2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
45 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
46 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
47 * gl states. The current texture unit should always be a valid one.
49 * TODO: Track the current active texture per GL context instead of using glGet
51 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
54 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
56 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
61 if (active_sampler != -1) {
62 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
64 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
67 /* This function checks if the primary render target uses the 8bit paletted format. */
68 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
70 if (device->render_targets && device->render_targets[0]) {
71 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
72 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
78 /* This call just downloads data, the caller is responsible for activating the
79 * right context and binding the correct texture. */
80 static void surface_download_data(IWineD3DSurfaceImpl *This) {
81 if (0 == This->glDescription.textureName) {
82 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
86 /* Only support read back of converted P8 surfaces */
87 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
88 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
94 if (This->resource.format == WINED3DFMT_DXT1 ||
95 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
96 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
97 This->resource.format == WINED3DFMT_ATI2N) {
98 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
99 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
101 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
102 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
104 if(This->Flags & SFLAG_PBO) {
105 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
106 checkGLcall("glBindBufferARB");
107 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
108 checkGLcall("glGetCompressedTexImageARB()");
109 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
110 checkGLcall("glBindBufferARB");
112 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
113 checkGLcall("glGetCompressedTexImageARB()");
119 GLenum format = This->glDescription.glFormat;
120 GLenum type = This->glDescription.glType;
124 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
125 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
127 type = GL_UNSIGNED_BYTE;
130 if (This->Flags & SFLAG_NONPOW2) {
131 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
132 src_pitch = This->bytesPerPixel * This->pow2Width;
133 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
134 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
135 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
137 mem = This->resource.allocatedMemory;
140 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
143 if(This->Flags & SFLAG_PBO) {
144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
145 checkGLcall("glBindBufferARB");
147 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
149 checkGLcall("glGetTexImage()");
151 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
152 checkGLcall("glBindBufferARB");
154 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
156 checkGLcall("glGetTexImage()");
160 if (This->Flags & SFLAG_NONPOW2) {
161 LPBYTE src_data, dst_data;
164 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
165 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
166 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
168 * We're doing this...
170 * instead of boxing the texture :
171 * |<-texture width ->| -->pow2width| /\
172 * |111111111111111111| | |
173 * |222 Texture 222222| boxed empty | texture height
174 * |3333 Data 33333333| | |
175 * |444444444444444444| | \/
176 * ----------------------------------- |
177 * | boxed empty | boxed empty | pow2height
179 * -----------------------------------
182 * we're repacking the data to the expected texture width
184 * |<-texture width ->| -->pow2width| /\
185 * |111111111111111111222222222222222| |
186 * |222333333333333333333444444444444| texture height
190 * | empty | pow2height
192 * -----------------------------------
196 * |<-texture width ->| /\
197 * |111111111111111111|
198 * |222222222222222222|texture height
199 * |333333333333333333|
200 * |444444444444444444| \/
201 * --------------------
203 * this also means that any references to allocatedMemory should work with the data as if were a
204 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
206 * internally the texture is still stored in a boxed format so any references to textureName will
207 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
209 * Performance should not be an issue, because applications normally do not lock the surfaces when
210 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
211 * and doesn't have to be re-read.
214 dst_data = This->resource.allocatedMemory;
215 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
216 for (y = 1 ; y < This->currentDesc.Height; y++) {
217 /* skip the first row */
218 src_data += src_pitch;
219 dst_data += dst_pitch;
220 memcpy(dst_data, src_data, dst_pitch);
223 HeapFree(GetProcessHeap(), 0, mem);
227 /* Surface has now been downloaded */
228 This->Flags |= SFLAG_INSYSMEM;
231 /* This call just uploads data, the caller is responsible for activating the
232 * right context and binding the correct texture. */
233 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
235 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
237 if (This->resource.format == WINED3DFMT_DXT1 ||
238 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
239 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
240 This->resource.format == WINED3DFMT_ATI2N) {
241 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
242 FIXME("Using DXT1/3/5 without advertized support\n");
244 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
245 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
246 * function uses glCompressedTexImage2D instead of the SubImage call
248 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
251 if(This->Flags & SFLAG_PBO) {
252 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
253 checkGLcall("glBindBufferARB");
254 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
256 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
257 width, height, 0 /* border */, This->resource.size, NULL));
258 checkGLcall("glCompressedTexSubImage2D");
260 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
261 checkGLcall("glBindBufferARB");
263 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
264 width, height, 0 /* border */, This->resource.size, data));
265 checkGLcall("glCompressedTexSubImage2D");
270 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
273 if(This->Flags & SFLAG_PBO) {
274 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
275 checkGLcall("glBindBufferARB");
276 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
278 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
279 checkGLcall("glTexSubImage2D");
281 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
282 checkGLcall("glBindBufferARB");
285 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
286 checkGLcall("glTexSubImage2D");
293 /* This call just allocates the texture, the caller is responsible for
294 * activating the right context and binding the correct texture. */
295 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
296 BOOL enable_client_storage = FALSE;
299 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
301 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,
302 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
304 if (This->resource.format == WINED3DFMT_DXT1 ||
305 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
306 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
307 This->resource.format == WINED3DFMT_ATI2N) {
308 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
309 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
311 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
312 * once, unfortunately
314 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
315 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
316 This->Flags |= SFLAG_CLIENT;
317 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
319 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
320 width, height, 0 /* border */, This->resource.size, mem));
329 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
330 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
331 /* In some cases we want to disable client storage.
332 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
333 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
334 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
335 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
336 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
338 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
339 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
340 This->Flags &= ~SFLAG_CLIENT;
341 enable_client_storage = TRUE;
343 This->Flags |= SFLAG_CLIENT;
345 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
346 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
348 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
351 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
352 checkGLcall("glTexImage2D");
354 if(enable_client_storage) {
355 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
356 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
360 This->Flags |= SFLAG_ALLOCATED;
363 /* In D3D the depth stencil dimensions have to be greater than or equal to the
364 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
365 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
366 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
367 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
368 renderbuffer_entry_t *entry;
369 GLuint renderbuffer = 0;
370 unsigned int src_width, src_height;
372 src_width = This->pow2Width;
373 src_height = This->pow2Height;
375 /* A depth stencil smaller than the render target is not valid */
376 if (width > src_width || height > src_height) return;
378 /* Remove any renderbuffer set if the sizes match */
379 if (width == src_width && height == src_height) {
380 This->current_renderbuffer = NULL;
384 /* Look if we've already got a renderbuffer of the correct dimensions */
385 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
386 if (entry->width == width && entry->height == height) {
387 renderbuffer = entry->id;
388 This->current_renderbuffer = entry;
394 const GlPixelFormatDesc *glDesc;
395 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
397 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
398 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
399 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
401 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
402 entry->width = width;
403 entry->height = height;
404 entry->id = renderbuffer;
405 list_add_head(&This->renderbuffers, &entry->entry);
407 This->current_renderbuffer = entry;
410 checkGLcall("set_compatible_renderbuffer");
413 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
414 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
415 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
417 TRACE("(%p) : swapchain %p\n", This, swapchain);
419 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
420 TRACE("Returning GL_BACK\n");
422 } else if (swapchain_impl->frontBuffer == iface) {
423 TRACE("Returning GL_FRONT\n");
427 FIXME("Higher back buffer, returning GL_BACK\n");
431 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
432 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
433 ULONG ref = InterlockedDecrement(&This->resource.ref);
434 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
436 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
437 renderbuffer_entry_t *entry, *entry2;
438 TRACE("(%p) : cleaning up\n", This);
440 /* Need a context to destroy the texture. Use the currently active render target, but only if
441 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
442 * When destroying the primary rt, Uninit3D will activate a context before doing anything
444 if(device->render_targets && device->render_targets[0]) {
445 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
449 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
450 TRACE("Deleting texture %d\n", This->glDescription.textureName);
451 glDeleteTextures(1, &This->glDescription.textureName);
454 if(This->Flags & SFLAG_PBO) {
456 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
459 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
460 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
461 HeapFree(GetProcessHeap(), 0, entry);
465 if(This->Flags & SFLAG_DIBSECTION) {
467 SelectObject(This->hDC, This->dib.holdbitmap);
469 /* Release the DIB section */
470 DeleteObject(This->dib.DIBsection);
471 This->dib.bitmap_data = NULL;
472 This->resource.allocatedMemory = NULL;
474 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
476 HeapFree(GetProcessHeap(), 0, This->palette9);
478 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
480 if(This->overlay_dest) {
481 list_remove(&This->overlay_entry);
484 TRACE("(%p) Released\n", This);
485 HeapFree(GetProcessHeap(), 0, This);
491 /* ****************************************************
492 IWineD3DSurface IWineD3DResource parts follow
493 **************************************************** */
495 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
496 /* TODO: check for locks */
497 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
498 IWineD3DBaseTexture *baseTexture = NULL;
499 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
501 TRACE("(%p)Checking to see if the container is a base texture\n", This);
502 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
503 TRACE("Passing to container\n");
504 IWineD3DBaseTexture_PreLoad(baseTexture);
505 IWineD3DBaseTexture_Release(baseTexture);
507 TRACE("(%p) : About to load surface\n", This);
509 if(!device->isInDraw) {
510 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
513 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
514 if(palette9_changed(This)) {
515 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
516 /* TODO: This is not necessarily needed with hw palettized texture support */
517 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
518 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
519 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
523 IWineD3DSurface_LoadTexture(iface, FALSE);
525 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
526 /* Tell opengl to try and keep this texture in video ram (well mostly) */
530 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
537 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
538 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
539 This->resource.allocatedMemory =
540 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
543 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
544 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
545 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
546 checkGLcall("glGetBufferSubData");
547 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
548 checkGLcall("glDeleteBuffers");
552 This->Flags &= ~SFLAG_PBO;
555 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
556 IWineD3DBaseTexture *texture = NULL;
557 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
558 renderbuffer_entry_t *entry, *entry2;
559 TRACE("(%p)\n", iface);
561 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
562 /* Default pool resources are supposed to be destroyed before Reset is called.
