;
2910 back->resource.allocatedMemory = tmp;
2912 tmp = front->resource.heapMemory;
2913 front->resource.heapMemory = back->resource.heapMemory;
2914 back->resource.heapMemory = tmp;
2919 GLuint tmp_pbo = front->pbo;
2920 front->pbo = back->pbo;
2921 back->pbo = tmp_pbo;
2924 /* client_memory should not be different, but just in case */
2927 tmp = front->dib.client_memory;
2928 front->dib.client_memory = back->dib.client_memory;
2929 back->dib.client_memory = tmp;
2932 /* Flip the opengl texture */
2936 tmp = back->texture_name;
2937 back->texture_name = front->texture_name;
2938 front->texture_name = tmp;
2940 tmp = back->texture_name_srgb;
2941 back->texture_name_srgb = front->texture_name_srgb;
2942 front->texture_name_srgb = tmp;
2946 DWORD tmp_flags = back->Flags;
2947 back->Flags = front->Flags;
2948 front->Flags = tmp_flags;
2952 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2953 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2954 IWineD3DSwapChainImpl *swapchain = NULL;
2956 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2958 /* Flipping is only supported on RenderTargets and overlays*/
2959 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2960 WARN("Tried to flip a non-render target, non-overlay surface\n");
2961 return WINEDDERR_NOTFLIPPABLE;
2964 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2965 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2967 /* Update the overlay if it is visible */
2968 if(This->overlay_dest) {
2969 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2976 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2977 * FIXME("(%p) Target override is not supported by now\n", This);
2978 * Additionally, it isn't really possible to support triple-buffering
2979 * properly on opengl at all
2983 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2985 ERR("Flipped surface is not on a swapchain\n");
2986 return WINEDDERR_NOTFLIPPABLE;
2989 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2990 * and only d3d8 and d3d9 apps specify the presentation interval
2992 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2993 /* Most common case first to avoid wasting time on all the other cases */
2994 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2995 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2996 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2997 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2998 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2999 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3000 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3002 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3005 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3006 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3007 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3011 /* Does a direct frame buffer -> texture copy. Stretching is done
3012 * with single pixel copy calls
3014 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3015 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3016 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3018 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3021 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3024 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3025 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3028 /* Bind the target texture */
3029 glBindTexture(This->texture_target, This->texture_name);
3030 checkGLcall("glBindTexture");
3032 TRACE("Reading from an offscreen target\n");
3033 upsidedown = !upsidedown;
3034 glReadBuffer(myDevice->offscreenBuffer);
3036 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3037 glReadBuffer(buffer);
3039 checkGLcall("glReadBuffer");
3041 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3042 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3044 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3046 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3048 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3049 ERR("Texture filtering not supported in direct blit\n");
3052 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3053 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3055 ERR("Texture filtering not supported in direct blit\n");
3059 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3060 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3062 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3064 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3065 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3066 srect->x1, Src->currentDesc.Height - srect->y2,
3067 drect->x2 - drect->x1, drect->y2 - drect->y1);
3069 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3070 /* I have to process this row by row to swap the image,
3071 * otherwise it would be upside down, so stretching in y direction
3072 * doesn't cost extra time
3074 * However, stretching in x direction can be avoided if not necessary
3076 for(row = drect->y1; row < drect->y2; row++) {
3077 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3079 /* Well, that stuff works, but it's very slow.
3080 * find a better way instead
3084 for(col = drect->x1; col < drect->x2; col++) {
3085 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3086 drect->x1 + col /* x offset */, row /* y offset */,
3087 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3090 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3091 drect->x1 /* x offset */, row /* y offset */,
3092 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3096 checkGLcall("glCopyTexSubImage2D");
3101 /* Uses the hardware to stretch and flip the image */
3102 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3103 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3104 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3106 GLuint src, backup = 0;
3107 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3108 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3109 float left, right, top, bottom; /* Texture coordinates */
3110 UINT fbwidth = Src->currentDesc.Width;
3111 UINT fbheight = Src->currentDesc.Height;
3112 struct wined3d_context *context;
3113 GLenum drawBuffer = GL_BACK;
3114 GLenum texture_target;
3115 BOOL noBackBufferBackup;
3117 TRACE("Using hwstretch blit\n");
3118 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3119 context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3120 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3122 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3123 if (!noBackBufferBackup && !Src->texture_name)
3125 /* Get it a description */
3126 surface_internal_preload(SrcSurface, SRGB_RGB);
3130 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3131 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3133 if (context->aux_buffers >= 2)
3135 /* Got more than one aux buffer? Use the 2nd aux buffer */
3136 drawBuffer = GL_AUX1;
3138 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3140 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3141 drawBuffer = GL_AUX0;
3144 if(noBackBufferBackup) {
3145 glGenTextures(1, &backup);
3146 checkGLcall("glGenTextures");
3147 glBindTexture(GL_TEXTURE_2D, backup);
3148 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3149 texture_target = GL_TEXTURE_2D;
3151 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3152 * we are reading from the back buffer, the backup can be used as source texture
3154 texture_target = Src->texture_target;
3155 glBindTexture(texture_target, Src->texture_name);
3156 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3157 glEnable(texture_target);
3158 checkGLcall("glEnable(texture_target)");
3160 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3161 Src->Flags &= ~SFLAG_INTEXTURE;
3165 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3167 TRACE("Reading from an offscreen target\n");
3168 upsidedown = !upsidedown;
3169 glReadBuffer(myDevice->offscreenBuffer);
3172 /* TODO: Only back up the part that will be overwritten */
3173 glCopyTexSubImage2D(texture_target, 0,
3174 0, 0 /* read offsets */,
