2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
38 static void surface_download_data(IWineD3DSurfaceImpl *This) {
39 if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + 4);
40 if (This->resource.format == WINED3DFMT_DXT1 ||
41 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
42 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
43 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
44 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
46 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
47 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
49 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
50 checkGLcall("glGetCompressedTexImageARB()");
57 if(This->Flags & SFLAG_CONVERTED) {
58 FIXME("Read back converted textures unsupported\n");
62 if (This->Flags & SFLAG_NONPOW2) {
63 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
64 src_pitch = This->bytesPerPixel * This->pow2Width;
65 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
66 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
67 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
69 mem = This->resource.allocatedMemory;
72 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
73 This->glDescription.glFormat, This->glDescription.glType, mem);
75 if(This->Flags & SFLAG_PBO) {
76 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
77 checkGLcall("glBindBufferARB");
79 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
80 This->glDescription.glType, NULL);
81 checkGLcall("glGetTexImage()");
83 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
84 checkGLcall("glBindBufferARB");
86 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
87 This->glDescription.glType, mem);
88 checkGLcall("glGetTexImage()");
91 if (This->Flags & SFLAG_NONPOW2) {
92 LPBYTE src_data, dst_data;
95 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
96 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
97 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
101 * instead of boxing the texture :
102 * |<-texture width ->| -->pow2width| /\
103 * |111111111111111111| | |
104 * |222 Texture 222222| boxed empty | texture height
105 * |3333 Data 33333333| | |
106 * |444444444444444444| | \/
107 * ----------------------------------- |
108 * | boxed empty | boxed empty | pow2height
110 * -----------------------------------
113 * we're repacking the data to the expected texture width
115 * |<-texture width ->| -->pow2width| /\
116 * |111111111111111111222222222222222| |
117 * |222333333333333333333444444444444| texture height
121 * | empty | pow2height
123 * -----------------------------------
127 * |<-texture width ->| /\
128 * |111111111111111111|
129 * |222222222222222222|texture height
130 * |333333333333333333|
131 * |444444444444444444| \/
132 * --------------------
134 * this also means that any references to allocatedMemory should work with the data as if were a
135 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
137 * internally the texture is still stored in a boxed format so any references to textureName will
138 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
140 * Performance should not be an issue, because applications normally do not lock the surfaces when
141 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
142 * and doesn't have to be re-read.
145 dst_data = This->resource.allocatedMemory;
146 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
147 for (y = 1 ; y < This->currentDesc.Height; y++) {
148 /* skip the first row */
149 src_data += src_pitch;
150 dst_data += dst_pitch;
151 memcpy(dst_data, src_data, dst_pitch);
154 HeapFree(GetProcessHeap(), 0, mem);
157 /* Surface has now been downloaded */
158 This->Flags |= SFLAG_INSYSMEM;
161 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
162 if (This->resource.format == WINED3DFMT_DXT1 ||
163 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
164 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
165 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
166 FIXME("Using DXT1/3/5 without advertized support\n");
168 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
169 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
170 This->Flags |= SFLAG_CLIENT;
173 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
174 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
175 * function uses glCompressedTexImage2D instead of the SubImage call
177 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
180 if(This->Flags & SFLAG_PBO) {
181 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
182 checkGLcall("glBindBufferARB");
183 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
185 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
186 width, height, 0 /* border */, This->resource.size, NULL));
187 checkGLcall("glCompressedTexSubImage2D");
189 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
190 checkGLcall("glBindBufferARB");
192 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
193 width, height, 0 /* border */, This->resource.size, data));
194 checkGLcall("glCompressedTexSubImage2D");
199 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
202 if(This->Flags & SFLAG_PBO) {
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
204 checkGLcall("glBindBufferARB");
205 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
207 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
208 checkGLcall("glTexSubImage2D");
210 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
211 checkGLcall("glBindBufferARB");
214 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
215 checkGLcall("glTexSubImage2D");
222 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
223 BOOL enable_client_storage = FALSE;
225 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
226 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
228 if (This->resource.format == WINED3DFMT_DXT1 ||
229 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
230 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
231 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
232 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
238 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
239 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
240 /* In some cases we want to disable client storage.
241 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
242 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
243 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
244 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
245 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
247 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
248 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
249 This->Flags &= SFLAG_CLIENT;
250 enable_client_storage = TRUE;
252 This->Flags |= SFLAG_CLIENT;
253 /* Below point opengl to our allocated texture memory */
256 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
257 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
258 checkGLcall("glTexImage2D");
260 if(enable_client_storage) {
261 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
262 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
266 This->Flags |= SFLAG_ALLOCATED;
269 /* In D3D the depth stencil dimensions have to be greater than or equal to the
270 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
271 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
272 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
273 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
274 renderbuffer_entry_t *entry;
275 GLuint renderbuffer = 0;
276 unsigned int src_width, src_height;
278 src_width = This->pow2Width;
279 src_height = This->pow2Height;
281 /* A depth stencil smaller than the render target is not valid */
282 if (width > src_width || height > src_height) return;
284 /* Remove any renderbuffer set if the sizes match */
285 if (width == src_width && height == src_height) {
286 This->current_renderbuffer = NULL;
290 /* Look if we've already got a renderbuffer of the correct dimensions */
291 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
292 if (entry->width == width && entry->height == height) {
293 renderbuffer = entry->id;
294 This->current_renderbuffer = entry;
300 const GlPixelFormatDesc *glDesc;
301 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
303 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
304 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
305 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
307 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
308 entry->width = width;
309 entry->height = height;
310 entry->id = renderbuffer;
311 list_add_head(&This->renderbuffers, &entry->entry);
313 This->current_renderbuffer = entry;
316 checkGLcall("set_compatible_renderbuffer");
319 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
320 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
321 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
323 TRACE("(%p) : swapchain %p\n", This, swapchain);
325 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
326 TRACE("Returning GL_BACK\n");
328 } else if (swapchain_impl->frontBuffer == iface) {
329 TRACE("Returning GL_FRONT\n");
333 FIXME("Higher back buffer, returning GL_BACK\n");
337 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
338 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
339 ULONG ref = InterlockedDecrement(&This->resource.ref);
340 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
342 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
343 renderbuffer_entry_t *entry, *entry2;
344 TRACE("(%p) : cleaning up\n", This);
346 if(iface == device->lastActiveRenderTarget) {
347 IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
349 TRACE("Last active render target destroyed\n");
350 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
351 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
352 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
353 * and the lastActiveRenderTarget member shouldn't matter
356 if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
357 TRACE("Activating primary back buffer\n");
358 ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
359 } else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
360 /* Single buffering environment */
361 TRACE("Activating primary front buffer\n");
362 ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
364 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
365 /* Implicit render target destroyed, that means the device is being destroyed
366 * whatever we set here, it shouldn't matter
368 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
371 /* May happen during ddraw uninitialization */
372 TRACE("Render target set, but swapchain does not exist!\n");
373 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
377 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
379 /* Need a context to destroy the texture. Use the currently active render target, but only if
380 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
381 * When destroying the primary rt, Uninit3D will activate a context before doing anything
383 if(device->render_targets && device->render_targets[0]) {
384 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
387 TRACE("Deleting texture %d\n", This->glDescription.textureName);
389 glDeleteTextures(1, &This->glDescription.textureName);
393 if(This->Flags & SFLAG_PBO) {
395 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
398 if(This->Flags & SFLAG_DIBSECTION) {
400 SelectObject(This->hDC, This->dib.holdbitmap);
402 /* Release the DIB section */
403 DeleteObject(This->dib.DIBsection);
404 This->dib.bitmap_data = NULL;
405 This->resource.allocatedMemory = NULL;
407 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
409 HeapFree(GetProcessHeap(), 0, This->palette9);
411 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
412 if(iface == device->ddraw_primary)
413 device->ddraw_primary = NULL;
415 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
416 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
417 HeapFree(GetProcessHeap(), 0, entry);
420 TRACE("(%p) Released\n", This);
421 HeapFree(GetProcessHeap(), 0, This);
427 /* ****************************************************
428 IWineD3DSurface IWineD3DResource parts follow
429 **************************************************** */
431 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
432 /* TODO: check for locks */
433 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
434 IWineD3DBaseTexture *baseTexture = NULL;
435 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
437 TRACE("(%p)Checking to see if the container is a base texture\n", This);
438 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
439 TRACE("Passing to container\n");
440 IWineD3DBaseTexture_PreLoad(baseTexture);
441 IWineD3DBaseTexture_Release(baseTexture);
443 TRACE("(%p) : About to load surface\n", This);
445 if(!device->isInDraw) {
446 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
450 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
451 if (!This->glDescription.level) {
452 if (!This->glDescription.textureName) {
453 glGenTextures(1, &This->glDescription.textureName);
454 checkGLcall("glGenTextures");
455 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
457 glBindTexture(This->glDescription.target, This->glDescription.textureName);
458 checkGLcall("glBindTexture");
459 IWineD3DSurface_LoadTexture(iface, FALSE);
460 /* This is where we should be reducing the amount of GLMemoryUsed */
461 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
462 /* assume this is a coding error not a real error for now */
463 FIXME("Mipmap surface has a glTexture bound to it!\n");
465 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
466 /* Tell opengl to try and keep this texture in video ram (well mostly) */
469 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
476 /* ******************************************************
477 IWineD3DSurface IWineD3DSurface parts follow
478 ****************************************************** */
480 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
481 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
482 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
483 if (This->glDescription.textureName == 0 && textureName != 0) {
484 This->Flags &= ~SFLAG_INTEXTURE;
485 IWineD3DSurface_AddDirtyRect(iface, NULL);
487 This->glDescription.textureName = textureName;
488 This->glDescription.target = target;
489 This->Flags &= ~SFLAG_ALLOCATED;
492 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
493 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
494 TRACE("(%p) : returning %p\n", This, &This->glDescription);
495 *glDescription = &This->glDescription;
498 /* TODO: think about moving this down to resource? */
499 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
500 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
501 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
502 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
503 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
505 return (CONST void*)(This->resource.allocatedMemory);
508 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
512 BYTE *row, *top, *bottom;
516 switch(This->resource.format)
520 /* GL can't return palettized data, so read ARGB pixels into a
521 * separate block of memory and convert them into palettized format
522 * in software. Slow, but if the app means to use palettized render
523 * targets and locks it...