563 * Implicit resources stay however. So this means we have an implicit render target
564 * or depth stencil. The content may be destroyed, but we still have to tear down
565 * opengl resources, so we cannot leave early.
567 * Put the most up to date surface location into the drawable. D3D-wise this content
568 * is undefined, so it would be nowhere, but that would make the location management
569 * more complicated. The drawable is a sane location, because if we mark sysmem or
570 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
571 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
574 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
575 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
577 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
580 /* Load the surface into system memory */
581 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
582 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
584 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
585 This->Flags &= ~SFLAG_ALLOCATED;
587 /* Destroy PBOs, but load them into real sysmem before */
588 if(This->Flags & SFLAG_PBO) {
589 surface_remove_pbo(This);
592 /* Destroy fbo render buffers. This is needed for implicit render targets, for
593 * all application-created targets the application has to release the surface
594 * before calling _Reset
596 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
598 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
600 list_remove(&entry->entry);
601 HeapFree(GetProcessHeap(), 0, entry);
603 list_init(&This->renderbuffers);
604 This->current_renderbuffer = NULL;
606 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
609 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
612 glDeleteTextures(1, &This->glDescription.textureName);
613 This->glDescription.textureName = 0;
616 IWineD3DBaseTexture_Release(texture);
621 /* ******************************************************
622 IWineD3DSurface IWineD3DSurface parts follow
623 ****************************************************** */
625 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
626 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
627 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
628 if (This->glDescription.textureName == 0 && textureName != 0) {
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
630 if((This->Flags & SFLAG_LOCATIONS) == 0) {
631 /* In 1.0-rc4 and earlier, AddDirtyRect was called in the place of this if condition.
632 * This had the problem that a correctly set INDRAWABLE flag was removed if the PreLoad
633 * during the offscreen rendering readback triggered the creation of the GL texture.
634 * The change intended to keep the INDRAWABLE intact. To prevent unintended side effects
635 * before release, set the INSYSMEM flag like the old AddDirtyRect did.
637 WARN("Wine 1.0 safety path hit\n");
638 This->Flags |= SFLAG_INSYSMEM;
641 if(target == GL_TEXTURE_RECTANGLE_ARB && This->glDescription.target != target) {
642 This->Flags &= ~SFLAG_NORMCOORD;
643 } else if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB && target != GL_TEXTURE_RECTANGLE_ARB) {
644 This->Flags |= SFLAG_NORMCOORD;
646 This->glDescription.textureName = textureName;
647 This->glDescription.target = target;
648 This->Flags &= ~SFLAG_ALLOCATED;
651 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
652 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
653 TRACE("(%p) : returning %p\n", This, &This->glDescription);
654 *glDescription = &This->glDescription;
657 /* TODO: think about moving this down to resource? */
658 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
659 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
660 /* 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 */
661 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
662 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
664 return (CONST void*)(This->resource.allocatedMemory);
667 /* Read the framebuffer back into the surface */
668 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
669 IWineD3DSwapChainImpl *swapchain;
670 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
674 BYTE *row, *top, *bottom;
678 BOOL srcIsUpsideDown;
680 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
681 static BOOL warned = FALSE;
683 ERR("The application tries to lock the render target, but render target locking is disabled\n");
689 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
690 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
691 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
692 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
693 * context->last_was_blit set on the unlock.
695 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
698 /* Select the correct read buffer, and give some debug output.
699 * There is no need to keep track of the current read buffer or reset it, every part of the code
700 * that reads sets the read buffer as desired.
703 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
704 * Read from the back buffer
706 TRACE("Locking offscreen render target\n");
707 glReadBuffer(myDevice->offscreenBuffer);
708 srcIsUpsideDown = TRUE;
710 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
711 TRACE("Locking %#x buffer\n", buffer);
712 glReadBuffer(buffer);
713 checkGLcall("glReadBuffer");
715 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
716 srcIsUpsideDown = FALSE;
719 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
723 local_rect.right = This->currentDesc.Width;
724 local_rect.bottom = This->currentDesc.Height;
728 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
730 switch(This->resource.format)
734 if(primary_render_target_is_p8(myDevice)) {
735 /* In case of P8 render targets the index is stored in the alpha component */
737 type = GL_UNSIGNED_BYTE;
739 bpp = This->bytesPerPixel;
741 /* GL can't return palettized data, so read ARGB pixels into a
742 * separate block of memory and convert them into palettized format
743 * in software. Slow, but if the app means to use palettized render
744 * targets and locks it...
746 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
747 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
748 * for the color channels when palettizing the colors.
751 type = GL_UNSIGNED_BYTE;
753 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
755 ERR("Out of memory\n");
759 bpp = This->bytesPerPixel * 3;
766 fmt = This->glDescription.glFormat;
767 type = This->glDescription.glType;
768 bpp = This->bytesPerPixel;
771 if(This->Flags & SFLAG_PBO) {
772 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
773 checkGLcall("glBindBufferARB");
776 glReadPixels(local_rect.left, local_rect.top,
777 local_rect.right - local_rect.left,
778 local_rect.bottom - local_rect.top,
780 vcheckGLcall("glReadPixels");
782 if(This->Flags & SFLAG_PBO) {
783 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
784 checkGLcall("glBindBufferARB");
786 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
787 * to get a pointer to it and perform the flipping in software. This is a lot
788 * faster than calling glReadPixels for each line. In case we want more speed
789 * we should rerender it flipped in a FBO and read the data back from the FBO. */
790 if(!srcIsUpsideDown) {
791 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
792 checkGLcall("glBindBufferARB");
794 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
795 checkGLcall("glMapBufferARB");
799 /* TODO: Merge this with the palettization loop below for P8 targets */
800 if(!srcIsUpsideDown) {
802 /* glReadPixels returns the image upside down, and there is no way to prevent this.
803 Flip the lines in software */
804 len = (local_rect.right - local_rect.left) * bpp;
805 off = local_rect.left * bpp;
807 row = HeapAlloc(GetProcessHeap(), 0, len);
809 ERR("Out of memory\n");
810 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
815 top = mem + pitch * local_rect.top;
816 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
817 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
818 memcpy(row, top + off, len);
819 memcpy(top + off, bottom + off, len);
820 memcpy(bottom + off, row, len);
824 HeapFree(GetProcessHeap(), 0, row);
826 /* Unmap the temp PBO buffer */
827 if(This->Flags & SFLAG_PBO) {
828 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
829 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
835 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
836 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
837 * the same color but we have no choice.
838 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
840 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
841 PALETTEENTRY *pal = NULL;
842 DWORD width = pitch / 3;
846 pal = This->palette->palents;
848 ERR("Palette is missing, cannot perform inverse palette lookup\n");
849 HeapFree(GetProcessHeap(), 0, mem);
853 for(y = local_rect.top; y < local_rect.bottom; y++) {
854 for(x = local_rect.left; x < local_rect.right; x++) {
855 /* start lines pixels */
856 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
857 BYTE *green = blue + 1;
858 BYTE *red = green + 1;
860 for(c = 0; c < 256; c++) {
861 if(*red == pal[c].peRed &&
862 *green == pal[c].peGreen &&
863 *blue == pal[c].peBlue)
865 *((BYTE *) dest + y * width + x) = c;
871 HeapFree(GetProcessHeap(), 0, mem);
875 /* Read the framebuffer contents into a texture */
876 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
878 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
879 IWineD3DSwapChainImpl *swapchain;
881 GLenum format, internal, type;
882 CONVERT_TYPES convert;
885 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
887 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
888 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
889 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
890 * states in the stateblock, and no driver was found yet that had bugs in that regard.
892 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
893 surface_bind_and_dirtify(This);
896 glGetIntegerv(GL_READ_BUFFER, &prevRead);
898 /* Select the correct read buffer, and give some debug output.
899 * There is no need to keep track of the current read buffer or reset it, every part of the code
900 * that reads sets the read buffer as desired.
903 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
904 * Read from the back buffer
906 TRACE("Locking offscreen render target\n");
907 glReadBuffer(device->offscreenBuffer);
909 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
910 TRACE("Locking %#x buffer\n", buffer);
911 glReadBuffer(buffer);
912 checkGLcall("glReadBuffer");
914 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
917 if(!(This->Flags & SFLAG_ALLOCATED)) {
918 surface_allocate_surface(This, internal, This->pow2Width,
919 This->pow2Height, format, type);
922 clear_unused_channels(This);
924 /* If !SrcIsUpsideDown we should flip the surface.