3179 checkGLcall("glCopyTexSubImage2D");
3181 /* No issue with overriding these - the sampler is dirty due to blit usage */
3182 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3183 wined3d_gl_mag_filter(magLookup, Filter));
3184 checkGLcall("glTexParameteri");
3185 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3186 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3187 checkGLcall("glTexParameteri");
3189 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3190 src = backup ? backup : Src->texture_name;
3192 glReadBuffer(GL_FRONT);
3193 checkGLcall("glReadBuffer(GL_FRONT)");
3195 glGenTextures(1, &src);
3196 checkGLcall("glGenTextures(1, &src)");
3197 glBindTexture(GL_TEXTURE_2D, src);
3198 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3200 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3201 * out for power of 2 sizes
3203 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3204 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3205 checkGLcall("glTexImage2D");
3206 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3207 0, 0 /* read offsets */,
3212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3213 checkGLcall("glTexParameteri");
3214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3215 checkGLcall("glTexParameteri");
3217 glReadBuffer(GL_BACK);
3218 checkGLcall("glReadBuffer(GL_BACK)");
3220 if(texture_target != GL_TEXTURE_2D) {
3221 glDisable(texture_target);
3222 glEnable(GL_TEXTURE_2D);
3223 texture_target = GL_TEXTURE_2D;
3226 checkGLcall("glEnd and previous");
3232 top = Src->currentDesc.Height - srect->y1;
3233 bottom = Src->currentDesc.Height - srect->y2;
3235 top = Src->currentDesc.Height - srect->y2;
3236 bottom = Src->currentDesc.Height - srect->y1;
3239 if(Src->Flags & SFLAG_NORMCOORD) {
3240 left /= Src->pow2Width;
3241 right /= Src->pow2Width;
3242 top /= Src->pow2Height;
3243 bottom /= Src->pow2Height;
3246 /* draw the source texture stretched and upside down. The correct surface is bound already */
3247 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3248 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3250 glDrawBuffer(drawBuffer);
3251 glReadBuffer(drawBuffer);
3255 glTexCoord2f(left, bottom);
3256 glVertex2i(0, fbheight);
3259 glTexCoord2f(left, top);
3260 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3263 glTexCoord2f(right, top);
3264 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3267 glTexCoord2f(right, bottom);
3268 glVertex2i(drect->x2 - drect->x1, fbheight);
3270 checkGLcall("glEnd and previous");
3272 if (texture_target != This->texture_target)
3274 glDisable(texture_target);
3275 glEnable(This->texture_target);
3276 texture_target = This->texture_target;
3279 /* Now read the stretched and upside down image into the destination texture */
3280 glBindTexture(texture_target, This->texture_name);
3281 checkGLcall("glBindTexture");
3282 glCopyTexSubImage2D(texture_target,
3284 drect->x1, drect->y1, /* xoffset, yoffset */
3285 0, 0, /* We blitted the image to the origin */
3286 drect->x2 - drect->x1, drect->y2 - drect->y1);
3287 checkGLcall("glCopyTexSubImage2D");
3289 if(drawBuffer == GL_BACK) {
3290 /* Write the back buffer backup back */
3292 if(texture_target != GL_TEXTURE_2D) {
3293 glDisable(texture_target);
3294 glEnable(GL_TEXTURE_2D);
3295 texture_target = GL_TEXTURE_2D;
3297 glBindTexture(GL_TEXTURE_2D, backup);
3298 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3300 if (texture_target != Src->texture_target)
3302 glDisable(texture_target);
3303 glEnable(Src->texture_target);
3304 texture_target = Src->texture_target;
3306 glBindTexture(Src->texture_target, Src->texture_name);
3307 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3312 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3316 glTexCoord2f(0.0f, 0.0f);
3317 glVertex2i(0, fbheight);
3320 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3321 glVertex2i(fbwidth, Src->currentDesc.Height);
3324 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3325 glVertex2i(fbwidth, 0);
3328 /* Restore the old draw buffer */
3329 glDrawBuffer(GL_BACK);
3331 glDisable(texture_target);
3332 checkGLcall("glDisable(texture_target)");
3335 if (src != Src->texture_name && src != backup)
3337 glDeleteTextures(1, &src);
3338 checkGLcall("glDeleteTextures(1, &src)");
3341 glDeleteTextures(1, &backup);
3342 checkGLcall("glDeleteTextures(1, &backup)");
3348 /* Not called from the VTable */
3349 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3350 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3351 WINED3DTEXTUREFILTERTYPE Filter)
3354 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3355 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3356 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3358 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3360 /* Get the swapchain. One of the surfaces has to be a primary surface */
3361 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3362 WARN("Destination is in sysmem, rejecting gl blt\n");
3363 return WINED3DERR_INVALIDCALL;
3365 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3366 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3368 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3369 WARN("Src is in sysmem, rejecting gl blt\n");
3370 return WINED3DERR_INVALIDCALL;
3372 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3373 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3376 /* Early sort out of cases where no render target is used */
3377 if(!dstSwapchain && !srcSwapchain &&
3378 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3379 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3380 return WINED3DERR_INVALIDCALL;
3383 /* No destination color keying supported */
3384 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3385 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3386 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3387 return WINED3DERR_INVALIDCALL;
3391 rect.x1 = DestRect->left;
3392 rect.y1 = DestRect->top;
3393 rect.x2 = DestRect->right;
3394 rect.y2 = DestRect->bottom;
3398 rect.x2 = This->currentDesc.Width;
3399 rect.y2 = This->currentDesc.Height;
3402 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3403 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3404 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3405 /* Half-life does a Blt from the back buffer to the front buffer,
3406 * Full surface size, no flags... Use present instead
3408 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3411 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3415 TRACE("Looking if a Present can be done...\n");
3416 /* Source Rectangle must be full surface */
3418 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3419 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3420 TRACE("No, Source rectangle doesn't match\n");
3426 mySrcRect.right = Src->currentDesc.Width;
3427 mySrcRect.bottom = Src->currentDesc.Height;
3429 /* No stretching may occur */
3430 if(mySrcRect.right != rect.x2 - rect.x1 ||
3431 mySrcRect.bottom != rect.y2 - rect.y1) {
3432 TRACE("No, stretching is done\n");
3436 /* Destination must be full surface or match the clipping rectangle */
3437 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3441 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3446 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3449 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3450 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3452 TRACE("No, dest rectangle doesn't match(clipper)\n");
3453 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3454 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3460 if(rect.x1 != 0 || rect.y1 != 0 ||
3461 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3462 TRACE("No, dest rectangle doesn't match(surface size)\n");
3469 /* These flags are unimportant for the flag check, remove them */
3470 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3471 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3473 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3474 * take very long, while a flip is fast.