525 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
526 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
527 * for the color channels when palettizing the colors.
530 type = GL_UNSIGNED_BYTE;
532 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
534 ERR("Out of memory\n");
537 bpp = This->bytesPerPixel * 3;
543 fmt = This->glDescription.glFormat;
544 type = This->glDescription.glType;
545 bpp = This->bytesPerPixel;
548 if(This->Flags & SFLAG_PBO) {
549 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
550 checkGLcall("glBindBufferARB");
553 glReadPixels(rect->left, rect->top,
554 rect->right - rect->left,
555 rect->bottom - rect->top,
557 vcheckGLcall("glReadPixels");
559 if(This->Flags & SFLAG_PBO) {
560 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
561 checkGLcall("glBindBufferARB");
563 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
564 * to get a pointer to it and perform the flipping in software. This is a lot
565 * faster than calling glReadPixels for each line. In case we want more speed
566 * we should rerender it flipped in a FBO and read the data back from the FBO. */
568 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
569 checkGLcall("glBindBufferARB");
571 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
572 checkGLcall("glMapBufferARB");
576 /* TODO: Merge this with the palettization loop below for P8 targets */
579 /* glReadPixels returns the image upside down, and there is no way to prevent this.
580 Flip the lines in software */
581 len = (rect->right - rect->left) * bpp;
582 off = rect->left * bpp;
584 row = HeapAlloc(GetProcessHeap(), 0, len);
586 ERR("Out of memory\n");
587 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
591 top = mem + pitch * rect->top;
592 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
593 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
594 memcpy(row, top + off, len);
595 memcpy(top + off, bottom + off, len);
596 memcpy(bottom + off, row, len);
600 HeapFree(GetProcessHeap(), 0, row);
602 /* Unmap the temp PBO buffer */
603 if(This->Flags & SFLAG_PBO) {
604 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
605 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
609 if(This->resource.format == WINED3DFMT_P8) {
611 DWORD width = pitch / 3;
614 pal = This->palette->palents;
616 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
619 for(y = rect->top; y < rect->bottom; y++) {
620 for(x = rect->left; x < rect->right; x++) {
621 /* start lines pixels */
622 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
623 BYTE *green = blue + 1;
624 BYTE *red = green + 1;
626 for(c = 0; c < 256; c++) {
627 if(*red == pal[c].peRed &&
628 *green == pal[c].peGreen &&
629 *blue == pal[c].peBlue)
631 *((BYTE *) dest + y * width + x) = c;
637 HeapFree(GetProcessHeap(), 0, mem);
641 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
642 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
643 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
644 IWineD3DSwapChainImpl *swapchain = NULL;
646 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
648 if (This->Flags & SFLAG_LOCKED) {
649 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
650 return WINED3DERR_INVALIDCALL;
652 if (!(This->Flags & SFLAG_LOCKABLE)) {
653 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
654 texture regions, and since the destination is an unlockable region we need
656 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
657 /*return WINED3DERR_INVALIDCALL; */
660 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
662 /* Mark the surface locked */
663 This->Flags |= SFLAG_LOCKED;
665 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
668 if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
669 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
670 This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
673 /* Create a PBO for dynamicly locked surfaces but don't do it for converted or non-pow2 surfaces.
674 * Also don't create a PBO for systemmem surfaces. */
675 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
679 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
680 error = glGetError();
681 if(This->pbo == 0 || error != GL_NO_ERROR) {
682 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
685 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
687 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
688 checkGLcall("glBindBufferARB");
690 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
691 checkGLcall("glBufferDataARB");
693 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
694 checkGLcall("glBindBufferARB");
696 /* We don't need the system memory anymore and we can't even use it for PBOs */
697 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
698 This->resource.allocatedMemory = NULL;
699 This->Flags |= SFLAG_PBO;
703 /* Calculate the correct start address to report */
705 This->lockedRect.left = 0;
706 This->lockedRect.top = 0;
707 This->lockedRect.right = This->currentDesc.Width;
708 This->lockedRect.bottom = This->currentDesc.Height;
709 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
711 This->lockedRect.left = pRect->left;
712 This->lockedRect.top = pRect->top;
713 This->lockedRect.right = pRect->right;
714 This->lockedRect.bottom = pRect->bottom;
715 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
718 if (This->Flags & SFLAG_NONPOW2) {
719 TRACE("Locking non-power 2 texture\n");
722 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
723 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
726 if(!(This->Flags & SFLAG_DYNLOCK)) {
728 /* MAXLOCKCOUNT is defined in wined3d_private.h */
729 if(This->lockCount > MAXLOCKCOUNT) {
730 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
731 This->Flags |= SFLAG_DYNLOCK;
735 if (Flags & WINED3DLOCK_DISCARD) {
736 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
737 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
738 This->Flags |= SFLAG_INSYSMEM;
741 if (This->Flags & SFLAG_INSYSMEM) {
742 TRACE("Local copy is up to date, not downloading data\n");
746 /* Now download the surface content from opengl
747 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
748 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
750 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
751 if(swapchain || iface == myDevice->render_targets[0]) {
752 BOOL srcIsUpsideDown;
754 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
755 static BOOL warned = FALSE;
757 ERR("The application tries to lock the render target, but render target locking is disabled\n");
760 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
764 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
765 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
766 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
767 * context->last_was_blit set on the unlock.
769 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
772 /* Select the correct read buffer, and give some debug output.
773 * There is no need to keep track of the current read buffer or reset it, every part of the code
774 * that reads sets the read buffer as desired.
777 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
778 * Read from the back buffer
780 TRACE("Locking offscreen render target\n");
781 glReadBuffer(myDevice->offscreenBuffer);
782 srcIsUpsideDown = TRUE;
784 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
785 TRACE("Locking %#x buffer\n", buffer);
786 glReadBuffer(buffer);
787 checkGLcall("glReadBuffer");
789 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
790 srcIsUpsideDown = FALSE;
793 switch(wined3d_settings.rendertargetlock_mode) {
797 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
802 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
803 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
809 /* Mark the local copy up to date if a full download was done */
810 if(This->lockedRect.left == 0 &&
811 This->lockedRect.top == 0 &&
812 This->lockedRect.right == This->currentDesc.Width &&
813 This->lockedRect.bottom == This->currentDesc.Height) {
814 This->Flags |= SFLAG_INSYSMEM;
816 } else if(iface == myDevice->stencilBufferTarget) {
817 /** the depth stencil in openGL has a format of GL_FLOAT
818 * which should be good for WINED3DFMT_D16_LOCKABLE
820 * it is unclear what format the stencil buffer is in except.
821 * 'Each index is converted to fixed point...
822 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
823 * mappings in the table GL_PIXEL_MAP_S_TO_S.
824 * glReadPixels(This->lockedRect.left,
825 * This->lockedRect.bottom - j - 1,
826 * This->lockedRect.right - This->lockedRect.left,
828 * GL_DEPTH_COMPONENT,
830 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
832 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
833 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
834 * none of that is the case the problem is not in this function :-)
835 ********************************************/
836 FIXME("Depth stencil locking not supported yet\n");
838 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
839 TRACE("locking an ordinary surface\n");
841 if (0 != This->glDescription.textureName) {
842 /* Now I have to copy thing bits back */
844 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
845 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
849 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
850 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
851 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
852 checkGLcall("glActiveTextureARB");
854 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
855 IWineD3DSurface_PreLoad(iface);
857 surface_download_data(This);
863 if(This->Flags & SFLAG_PBO) {
864 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
866 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
867 checkGLcall("glBindBufferARB");
869 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
870 if(This->resource.allocatedMemory) {
871 ERR("The surface already has PBO memory allocated!\n");
874 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
875 checkGLcall("glMapBufferARB");
877 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
878 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
879 checkGLcall("glBindBufferARB");
884 /* Calculate the correct start address to report */
886 pLockedRect->pBits = This->resource.allocatedMemory;
888 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
889 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
890 * slightly different meaning compared to regular textures. For DXTn
891 * textures Pitch is the size of a row of blocks, 4 high and "width"
892 * long. The x offset is calculated differently as well, since moving 4
893 * pixels to the right actually moves an entire 4x4 block to right, ie
894 * 16 bytes (8 in case of DXT1). */
895 if (This->resource.format == WINED3DFMT_DXT1) {
896 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
897 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
898 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
899 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
901 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
905 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
908 IWineD3DBaseTexture *pBaseTexture;
911 * as seen in msdn docs
913 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
915 /** Dirtify Container if needed */
916 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
917 TRACE("Making container dirty\n");
918 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
919 IWineD3DBaseTexture_Release(pBaseTexture);
921 TRACE("Surface is standalone, no need to dirty the container\n");
925 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
926 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
930 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
932 GLint prev_rasterpos[4];
934 BOOL storechanged = FALSE, memory_allocated = FALSE;
938 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
940 glDisable(GL_TEXTURE_2D);
941 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
944 vcheckGLcall("glFlush");
945 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
946 vcheckGLcall("glIntegerv");
947 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
948 vcheckGLcall("glIntegerv");
949 glPixelZoom(1.0, -1.0);
950 vcheckGLcall("glPixelZoom");
952 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
953 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
954 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
956 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
957 vcheckGLcall("glRasterPos2f");
959 /* Some drivers(radeon dri, others?) don't like exceptions during
960 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
961 * after ReleaseDC. Reading it will cause an exception, which x11drv will
962 * catch to put the dib section in InSync mode, which leads to a crash
963 * and a blocked x server on my radeon card.