925 * This can be done using glCopyTexSubImage2D but this
926 * is VERY slow, so don't do that. We should prevent
927 * this code from getting called in such cases or perhaps
930 glCopyTexSubImage2D(This->glDescription.target,
931 This->glDescription.level,
933 This->currentDesc.Width,
934 This->currentDesc.Height);
935 checkGLcall("glCopyTexSubImage2D");
937 glReadBuffer(prevRead);
938 vcheckGLcall("glReadBuffer");
941 TRACE("Updated target %d\n", This->glDescription.target);
944 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
945 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
946 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
949 if(!(This->Flags & SFLAG_DYNLOCK)) {
951 /* MAXLOCKCOUNT is defined in wined3d_private.h */
952 if(This->lockCount > MAXLOCKCOUNT) {
953 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
954 This->Flags |= SFLAG_DYNLOCK;
958 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
959 * Also don't create a PBO for systemmem surfaces.
961 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
963 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
965 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
968 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
969 error = glGetError();
970 if(This->pbo == 0 || error != GL_NO_ERROR) {
971 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
974 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
976 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
977 checkGLcall("glBindBufferARB");
979 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
980 checkGLcall("glBufferDataARB");
982 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
983 checkGLcall("glBindBufferARB");
985 /* We don't need the system memory anymore and we can't even use it for PBOs */
986 if(!(This->Flags & SFLAG_CLIENT)) {
987 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
988 This->resource.heapMemory = NULL;
990 This->resource.allocatedMemory = NULL;
991 This->Flags |= SFLAG_PBO;
993 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
994 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
997 if(!This->resource.heapMemory) {
998 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1000 This->resource.allocatedMemory =
1001 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1002 if(This->Flags & SFLAG_INSYSMEM) {
1003 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1008 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1009 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1010 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1011 IWineD3DSwapChain *swapchain = NULL;
1013 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1015 /* This is also done in the base class, but we have to verify this before loading any data from
1016 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1017 * may interfere, and all other bad things may happen
1019 if (This->Flags & SFLAG_LOCKED) {
1020 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1021 return WINED3DERR_INVALIDCALL;
1023 This->Flags |= SFLAG_LOCKED;
1025 if (!(This->Flags & SFLAG_LOCKABLE))
1027 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1030 if (Flags & WINED3DLOCK_DISCARD) {
1031 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1032 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1033 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1034 This->Flags |= SFLAG_INSYSMEM;
1038 if (This->Flags & SFLAG_INSYSMEM) {
1039 TRACE("Local copy is up to date, not downloading data\n");
1040 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1044 /* Now download the surface content from opengl
1045 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1046 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1048 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1049 if(swapchain || iface == myDevice->render_targets[0]) {
1050 const RECT *pass_rect = pRect;
1052 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1053 * because most caller functions do not need that. So do that here
1058 pRect->right == This->currentDesc.Width &&
1059 pRect->bottom == This->currentDesc.Height) {
1063 switch(wined3d_settings.rendertargetlock_mode) {
1066 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1068 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1069 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1070 * This may be faster on some cards
1072 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1079 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pRect);
1085 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1087 } else if(iface == myDevice->stencilBufferTarget) {
1088 /** the depth stencil in openGL has a format of GL_FLOAT
1089 * which should be good for WINED3DFMT_D16_LOCKABLE
1090 * and WINED3DFMT_D16
1091 * it is unclear what format the stencil buffer is in except.
1092 * 'Each index is converted to fixed point...
1093 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1094 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1095 * glReadPixels(This->lockedRect.left,
1096 * This->lockedRect.bottom - j - 1,
1097 * This->lockedRect.right - This->lockedRect.left,
1099 * GL_DEPTH_COMPONENT,
1101 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1103 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1104 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1105 * none of that is the case the problem is not in this function :-)
1106 ********************************************/
1107 FIXME("Depth stencil locking not supported yet\n");
1109 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1110 TRACE("locking an ordinary surface\n");
1111 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1115 if(This->Flags & SFLAG_PBO) {
1116 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1118 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1119 checkGLcall("glBindBufferARB");
1121 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1122 if(This->resource.allocatedMemory) {
1123 ERR("The surface already has PBO memory allocated!\n");
1126 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1127 checkGLcall("glMapBufferARB");
1129 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1130 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1131 checkGLcall("glBindBufferARB");
1136 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1139 IWineD3DBaseTexture *pBaseTexture;
1142 * as seen in msdn docs
1144 IWineD3DSurface_AddDirtyRect(iface, pRect);
1146 /** Dirtify Container if needed */
1147 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
1148 TRACE("Making container dirty\n");
1149 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1150 IWineD3DBaseTexture_Release(pBaseTexture);
1152 TRACE("Surface is standalone, no need to dirty the container\n");
1156 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1159 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1161 GLint prev_rasterpos[4];
1162 GLint skipBytes = 0;
1163 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1164 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1165 IWineD3DSwapChainImpl *swapchain;
1167 /* Activate the correct context for the render target */
1168 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1171 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
1173 /* Primary offscreen render target */
1174 TRACE("Offscreen render target\n");
1175 glDrawBuffer(myDevice->offscreenBuffer);
1176 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1178 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1179 TRACE("Unlocking %#x buffer\n", buffer);
1180 glDrawBuffer(buffer);
1181 checkGLcall("glDrawBuffer");
1183 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1186 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1187 vcheckGLcall("glIntegerv");
1188 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1189 vcheckGLcall("glIntegerv");
1190 glPixelZoom(1.0, -1.0);
1191 vcheckGLcall("glPixelZoom");
1193 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1194 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1195 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1197 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1198 vcheckGLcall("glRasterPos2f");
1200 /* Some drivers(radeon dri, others?) don't like exceptions during
1201 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1202 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1203 * catch to put the dib section in InSync mode, which leads to a crash
1204 * and a blocked x server on my radeon card.
1206 * The following lines read the dib section so it is put in InSync mode
1207 * before glDrawPixels is called and the crash is prevented. There won't
1208 * be any interfering gdi accesses, because UnlockRect is called from
1209 * ReleaseDC, and the app won't use the dc any more afterwards.
1211 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1213 read = This->resource.allocatedMemory[0];
1216 if(This->Flags & SFLAG_PBO) {
1217 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1218 checkGLcall("glBindBufferARB");
1221 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1222 if(This->Flags & SFLAG_LOCKED) {
1223 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1224 (This->lockedRect.bottom - This->lockedRect.top)-1,
1226 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1227 checkGLcall("glDrawPixels");
1229 glDrawPixels(This->currentDesc.Width,
1230 This->currentDesc.Height,
1232 checkGLcall("glDrawPixels");
1235 if(This->Flags & SFLAG_PBO) {
1236 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1237 checkGLcall("glBindBufferARB");
1240 glPixelZoom(1.0,1.0);
1241 vcheckGLcall("glPixelZoom");
1243 glRasterPos3iv(&prev_rasterpos[0]);
1244 vcheckGLcall("glRasterPos3iv");
1246 /* Reset to previous pack row length */
1247 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1248 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1251 glDrawBuffer(myDevice->offscreenBuffer);
1252 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1253 } else if(swapchain->backBuffer) {
1254 glDrawBuffer(GL_BACK);
1255 checkGLcall("glDrawBuffer(GL_BACK)");
1257 glDrawBuffer(GL_FRONT);
1258 checkGLcall("glDrawBuffer(GL_FRONT)");
1265 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1266 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1267 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1268 IWineD3DSwapChainImpl *swapchain = NULL;
1271 if (!(This->Flags & SFLAG_LOCKED)) {
1272 WARN("trying to Unlock an unlocked surf@%p\n", This);
1273 return WINED3DERR_INVALIDCALL;
1276 if (This->Flags & SFLAG_PBO) {
1277 TRACE("Freeing PBO memory\n");
1278 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1280 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1281 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1282 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1283 checkGLcall("glUnmapBufferARB");
1285 This->resource.allocatedMemory = NULL;
1288 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1290 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1291 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1295 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1296 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1297 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1299 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1300 static BOOL warned = FALSE;
1302 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1308 if(This->dirtyRect.left == 0 &&
1309 This->dirtyRect.top == 0 &&
1310 This->dirtyRect.right == This->currentDesc.Width &&
1311 This->dirtyRect.bottom == This->currentDesc.Height) {
1314 /* TODO: Proper partial rectangle tracking */
1315 fullsurface = FALSE;
1316 This->Flags |= SFLAG_INSYSMEM;
1319 switch(wined3d_settings.rendertargetlock_mode) {
1322 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1323 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1329 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1334 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1335 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1336 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1337 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1338 * not fully up to date because only a subrectangle was read in LockRect.