3475 * This applies to Half-Life, which does such Blts every time it finished
3476 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3477 * menu. This is also used by all apps when they do windowed rendering
3479 * The problem is that flipping is not really the same as copying. After a
3480 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3481 * untouched. Therefore it's necessary to override the swap effect
3482 * and to set it back after the flip.
3484 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3488 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3489 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3491 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3492 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3494 dstSwapchain->presentParms.SwapEffect = orig_swap;
3501 TRACE("Unsupported blit between buffers on the same swapchain\n");
3502 return WINED3DERR_INVALIDCALL;
3503 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3504 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3505 return WINED3DERR_INVALIDCALL;
3506 } else if(dstSwapchain && srcSwapchain) {
3507 FIXME("Implement hardware blit between two different swapchains\n");
3508 return WINED3DERR_INVALIDCALL;
3509 } else if(dstSwapchain) {
3510 if(SrcSurface == myDevice->render_targets[0]) {
3511 TRACE("Blit from active render target to a swapchain\n");
3512 /* Handled with regular texture -> swapchain blit */
3514 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3515 FIXME("Implement blit from a swapchain to the active render target\n");
3516 return WINED3DERR_INVALIDCALL;
3519 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3520 /* Blit from render target to texture */
3522 BOOL upsideDown, stretchx;
3523 BOOL paletteOverride = FALSE;
3525 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3526 TRACE("Color keying not supported by frame buffer to texture blit\n");
3527 return WINED3DERR_INVALIDCALL;
3528 /* Destination color key is checked above */
3531 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3532 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3535 if(SrcRect->top < SrcRect->bottom) {
3536 srect.y1 = SrcRect->top;
3537 srect.y2 = SrcRect->bottom;
3540 srect.y1 = SrcRect->bottom;
3541 srect.y2 = SrcRect->top;
3544 srect.x1 = SrcRect->left;
3545 srect.x2 = SrcRect->right;
3549 srect.x2 = Src->currentDesc.Width;
3550 srect.y2 = Src->currentDesc.Height;
3553 if(rect.x1 > rect.x2) {
3557 upsideDown = !upsideDown;
3560 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3566 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3567 * In this case grab the palette from the render target. */
3568 if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3570 paletteOverride = TRUE;
3571 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3572 This->palette = Src->palette;
3575 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3576 * flip the image nor scale it.
3578 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3579 * -> If the app wants a image width an unscaled width, copy it line per line
3580 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3581 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3582 * back buffer. This is slower than reading line per line, thus not used for flipping
3583 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3586 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3587 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3590 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3591 && surface_can_stretch_rect(Src, This))
3593 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3594 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3595 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3596 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3597 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3598 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3600 TRACE("Using hardware stretching to flip / stretch the texture\n");
3601 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3604 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3606 This->palette = NULL;
3608 if(!(This->Flags & SFLAG_DONOTFREE)) {
3609 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3610 This->resource.allocatedMemory = NULL;
3611 This->resource.heapMemory = NULL;
3613 This->Flags &= ~SFLAG_INSYSMEM;
3615 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3616 * path is never entered
3618 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3622 /* Blit from offscreen surface to render target */
3623 float glTexCoord[4];
3624 DWORD oldCKeyFlags = Src->CKeyFlags;
3625 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3626 RECT SourceRectangle;
3627 BOOL paletteOverride = FALSE;
3629 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3632 SourceRectangle.left = SrcRect->left;
3633 SourceRectangle.right = SrcRect->right;
3634 SourceRectangle.top = SrcRect->top;
3635 SourceRectangle.bottom = SrcRect->bottom;
3637 SourceRectangle.left = 0;
3638 SourceRectangle.right = Src->currentDesc.Width;
3639 SourceRectangle.top = 0;
3640 SourceRectangle.bottom = Src->currentDesc.Height;
3643 /* When blitting from an offscreen surface to a rendertarget, the source
3644 * surface is not required to have a palette. Our rendering / conversion
3645 * code further down the road retrieves the palette from the surface, so
3646 * it must have a palette set. */
3647 if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3649 paletteOverride = TRUE;
3650 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3651 Src->palette = This->palette;
3654 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3655 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3656 && surface_can_stretch_rect(Src, This))
3658 TRACE("Using stretch_rect_fbo\n");
3659 /* The source is always a texture, but never the currently active render target, and the texture
3660 * contents are never upside down
3662 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3663 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3665 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3667 Src->palette = NULL;
3671 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3672 /* Fall back to software */
3673 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3674 SourceRectangle.left, SourceRectangle.top,
3675 SourceRectangle.right, SourceRectangle.bottom);
3676 return WINED3DERR_INVALIDCALL;
3679 /* Color keying: Check if we have to do a color keyed blt,
3680 * and if not check if a color key is activated.
3682 * Just modify the color keying parameters in the surface and restore them afterwards
3683 * The surface keeps track of the color key last used to load the opengl surface.
3684 * PreLoad will catch the change to the flags and color key and reload if necessary.
3686 if(Flags & WINEDDBLT_KEYSRC) {
3687 /* Use color key from surface */
3688 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3689 /* Use color key from DDBltFx */
3690 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3691 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3693 /* Do not use color key */
3694 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3697 /* Now load the surface */
3698 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3700 /* Activate the destination context, set it up for blitting */
3701 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3703 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3704 * while OpenGL coordinates are window relative.
3705 * Also beware of the origin difference(top left vs bottom left).
3706 * Also beware that the front buffer's surface size is screen width x screen height,
3707 * whereas the real gl drawable size is the size of the window.