965 * The following lines read the dib section so it is put in inSync mode
966 * before glDrawPixels is called and the crash is prevented. There won't
967 * be any interfering gdi accesses, because UnlockRect is called from
968 * ReleaseDC, and the app won't use the dc any more afterwards.
970 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
972 read = This->resource.allocatedMemory[0];
975 switch (This->resource.format) {
976 /* No special care needed */
977 case WINED3DFMT_A4R4G4B4:
978 case WINED3DFMT_R5G6B5:
979 case WINED3DFMT_A1R5G5B5:
980 case WINED3DFMT_R8G8B8:
981 type = This->glDescription.glType;
982 fmt = This->glDescription.glFormat;
983 mem = This->resource.allocatedMemory;
984 bpp = This->bytesPerPixel;
987 case WINED3DFMT_X4R4G4B4:
990 unsigned short *data;
991 data = (unsigned short *)This->resource.allocatedMemory;
992 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
998 type = This->glDescription.glType;
999 fmt = This->glDescription.glFormat;
1000 mem = This->resource.allocatedMemory;
1001 bpp = This->bytesPerPixel;
1005 case WINED3DFMT_X1R5G5B5:
1008 unsigned short *data;
1009 data = (unsigned short *)This->resource.allocatedMemory;
1010 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1016 type = This->glDescription.glType;
1017 fmt = This->glDescription.glFormat;
1018 mem = This->resource.allocatedMemory;
1019 bpp = This->bytesPerPixel;
1023 case WINED3DFMT_X8R8G8B8:
1025 /* make sure the X byte is set to alpha on, since it
1026 could be any random value. This fixes the intro movie in Pirates! */
1029 data = (unsigned int *)This->resource.allocatedMemory;
1030 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1032 *data |= 0xFF000000;
1039 case WINED3DFMT_A8R8G8B8:
1041 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1042 vcheckGLcall("glPixelStorei");
1043 storechanged = TRUE;
1044 type = This->glDescription.glType;
1045 fmt = This->glDescription.glFormat;
1046 mem = This->resource.allocatedMemory;
1047 bpp = This->bytesPerPixel;
1051 case WINED3DFMT_A2R10G10B10:
1053 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1054 vcheckGLcall("glPixelStorei");
1055 storechanged = TRUE;
1056 type = This->glDescription.glType;
1057 fmt = This->glDescription.glFormat;
1058 mem = This->resource.allocatedMemory;
1059 bpp = This->bytesPerPixel;
1065 int height = This->glRect.bottom - This->glRect.top;
1066 type = GL_UNSIGNED_BYTE;
1069 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1071 ERR("Out of memory\n");
1074 memory_allocated = TRUE;
1075 d3dfmt_convert_surface(This->resource.allocatedMemory,
1083 bpp = This->bytesPerPixel * 4;
1089 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1092 type = This->glDescription.glType;
1093 fmt = This->glDescription.glFormat;
1094 mem = This->resource.allocatedMemory;
1095 bpp = This->bytesPerPixel;
1098 if(This->Flags & SFLAG_PBO) {
1099 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1100 checkGLcall("glBindBufferARB");
1103 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1104 (This->lockedRect.bottom - This->lockedRect.top)-1,
1106 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1107 checkGLcall("glDrawPixels");
1109 if(This->Flags & SFLAG_PBO) {
1110 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1111 checkGLcall("glBindBufferARB");
1114 glPixelZoom(1.0,1.0);
1115 vcheckGLcall("glPixelZoom");
1117 glRasterPos3iv(&prev_rasterpos[0]);
1118 vcheckGLcall("glRasterPos3iv");
1120 /* Reset to previous pack row length */
1121 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1122 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1124 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1125 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1128 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1131 glEnable(GL_TEXTURE_2D);
1132 checkGLcall("glEnable(GL_TEXTURE_2D)");
1134 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1138 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1139 float glTexCoord[4];
1141 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1142 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1143 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1144 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1146 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1150 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1151 checkGLcall("glEnable glBindTexture");
1153 /* No filtering for blts */
1154 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1155 checkGLcall("glTexParameteri");
1156 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1157 checkGLcall("glTexParameteri");
1159 /* Start drawing a quad */
1162 glColor3d(1.0f, 1.0f, 1.0f);
1163 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1164 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1166 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1167 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1169 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1170 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1172 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1173 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1176 checkGLcall("glEnd");
1178 /* Unbind the texture */
1179 glBindTexture(GL_TEXTURE_2D, 0);
1180 checkGLcall("glEnable glBindTexture");
1185 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1186 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1187 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1188 IWineD3DSwapChainImpl *swapchain = NULL;
1190 if (!(This->Flags & SFLAG_LOCKED)) {
1191 WARN("trying to Unlock an unlocked surf@%p\n", This);
1192 return WINED3DERR_INVALIDCALL;
1195 if (This->Flags & SFLAG_PBO) {
1196 TRACE("Freeing PBO memory\n");
1197 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1199 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1200 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1201 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1202 checkGLcall("glUnmapBufferARB");
1204 This->resource.allocatedMemory = NULL;
1207 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1209 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1210 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1214 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1215 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1216 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1217 static BOOL warned = FALSE;
1219 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1222 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1226 /* Activate the correct context for the render target */
1227 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1231 /* Primary offscreen render target */
1232 TRACE("Offscreen render target\n");
1233 glDrawBuffer(myDevice->offscreenBuffer);
1234 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1236 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1237 TRACE("Unlocking %#x buffer\n", buffer);
1238 glDrawBuffer(buffer);
1239 checkGLcall("glDrawBuffer");
1241 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1244 switch(wined3d_settings.rendertargetlock_mode) {
1248 flush_to_framebuffer_drawpixels(This);
1253 flush_to_framebuffer_texture(This);
1257 glDrawBuffer(myDevice->offscreenBuffer);
1258 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1259 } else if(swapchain->backBuffer) {
1260 glDrawBuffer(GL_BACK);
1261 checkGLcall("glDrawBuffer(GL_BACK)");
1263 glDrawBuffer(GL_FRONT);
1264 checkGLcall("glDrawBuffer(GL_FRONT)");
1268 This->dirtyRect.left = This->currentDesc.Width;
1269 This->dirtyRect.top = This->currentDesc.Height;
1270 This->dirtyRect.right = 0;
1271 This->dirtyRect.bottom = 0;
1272 This->Flags |= SFLAG_INDRAWABLE;
1273 } else if(iface == myDevice->stencilBufferTarget) {
1274 FIXME("Depth Stencil buffer locking is not implemented\n");
1276 /* The rest should be a normal texture */
1277 IWineD3DBaseTextureImpl *impl;
1278 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1279 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1280 * states need resetting
1282 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1283 if(impl->baseTexture.bindCount) {
1284 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1286 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1291 This->Flags &= ~SFLAG_LOCKED;
1292 memset(&This->lockedRect, 0, sizeof(RECT));
1296 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1297 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1298 WINED3DLOCKED_RECT lock;
1302 TRACE("(%p)->(%p)\n",This,pHDC);
1304 if(This->Flags & SFLAG_USERPTR) {
1305 ERR("Not supported on surfaces with an application-provided surfaces\n");
1306 return WINEDDERR_NODC;
1309 /* Give more detailed info for ddraw */
1310 if (This->Flags & SFLAG_DCINUSE)
1311 return WINEDDERR_DCALREADYCREATED;
1313 /* Can't GetDC if the surface is locked */
1314 if (This->Flags & SFLAG_LOCKED)
1315 return WINED3DERR_INVALIDCALL;
1317 memset(&lock, 0, sizeof(lock)); /* To be sure */
1319 /* Create a DIB section if there isn't a hdc yet */
1321 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1322 if(This->Flags & SFLAG_CLIENT) {
1323 IWineD3DSurface_PreLoad(iface);
1326 /* Use the dib section from now on if we are not using a PBO */
1327 if(!(This->Flags & SFLAG_PBO))
1328 This->resource.allocatedMemory = This->dib.bitmap_data;
1331 /* Lock the surface */
1332 hr = IWineD3DSurface_LockRect(iface,
1337 if(This->Flags & SFLAG_PBO) {
1338 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1339 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1343 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1344 /* keep the dib section */
1348 if(This->resource.format == WINED3DFMT_P8 ||
1349 This->resource.format == WINED3DFMT_A8P8) {
1352 PALETTEENTRY ent[256];
1354 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1355 for (n=0; n<256; n++) {
1356 col[n].rgbRed = ent[n].peRed;
1357 col[n].rgbGreen = ent[n].peGreen;
1358 col[n].rgbBlue = ent[n].peBlue;
1359 col[n].rgbReserved = 0;
1362 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1364 for (n=0; n<256; n++) {
1365 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1366 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1367 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1368 col[n].rgbReserved = 0;
1372 SetDIBColorTable(This->hDC, 0, 256, col);
1376 TRACE("returning %p\n",*pHDC);
1377 This->Flags |= SFLAG_DCINUSE;
1382 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1383 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1385 TRACE("(%p)->(%p)\n",This,hDC);