1340 This->Flags &= ~SFLAG_INSYSMEM;
1341 This->Flags |= SFLAG_INDRAWABLE;
1344 This->dirtyRect.left = This->currentDesc.Width;
1345 This->dirtyRect.top = This->currentDesc.Height;
1346 This->dirtyRect.right = 0;
1347 This->dirtyRect.bottom = 0;
1348 } else if(iface == myDevice->stencilBufferTarget) {
1349 FIXME("Depth Stencil buffer locking is not implemented\n");
1351 /* The rest should be a normal texture */
1352 IWineD3DBaseTextureImpl *impl;
1353 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1354 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1355 * states need resetting
1357 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1358 if(impl->baseTexture.bindCount) {
1359 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1361 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1366 This->Flags &= ~SFLAG_LOCKED;
1367 memset(&This->lockedRect, 0, sizeof(RECT));
1369 /* Overlays have to be redrawn manually after changes with the GL implementation */
1370 if(This->overlay_dest) {
1371 IWineD3DSurface_DrawOverlay(iface);
1376 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1377 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1378 WINED3DLOCKED_RECT lock;
1382 TRACE("(%p)->(%p)\n",This,pHDC);
1384 if(This->Flags & SFLAG_USERPTR) {
1385 ERR("Not supported on surfaces with an application-provided surfaces\n");
1386 return WINEDDERR_NODC;
1389 /* Give more detailed info for ddraw */
1390 if (This->Flags & SFLAG_DCINUSE)
1391 return WINEDDERR_DCALREADYCREATED;
1393 /* Can't GetDC if the surface is locked */
1394 if (This->Flags & SFLAG_LOCKED)
1395 return WINED3DERR_INVALIDCALL;
1397 /* According to Direct3D9 docs, only these formats are supported */
1398 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1399 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1400 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1401 This->resource.format != WINED3DFMT_R8G8B8 &&
1402 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1405 memset(&lock, 0, sizeof(lock)); /* To be sure */
1407 /* Create a DIB section if there isn't a hdc yet */
1409 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1410 if(This->Flags & SFLAG_CLIENT) {
1411 IWineD3DSurface_PreLoad(iface);
1414 /* Use the dib section from now on if we are not using a PBO */
1415 if(!(This->Flags & SFLAG_PBO))
1416 This->resource.allocatedMemory = This->dib.bitmap_data;
1419 /* Lock the surface */
1420 hr = IWineD3DSurface_LockRect(iface,
1425 if(This->Flags & SFLAG_PBO) {
1426 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1427 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1431 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1432 /* keep the dib section */
1436 if(This->resource.format == WINED3DFMT_P8 ||
1437 This->resource.format == WINED3DFMT_A8P8) {
1438 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1439 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1441 PALETTEENTRY *pal = NULL;
1444 pal = This->palette->palents;
1446 IWineD3DSurfaceImpl *dds_primary;
1447 IWineD3DSwapChainImpl *swapchain;
1448 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1449 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1450 if (dds_primary && dds_primary->palette)
1451 pal = dds_primary->palette->palents;
1455 for (n=0; n<256; n++) {
1456 col[n].rgbRed = pal[n].peRed;
1457 col[n].rgbGreen = pal[n].peGreen;
1458 col[n].rgbBlue = pal[n].peBlue;
1459 col[n].rgbReserved = 0;
1461 SetDIBColorTable(This->hDC, 0, 256, col);
1466 TRACE("returning %p\n",*pHDC);
1467 This->Flags |= SFLAG_DCINUSE;
1472 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1473 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1475 TRACE("(%p)->(%p)\n",This,hDC);
1477 if (!(This->Flags & SFLAG_DCINUSE))
1478 return WINED3DERR_INVALIDCALL;
1480 if (This->hDC !=hDC) {
1481 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1482 return WINED3DERR_INVALIDCALL;
1485 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1486 /* Copy the contents of the DIB over to the PBO */
1487 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1490 /* we locked first, so unlock now */
1491 IWineD3DSurface_UnlockRect(iface);
1493 This->Flags &= ~SFLAG_DCINUSE;
1498 /* ******************************************************
1499 IWineD3DSurface Internal (No mapping to directx api) parts follow
1500 ****************************************************** */
1502 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) {
1503 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1504 const GlPixelFormatDesc *glDesc;
1505 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1506 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1508 /* Default values: From the surface */
1509 *format = glDesc->glFormat;
1510 *type = glDesc->glType;
1511 *convert = NO_CONVERSION;
1512 *target_bpp = This->bytesPerPixel;
1515 *internal = glDesc->glGammaInternal;
1516 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1517 *internal = glDesc->rtInternal;
1519 *internal = glDesc->glInternal;
1522 /* Ok, now look if we have to do any conversion */
1523 switch(This->resource.format) {
1529 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1530 * of the two is available make sure texturing is requested as neither of the two works in
1531 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1532 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1533 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1534 * conflicts with this.
1536 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && primary_render_target_is_p8(device))) || colorkey_active || !use_texturing ) {
1538 *internal = GL_RGBA;
1539 *type = GL_UNSIGNED_BYTE;
1541 if(colorkey_active) {
1542 *convert = CONVERT_PALETTED_CK;
1544 *convert = CONVERT_PALETTED;
1547 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1549 *internal = GL_RGBA;
1550 *type = GL_UNSIGNED_BYTE;
1556 case WINED3DFMT_R3G3B2:
1557 /* **********************
1558 GL_UNSIGNED_BYTE_3_3_2
1559 ********************** */
1560 if (colorkey_active) {
1561 /* This texture format will never be used.. So do not care about color keying
1562 up until the point in time it will be needed :-) */
1563 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1567 case WINED3DFMT_R5G6B5:
1568 if (colorkey_active) {
1569 *convert = CONVERT_CK_565;
1571 *internal = GL_RGBA;
1572 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1576 case WINED3DFMT_X1R5G5B5:
1577 if (colorkey_active) {
1578 *convert = CONVERT_CK_5551;
1580 *internal = GL_RGBA;
1581 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1585 case WINED3DFMT_R8G8B8:
1586 if (colorkey_active) {
1587 *convert = CONVERT_CK_RGB24;
1589 *internal = GL_RGBA;
1590 *type = GL_UNSIGNED_INT_8_8_8_8;
1595 case WINED3DFMT_X8R8G8B8:
1596 if (colorkey_active) {
1597 *convert = CONVERT_RGB32_888;
1599 *internal = GL_RGBA;
1600 *type = GL_UNSIGNED_INT_8_8_8_8;
1604 case WINED3DFMT_V8U8:
1605 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1606 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1607 *format = GL_DUDV_ATI;
1608 *internal = GL_DU8DV8_ATI;
1610 /* No conversion - Just change the gl type */
1613 *convert = CONVERT_V8U8;
1615 *internal = GL_RGB8;
1616 *type = GL_UNSIGNED_BYTE;
1620 case WINED3DFMT_L6V5U5:
1621 *convert = CONVERT_L6V5U5;
1622 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1624 /* Use format and types from table */
1626 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1629 *internal = GL_RGB5;
1630 *type = GL_UNSIGNED_SHORT_5_6_5;
1634 case WINED3DFMT_X8L8V8U8:
1635 *convert = CONVERT_X8L8V8U8;
1637 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1638 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1639 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1640 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1641 * the needed type and format parameter, so the internal format contains a
1642 * 4th component, which is returned as alpha
1645 /* Not supported by GL_ATI_envmap_bumpmap */
1647 *internal = GL_RGB8;
1648 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1652 case WINED3DFMT_Q8W8V8U8:
1653 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1654 *convert = CONVERT_Q8W8V8U8;
1656 *internal = GL_RGBA8;
1657 *type = GL_UNSIGNED_BYTE;
1659 /* Not supported by GL_ATI_envmap_bumpmap */
1662 case WINED3DFMT_V16U16:
1663 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1664 *convert = CONVERT_V16U16;
1666 *internal = GL_RGB16_EXT;
1667 *type = GL_UNSIGNED_SHORT;
1669 /* What should I do here about GL_ATI_envmap_bumpmap?
1670 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1674 case WINED3DFMT_A4L4:
1675 /* A4L4 exists as an internal gl format, but for some reason there is not
1676 * format+type combination to load it. Thus convert it to A8L8, then load it
1677 * with A4L4 internal, but A8L8 format+type
1679 *convert = CONVERT_A4L4;
1680 *format = GL_LUMINANCE_ALPHA;
1681 *internal = GL_LUMINANCE4_ALPHA4;
1682 *type = GL_UNSIGNED_BYTE;
1686 case WINED3DFMT_R32F:
1687 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1688 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1689 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1692 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1694 *convert = CONVERT_R32F;
1696 *internal = GL_RGB32F_ARB;
1701 case WINED3DFMT_R16F:
1702 /* Similar to R32F */
1703 *convert = CONVERT_R16F;
1705 *internal = GL_RGB16F_ARB;
1706 *type = GL_HALF_FLOAT_ARB;
1710 case WINED3DFMT_G16R16:
1711 *convert = CONVERT_G16R16;
1713 *internal = GL_RGB16_EXT;
1714 *type = GL_UNSIGNED_SHORT;
1725 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1726 BYTE *source, *dest;
1727 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1732 memcpy(dst, src, pitch * height);
1735 case CONVERT_PALETTED:
1736 case CONVERT_PALETTED_CK:
1738 IWineD3DPaletteImpl* pal = This->palette;
1743 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1746 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1748 for (y = 0; y < height; y++)
1750 source = src + pitch * y;
1751 dest = dst + outpitch * y;
1752 /* This is an 1 bpp format, using the width here is fine */
1753 for (x = 0; x < width; x++) {
1754 BYTE color = *source++;
1755 *dest++ = table[color][0];
1756 *dest++ = table[color][1];
1757 *dest++ = table[color][2];
1758 *dest++ = table[color][3];
1764 case CONVERT_CK_565:
1766 /* Converting the 565 format in 5551 packed to emulate color-keying.