3709 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3711 POINT offset = {0,0};
3713 ClientToScreen(dstSwapchain->win_handle, &offset);
3714 GetClientRect(dstSwapchain->win_handle, &windowsize);
3715 h = windowsize.bottom - windowsize.top;
3716 rect.x1 -= offset.x; rect.x2 -=offset.x;
3717 rect.y1 -= offset.y; rect.y2 -=offset.y;
3718 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3721 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3723 FIXME("Destination format %s has a fixup, this is not supported.\n",
3724 debug_d3dformat(This->resource.format_desc->format));
3725 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3728 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3730 FIXME("Source format %s has an unsupported fixup:\n",
3731 debug_d3dformat(Src->resource.format_desc->format));
3732 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3735 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3736 Src->texture_target, Src->pow2Width, Src->pow2Height);
3740 /* Bind the texture */
3741 glBindTexture(Src->texture_target, Src->texture_name);
3742 checkGLcall("glBindTexture");
3744 /* Filtering for StretchRect */
3745 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3746 wined3d_gl_mag_filter(magLookup, Filter));
3747 checkGLcall("glTexParameteri");
3748 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3749 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3750 checkGLcall("glTexParameteri");
3751 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3752 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3753 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3754 checkGLcall("glTexEnvi");
3756 /* This is for color keying */
3757 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3758 glEnable(GL_ALPHA_TEST);
3759 checkGLcall("glEnable GL_ALPHA_TEST");
3761 /* When the primary render target uses P8, the alpha component contains the palette index.
3762 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3763 * should be masked away have alpha set to 0. */
3764 if(primary_render_target_is_p8(myDevice))
3765 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3767 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3768 checkGLcall("glAlphaFunc");
3770 glDisable(GL_ALPHA_TEST);
3771 checkGLcall("glDisable GL_ALPHA_TEST");
3774 /* Draw a textured quad
3778 glColor3f(1.0f, 1.0f, 1.0f);
3779 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3780 glVertex3f(rect.x1, rect.y1, 0.0f);
3782 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3783 glVertex3f(rect.x1, rect.y2, 0.0f);
3785 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3786 glVertex3f(rect.x2, rect.y2, 0.0f);
3788 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3789 glVertex3f(rect.x2, rect.y1, 0.0f);
3792 checkGLcall("glEnd");
3794 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3795 glDisable(GL_ALPHA_TEST);
3796 checkGLcall("glDisable(GL_ALPHA_TEST)");
3799 glBindTexture(Src->texture_target, 0);
3800 checkGLcall("glBindTexture(Src->texture_target, 0)");
3802 /* Restore the color key parameters */
3803 Src->CKeyFlags = oldCKeyFlags;
3804 Src->SrcBltCKey = oldBltCKey;
3806 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3808 Src->palette = NULL;
3812 /* Leave the opengl state valid for blitting */
3813 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3815 /* Flush in case the drawable is used by multiple GL contexts */
3816 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3819 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3820 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3823 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3827 /* Source-Less Blit to render target */
3828 if (Flags & WINEDDBLT_COLORFILL) {
3829 /* This is easy to handle for the D3D Device... */
3832 TRACE("Colorfill\n");
3834 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3835 must be true if we are here */
3836 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3837 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3838 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3839 TRACE("Surface is higher back buffer, falling back to software\n");
3840 return WINED3DERR_INVALIDCALL;
3843 /* The color as given in the Blt function is in the format of the frame-buffer...
3844 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3846 if (This->resource.format_desc->format == WINED3DFMT_P8)
3850 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3851 else alpha = 0xFF000000;
3853 if (This->palette) {
3855 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3856 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3857 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3862 else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3864 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3867 color = ((0xFF000000) |
3868 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3869 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3870 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3873 else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3874 || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3876 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3878 else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3880 color = DDBltFx->u5.dwFillColor;
3883 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3884 return WINED3DERR_INVALIDCALL;
3887 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3888 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3889 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3894 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3895 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3896 return WINED3DERR_INVALIDCALL;
3899 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3900 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3902 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3905 if (Flags & WINEDDBLT_DEPTHFILL) {
3906 switch(This->resource.format_desc->format)
3908 case WINED3DFMT_D16_UNORM:
3909 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3911 case WINED3DFMT_D15S1:
3912 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3914 case WINED3DFMT_D24S8:
3915 case WINED3DFMT_D24X8:
3916 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3918 case WINED3DFMT_D32:
3919 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3923 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3926 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3927 DestRect == NULL ? 0 : 1,
3928 (const WINED3DRECT *)DestRect,
3929 WINED3DCLEAR_ZBUFFER,
3935 FIXME("(%p): Unsupp depthstencil blit\n", This);
3936 return WINED3DERR_INVALIDCALL;
3939 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3940 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3941 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3942 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3943 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3944 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3945 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3947 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3949 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3950 return WINEDDERR_SURFACEBUSY;
3953 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3954 * except depth blits, which seem to work
3956 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3957 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3958 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3959 return WINED3DERR_INVALIDCALL;
3960 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3961 TRACE("Z Blit override handled the blit\n");
3966 /* Special cases for RenderTargets */
3967 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3968 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3969 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3972 /* For the rest call the X11 surface implementation.