1387 if (!(This->Flags & SFLAG_DCINUSE))
1388 return WINED3DERR_INVALIDCALL;
1390 if (This->hDC !=hDC) {
1391 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1392 return WINED3DERR_INVALIDCALL;
1395 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1396 /* Copy the contents of the DIB over to the PBO */
1397 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1400 /* we locked first, so unlock now */
1401 IWineD3DSurface_UnlockRect(iface);
1403 This->Flags &= ~SFLAG_DCINUSE;
1408 /* ******************************************************
1409 IWineD3DSurface Internal (No mapping to directx api) parts follow
1410 ****************************************************** */
1412 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) {
1413 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1414 const GlPixelFormatDesc *glDesc;
1415 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1417 /* Default values: From the surface */
1418 *format = glDesc->glFormat;
1419 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1420 *type = glDesc->glType;
1421 *convert = NO_CONVERSION;
1422 *target_bpp = This->bytesPerPixel;
1424 /* Ok, now look if we have to do any conversion */
1425 switch(This->resource.format) {
1430 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1431 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1433 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1435 *internal = GL_RGBA;
1436 *type = GL_UNSIGNED_BYTE;
1438 if(colorkey_active) {
1439 *convert = CONVERT_PALETTED_CK;
1441 *convert = CONVERT_PALETTED;
1447 case WINED3DFMT_R3G3B2:
1448 /* **********************
1449 GL_UNSIGNED_BYTE_3_3_2
1450 ********************** */
1451 if (colorkey_active) {
1452 /* This texture format will never be used.. So do not care about color keying
1453 up until the point in time it will be needed :-) */
1454 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1458 case WINED3DFMT_R5G6B5:
1459 if (colorkey_active) {
1460 *convert = CONVERT_CK_565;
1462 *internal = GL_RGBA;
1463 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1467 case WINED3DFMT_X1R5G5B5:
1468 if (colorkey_active) {
1469 *convert = CONVERT_CK_5551;
1471 *internal = GL_RGBA;
1472 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1476 case WINED3DFMT_R8G8B8:
1477 if (colorkey_active) {
1478 *convert = CONVERT_CK_RGB24;
1480 *internal = GL_RGBA;
1481 *type = GL_UNSIGNED_INT_8_8_8_8;
1486 case WINED3DFMT_X8R8G8B8:
1487 if (colorkey_active) {
1488 *convert = CONVERT_RGB32_888;
1490 *internal = GL_RGBA;
1491 *type = GL_UNSIGNED_INT_8_8_8_8;
1495 case WINED3DFMT_V8U8:
1496 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1497 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1498 *format = GL_DUDV_ATI;
1499 *internal = GL_DU8DV8_ATI;
1501 /* No conversion - Just change the gl type */
1504 *convert = CONVERT_V8U8;
1506 *internal = GL_RGB8;
1507 *type = GL_UNSIGNED_BYTE;
1511 case WINED3DFMT_L6V5U5:
1512 *convert = CONVERT_L6V5U5;
1513 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1515 /* Use format and types from table */
1517 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1520 *internal = GL_RGB5;
1521 *type = GL_UNSIGNED_SHORT_5_6_5;
1525 case WINED3DFMT_X8L8V8U8:
1526 *convert = CONVERT_X8L8V8U8;
1528 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1529 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1530 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1531 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1532 * the needed type and format parameter, so the internal format contains a
1533 * 4th component, which is returned as alpha
1536 /* Not supported by GL_ATI_envmap_bumpmap */
1538 *internal = GL_RGBA8;
1539 *type = GL_UNSIGNED_BYTE;
1543 case WINED3DFMT_Q8W8V8U8:
1544 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1545 *convert = CONVERT_Q8W8V8U8;
1547 *internal = GL_RGBA8;
1548 *type = GL_UNSIGNED_BYTE;
1550 /* Not supported by GL_ATI_envmap_bumpmap */
1553 case WINED3DFMT_V16U16:
1554 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1555 *convert = CONVERT_V16U16;
1557 *internal = GL_RGB16;
1560 /* What should I do here about GL_ATI_envmap_bumpmap?
1561 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1565 case WINED3DFMT_A4L4:
1566 /* A4L4 exists as an internal gl format, but for some reason there is not
1567 * format+type combination to load it. Thus convert it to A8L8, then load it
1568 * with A4L4 internal, but A8L8 format+type
1570 *convert = CONVERT_A4L4;
1571 *format = GL_LUMINANCE_ALPHA;
1572 *internal = GL_LUMINANCE4_ALPHA4;
1573 *type = GL_UNSIGNED_BYTE;
1577 case WINED3DFMT_R32F:
1578 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1579 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1580 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1583 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1585 *convert = CONVERT_R32F;
1587 *internal = GL_RGB32F_ARB;
1592 case WINED3DFMT_R16F:
1593 /* Similar to R32F */
1594 *convert = CONVERT_R16F;
1596 *internal = GL_RGB16F_ARB;
1597 *type = GL_HALF_FLOAT_ARB;
1608 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1609 BYTE *source, *dest;
1610 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1615 memcpy(dst, src, pitch * height);
1618 case CONVERT_PALETTED:
1619 case CONVERT_PALETTED_CK:
1621 IWineD3DPaletteImpl* pal = This->palette;
1627 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1631 /* Still no palette? Use the device's palette */
1632 /* Get the surface's palette */
1633 for (i = 0; i < 256; i++) {
1634 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1636 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1637 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1638 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1639 if ((convert == CONVERT_PALETTED_CK) &&
1640 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1641 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1642 /* We should maybe here put a more 'neutral' color than the standard bright purple
1643 one often used by application to prevent the nice purple borders when bi-linear
1651 TRACE("Using surface palette %p\n", pal);
1652 /* Get the surface's palette */
1653 for (i = 0; i < 256; i++) {
1654 table[i][0] = pal->palents[i].peRed;
1655 table[i][1] = pal->palents[i].peGreen;
1656 table[i][2] = pal->palents[i].peBlue;
1657 if ((convert == CONVERT_PALETTED_CK) &&
1658 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1659 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1660 /* We should maybe here put a more 'neutral' color than the standard bright purple
1661 one often used by application to prevent the nice purple borders when bi-linear
1664 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1665 table[i][3] = pal->palents[i].peFlags;
1672 for (y = 0; y < height; y++)
1674 source = src + pitch * y;
1675 dest = dst + outpitch * y;
1676 /* This is an 1 bpp format, using the width here is fine */
1677 for (x = 0; x < width; x++) {
1678 BYTE color = *source++;
1679 *dest++ = table[color][0];
1680 *dest++ = table[color][1];
1681 *dest++ = table[color][2];
1682 *dest++ = table[color][3];
1688 case CONVERT_CK_565:
1690 /* Converting the 565 format in 5551 packed to emulate color-keying.
1692 Note : in all these conversion, it would be best to average the averaging
1693 pixels to get the color of the pixel that will be color-keyed to
1694 prevent 'color bleeding'. This will be done later on if ever it is
1697 Note2: Nvidia documents say that their driver does not support alpha + color keying
1698 on the same surface and disables color keying in such a case
1704 TRACE("Color keyed 565\n");
1706 for (y = 0; y < height; y++) {
1707 Source = (WORD *) (src + y * pitch);
1708 Dest = (WORD *) (dst + y * outpitch);
1709 for (x = 0; x < width; x++ ) {
1710 WORD color = *Source++;
1711 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1712 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1713 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1722 case CONVERT_CK_5551:
1724 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1728 TRACE("Color keyed 5551\n");
1729 for (y = 0; y < height; y++) {
1730 Source = (WORD *) (src + y * pitch);
1731 Dest = (WORD *) (dst + y * outpitch);
1732 for (x = 0; x < width; x++ ) {
1733 WORD color = *Source++;
1735 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1736 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1740 *Dest &= ~(1 << 15);
1752 unsigned char *Dest;
1753 for(y = 0; y < height; y++) {
1754 Source = (short *) (src + y * pitch);
1755 Dest = (unsigned char *) (dst + y * outpitch);
1756 for (x = 0; x < width; x++ ) {
1757 long color = (*Source++);
1758 /* B */ Dest[0] = 0xff;
1759 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1760 /* R */ Dest[2] = (color) + 128; /* U */
1767 case CONVERT_Q8W8V8U8:
1771 unsigned char *Dest;
1772 for(y = 0; y < height; y++) {
1773 Source = (DWORD *) (src + y * pitch);
1774 Dest = (unsigned char *) (dst + y * outpitch);
1775 for (x = 0; x < width; x++ ) {
1776 long color = (*Source++);
1777 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1778 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1779 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1780 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1787 case CONVERT_L6V5U5:
1791 unsigned char *Dest;
1793 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1794 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1795 * fixed function and shaders without further conversion once the surface is
1798 for(y = 0; y < height; y++) {
1799 Source = (WORD *) (src + y * pitch);
1800 Dest = (unsigned char *) (dst + y * outpitch);
1801 for (x = 0; x < width; x++ ) {
1802 short color = (*Source++);
1803 unsigned char l = ((color >> 10) & 0xfc);
1804 char v = ((color >> 5) & 0x3e);
1805 char u = ((color ) & 0x1f);
1807 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1808 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1809 * shift. GL reads a signed value and converts it into an unsigned value.
1811 /* M */ Dest[2] = l << 1;
1813 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1814 * from 5 bit values to 8 bit values.
1816 /* V */ Dest[1] = v << 3;
1817 /* U */ Dest[0] = u << 3;
1822 FIXME("Add D3DFMT_L6V5U5 emulation using standard unsigned RGB and shaders\n");
1827 case CONVERT_X8L8V8U8:
1831 unsigned char *Dest;
1833 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1834 /* This implementation works with the fixed function pipeline and shaders
1835 * without further modification after converting the surface.