1768 Note : in all these conversion, it would be best to average the averaging
1769 pixels to get the color of the pixel that will be color-keyed to
1770 prevent 'color bleeding'. This will be done later on if ever it is
1773 Note2: Nvidia documents say that their driver does not support alpha + color keying
1774 on the same surface and disables color keying in such a case
1780 TRACE("Color keyed 565\n");
1782 for (y = 0; y < height; y++) {
1783 Source = (WORD *) (src + y * pitch);
1784 Dest = (WORD *) (dst + y * outpitch);
1785 for (x = 0; x < width; x++ ) {
1786 WORD color = *Source++;
1787 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1788 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1789 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1798 case CONVERT_CK_5551:
1800 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1804 TRACE("Color keyed 5551\n");
1805 for (y = 0; y < height; y++) {
1806 Source = (WORD *) (src + y * pitch);
1807 Dest = (WORD *) (dst + y * outpitch);
1808 for (x = 0; x < width; x++ ) {
1809 WORD color = *Source++;
1811 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1812 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1816 *Dest &= ~(1 << 15);
1824 case CONVERT_RGB32_888:
1826 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1828 for (y = 0; y < height; y++)
1830 source = src + pitch * y;
1831 dest = dst + outpitch * y;
1832 for (x = 0; x < width; x++) {
1833 DWORD color = 0xffffff & *(DWORD*)source;
1834 DWORD dstcolor = color << 8;
1835 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1836 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1839 *(DWORD*)dest = dstcolor;
1851 unsigned char *Dest;
1852 for(y = 0; y < height; y++) {
1853 Source = (short *) (src + y * pitch);
1854 Dest = dst + y * outpitch;
1855 for (x = 0; x < width; x++ ) {
1856 long color = (*Source++);
1857 /* B */ Dest[0] = 0xff;
1858 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1859 /* R */ Dest[2] = (color) + 128; /* U */
1866 case CONVERT_V16U16:
1870 unsigned short *Dest;
1871 for(y = 0; y < height; y++) {
1872 Source = (DWORD *) (src + y * pitch);
1873 Dest = (unsigned short *) (dst + y * outpitch);
1874 for (x = 0; x < width; x++ ) {
1875 DWORD color = (*Source++);
1876 /* B */ Dest[0] = 0xffff;
1877 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1878 /* R */ Dest[2] = (color ) + 32768; /* U */
1885 case CONVERT_Q8W8V8U8:
1889 unsigned char *Dest;
1890 for(y = 0; y < height; y++) {
1891 Source = (DWORD *) (src + y * pitch);
1892 Dest = dst + y * outpitch;
1893 for (x = 0; x < width; x++ ) {
1894 long color = (*Source++);
1895 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1896 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1897 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1898 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1905 case CONVERT_L6V5U5:
1909 unsigned char *Dest;
1911 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1912 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1913 * fixed function and shaders without further conversion once the surface is
1916 for(y = 0; y < height; y++) {
1917 Source = (WORD *) (src + y * pitch);
1918 Dest = dst + y * outpitch;
1919 for (x = 0; x < width; x++ ) {
1920 short color = (*Source++);
1921 unsigned char l = ((color >> 10) & 0xfc);
1922 char v = ((color >> 5) & 0x3e);
1923 char u = ((color ) & 0x1f);
1925 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1926 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1927 * shift. GL reads a signed value and converts it into an unsigned value.
1929 /* M */ Dest[2] = l << 1;
1931 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1932 * from 5 bit values to 8 bit values.
1934 /* V */ Dest[1] = v << 3;
1935 /* U */ Dest[0] = u << 3;
1940 for(y = 0; y < height; y++) {
1941 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1942 Source = (WORD *) (src + y * pitch);
1943 for (x = 0; x < width; x++ ) {
1944 short color = (*Source++);
1945 unsigned char l = ((color >> 10) & 0xfc);
1946 short v = ((color >> 5) & 0x3e);
1947 short u = ((color ) & 0x1f);
1948 short v_conv = v + 16;
1949 short u_conv = u + 16;
1951 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1959 case CONVERT_X8L8V8U8:
1963 unsigned char *Dest;
1965 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1966 /* This implementation works with the fixed function pipeline and shaders
1967 * without further modification after converting the surface.
1969 for(y = 0; y < height; y++) {
1970 Source = (DWORD *) (src + y * pitch);
1971 Dest = dst + y * outpitch;
1972 for (x = 0; x < width; x++ ) {
1973 long color = (*Source++);
1974 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1975 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1976 /* U */ Dest[0] = (color & 0xff); /* U */
1977 /* I */ Dest[3] = 255; /* X */
1982 /* Doesn't work correctly with the fixed function pipeline, but can work in
1983 * shaders if the shader is adjusted. (There's no use for this format in gl's
1984 * standard fixed function pipeline anyway).
1986 for(y = 0; y < height; y++) {
1987 Source = (DWORD *) (src + y * pitch);
1988 Dest = dst + y * outpitch;
1989 for (x = 0; x < width; x++ ) {
1990 long color = (*Source++);
1991 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1992 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1993 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2004 unsigned char *Source;
2005 unsigned char *Dest;
2006 for(y = 0; y < height; y++) {
2007 Source = src + y * pitch;
2008 Dest = dst + y * outpitch;
2009 for (x = 0; x < width; x++ ) {
2010 unsigned char color = (*Source++);
2011 /* A */ Dest[1] = (color & 0xf0) << 0;
2012 /* L */ Dest[0] = (color & 0x0f) << 4;
2024 for(y = 0; y < height; y++) {
2025 Source = (float *) (src + y * pitch);
2026 Dest = (float *) (dst + y * outpitch);
2027 for (x = 0; x < width; x++ ) {
2028 float color = (*Source++);
2044 for(y = 0; y < height; y++) {
2045 Source = (WORD *) (src + y * pitch);
2046 Dest = (WORD *) (dst + y * outpitch);
2047 for (x = 0; x < width; x++ ) {
2048 WORD color = (*Source++);
2058 case CONVERT_G16R16:
2064 for(y = 0; y < height; y++) {
2065 Source = (WORD *) (src + y * pitch);
2066 Dest = (WORD *) (dst + y * outpitch);
2067 for (x = 0; x < width; x++ ) {
2068 WORD green = (*Source++);
2069 WORD red = (*Source++);
2080 ERR("Unsupported conversation type %d\n", convert);
2085 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2086 IWineD3DPaletteImpl* pal = This->palette;
2087 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2088 BOOL index_in_alpha = FALSE;
2089 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2092 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2093 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2094 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2095 * duplicate entries. Store the color key in the unused alpha component to speed the
2096 * download up and to make conversion unneeded. */
2097 index_in_alpha = primary_render_target_is_p8(device);
2100 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2101 if(dxVersion <= 7) {
2102 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2103 if(index_in_alpha) {
2104 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2105 there's no palette at this time. */
2106 for (i = 0; i < 256; i++) table[i][3] = i;
2109 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2110 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2111 capability flag is present (wine does advertise this capability) */
2112 for (i = 0; i < 256; i++) {
2113 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2114 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2115 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2116 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2120 TRACE("Using surface palette %p\n", pal);
2121 /* Get the surface's palette */
2122 for (i = 0; i < 256; i++) {
2123 table[i][0] = pal->palents[i].peRed;
2124 table[i][1] = pal->palents[i].peGreen;
2125 table[i][2] = pal->palents[i].peBlue;
2127 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2128 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2129 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2130 of pixels that should be masked away is set to 0. */
2131 if(index_in_alpha) {
2133 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2135 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2136 table[i][3] = pal->palents[i].peFlags;
2144 const char *fragment_palette_conversion =
2147 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2148 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2149 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2150 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2153 /* This function is used in case of 8bit paletted textures to upload the palette.
2154 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2155 extensions like ATI_fragment_shaders is possible.
2157 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2158 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2160 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2162 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2164 /* Try to use the paletted texture extension */
2165 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2167 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2168 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2172 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2173 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2174 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2176 /* Create the fragment program if we don't have it */
2177 if(!device->paletteConversionShader)
2179 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2180 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2181 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2182 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2183 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2186 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2187 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2189 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2190 glEnable(GL_TEXTURE_1D);
2191 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2193 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2194 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2195 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2196 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2198 /* Switch back to unit 0 in which the 2D texture will be stored. */
2199 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2201 /* Rebind the texture because it isn't bound anymore */
2202 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2206 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2207 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2209 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2210 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2211 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2216 if(This->palette9) {
2217 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2221 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2223 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2227 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2228 GLboolean oldwrite[4];
2230 /* Some formats have only some color channels, and the others are 1.0.
2231 * since our rendering renders to all channels, and those pixel formats
2232 * are emulated by using a full texture with the other channels set to 1.0
2233 * manually, clear the unused channels.