3973 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3974 * other Blts are rather rare
3976 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3979 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3980 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3982 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3983 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3984 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3985 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3987 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3989 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3990 return WINEDDERR_SURFACEBUSY;
3993 if(myDevice->inScene &&
3994 (iface == myDevice->stencilBufferTarget ||
3995 (Source && Source == myDevice->stencilBufferTarget))) {
3996 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3997 return WINED3DERR_INVALIDCALL;
4000 /* Special cases for RenderTargets */
4001 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4002 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4004 RECT SrcRect, DstRect;
4008 SrcRect.left = rsrc->left;
4009 SrcRect.top= rsrc->top;
4010 SrcRect.bottom = rsrc->bottom;
4011 SrcRect.right = rsrc->right;
4015 SrcRect.right = srcImpl->currentDesc.Width;
4016 SrcRect.bottom = srcImpl->currentDesc.Height;
4019 DstRect.left = dstx;
4021 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4022 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4024 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4025 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4026 Flags |= WINEDDBLT_KEYSRC;
4027 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4028 Flags |= WINEDDBLT_KEYDEST;
4029 if(trans & WINEDDBLTFAST_WAIT)
4030 Flags |= WINEDDBLT_WAIT;
4031 if(trans & WINEDDBLTFAST_DONOTWAIT)
4032 Flags |= WINEDDBLT_DONOTWAIT;
4034 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4038 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4041 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4043 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4045 IWineD3DPaletteImpl *pal = This->palette;
4047 TRACE("(%p)\n", This);
4049 if (!pal) return WINED3D_OK;
4051 if (This->resource.format_desc->format == WINED3DFMT_P8
4052 || This->resource.format_desc->format == WINED3DFMT_A8P8)
4055 GLenum format, internal, type;
4056 CONVERT_TYPES convert;
4058 /* Check if we are using a RTL mode which uses texturing for uploads */
4059 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4061 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4062 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4064 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4066 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4068 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4069 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4071 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4072 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4074 /* Re-upload the palette */
4075 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4076 d3dfmt_p8_upload_palette(iface, convert);
4078 if(!(This->Flags & SFLAG_INSYSMEM)) {
4079 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4080 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4082 TRACE("Dirtifying surface\n");
4083 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4087 if(This->Flags & SFLAG_DIBSECTION) {
4088 TRACE("(%p): Updating the hdc's palette\n", This);
4089 for (n=0; n<256; n++) {
4090 col[n].rgbRed = pal->palents[n].peRed;
4091 col[n].rgbGreen = pal->palents[n].peGreen;
4092 col[n].rgbBlue = pal->palents[n].peBlue;
4093 col[n].rgbReserved = 0;
4095 SetDIBColorTable(This->hDC, 0, 256, col);
4098 /* Propagate the changes to the drawable when we have a palette. */
4099 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4100 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4105 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4106 /** Check against the maximum texture sizes supported by the video card **/
4107 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4108 unsigned int pow2Width, pow2Height;
4110 This->texture_name = 0;
4111 This->texture_target = GL_TEXTURE_2D;
4113 /* Non-power2 support */
4114 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4115 pow2Width = This->currentDesc.Width;
4116 pow2Height = This->currentDesc.Height;
4118 /* Find the nearest pow2 match */
4119 pow2Width = pow2Height = 1;
4120 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4121 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4123 This->pow2Width = pow2Width;
4124 This->pow2Height = pow2Height;
4126 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4127 /** TODO: add support for non power two compressed textures **/
4128 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4130 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4131 This, This->currentDesc.Width, This->currentDesc.Height);
4132 return WINED3DERR_NOTAVAILABLE;
4136 if(pow2Width != This->currentDesc.Width ||
4137 pow2Height != This->currentDesc.Height) {
4138 This->Flags |= SFLAG_NONPOW2;
4141 TRACE("%p\n", This);
4142 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
4143 /* one of three options
4144 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)
4145 2: Set the texture to the maximum size (bad idea)
4146 3: WARN and return WINED3DERR_NOTAVAILABLE;
4147 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.
4149 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4150 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4151 This->Flags |= SFLAG_OVERSIZE;
4153 /* This will be initialized on the first blt */
4154 This->glRect.left = 0;
4155 This->glRect.top = 0;
4156 This->glRect.right = 0;
4157 This->glRect.bottom = 0;
4159 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4160 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4161 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4162 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4164 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4165 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4166 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX)))
4168 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4169 This->pow2Width = This->currentDesc.Width;
4170 This->pow2Height = This->currentDesc.Height;
4171 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4174 /* No oversize, gl rect is the full texture size */
4175 This->Flags &= ~SFLAG_OVERSIZE;
4176 This->glRect.left = 0;
4177 This->glRect.top = 0;
4178 This->glRect.right = This->pow2Width;
4179 This->glRect.bottom = This->pow2Height;
4182 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4183 switch(wined3d_settings.offscreen_rendering_mode) {
4184 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4185 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4186 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4190 This->Flags |= SFLAG_INSYSMEM;
4195 struct depth_blt_info
4199 enum tex_types tex_type;
4200 GLfloat coords[4][3];
4203 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4205 GLfloat (*coords)[3] = info->coords;
4210 FIXME("Unsupported texture target %#x\n", target);
4211 /* Fall back to GL_TEXTURE_2D */
4213 info->binding = GL_TEXTURE_BINDING_2D;
4214 info->bind_target = GL_TEXTURE_2D;
4215 info->tex_type = tex_2d;
4216 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4217 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4218 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4219 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4222 case GL_TEXTURE_RECTANGLE_ARB:
4223 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4224 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4225 info->tex_type = tex_rect;
4226 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4227 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4228 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4229 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4232 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4233 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4234 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4235 info->tex_type = tex_cube;
4236 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4237 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4238 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4239 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4241 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4244 info->tex_type = tex_cube;
4245 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4246 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4247 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4248 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4253 info->tex_type = tex_cube;