1837 for(y = 0; y < height; y++) {
1838 Source = (DWORD *) (src + y * pitch);
1839 Dest = (unsigned char *) (dst + y * outpitch);
1840 for (x = 0; x < width; x++ ) {
1841 long color = (*Source++);
1842 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1843 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1844 /* U */ Dest[0] = (color & 0xff); /* U */
1845 /* I */ Dest[3] = 255; /* X */
1850 /* Doesn't work correctly with the fixed function pipeline, but can work in
1851 * shaders if the shader is adjusted. (There's no use for this format in gl's
1852 * standard fixed function pipeline anyway).
1854 FIXME("Implement CONVERT_X8L8V8U8 with standard unsigned GL_RGB\n");
1862 unsigned char *Source;
1863 unsigned char *Dest;
1864 for(y = 0; y < height; y++) {
1865 Source = (unsigned char *) (src + y * pitch);
1866 Dest = (unsigned char *) (dst + y * outpitch);
1867 for (x = 0; x < width; x++ ) {
1868 unsigned char color = (*Source++);
1869 /* A */ Dest[1] = (color & 0xf0) << 0;
1870 /* L */ Dest[0] = (color & 0x0f) << 4;
1882 for(y = 0; y < height; y++) {
1883 Source = (float *) (src + y * pitch);
1884 Dest = (float *) (dst + y * outpitch);
1885 for (x = 0; x < width; x++ ) {
1886 float color = (*Source++);
1902 for(y = 0; y < height; y++) {
1903 Source = (WORD *) (src + y * pitch);
1904 Dest = (WORD *) (dst + y * outpitch);
1905 for (x = 0; x < width; x++ ) {
1906 WORD color = (*Source++);
1916 ERR("Unsupported conversation type %d\n", convert);
1921 /* This function is used in case of 8bit paletted textures to upload the palette.
1922 For now it only supports GL_EXT_paletted_texture extension but support for other
1923 extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
1925 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1926 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1927 IWineD3DPaletteImpl* pal = This->palette;
1932 /* Still no palette? Use the device's palette */
1933 /* Get the surface's palette */
1934 for (i = 0; i < 256; i++) {
1935 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1937 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1938 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1939 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1940 if ((convert == CONVERT_PALETTED_CK) &&
1941 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1942 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1943 /* We should maybe here put a more 'neutral' color than the standard bright purple
1944 one often used by application to prevent the nice purple borders when bi-linear
1952 TRACE("Using surface palette %p\n", pal);
1953 /* Get the surface's palette */
1954 for (i = 0; i < 256; i++) {
1955 table[i][0] = pal->palents[i].peRed;
1956 table[i][1] = pal->palents[i].peGreen;
1957 table[i][2] = pal->palents[i].peBlue;
1958 if ((convert == CONVERT_PALETTED_CK) &&
1959 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1960 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1961 /* We should maybe here put a more 'neutral' color than the standard bright purple
1962 one often used by application to prevent the nice purple borders when bi-linear
1965 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1966 table[i][3] = pal->palents[i].peFlags;
1972 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1975 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
1976 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1978 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
1979 /* If a ddraw-style palette is attached assume no d3d9 palette change.
1980 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
1985 if(This->palette9) {
1986 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
1990 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1992 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
1996 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
1997 GLboolean oldwrite[4];
1999 /* Some formats have only some color channels, and the others are 1.0.
2000 * since our rendering renders to all channels, and those pixel formats
2001 * are emulated by using a full texture with the other channels set to 1.0
2002 * manually, clear the unused channels.
2004 * This could be done with hacking colorwriteenable to mask the colors,
2005 * but before drawing the buffer would have to be cleared too, so there's
2008 switch(This->resource.format) {
2009 case WINED3DFMT_R16F:
2010 case WINED3DFMT_R32F:
2011 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2012 /* Do not activate a context, the correct drawable is active already
2013 * though just the read buffer is set, make sure to have the correct draw
2016 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2017 glDisable(GL_SCISSOR_TEST);
2018 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2019 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2020 glClearColor(0.0, 1.0, 1.0, 1.0);
2021 glClear(GL_COLOR_BUFFER_BIT);
2022 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2023 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2024 checkGLcall("Unused channel clear\n");
2031 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2032 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2033 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2034 GLenum format, internal, type;
2035 CONVERT_TYPES convert;
2037 int width, pitch, outpitch;
2040 if (!(This->Flags & SFLAG_INTEXTURE)) {
2041 TRACE("Reloading because surface is dirty\n");
2042 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2043 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2044 /* Reload: vice versa OR */
2045 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2046 /* Also reload: Color key is active AND the color key has changed */
2047 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2048 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2049 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2050 TRACE("Reloading because of color keying\n");
2051 } else if(palette9_changed(This)) {
2052 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2054 TRACE("surface is already in texture\n");
2058 This->Flags |= SFLAG_INTEXTURE;
2060 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2061 * These resources are not bound by device size or format restrictions. Because of this,
2062 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2063 * However, these resources can always be created, locked, and copied.
2065 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2067 FIXME("(%p) Operation not supported for scratch textures\n",This);
2068 return WINED3DERR_INVALIDCALL;
2071 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb_mode);
2073 if (This->Flags & SFLAG_INDRAWABLE) {
2074 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
2075 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
2076 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
2077 This->resource.format == WINED3DFMT_DXT5)
2078 FIXME("Format %d not supported\n", This->resource.format);
2083 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2084 vcheckGLcall("glGetIntegerv");
2085 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2086 vcheckGLcall("glReadBuffer");
2088 if(!(This->Flags & SFLAG_ALLOCATED)) {
2089 surface_allocate_surface(This, internal, This->pow2Width,
2090 This->pow2Height, format, type);
2093 clear_unused_channels(This);
2095 glCopyTexSubImage2D(This->glDescription.target,
2096 This->glDescription.level,
2098 This->currentDesc.Width,
2099 This->currentDesc.Height);
2100 checkGLcall("glCopyTexSubImage2D");
2102 glReadBuffer(prevRead);
2103 vcheckGLcall("glReadBuffer");
2107 TRACE("Updated target %d\n", This->glDescription.target);
2111 /* The only place where LoadTexture() might get called when isInDraw=1
2112 * is ActivateContext where lastActiveRenderTarget is preloaded.
2114 if(iface == device->lastActiveRenderTarget && device->isInDraw)
2115 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
2117 /* Otherwise: System memory copy must be most up to date */
2119 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
2120 This->Flags |= SFLAG_GLCKEY;
2121 This->glCKey = This->SrcBltCKey;
2123 else This->Flags &= ~SFLAG_GLCKEY;
2125 /* The width is in 'length' not in bytes */
2126 width = This->currentDesc.Width;
2127 pitch = IWineD3DSurface_GetPitch(iface);
2129 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
2130 int height = This->currentDesc.Height;
2132 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
2133 outpitch = width * bpp;
2134 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
2136 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
2138 ERR("Out of memory %d, %d!\n", outpitch, height);
2139 return WINED3DERR_OUTOFVIDEOMEMORY;
2141 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
2143 This->Flags |= SFLAG_CONVERTED;
2144 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
2145 d3dfmt_p8_upload_palette(iface, convert);
2146 This->Flags &= ~SFLAG_CONVERTED;
2147 mem = This->resource.allocatedMemory;
2149 This->Flags &= ~SFLAG_CONVERTED;
2150 mem = This->resource.allocatedMemory;
2153 /* Make sure the correct pitch is used */
2154 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
2156 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
2157 TRACE("non power of two support\n");
2158 if(!(This->Flags & SFLAG_ALLOCATED)) {
2159 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
2161 if (mem || (This->Flags & SFLAG_PBO)) {
2162 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
2165 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
2166 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
2168 if(!(This->Flags & SFLAG_ALLOCATED)) {
2169 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
2171 if (mem || (This->Flags & SFLAG_PBO)) {
2172 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
2176 /* Restore the default pitch */
2177 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2179 /* Don't delete PBO memory */
2180 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
2181 HeapFree(GetProcessHeap(), 0, mem);
2185 static unsigned int gen = 0;
2188 if ((gen % 10) == 0) {
2189 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2190 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2193 * debugging crash code
2202 if (!(This->Flags & SFLAG_DONOTFREE)) {
2203 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2204 This->resource.allocatedMemory = NULL;
2205 This->Flags &= ~SFLAG_INSYSMEM;
2213 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2216 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2217 char *allocatedMemory;
2219 IWineD3DSwapChain *swapChain = NULL;
2221 GLuint tmpTexture = 0;
2224 Textures may not be stored in ->allocatedgMemory and a GlTexture
2225 so we should lock the surface before saving a snapshot, or at least check that
2227 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2228 by calling GetTexImage and in compressed form by calling
2229 GetCompressedTexImageARB. Queried compressed images can be saved and
2230 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2231 texture images do not need to be processed by the GL and should
2232 significantly improve texture loading performance relative to uncompressed
2235 /* Setup the width and height to be the internal texture width and height. */
2236 width = This->pow2Width;
2237 height = This->pow2Height;
2238 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2239 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2241 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2242 /* if were not a real texture then read the back buffer into a real texture */
2243 /* we don't want to interfere with the back buffer so read the data into a temporary
2244 * texture and then save the data out of the temporary texture
2248 TRACE("(%p) Reading render target into texture\n", This);
2249 glEnable(GL_TEXTURE_2D);
2251 glGenTextures(1, &tmpTexture);
2252 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2254 glTexImage2D(GL_TEXTURE_2D,
2261 GL_UNSIGNED_INT_8_8_8_8_REV,
2264 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2265 vcheckGLcall("glGetIntegerv");
2266 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2267 vcheckGLcall("glReadBuffer");
2268 glCopyTexImage2D(GL_TEXTURE_2D,
2277 checkGLcall("glCopyTexImage2D");
2278 glReadBuffer(prevRead);
2281 } else { /* bind the real texture, and make sure it up to date */
2282 IWineD3DSurface_PreLoad(iface);
2284 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2286 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2287 glGetTexImage(GL_TEXTURE_2D,
2288 This->glDescription.level,
2290 GL_UNSIGNED_INT_8_8_8_8_REV,
2292 checkGLcall("glTexImage2D");
2294 glBindTexture(GL_TEXTURE_2D, 0);
2295 glDeleteTextures(1, &tmpTexture);
2299 f = fopen(filename, "w+");
2301 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2302 return WINED3DERR_INVALIDCALL;
2304 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2305 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2320 fwrite(&width,2,1,f);
2322 fwrite(&height,2,1,f);