2235 * This could be done with hacking colorwriteenable to mask the colors,
2236 * but before drawing the buffer would have to be cleared too, so there's
2239 switch(This->resource.format) {
2240 case WINED3DFMT_R16F:
2241 case WINED3DFMT_R32F:
2242 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2243 /* Do not activate a context, the correct drawable is active already
2244 * though just the read buffer is set, make sure to have the correct draw
2247 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2248 glDisable(GL_SCISSOR_TEST);
2249 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2250 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2251 glClearColor(0.0, 1.0, 1.0, 1.0);
2252 glClear(GL_COLOR_BUFFER_BIT);
2253 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2254 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2255 checkGLcall("Unused channel clear\n");
2262 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2263 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2265 if (!(This->Flags & SFLAG_INTEXTURE)) {
2266 TRACE("Reloading because surface is dirty\n");
2267 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2268 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2269 /* Reload: vice versa OR */
2270 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2271 /* Also reload: Color key is active AND the color key has changed */
2272 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2273 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2274 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2275 TRACE("Reloading because of color keying\n");
2276 /* To perform the color key conversion we need a sysmem copy of
2277 * the surface. Make sure we have it
2280 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2281 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2282 /* TODO: This is not necessarily needed with hw palettized texture support */
2283 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2285 TRACE("surface is already in texture\n");
2289 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2290 * These resources are not bound by device size or format restrictions. Because of this,
2291 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2292 * However, these resources can always be created, locked, and copied.
2294 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2296 FIXME("(%p) Operation not supported for scratch textures\n",This);
2297 return WINED3DERR_INVALIDCALL;
2300 This->srgb = srgb_mode;
2301 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2305 static unsigned int gen = 0;
2308 if ((gen % 10) == 0) {
2309 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2310 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2313 * debugging crash code
2322 if (!(This->Flags & SFLAG_DONOTFREE)) {
2323 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2324 This->resource.allocatedMemory = NULL;
2325 This->resource.heapMemory = NULL;
2326 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2332 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2333 /* TODO: check for locks */
2334 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2335 IWineD3DBaseTexture *baseTexture = NULL;
2336 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2338 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2339 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2340 TRACE("Passing to container\n");
2341 IWineD3DBaseTexture_BindTexture(baseTexture);
2342 IWineD3DBaseTexture_Release(baseTexture);
2344 TRACE("(%p) : Binding surface\n", This);
2346 if(!device->isInDraw) {
2347 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2352 glEnable(This->glDescription.target);
2354 if (!This->glDescription.level) {
2355 if (!This->glDescription.textureName) {
2356 glGenTextures(1, &This->glDescription.textureName);
2357 checkGLcall("glGenTextures");
2358 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2360 /* This is where we should be reducing the amount of GLMemoryUsed */
2361 } else if (This->glDescription.textureName) {
2362 /* Mipmap surfaces should have a base texture container */
2363 ERR("Mipmap surface has a glTexture bound to it!\n");
2366 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2367 checkGLcall("glBindTexture");
2376 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2379 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2380 char *allocatedMemory;
2382 IWineD3DSwapChain *swapChain = NULL;
2384 GLuint tmpTexture = 0;
2387 Textures may not be stored in ->allocatedgMemory and a GlTexture
2388 so we should lock the surface before saving a snapshot, or at least check that
2390 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2391 by calling GetTexImage and in compressed form by calling
2392 GetCompressedTexImageARB. Queried compressed images can be saved and
2393 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2394 texture images do not need to be processed by the GL and should
2395 significantly improve texture loading performance relative to uncompressed
2398 /* Setup the width and height to be the internal texture width and height. */
2399 width = This->pow2Width;
2400 height = This->pow2Height;
2401 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2402 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2404 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2405 /* if were not a real texture then read the back buffer into a real texture */
2406 /* we don't want to interfere with the back buffer so read the data into a temporary
2407 * texture and then save the data out of the temporary texture
2411 TRACE("(%p) Reading render target into texture\n", This);
2412 glEnable(GL_TEXTURE_2D);
2414 glGenTextures(1, &tmpTexture);
2415 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2417 glTexImage2D(GL_TEXTURE_2D,
2424 GL_UNSIGNED_INT_8_8_8_8_REV,
2427 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2428 vcheckGLcall("glGetIntegerv");
2429 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2430 vcheckGLcall("glReadBuffer");
2431 glCopyTexImage2D(GL_TEXTURE_2D,
2440 checkGLcall("glCopyTexImage2D");
2441 glReadBuffer(prevRead);
2444 } else { /* bind the real texture, and make sure it up to date */
2445 IWineD3DSurface_PreLoad(iface);
2447 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2449 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2450 glGetTexImage(GL_TEXTURE_2D,
2451 This->glDescription.level,
2453 GL_UNSIGNED_INT_8_8_8_8_REV,
2455 checkGLcall("glTexImage2D");
2457 glBindTexture(GL_TEXTURE_2D, 0);
2458 glDeleteTextures(1, &tmpTexture);
2462 f = fopen(filename, "w+");
2464 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2465 return WINED3DERR_INVALIDCALL;
2467 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2468 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2483 fwrite(&width,2,1,f);
2485 fwrite(&height,2,1,f);
2490 /* 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 */
2492 textureRow = allocatedMemory + (width * (height - 1) *4);
2494 textureRow = allocatedMemory;
2495 for (y = 0 ; y < height; y++) {
2496 for (i = 0; i < width; i++) {
2497 color = *((DWORD*)textureRow);
2498 fputc((color >> 16) & 0xFF, f); /* B */
2499 fputc((color >> 8) & 0xFF, f); /* G */
2500 fputc((color >> 0) & 0xFF, f); /* R */
2501 fputc((color >> 24) & 0xFF, f); /* A */
2504 /* take two rows of the pointer to the texture memory */
2506 (textureRow-= width << 3);
2509 TRACE("Closing file\n");
2513 IWineD3DSwapChain_Release(swapChain);
2515 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2520 * Slightly inefficient way to handle multiple dirty rects but it works :)
2522 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2523 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2524 IWineD3DBaseTexture *baseTexture = NULL;
2526 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2527 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2529 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2530 if (NULL != pDirtyRect) {
2531 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2532 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2533 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2534 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2536 This->dirtyRect.left = 0;
2537 This->dirtyRect.top = 0;
2538 This->dirtyRect.right = This->currentDesc.Width;
2539 This->dirtyRect.bottom = This->currentDesc.Height;
2541 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2542 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2543 /* if the container is a basetexture then mark it dirty. */
2544 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2545 TRACE("Passing to container\n");
2546 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2547 IWineD3DBaseTexture_Release(baseTexture);
2552 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2553 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2555 const GlPixelFormatDesc *glDesc;
2556 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2558 TRACE("(%p) : Calling base function first\n", This);
2559 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2561 /* Setup some glformat defaults */
2562 This->glDescription.glFormat = glDesc->glFormat;
2563 This->glDescription.glFormatInternal = glDesc->glInternal;
2564 This->glDescription.glType = glDesc->glType;
2566 This->Flags &= ~SFLAG_ALLOCATED;
2567 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2568 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2573 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2574 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2576 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2577 WARN("Surface is locked or the HDC is in use\n");
2578 return WINED3DERR_INVALIDCALL;
2581 if(Mem && Mem != This->resource.allocatedMemory) {
2582 void *release = NULL;
2584 /* Do I have to copy the old surface content? */
2585 if(This->Flags & SFLAG_DIBSECTION) {
2586 /* Release the DC. No need to hold the critical section for the update
2587 * Thread because this thread runs only on front buffers, but this method
2588 * fails for render targets in the check above.