4254 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4255 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4256 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4257 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4259 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4260 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4261 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4262 info->tex_type = tex_cube;
4263 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4264 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4265 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4266 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4268 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4269 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4270 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4271 info->tex_type = tex_cube;
4272 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4273 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4274 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4275 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4277 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4278 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4279 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4280 info->tex_type = tex_cube;
4281 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4282 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4283 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4284 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4288 /* GL locking is done by the caller */
4289 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4291 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4292 struct depth_blt_info info;
4293 GLint old_binding = 0;
4295 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4297 glDisable(GL_CULL_FACE);
4298 glDisable(GL_BLEND);
4299 glDisable(GL_ALPHA_TEST);
4300 glDisable(GL_SCISSOR_TEST);
4301 glDisable(GL_STENCIL_TEST);
4302 glEnable(GL_DEPTH_TEST);
4303 glDepthFunc(GL_ALWAYS);
4304 glDepthMask(GL_TRUE);
4305 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4306 glViewport(0, 0, w, h);
4308 surface_get_depth_blt_info(target, w, h, &info);
4309 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4310 glGetIntegerv(info.binding, &old_binding);
4311 glBindTexture(info.bind_target, texture);
4313 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4315 glBegin(GL_TRIANGLE_STRIP);
4316 glTexCoord3fv(info.coords[0]);
4317 glVertex2f(-1.0f, -1.0f);
4318 glTexCoord3fv(info.coords[1]);
4319 glVertex2f(1.0f, -1.0f);
4320 glTexCoord3fv(info.coords[2]);
4321 glVertex2f(-1.0f, 1.0f);
4322 glTexCoord3fv(info.coords[3]);
4323 glVertex2f(1.0f, 1.0f);
4326 glBindTexture(info.bind_target, old_binding);
4330 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4333 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4334 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4336 TRACE("(%p) New location %#x\n", This, location);
4338 if (location & ~SFLAG_DS_LOCATIONS) {
4339 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4342 This->Flags &= ~SFLAG_DS_LOCATIONS;
4343 This->Flags |= location;
4346 /* Context activation is done by the caller. */
4347 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4349 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4350 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4352 TRACE("(%p) New location %#x\n", This, location);
4354 /* TODO: Make this work for modes other than FBO */
4355 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4357 if (This->Flags & location) {
4358 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4362 if (This->current_renderbuffer) {
4363 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4367 if (location == SFLAG_DS_OFFSCREEN) {
4368 if (This->Flags & SFLAG_DS_ONSCREEN) {
4369 GLint old_binding = 0;
4372 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4376 if (!device->depth_blt_texture) {
4377 glGenTextures(1, &device->depth_blt_texture);
4380 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4381 * directly on the FBO texture. That's because we need to flip. */
4382 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4383 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4385 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4386 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4388 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4389 bind_target = GL_TEXTURE_2D;
4391 glBindTexture(bind_target, device->depth_blt_texture);
4392 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4393 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4394 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4395 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4396 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4397 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4398 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4399 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4400 glBindTexture(bind_target, old_binding);
4402 /* Setup the destination */
4403 if (!device->depth_blt_rb) {
4404 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4405 checkGLcall("glGenRenderbuffersEXT");
4407 if (device->depth_blt_rb_w != This->currentDesc.Width
4408 || device->depth_blt_rb_h != This->currentDesc.Height) {
4409 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4410 checkGLcall("glBindRenderbufferEXT");
4411 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4412 checkGLcall("glRenderbufferStorageEXT");
4413 device->depth_blt_rb_w = This->currentDesc.Width;
4414 device->depth_blt_rb_h = This->currentDesc.Height;
4417 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
4418 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4419 checkGLcall("glFramebufferRenderbufferEXT");
4420 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, iface, FALSE);
4422 /* Do the actual blit */
4423 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4424 checkGLcall("depth_blt");
4426 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4427 else context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4431 FIXME("No up to date depth stencil location\n");
4433 } else if (location == SFLAG_DS_ONSCREEN) {
4434 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4435 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4439 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4440 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4441 This->currentDesc.Height, This->texture_target);
4442 checkGLcall("depth_blt");
4444 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4448 FIXME("No up to date depth stencil location\n");
4451 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4454 This->Flags |= location;
4457 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4458 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4459 IWineD3DBaseTexture *texture;
4460 IWineD3DSurfaceImpl *overlay;
4462 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4463 persistent ? "TRUE" : "FALSE");
4465 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4466 if (This->Flags & SFLAG_SWAPCHAIN)
4468 TRACE("Surface %p is an onscreen surface\n", iface);
4470 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4471 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4476 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4477 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4478 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4479 TRACE("Passing to container\n");
4480 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4481 IWineD3DBaseTexture_Release(texture);
4484 This->Flags &= ~SFLAG_LOCATIONS;
4485 This->Flags |= flag;
4487 /* Redraw emulated overlays, if any */
4488 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4489 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4490 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4494 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4495 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4496 TRACE("Passing to container\n");
4497 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4498 IWineD3DBaseTexture_Release(texture);
4501 This->Flags &= ~flag;
4504 if(!(This->Flags & SFLAG_LOCATIONS)) {
4505 ERR("%p: Surface does not have any up to date location\n", This);
4521 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4523 f->l = ((r->left * 2.0f) / w) - 1.0f;
4524 f->t = ((r->top * 2.0f) / h) - 1.0f;
4525 f->r = ((r->right * 2.0f) / w) - 1.0f;
4526 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4529 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4531 const struct wined3d_context *context;
4532 struct coords coords[4];
4534 IWineD3DSwapChain *swapchain;
4535 IWineD3DBaseTexture *texture;
4536 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4538 struct float_rect f;
4545 rect.right = This->currentDesc.Width;