2327 /* 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 */
2329 textureRow = allocatedMemory + (width * (height - 1) *4);
2331 textureRow = allocatedMemory;
2332 for (y = 0 ; y < height; y++) {
2333 for (i = 0; i < width; i++) {
2334 color = *((DWORD*)textureRow);
2335 fputc((color >> 16) & 0xFF, f); /* B */
2336 fputc((color >> 8) & 0xFF, f); /* G */
2337 fputc((color >> 0) & 0xFF, f); /* R */
2338 fputc((color >> 24) & 0xFF, f); /* A */
2341 /* take two rows of the pointer to the texture memory */
2343 (textureRow-= width << 3);
2346 TRACE("Closing file\n");
2350 IWineD3DSwapChain_Release(swapChain);
2352 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2357 * Slightly inefficient way to handle multiple dirty rects but it works :)
2359 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2360 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2361 IWineD3DBaseTexture *baseTexture = NULL;
2362 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2363 surface_download_data(This);
2365 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
2366 if (NULL != pDirtyRect) {
2367 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2368 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2369 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2370 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2372 This->dirtyRect.left = 0;
2373 This->dirtyRect.top = 0;
2374 This->dirtyRect.right = This->currentDesc.Width;
2375 This->dirtyRect.bottom = This->currentDesc.Height;
2377 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2378 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2379 /* if the container is a basetexture then mark it dirty. */
2380 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2381 TRACE("Passing to container\n");
2382 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2383 IWineD3DBaseTexture_Release(baseTexture);
2388 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2389 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2391 const GlPixelFormatDesc *glDesc;
2392 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2394 TRACE("(%p) : Calling base function first\n", This);
2395 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2397 /* Setup some glformat defaults */
2398 This->glDescription.glFormat = glDesc->glFormat;
2399 This->glDescription.glFormatInternal = glDesc->glInternal;
2400 This->glDescription.glType = glDesc->glType;
2402 This->Flags &= ~SFLAG_ALLOCATED;
2403 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2404 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2409 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2410 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2412 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2413 WARN("Surface is locked or the HDC is in use\n");
2414 return WINED3DERR_INVALIDCALL;
2417 if(Mem && Mem != This->resource.allocatedMemory) {
2418 void *release = NULL;
2420 /* Do I have to copy the old surface content? */
2421 if(This->Flags & SFLAG_DIBSECTION) {
2422 /* Release the DC. No need to hold the critical section for the update
2423 * Thread because this thread runs only on front buffers, but this method
2424 * fails for render targets in the check above.
2426 SelectObject(This->hDC, This->dib.holdbitmap);
2427 DeleteDC(This->hDC);
2428 /* Release the DIB section */
2429 DeleteObject(This->dib.DIBsection);
2430 This->dib.bitmap_data = NULL;
2431 This->resource.allocatedMemory = NULL;
2433 This->Flags &= ~SFLAG_DIBSECTION;
2434 } else if(!(This->Flags & SFLAG_USERPTR)) {
2435 release = This->resource.allocatedMemory;
2437 This->resource.allocatedMemory = Mem;
2438 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2440 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2441 This->Flags &= ~(SFLAG_INDRAWABLE | SFLAG_INTEXTURE);
2443 /* For client textures opengl has to be notified */
2444 if(This->Flags & SFLAG_CLIENT) {
2445 This->Flags &= ~SFLAG_ALLOCATED;
2446 IWineD3DSurface_PreLoad(iface);
2447 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2450 /* Now free the old memory if any */
2451 HeapFree(GetProcessHeap(), 0, release);
2452 } else if(This->Flags & SFLAG_USERPTR) {
2453 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2454 This->resource.allocatedMemory = NULL;
2455 This->Flags &= ~SFLAG_USERPTR;
2457 if(This->Flags & SFLAG_CLIENT) {
2458 This->Flags &= ~SFLAG_ALLOCATED;
2459 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2460 IWineD3DSurface_PreLoad(iface);
2466 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2467 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2468 IWineD3DSwapChainImpl *swapchain = NULL;
2470 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2472 /* Flipping is only supported on RenderTargets */
2473 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2476 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2477 * FIXME("(%p) Target override is not supported by now\n", This);
2478 * Additionally, it isn't really possible to support triple-buffering
2479 * properly on opengl at all
2483 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2485 ERR("Flipped surface is not on a swapchain\n");
2486 return WINEDDERR_NOTFLIPPABLE;
2489 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2490 * and only d3d8 and d3d9 apps specify the presentation interval
2492 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2493 /* Most common case first to avoid wasting time on all the other cases */
2494 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2495 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2496 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2497 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2498 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2499 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2500 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2502 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2505 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2506 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2507 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2511 /* Does a direct frame buffer -> texture copy. Stretching is done
2512 * with single pixel copy calls
2514 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2515 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2518 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2521 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2523 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2525 /* Bind the target texture */
2526 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2527 checkGLcall("glBindTexture");
2529 glReadBuffer(myDevice->offscreenBuffer);
2531 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2532 glReadBuffer(buffer);
2534 checkGLcall("glReadBuffer");
2536 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2537 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2539 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2540 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2542 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2543 ERR("Texture filtering not supported in direct blit\n");
2545 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2546 ERR("Texture filtering not supported in direct blit\n");
2550 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2551 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2552 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2554 glCopyTexSubImage2D(This->glDescription.target,
2555 This->glDescription.level,
2556 drect->x1, drect->y1, /* xoffset, yoffset */
2557 srect->x1, Src->currentDesc.Height - srect->y2,
2558 drect->x2 - drect->x1, drect->y2 - drect->y1);
2560 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2561 /* I have to process this row by row to swap the image,
2562 * otherwise it would be upside down, so stretching in y direction
2563 * doesn't cost extra time
2565 * However, stretching in x direction can be avoided if not necessary
2567 for(row = drect->y1; row < drect->y2; row++) {
2568 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2569 /* Well, that stuff works, but it's very slow.
2570 * find a better way instead
2574 for(col = drect->x1; col < drect->x2; col++) {
2575 glCopyTexSubImage2D(This->glDescription.target,
2576 This->glDescription.level,
2577 drect->x1 + col, row, /* xoffset, yoffset */
2578 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2582 glCopyTexSubImage2D(This->glDescription.target,
2583 This->glDescription.level,
2584 drect->x1, row, /* xoffset, yoffset */
2585 srect->x1, yoffset - (int) (row * yrel),
2586 drect->x2-drect->x1, 1);
2591 vcheckGLcall("glCopyTexSubImage2D");
2595 /* Uses the hardware to stretch and flip the image */
2596 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2597 GLuint src, backup = 0;
2598 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2599 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2600 float left, right, top, bottom; /* Texture coordinates */
2601 UINT fbwidth = Src->currentDesc.Width;
2602 UINT fbheight = Src->currentDesc.Height;
2603 GLenum drawBuffer = GL_BACK;
2605 TRACE("Using hwstretch blit\n");
2606 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2607 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2609 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2611 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2612 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2614 if(GL_LIMITS(aux_buffers) >= 2) {
2615 /* Got more than one aux buffer? Use the 2nd aux buffer */
2616 drawBuffer = GL_AUX1;
2617 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2618 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2619 drawBuffer = GL_AUX0;
2622 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2623 glGenTextures(1, &backup);
2624 checkGLcall("glGenTextures\n");
2625 glBindTexture(GL_TEXTURE_2D, backup);
2626 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2628 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2629 * we are reading from the back buffer, the backup can be used as source texture
2631 if(Src->glDescription.textureName == 0) {
2632 /* Get it a description */
2633 IWineD3DSurface_PreLoad(SrcSurface);
2635 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2636 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2638 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2639 Src->Flags &= ~SFLAG_INTEXTURE;
2642 glReadBuffer(GL_BACK);
2643 checkGLcall("glReadBuffer(GL_BACK)");
2645 /* TODO: Only back up the part that will be overwritten */
2646 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2647 0, 0 /* read offsets */,
2652 checkGLcall("glCopyTexSubImage2D");
2654 /* No issue with overriding these - the sampler is dirty due to blit usage */
2655 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2656 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2657 checkGLcall("glTexParameteri");
2658 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2659 minMipLookup[Filter][WINED3DTEXF_NONE]);
2660 checkGLcall("glTexParameteri");
2662 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2663 src = backup ? backup : Src->glDescription.textureName;
2665 glReadBuffer(GL_FRONT);
2666 checkGLcall("glReadBuffer(GL_FRONT)");
2668 glGenTextures(1, &src);
2669 checkGLcall("glGenTextures(1, &src)");
2670 glBindTexture(GL_TEXTURE_2D, src);
2671 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2673 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2674 * out for power of 2 sizes
2676 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2677 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2678 checkGLcall("glTexImage2D");
2679 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2680 0, 0 /* read offsets */,
2685 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2686 checkGLcall("glTexParameteri");
2687 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2688 checkGLcall("glTexParameteri");
2690 glReadBuffer(GL_BACK);
2691 checkGLcall("glReadBuffer(GL_BACK)");
2693 checkGLcall("glEnd and previous");
2695 left = (float) srect->x1 / (float) Src->pow2Width;
2696 right = (float) srect->x2 / (float) Src->pow2Width;
2699 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2700 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2702 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2703 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2706 /* draw the source texture stretched and upside down. The correct surface is bound already */
2707 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2708 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2710 glDrawBuffer(drawBuffer);
2711 glReadBuffer(drawBuffer);
2715 glTexCoord2f(left, bottom);
2716 glVertex2i(0, fbheight);
2719 glTexCoord2f(left, top);
2720 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2723 glTexCoord2f(right, top);
2724 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2727 glTexCoord2f(right, bottom);
2728 glVertex2i(drect->x2 - drect->x1, fbheight);
2730 checkGLcall("glEnd and previous");