2590 SelectObject(This->hDC, This->dib.holdbitmap);
2591 DeleteDC(This->hDC);
2592 /* Release the DIB section */
2593 DeleteObject(This->dib.DIBsection);
2594 This->dib.bitmap_data = NULL;
2595 This->resource.allocatedMemory = NULL;
2597 This->Flags &= ~SFLAG_DIBSECTION;
2598 } else if(!(This->Flags & SFLAG_USERPTR)) {
2599 release = This->resource.heapMemory;
2600 This->resource.heapMemory = NULL;
2602 This->resource.allocatedMemory = Mem;
2603 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2605 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2606 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2608 /* For client textures opengl has to be notified */
2609 if(This->Flags & SFLAG_CLIENT) {
2610 This->Flags &= ~SFLAG_ALLOCATED;
2611 IWineD3DSurface_PreLoad(iface);
2612 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2615 /* Now free the old memory if any */
2616 HeapFree(GetProcessHeap(), 0, release);
2617 } else if(This->Flags & SFLAG_USERPTR) {
2618 /* LockRect and GetDC will re-create the dib section and allocated memory */
2619 This->resource.allocatedMemory = NULL;
2620 /* HeapMemory should be NULL already */
2621 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2622 This->Flags &= ~SFLAG_USERPTR;
2624 if(This->Flags & SFLAG_CLIENT) {
2625 This->Flags &= ~SFLAG_ALLOCATED;
2626 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2627 IWineD3DSurface_PreLoad(iface);
2633 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2635 /* Flip the surface contents */
2640 front->hDC = back->hDC;
2644 /* Flip the DIBsection */
2647 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2648 tmp = front->dib.DIBsection;
2649 front->dib.DIBsection = back->dib.DIBsection;
2650 back->dib.DIBsection = tmp;
2652 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2653 else front->Flags &= ~SFLAG_DIBSECTION;
2654 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2655 else back->Flags &= ~SFLAG_DIBSECTION;
2658 /* Flip the surface data */
2662 tmp = front->dib.bitmap_data;
2663 front->dib.bitmap_data = back->dib.bitmap_data;
2664 back->dib.bitmap_data = tmp;
2666 tmp = front->resource.allocatedMemory;
2667 front->resource.allocatedMemory = back->resource.allocatedMemory;
2668 back->resource.allocatedMemory = tmp;
2670 tmp = front->resource.heapMemory;
2671 front->resource.heapMemory = back->resource.heapMemory;
2672 back->resource.heapMemory = tmp;
2677 GLuint tmp_pbo = front->pbo;
2678 front->pbo = back->pbo;
2679 back->pbo = tmp_pbo;
2682 /* client_memory should not be different, but just in case */
2685 tmp = front->dib.client_memory;
2686 front->dib.client_memory = back->dib.client_memory;
2687 back->dib.client_memory = tmp;
2690 /* Flip the opengl texture */
2692 glDescriptor tmp_desc = back->glDescription;
2693 back->glDescription = front->glDescription;
2694 front->glDescription = tmp_desc;
2698 DWORD tmp_flags = back->Flags;
2699 back->Flags = front->Flags;
2700 front->Flags = tmp_flags;
2704 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2705 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2706 IWineD3DSwapChainImpl *swapchain = NULL;
2708 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2710 /* Flipping is only supported on RenderTargets and overlays*/
2711 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2712 WARN("Tried to flip a non-render target, non-overlay surface\n");
2713 return WINEDDERR_NOTFLIPPABLE;
2716 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2717 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2719 /* Update the overlay if it is visible */
2720 if(This->overlay_dest) {
2721 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2728 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2729 * FIXME("(%p) Target override is not supported by now\n", This);
2730 * Additionally, it isn't really possible to support triple-buffering
2731 * properly on opengl at all
2735 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2737 ERR("Flipped surface is not on a swapchain\n");
2738 return WINEDDERR_NOTFLIPPABLE;
2741 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2742 * and only d3d8 and d3d9 apps specify the presentation interval
2744 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2745 /* Most common case first to avoid wasting time on all the other cases */
2746 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2747 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2748 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2749 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2750 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2751 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2752 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2754 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2757 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2758 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2759 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2763 /* Does a direct frame buffer -> texture copy. Stretching is done
2764 * with single pixel copy calls
2766 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2767 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2770 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2773 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2774 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2777 /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
2778 glEnable(This->glDescription.target);
2779 checkGLcall("glEnable(This->glDescription.target)");
2781 /* Bind the target texture */
2782 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2783 checkGLcall("glBindTexture");
2785 TRACE("Reading from an offscreen target\n");
2786 upsidedown = !upsidedown;
2787 glReadBuffer(myDevice->offscreenBuffer);
2789 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2790 glReadBuffer(buffer);
2792 checkGLcall("glReadBuffer");
2794 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2795 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2797 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2798 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2800 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2801 ERR("Texture filtering not supported in direct blit\n");
2803 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2804 ERR("Texture filtering not supported in direct blit\n");
2808 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2809 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2810 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2812 glCopyTexSubImage2D(This->glDescription.target,
2813 This->glDescription.level,
2814 drect->x1, drect->y1, /* xoffset, yoffset */
2815 srect->x1, Src->currentDesc.Height - srect->y2,
2816 drect->x2 - drect->x1, drect->y2 - drect->y1);
2818 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2819 /* I have to process this row by row to swap the image,
2820 * otherwise it would be upside down, so stretching in y direction
2821 * doesn't cost extra time
2823 * However, stretching in x direction can be avoided if not necessary
2825 for(row = drect->y1; row < drect->y2; row++) {
2826 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2827 /* Well, that stuff works, but it's very slow.
2828 * find a better way instead
2832 for(col = drect->x1; col < drect->x2; col++) {
2833 glCopyTexSubImage2D(This->glDescription.target,
2834 This->glDescription.level,
2835 drect->x1 + col, row, /* xoffset, yoffset */
2836 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2840 glCopyTexSubImage2D(This->glDescription.target,
2841 This->glDescription.level,
2842 drect->x1, row, /* xoffset, yoffset */
2843 srect->x1, yoffset - (int) (row * yrel),
2844 drect->x2-drect->x1, 1);
2848 vcheckGLcall("glCopyTexSubImage2D");
2850 /* Leave the opengl state valid for blitting */
2851 glDisable(This->glDescription.target);
2852 checkGLcall("glDisable(This->glDescription.target)");
2857 /* Uses the hardware to stretch and flip the image */
2858 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2859 GLuint src, backup = 0;
2860 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2861 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2862 float left, right, top, bottom; /* Texture coordinates */
2863 UINT fbwidth = Src->currentDesc.Width;
2864 UINT fbheight = Src->currentDesc.Height;
2865 GLenum drawBuffer = GL_BACK;
2866 GLenum texture_target;
2867 BOOL noBackBufferBackup;
2869 TRACE("Using hwstretch blit\n");
2870 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2871 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2872 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2874 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2875 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2876 /* Get it a description */
2877 IWineD3DSurface_PreLoad(SrcSurface);
2881 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2882 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2884 if(myDevice->activeContext->aux_buffers >= 2) {
2885 /* Got more than one aux buffer? Use the 2nd aux buffer */
2886 drawBuffer = GL_AUX1;
2887 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2888 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2889 drawBuffer = GL_AUX0;
2892 if(noBackBufferBackup) {
2893 glGenTextures(1, &backup);
2894 checkGLcall("glGenTextures\n");
2895 glBindTexture(GL_TEXTURE_2D, backup);
2896 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2897 texture_target = GL_TEXTURE_2D;
2899 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2900 * we are reading from the back buffer, the backup can be used as source texture
2902 texture_target = Src->glDescription.target;
2903 glBindTexture(texture_target, Src->glDescription.textureName);
2904 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2905 glEnable(texture_target);
2906 checkGLcall("glEnable(texture_target)");
2908 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2909 Src->Flags &= ~SFLAG_INTEXTURE;
2913 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2915 TRACE("Reading from an offscreen target\n");
2916 upsidedown = !upsidedown;
2917 glReadBuffer(myDevice->offscreenBuffer);
2920 /* TODO: Only back up the part that will be overwritten */
2921 glCopyTexSubImage2D(texture_target, 0,
2922 0, 0 /* read offsets */,
2927 checkGLcall("glCopyTexSubImage2D");
2929 /* No issue with overriding these - the sampler is dirty due to blit usage */
2930 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2931 magLookup[Filter - WINED3DTEXF_NONE]);
2932 checkGLcall("glTexParameteri");
2933 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2934 minMipLookup[Filter][WINED3DTEXF_NONE]);
2935 checkGLcall("glTexParameteri");
2937 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2938 src = backup ? backup : Src->glDescription.textureName;
2940 glReadBuffer(GL_FRONT);
2941 checkGLcall("glReadBuffer(GL_FRONT)");
2943 glGenTextures(1, &src);
2944 checkGLcall("glGenTextures(1, &src)");
2945 glBindTexture(GL_TEXTURE_2D, src);
2946 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2948 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2949 * out for power of 2 sizes
2951 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2952 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2953 checkGLcall("glTexImage2D");
2954 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2955 0, 0 /* read offsets */,
2960 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2961 checkGLcall("glTexParameteri");
2962 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2963 checkGLcall("glTexParameteri");
2965 glReadBuffer(GL_BACK);
2966 checkGLcall("glReadBuffer(GL_BACK)");
2968 if(texture_target != GL_TEXTURE_2D) {
2969 glDisable(texture_target);
2970 glEnable(GL_TEXTURE_2D);
2971 texture_target = GL_TEXTURE_2D;
2974 checkGLcall("glEnd and previous");
2980 top = Src->currentDesc.Height - srect->y1;
2981 bottom = Src->currentDesc.Height - srect->y2;
2983 top = Src->currentDesc.Height - srect->y2;
2984 bottom = Src->currentDesc.Height - srect->y1;
2987 if(Src->Flags & SFLAG_NORMCOORD) {
2988 left /= Src->pow2Width;
2989 right /= Src->pow2Width;
2990 top /= Src->pow2Height;
2991 bottom /= Src->pow2Height;
2994 /* draw the source texture stretched and upside down. The correct surface is bound already */
2995 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
2996 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
2998 glDrawBuffer(drawBuffer);
2999 glReadBuffer(drawBuffer);
3003 glTexCoord2f(left, bottom);
3004 glVertex2i(0, fbheight);
3007 glTexCoord2f(left, top);
3008 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3011 glTexCoord2f(right, top);
3012 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3015 glTexCoord2f(right, bottom);
3016 glVertex2i(drect->x2 - drect->x1, fbheight);
3018 checkGLcall("glEnd and previous");