4546 rect.bottom = This->currentDesc.Height;
4549 switch (This->texture_target)
4552 bind_target = GL_TEXTURE_2D;
4554 coords[0].x = (float)rect.left / This->pow2Width;
4555 coords[0].y = (float)rect.top / This->pow2Height;
4558 coords[1].x = (float)rect.left / This->pow2Width;
4559 coords[1].y = (float)rect.bottom / This->pow2Height;
4562 coords[2].x = (float)rect.right / This->pow2Width;
4563 coords[2].y = (float)rect.bottom / This->pow2Height;
4566 coords[3].x = (float)rect.right / This->pow2Width;
4567 coords[3].y = (float)rect.top / This->pow2Height;
4571 case GL_TEXTURE_RECTANGLE_ARB:
4572 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4573 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4574 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4575 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4576 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4579 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4580 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4581 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4582 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4583 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4584 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4585 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4588 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4589 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4590 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4591 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4592 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4593 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4594 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4597 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4598 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4599 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4600 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4601 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4602 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4603 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4606 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4607 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4608 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4609 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4610 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4611 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4612 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4615 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4616 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4617 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4618 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4619 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4620 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4621 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4624 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4625 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4626 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4627 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4628 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4629 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4630 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4634 ERR("Unexpected texture target %#x\n", This->texture_target);
4638 context = ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4642 glEnable(bind_target);
4643 checkGLcall("glEnable(bind_target)");
4644 glBindTexture(bind_target, This->texture_name);
4645 checkGLcall("bind_target, This->texture_name)");
4646 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4647 checkGLcall("glTexParameteri");
4648 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4649 checkGLcall("glTexParameteri");
4651 if (context->render_offscreen)
4653 LONG tmp = rect.top;
4654 rect.top = rect.bottom;
4659 glTexCoord3fv(&coords[0].x);
4660 glVertex2i(rect.left, rect.top);
4662 glTexCoord3fv(&coords[1].x);
4663 glVertex2i(rect.left, rect.bottom);
4665 glTexCoord3fv(&coords[2].x);
4666 glVertex2i(rect.right, rect.bottom);
4668 glTexCoord3fv(&coords[3].x);
4669 glVertex2i(rect.right, rect.top);
4671 checkGLcall("glEnd");
4673 glDisable(bind_target);
4674 checkGLcall("glDisable(bind_target)");
4678 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4680 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4681 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4682 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4685 IWineD3DSwapChain_Release(swapchain);
4687 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4688 * reset properly next draw
4690 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4692 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4693 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4694 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4695 IWineD3DBaseTexture_Release(texture);
4700 /*****************************************************************************
4701 * IWineD3DSurface::LoadLocation
4703 * Copies the current surface data from wherever it is to the requested
4704 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4705 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4706 * multiple locations, the gl texture is preferred over the drawable, which is
4707 * preferred over system memory. The PBO counts as system memory. If rect is
4708 * not NULL, only the specified rectangle is copied (only supported for
4709 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4710 * location is marked up to date after the copy.
4713 * flag: Surface location flag to be updated
4714 * rect: rectangle to be copied
4717 * WINED3D_OK on success
4718 * WINED3DERR_DEVICELOST on an internal error
4720 *****************************************************************************/
4721 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4722 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4723 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4724 GLenum format, internal, type;
4725 CONVERT_TYPES convert;
4727 int width, pitch, outpitch;
4729 BOOL drawable_read_ok = TRUE;
4731 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4732 if (This->Flags & SFLAG_SWAPCHAIN)
4734 TRACE("Surface %p is an onscreen surface\n", iface);
4736 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4737 * Prefer SFLAG_INTEXTURE. */
4738 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4739 drawable_read_ok = FALSE;
4743 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4745 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4748 if(This->Flags & flag) {
4749 TRACE("Location already up to date\n");
4753 if(!(This->Flags & SFLAG_LOCATIONS)) {
4754 ERR("%p: Surface does not have any up to date location\n", This);
4755 This->Flags |= SFLAG_LOST;
4756 return WINED3DERR_DEVICELOST;
4759 if(flag == SFLAG_INSYSMEM) {
4760 surface_prepare_system_memory(This);
4762 /* Download the surface to system memory */
4763 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4764 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4765 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4767 surface_download_data(This);
4769 /* Note: It might be faster to download into a texture first. */
4770 read_from_framebuffer(This, rect,
4771 This->resource.allocatedMemory,
4772 IWineD3DSurface_GetPitch(iface));
4774 } else if(flag == SFLAG_INDRAWABLE) {
4775 if(This->Flags & SFLAG_INTEXTURE) {
4776 surface_blt_to_drawable(This, rect);
4778 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4779 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4780 * values, otherwise we get incorrect values in the target. For now go the slow way
4781 * via a system memory copy
4783 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4786 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4788 /* The width is in 'length' not in bytes */
4789 width = This->currentDesc.Width;
4790 pitch = IWineD3DSurface_GetPitch(iface);
4792 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4793 * but it isn't set (yet) in all cases it is getting called. */
4794 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4795 TRACE("Removing the pbo attached to surface %p\n", This);
4796 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4797 surface_remove_pbo(This);
4800 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4801 int height = This->currentDesc.Height;
4803 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4804 outpitch = width * bpp;
4805 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4807 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4809 ERR("Out of memory %d, %d!\n", outpitch, height);
4810 return WINED3DERR_OUTOFVIDEOMEMORY;
4812 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4814 This->Flags |= SFLAG_CONVERTED;