2732 /* Now read the stretched and upside down image into the destination texture */
2733 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2734 checkGLcall("glBindTexture");
2735 glCopyTexSubImage2D(This->glDescription.target,
2737 drect->x1, drect->y1, /* xoffset, yoffset */
2738 0, 0, /* We blitted the image to the origin */
2739 drect->x2 - drect->x1, drect->y2 - drect->y1);
2740 checkGLcall("glCopyTexSubImage2D");
2742 /* Write the back buffer backup back */
2743 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2744 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2746 if(drawBuffer == GL_BACK) {
2749 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2753 glTexCoord2f(0.0, 0.0);
2754 glVertex2i(0, fbheight);
2757 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2758 glVertex2i(fbwidth, Src->currentDesc.Height);
2761 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2762 glVertex2i(fbwidth, 0);
2765 /* Restore the old draw buffer */
2766 glDrawBuffer(GL_BACK);
2770 if(src != Src->glDescription.textureName && src != backup) {
2771 glDeleteTextures(1, &src);
2772 checkGLcall("glDeleteTextures(1, &src)");
2775 glDeleteTextures(1, &backup);
2776 checkGLcall("glDeleteTextures(1, &backup)");
2781 /* Not called from the VTable */
2782 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2784 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2785 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2786 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2788 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2790 /* Get the swapchain. One of the surfaces has to be a primary surface */
2791 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2792 WARN("Destination is in sysmem, rejecting gl blt\n");
2793 return WINED3DERR_INVALIDCALL;
2795 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2796 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2798 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2799 WARN("Src is in sysmem, rejecting gl blt\n");
2800 return WINED3DERR_INVALIDCALL;
2802 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2803 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2806 /* Early sort out of cases where no render target is used */
2807 if(!dstSwapchain && !srcSwapchain &&
2808 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2809 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2810 return WINED3DERR_INVALIDCALL;
2813 /* No destination color keying supported */
2814 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2815 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2816 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2817 return WINED3DERR_INVALIDCALL;
2821 rect.x1 = DestRect->left;
2822 rect.y1 = DestRect->top;
2823 rect.x2 = DestRect->right;
2824 rect.y2 = DestRect->bottom;
2828 rect.x2 = This->currentDesc.Width;
2829 rect.y2 = This->currentDesc.Height;
2832 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2833 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2834 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2835 /* Half-life does a Blt from the back buffer to the front buffer,
2836 * Full surface size, no flags... Use present instead
2838 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2841 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2845 TRACE("Looking if a Present can be done...\n");
2846 /* Source Rectangle must be full surface */
2848 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2849 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2850 TRACE("No, Source rectangle doesn't match\n");
2856 mySrcRect.right = Src->currentDesc.Width;
2857 mySrcRect.bottom = Src->currentDesc.Height;
2859 /* No stretching may occur */
2860 if(mySrcRect.right != rect.x2 - rect.x1 ||
2861 mySrcRect.bottom != rect.y2 - rect.y1) {
2862 TRACE("No, stretching is done\n");
2866 /* Destination must be full surface or match the clipping rectangle */
2867 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2871 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2876 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2879 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2880 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2882 TRACE("No, dest rectangle doesn't match(clipper)\n");
2883 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2884 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2890 if(rect.x1 != 0 || rect.y1 != 0 ||
2891 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2892 TRACE("No, dest rectangle doesn't match(surface size)\n");
2899 /* These flags are unimportant for the flag check, remove them */
2900 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2901 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2903 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2904 * take very long, while a flip is fast.
2905 * This applies to Half-Life, which does such Blts every time it finished
2906 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2907 * menu. This is also used by all apps when they do windowed rendering
2909 * The problem is that flipping is not really the same as copying. After a
2910 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2911 * untouched. Therefore it's necessary to override the swap effect
2912 * and to set it back after the flip.
2914 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2918 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2919 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2921 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2922 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2924 dstSwapchain->presentParms.SwapEffect = orig_swap;
2931 TRACE("Unsupported blit between buffers on the same swapchain\n");
2932 return WINED3DERR_INVALIDCALL;
2933 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2934 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2935 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2936 return WINED3DERR_INVALIDCALL;
2939 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2940 /* Blit from render target to texture */
2942 BOOL upsideDown, stretchx;
2944 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2945 TRACE("Color keying not supported by frame buffer to texture blit\n");
2946 return WINED3DERR_INVALIDCALL;
2947 /* Destination color key is checked above */
2950 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2951 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2954 if(SrcRect->top < SrcRect->bottom) {
2955 srect.y1 = SrcRect->top;
2956 srect.y2 = SrcRect->bottom;
2959 srect.y1 = SrcRect->bottom;
2960 srect.y2 = SrcRect->top;
2963 srect.x1 = SrcRect->left;
2964 srect.x2 = SrcRect->right;
2968 srect.x2 = Src->currentDesc.Width;
2969 srect.y2 = Src->currentDesc.Height;
2972 if(rect.x1 > rect.x2) {
2976 upsideDown = !upsideDown;
2979 TRACE("Reading from an offscreen target\n");
2980 upsideDown = !upsideDown;
2983 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2989 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2990 * flip the image nor scale it.
2992 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
2993 * -> If the app wants a image width an unscaled width, copy it line per line
2994 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
2995 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
2996 * back buffer. This is slower than reading line per line, thus not used for flipping
2997 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3000 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3001 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3004 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3005 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3006 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3007 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3008 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3009 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3010 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3012 TRACE("Using hardware stretching to flip / stretch the texture\n");
3013 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3016 if(!(This->Flags & SFLAG_DONOTFREE)) {
3017 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
3018 This->resource.allocatedMemory = NULL;
3020 This->Flags &= ~SFLAG_INSYSMEM;
3022 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3023 * path is never entered
3025 This->Flags |= SFLAG_INTEXTURE;
3029 /* Blit from offscreen surface to render target */
3030 float glTexCoord[4];
3031 DWORD oldCKeyFlags = Src->CKeyFlags;
3032 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3033 RECT SourceRectangle;
3035 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3038 SourceRectangle.left = SrcRect->left;
3039 SourceRectangle.right = SrcRect->right;
3040 SourceRectangle.top = SrcRect->top;
3041 SourceRectangle.bottom = SrcRect->bottom;
3043 SourceRectangle.left = 0;
3044 SourceRectangle.right = Src->currentDesc.Width;
3045 SourceRectangle.top = 0;
3046 SourceRectangle.bottom = Src->currentDesc.Height;
3049 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3050 /* Fall back to software */
3051 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3052 SourceRectangle.left, SourceRectangle.top,
3053 SourceRectangle.right, SourceRectangle.bottom);
3054 return WINED3DERR_INVALIDCALL;
3057 /* Color keying: Check if we have to do a color keyed blt,
3058 * and if not check if a color key is activated.
3060 * Just modify the color keying parameters in the surface and restore them afterwards
3061 * The surface keeps track of the color key last used to load the opengl surface.
3062 * PreLoad will catch the change to the flags and color key and reload if necessary.
3064 if(Flags & WINEDDBLT_KEYSRC) {
3065 /* Use color key from surface */
3066 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3067 /* Use color key from DDBltFx */
3068 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3069 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3071 /* Do not use color key */
3072 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3075 /* Now load the surface */
3076 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3079 /* Activate the destination context, set it up for blitting */
3080 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3084 TRACE("Drawing to offscreen buffer\n");
3085 glDrawBuffer(myDevice->offscreenBuffer);
3086 checkGLcall("glDrawBuffer");
3088 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3089 TRACE("Drawing to %#x buffer\n", buffer);
3090 glDrawBuffer(buffer);
3091 checkGLcall("glDrawBuffer");
3094 /* Bind the texture */
3095 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
3096 checkGLcall("glBindTexture");
3098 /* Filtering for StretchRect */
3099 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
3100 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3101 checkGLcall("glTexParameteri");
3102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
3103 minMipLookup[Filter][WINED3DTEXF_NONE]);
3104 checkGLcall("glTexParameteri");
3105 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3106 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3107 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3108 checkGLcall("glTexEnvi");
3110 /* This is for color keying */
3111 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3112 glEnable(GL_ALPHA_TEST);
3113 checkGLcall("glEnable GL_ALPHA_TEST");
3114 glAlphaFunc(GL_NOTEQUAL, 0.0);
3115 checkGLcall("glAlphaFunc\n");
3117 glDisable(GL_ALPHA_TEST);
3118 checkGLcall("glDisable GL_ALPHA_TEST");
3121 /* Draw a textured quad
3125 glColor3d(1.0f, 1.0f, 1.0f);
3126 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3131 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3132 glVertex3f(rect.x1, rect.y2, 0.0);
3134 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3139 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3144 checkGLcall("glEnd");
3146 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3147 glDisable(GL_ALPHA_TEST);
3148 checkGLcall("glDisable(GL_ALPHA_TEST)");
3151 /* Unbind the texture */
3152 glBindTexture(GL_TEXTURE_2D, 0);
3153 checkGLcall("glEnable glBindTexture");
3155 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3156 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3158 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3159 glDrawBuffer(GL_BACK);
3160 checkGLcall("glDrawBuffer");
3162 /* Restore the color key parameters */
3163 Src->CKeyFlags = oldCKeyFlags;
3164 This->SrcBltCKey = oldBltCKey;
3168 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3169 This->Flags &= ~SFLAG_INSYSMEM;
3170 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3173 if(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
3174 This->Flags |= SFLAG_INDRAWABLE;
3175 This->Flags &= ~SFLAG_INTEXTURE;
3177 This->Flags |= SFLAG_INTEXTURE;
3182 /* Source-Less Blit to render target */
3183 if (Flags & WINEDDBLT_COLORFILL) {
3184 /* This is easy to handle for the D3D Device... */
3187 TRACE("Colorfill\n");
3189 /* The color as given in the Blt function is in the format of the frame-buffer...