4816 This->Flags &= ~SFLAG_CONVERTED;
4817 mem = This->resource.allocatedMemory;
4820 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4822 /* Don't delete PBO memory */
4823 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4824 HeapFree(GetProcessHeap(), 0, mem);
4826 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4827 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4828 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4829 } else { /* Upload from system memory */
4830 BOOL srgb = flag == SFLAG_INSRGBTEX;
4831 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4832 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4835 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4836 /* Performance warning ... */
4837 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4838 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4841 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4842 /* Performance warning ... */
4843 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4844 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4848 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4849 surface_bind_and_dirtify(This, srgb);
4851 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4852 This->Flags |= SFLAG_GLCKEY;
4853 This->glCKey = This->SrcBltCKey;
4855 else This->Flags &= ~SFLAG_GLCKEY;
4857 /* The width is in 'length' not in bytes */
4858 width = This->currentDesc.Width;
4859 pitch = IWineD3DSurface_GetPitch(iface);
4861 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4862 * but it isn't set (yet) in all cases it is getting called. */
4863 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4864 TRACE("Removing the pbo attached to surface %p\n", This);
4865 surface_remove_pbo(This);
4868 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4869 int height = This->currentDesc.Height;
4871 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4872 outpitch = width * bpp;
4873 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4875 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4877 ERR("Out of memory %d, %d!\n", outpitch, height);
4878 return WINED3DERR_OUTOFVIDEOMEMORY;
4880 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4882 This->Flags |= SFLAG_CONVERTED;
4884 else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4885 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4887 d3dfmt_p8_upload_palette(iface, convert);
4888 This->Flags &= ~SFLAG_CONVERTED;
4889 mem = This->resource.allocatedMemory;
4891 This->Flags &= ~SFLAG_CONVERTED;
4892 mem = This->resource.allocatedMemory;
4895 /* Make sure the correct pitch is used */
4897 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4900 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4901 TRACE("non power of two support\n");
4902 if(!(This->Flags & alloc_flag)) {
4903 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4904 This->Flags |= alloc_flag;
4906 if (mem || (This->Flags & SFLAG_PBO)) {
4907 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4910 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4911 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4913 if(!(This->Flags & alloc_flag)) {
4914 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4915 This->Flags |= alloc_flag;
4917 if (mem || (This->Flags & SFLAG_PBO)) {
4918 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4922 /* Restore the default pitch */
4924 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4927 /* Don't delete PBO memory */
4928 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4929 HeapFree(GetProcessHeap(), 0, mem);
4934 This->Flags |= flag;
4937 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4938 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4939 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4940 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4946 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4948 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4949 IWineD3DSwapChain *swapchain = NULL;
4951 /* Update the drawable size method */
4953 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4956 This->get_drawable_size = get_drawable_size_swapchain;
4957 IWineD3DSwapChain_Release(swapchain);
4958 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4959 switch(wined3d_settings.offscreen_rendering_mode) {
4960 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4961 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4962 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4966 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4969 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4970 return SURFACE_OPENGL;
4973 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4974 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4977 /* If there's no destination surface there is nothing to do */
4978 if(!This->overlay_dest) return WINED3D_OK;
4980 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4981 * update the overlay. Prevent an endless recursion
4983 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4986 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4987 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4988 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4989 NULL, WINED3DTEXF_LINEAR);
4990 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4995 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4998 IWineD3DBaseSurfaceImpl_QueryInterface,
4999 IWineD3DBaseSurfaceImpl_AddRef,
5000 IWineD3DSurfaceImpl_Release,
5001 /* IWineD3DResource */
5002 IWineD3DBaseSurfaceImpl_GetParent,
5003 IWineD3DBaseSurfaceImpl_GetDevice,
5004 IWineD3DBaseSurfaceImpl_SetPrivateData,
5005 IWineD3DBaseSurfaceImpl_GetPrivateData,
5006 IWineD3DBaseSurfaceImpl_FreePrivateData,
5007 IWineD3DBaseSurfaceImpl_SetPriority,
5008 IWineD3DBaseSurfaceImpl_GetPriority,
5009 IWineD3DSurfaceImpl_PreLoad,
5010 IWineD3DSurfaceImpl_UnLoad,
5011 IWineD3DBaseSurfaceImpl_GetType,
5012 /* IWineD3DSurface */
5013 IWineD3DBaseSurfaceImpl_GetContainer,
5014 IWineD3DBaseSurfaceImpl_GetDesc,
5015 IWineD3DSurfaceImpl_LockRect,
5016 IWineD3DSurfaceImpl_UnlockRect,
5017 IWineD3DSurfaceImpl_GetDC,
5018 IWineD3DSurfaceImpl_ReleaseDC,
5019 IWineD3DSurfaceImpl_Flip,
5020 IWineD3DSurfaceImpl_Blt,
5021 IWineD3DBaseSurfaceImpl_GetBltStatus,
5022 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5023 IWineD3DBaseSurfaceImpl_IsLost,
5024 IWineD3DBaseSurfaceImpl_Restore,
5025 IWineD3DSurfaceImpl_BltFast,
5026 IWineD3DBaseSurfaceImpl_GetPalette,
5027 IWineD3DBaseSurfaceImpl_SetPalette,
5028 IWineD3DSurfaceImpl_RealizePalette,
5029 IWineD3DBaseSurfaceImpl_SetColorKey,
5030 IWineD3DBaseSurfaceImpl_GetPitch,
5031 IWineD3DSurfaceImpl_SetMem,
5032 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5033 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5034 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5035 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5036 IWineD3DBaseSurfaceImpl_SetClipper,
5037 IWineD3DBaseSurfaceImpl_GetClipper,
5039 IWineD3DSurfaceImpl_LoadTexture,
5040 IWineD3DSurfaceImpl_BindTexture,
5041 IWineD3DSurfaceImpl_SaveSnapshot,
5042 IWineD3DSurfaceImpl_SetContainer,
5043 IWineD3DBaseSurfaceImpl_GetData,
5044 IWineD3DSurfaceImpl_SetFormat,
5045 IWineD3DSurfaceImpl_PrivateSetup,
5046 IWineD3DSurfaceImpl_ModifyLocation,
5047 IWineD3DSurfaceImpl_LoadLocation,
5048 IWineD3DSurfaceImpl_GetImplType,
5049 IWineD3DSurfaceImpl_DrawOverlay
5051 #undef GLINFO_LOCATION
5053 #define GLINFO_LOCATION device->adapter->gl_info
5054 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5055 /* Context activation is done by the caller. */
5056 static void ffp_blit_free(IWineD3DDevice *iface) { }
5058 /* Context activation is done by the caller. */
5059 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5060 GLenum textype, UINT width, UINT height)
5064 checkGLcall("glEnable(textype)");
5069 /* Context activation is done by the caller. */
5070 static void ffp_blit_unset(IWineD3DDevice *iface) {
5071 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5073 glDisable(GL_TEXTURE_2D);
5074 checkGLcall("glDisable(GL_TEXTURE_2D)");
5075 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5076 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5077 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5079 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5080 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5081 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5086 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5088 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5090 TRACE("Checking support for fixup:\n");
5091 dump_color_fixup_desc(fixup);
5094 /* We only support identity conversions. */
5095 if (is_identity_fixup(fixup))
5101 TRACE("[FAILED]\n");
5105 const struct blit_shader ffp_blit = {
5110 ffp_blit_color_fixup_supported