3190 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3192 if (This->resource.format == WINED3DFMT_P8) {
3193 if (This->palette) {
3194 color = ((0xFF000000) |
3195 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3196 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3197 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3202 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3203 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3206 color = ((0xFF000000) |
3207 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3208 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3209 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3212 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3213 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3214 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3216 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3217 color = DDBltFx->u5.dwFillColor;
3220 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3221 return WINED3DERR_INVALIDCALL;
3224 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3225 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3226 glDrawBuffer(GL_BACK);
3227 checkGLcall("glDrawBuffer(GL_BACK)");
3228 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3229 glDrawBuffer(GL_FRONT);
3230 checkGLcall("glDrawBuffer(GL_FRONT)");
3231 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3232 glDrawBuffer(myDevice->offscreenBuffer);
3233 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3235 TRACE("Surface is higher back buffer, falling back to software\n");
3236 return WINED3DERR_INVALIDCALL;
3239 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3241 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3242 1 /* Number of rectangles */,
3244 WINED3DCLEAR_TARGET,
3249 /* Restore the original draw buffer */
3251 glDrawBuffer(myDevice->offscreenBuffer);
3252 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3253 glDrawBuffer(GL_BACK);
3255 vcheckGLcall("glDrawBuffer");
3261 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3262 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3263 return WINED3DERR_INVALIDCALL;
3266 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3268 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3271 if (Flags & WINEDDBLT_DEPTHFILL) {
3272 switch(This->resource.format) {
3273 case WINED3DFMT_D16:
3274 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3276 case WINED3DFMT_D15S1:
3277 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3279 case WINED3DFMT_D24S8:
3280 case WINED3DFMT_D24X8:
3281 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3283 case WINED3DFMT_D32:
3284 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3288 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3291 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3292 DestRect == NULL ? 0 : 1,
3293 (WINED3DRECT *) DestRect,
3294 WINED3DCLEAR_ZBUFFER,
3300 FIXME("(%p): Unsupp depthstencil blit\n", This);
3301 return WINED3DERR_INVALIDCALL;
3304 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3305 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3306 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3307 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3308 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3309 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3311 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3312 * except depth blits, which seem to work
3314 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3315 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3316 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3317 return WINED3DERR_INVALIDCALL;
3318 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3319 TRACE("Z Blit override handled the blit\n");
3324 /* Special cases for RenderTargets */
3325 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3326 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3327 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3330 /* For the rest call the X11 surface implementation.
3331 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3332 * other Blts are rather rare
3334 return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3337 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3338 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3339 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3340 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3341 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3343 if(myDevice->inScene &&
3344 (iface == myDevice->stencilBufferTarget ||
3345 (Source && Source == myDevice->stencilBufferTarget))) {
3346 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3347 return WINED3DERR_INVALIDCALL;
3350 /* Special cases for RenderTargets */
3351 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3352 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3354 RECT SrcRect, DstRect;
3358 SrcRect.left = rsrc->left;
3359 SrcRect.top= rsrc->top;
3360 SrcRect.bottom = rsrc->bottom;
3361 SrcRect.right = rsrc->right;
3365 SrcRect.right = srcImpl->currentDesc.Width;
3366 SrcRect.bottom = srcImpl->currentDesc.Height;
3369 DstRect.left = dstx;
3371 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3372 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3374 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3375 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3376 Flags |= WINEDDBLT_KEYSRC;
3377 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3378 Flags |= WINEDDBLT_KEYDEST;
3379 if(trans & WINEDDBLTFAST_WAIT)
3380 Flags |= WINEDDBLT_WAIT;
3381 if(trans & WINEDDBLTFAST_DONOTWAIT)
3382 Flags |= WINEDDBLT_DONOTWAIT;
3384 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3388 return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3391 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3392 /** Check against the maximum texture sizes supported by the video card **/
3393 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3394 unsigned int pow2Width, pow2Height;
3395 const GlPixelFormatDesc *glDesc;
3397 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3398 /* Setup some glformat defaults */
3399 This->glDescription.glFormat = glDesc->glFormat;
3400 This->glDescription.glFormatInternal = glDesc->glInternal;
3401 This->glDescription.glType = glDesc->glType;
3403 This->glDescription.textureName = 0;
3404 This->glDescription.target = GL_TEXTURE_2D;
3406 /* Non-power2 support */
3407 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3408 pow2Width = This->currentDesc.Width;
3409 pow2Height = This->currentDesc.Height;
3411 /* Find the nearest pow2 match */
3412 pow2Width = pow2Height = 1;
3413 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3414 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3416 This->pow2Width = pow2Width;
3417 This->pow2Height = pow2Height;
3419 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3420 WINED3DFORMAT Format = This->resource.format;
3421 /** TODO: add support for non power two compressed textures **/
3422 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3423 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3424 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3425 This, This->currentDesc.Width, This->currentDesc.Height);
3426 return WINED3DERR_NOTAVAILABLE;
3430 if(pow2Width != This->currentDesc.Width ||
3431 pow2Height != This->currentDesc.Height) {
3432 This->Flags |= SFLAG_NONPOW2;
3435 TRACE("%p\n", This);
3436 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3437 /* one of three options
3438 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)
3439 2: Set the texture to the maximum size (bad idea)
3440 3: WARN and return WINED3DERR_NOTAVAILABLE;
3441 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.
3443 WARN("(%p) Creating an oversized surface\n", This);
3444 This->Flags |= SFLAG_OVERSIZE;
3446 /* This will be initialized on the first blt */
3447 This->glRect.left = 0;
3448 This->glRect.top = 0;
3449 This->glRect.right = 0;
3450 This->glRect.bottom = 0;
3452 /* No oversize, gl rect is the full texture size */
3453 This->Flags &= ~SFLAG_OVERSIZE;
3454 This->glRect.left = 0;
3455 This->glRect.top = 0;
3456 This->glRect.right = This->pow2Width;
3457 This->glRect.bottom = This->pow2Height;
3460 if(This->resource.allocatedMemory == NULL) {
3461 /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
3462 * gl does not, so we need to upload zeroes to init the gl texture.
3464 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3466 This->Flags |= SFLAG_INSYSMEM;
3471 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3474 IWineD3DBaseSurfaceImpl_QueryInterface,
3475 IWineD3DBaseSurfaceImpl_AddRef,
3476 IWineD3DSurfaceImpl_Release,
3477 /* IWineD3DResource */
3478 IWineD3DBaseSurfaceImpl_GetParent,
3479 IWineD3DBaseSurfaceImpl_GetDevice,
3480 IWineD3DBaseSurfaceImpl_SetPrivateData,
3481 IWineD3DBaseSurfaceImpl_GetPrivateData,
3482 IWineD3DBaseSurfaceImpl_FreePrivateData,
3483 IWineD3DBaseSurfaceImpl_SetPriority,
3484 IWineD3DBaseSurfaceImpl_GetPriority,
3485 IWineD3DSurfaceImpl_PreLoad,
3486 IWineD3DBaseSurfaceImpl_GetType,
3487 /* IWineD3DSurface */
3488 IWineD3DBaseSurfaceImpl_GetContainer,
3489 IWineD3DBaseSurfaceImpl_GetDesc,
3490 IWineD3DSurfaceImpl_LockRect,
3491 IWineD3DSurfaceImpl_UnlockRect,
3492 IWineD3DSurfaceImpl_GetDC,
3493 IWineD3DSurfaceImpl_ReleaseDC,
3494 IWineD3DSurfaceImpl_Flip,
3495 IWineD3DSurfaceImpl_Blt,
3496 IWineD3DBaseSurfaceImpl_GetBltStatus,
3497 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3498 IWineD3DBaseSurfaceImpl_IsLost,
3499 IWineD3DBaseSurfaceImpl_Restore,
3500 IWineD3DSurfaceImpl_BltFast,
3501 IWineD3DBaseSurfaceImpl_GetPalette,
3502 IWineD3DBaseSurfaceImpl_SetPalette,
3503 IWineD3DBaseSurfaceImpl_RealizePalette,
3504 IWineD3DBaseSurfaceImpl_SetColorKey,
3505 IWineD3DBaseSurfaceImpl_GetPitch,
3506 IWineD3DSurfaceImpl_SetMem,
3507 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3508 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3509 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3510 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3511 IWineD3DBaseSurfaceImpl_SetClipper,
3512 IWineD3DBaseSurfaceImpl_GetClipper,
3514 IWineD3DSurfaceImpl_AddDirtyRect,
3515 IWineD3DSurfaceImpl_LoadTexture,
3516 IWineD3DSurfaceImpl_SaveSnapshot,
3517 IWineD3DBaseSurfaceImpl_SetContainer,
3518 IWineD3DSurfaceImpl_SetGlTextureDesc,
3519 IWineD3DSurfaceImpl_GetGlDesc,
3520 IWineD3DSurfaceImpl_GetData,
3521 IWineD3DSurfaceImpl_SetFormat,
3522 IWineD3DSurfaceImpl_PrivateSetup