3020 if(texture_target != This->glDescription.target) {
3021 glDisable(texture_target);
3022 glEnable(This->glDescription.target);
3023 texture_target = This->glDescription.target;
3026 /* Now read the stretched and upside down image into the destination texture */
3027 glBindTexture(texture_target, This->glDescription.textureName);
3028 checkGLcall("glBindTexture");
3029 glCopyTexSubImage2D(texture_target,
3031 drect->x1, drect->y1, /* xoffset, yoffset */
3032 0, 0, /* We blitted the image to the origin */
3033 drect->x2 - drect->x1, drect->y2 - drect->y1);
3034 checkGLcall("glCopyTexSubImage2D");
3036 if(drawBuffer == GL_BACK) {
3037 /* Write the back buffer backup back */
3039 if(texture_target != GL_TEXTURE_2D) {
3040 glDisable(texture_target);
3041 glEnable(GL_TEXTURE_2D);
3042 texture_target = GL_TEXTURE_2D;
3044 glBindTexture(GL_TEXTURE_2D, backup);
3045 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3047 if(texture_target != Src->glDescription.target) {
3048 glDisable(texture_target);
3049 glEnable(Src->glDescription.target);
3050 texture_target = Src->glDescription.target;
3052 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3053 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3058 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3062 glTexCoord2f(0.0, 0.0);
3063 glVertex2i(0, fbheight);
3066 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3067 glVertex2i(fbwidth, Src->currentDesc.Height);
3070 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3071 glVertex2i(fbwidth, 0);
3074 /* Restore the old draw buffer */
3075 glDrawBuffer(GL_BACK);
3077 glDisable(texture_target);
3078 checkGLcall("glDisable(texture_target)");
3081 if(src != Src->glDescription.textureName && src != backup) {
3082 glDeleteTextures(1, &src);
3083 checkGLcall("glDeleteTextures(1, &src)");
3086 glDeleteTextures(1, &backup);
3087 checkGLcall("glDeleteTextures(1, &backup)");
3093 /* Not called from the VTable */
3094 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3096 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3097 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3098 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3100 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3102 /* Get the swapchain. One of the surfaces has to be a primary surface */
3103 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3104 WARN("Destination is in sysmem, rejecting gl blt\n");
3105 return WINED3DERR_INVALIDCALL;
3107 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3108 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3110 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3111 WARN("Src is in sysmem, rejecting gl blt\n");
3112 return WINED3DERR_INVALIDCALL;
3114 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3115 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3118 /* Early sort out of cases where no render target is used */
3119 if(!dstSwapchain && !srcSwapchain &&
3120 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3121 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3122 return WINED3DERR_INVALIDCALL;
3125 /* No destination color keying supported */
3126 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3127 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3128 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3129 return WINED3DERR_INVALIDCALL;
3133 rect.x1 = DestRect->left;
3134 rect.y1 = DestRect->top;
3135 rect.x2 = DestRect->right;
3136 rect.y2 = DestRect->bottom;
3140 rect.x2 = This->currentDesc.Width;
3141 rect.y2 = This->currentDesc.Height;
3144 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3145 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3146 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3147 /* Half-life does a Blt from the back buffer to the front buffer,
3148 * Full surface size, no flags... Use present instead
3150 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3153 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3157 TRACE("Looking if a Present can be done...\n");
3158 /* Source Rectangle must be full surface */
3160 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3161 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3162 TRACE("No, Source rectangle doesn't match\n");
3168 mySrcRect.right = Src->currentDesc.Width;
3169 mySrcRect.bottom = Src->currentDesc.Height;
3171 /* No stretching may occur */
3172 if(mySrcRect.right != rect.x2 - rect.x1 ||
3173 mySrcRect.bottom != rect.y2 - rect.y1) {
3174 TRACE("No, stretching is done\n");
3178 /* Destination must be full surface or match the clipping rectangle */
3179 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3183 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3188 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3191 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3192 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3194 TRACE("No, dest rectangle doesn't match(clipper)\n");
3195 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3196 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3202 if(rect.x1 != 0 || rect.y1 != 0 ||
3203 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3204 TRACE("No, dest rectangle doesn't match(surface size)\n");
3211 /* These flags are unimportant for the flag check, remove them */
3212 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3213 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3215 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3216 * take very long, while a flip is fast.
3217 * This applies to Half-Life, which does such Blts every time it finished
3218 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3219 * menu. This is also used by all apps when they do windowed rendering
3221 * The problem is that flipping is not really the same as copying. After a
3222 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3223 * untouched. Therefore it's necessary to override the swap effect
3224 * and to set it back after the flip.
3226 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3230 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3231 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3233 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3234 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3236 dstSwapchain->presentParms.SwapEffect = orig_swap;
3243 TRACE("Unsupported blit between buffers on the same swapchain\n");
3244 return WINED3DERR_INVALIDCALL;
3245 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3246 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3247 return WINED3DERR_INVALIDCALL;
3248 } else if(dstSwapchain && srcSwapchain) {
3249 FIXME("Implement hardware blit between two different swapchains\n");
3250 return WINED3DERR_INVALIDCALL;
3251 } else if(dstSwapchain) {
3252 if(SrcSurface == myDevice->render_targets[0]) {
3253 TRACE("Blit from active render target to a swapchain\n");
3254 /* Handled with regular texture -> swapchain blit */
3256 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3257 FIXME("Implement blit from a swapchain to the active render target\n");
3258 return WINED3DERR_INVALIDCALL;
3261 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3262 /* Blit from render target to texture */
3264 BOOL upsideDown, stretchx;
3265 BOOL paletteOverride = FALSE;
3267 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3268 TRACE("Color keying not supported by frame buffer to texture blit\n");
3269 return WINED3DERR_INVALIDCALL;
3270 /* Destination color key is checked above */
3273 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3274 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3277 if(SrcRect->top < SrcRect->bottom) {
3278 srect.y1 = SrcRect->top;
3279 srect.y2 = SrcRect->bottom;
3282 srect.y1 = SrcRect->bottom;
3283 srect.y2 = SrcRect->top;
3286 srect.x1 = SrcRect->left;
3287 srect.x2 = SrcRect->right;
3291 srect.x2 = Src->currentDesc.Width;
3292 srect.y2 = Src->currentDesc.Height;
3295 if(rect.x1 > rect.x2) {
3299 upsideDown = !upsideDown;
3302 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3308 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3309 * In this case grab the palette from the render target. */
3310 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3311 paletteOverride = TRUE;
3312 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3313 This->palette = Src->palette;
3316 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3317 * flip the image nor scale it.
3319 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3320 * -> If the app wants a image width an unscaled width, copy it line per line
3321 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3322 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3323 * back buffer. This is slower than reading line per line, thus not used for flipping
3324 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3327 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3328 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3331 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3332 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3333 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3334 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3335 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3336 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3337 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3339 TRACE("Using hardware stretching to flip / stretch the texture\n");
3340 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3343 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3345 This->palette = NULL;
3347 if(!(This->Flags & SFLAG_DONOTFREE)) {
3348 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3349 This->resource.allocatedMemory = NULL;
3350 This->resource.heapMemory = NULL;
3352 This->Flags &= ~SFLAG_INSYSMEM;
3354 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3355 * path is never entered
3357 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3361 /* Blit from offscreen surface to render target */
3362 float glTexCoord[4];
3363 DWORD oldCKeyFlags = Src->CKeyFlags;
3364 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3365 RECT SourceRectangle;
3366 BOOL paletteOverride = FALSE;
3369 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3372 SourceRectangle.left = SrcRect->left;
3373 SourceRectangle.right = SrcRect->right;
3374 SourceRectangle.top = SrcRect->top;
3375 SourceRectangle.bottom = SrcRect->bottom;
3377 SourceRectangle.left = 0;
3378 SourceRectangle.right = Src->currentDesc.Width;
3379 SourceRectangle.top = 0;
3380 SourceRectangle.bottom = Src->currentDesc.Height;
3383 /* When blitting from an offscreen surface to a rendertarget, the source
3384 * surface is not required to have a palette. Our rendering / conversion
3385 * code further down the road retrieves the palette from the surface, so
3386 * it must have a palette set. */
3387 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3388 paletteOverride = TRUE;
3389 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3390 Src->palette = This->palette;
3393 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3394 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3395 TRACE("Using stretch_rect_fbo\n");
3396 /* The source is always a texture, but never the currently active render target, and the texture
3397 * contents are never upside down
3399 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3400 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3402 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3404 Src->palette = NULL;
3408 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3409 /* Fall back to software */
3410 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3411 SourceRectangle.left, SourceRectangle.top,
3412 SourceRectangle.right, SourceRectangle.bottom);
3413 return WINED3DERR_INVALIDCALL;
3416 /* Color keying: Check if we have to do a color keyed blt,
3417 * and if not check if a color key is activated.
3419 * Just modify the color keying parameters in the surface and restore them afterwards
3420 * The surface keeps track of the color key last used to load the opengl surface.
3421 * PreLoad will catch the change to the flags and color key and reload if necessary.
3423 if(Flags & WINEDDBLT_KEYSRC) {
3424 /* Use color key from surface */
3425 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3426 /* Use color key from DDBltFx */
3427 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3428 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3430 /* Do not use color key */
3431 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3434 /* Now load the surface */
3435 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3438 /* Activate the destination context, set it up for blitting */
3439 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3442 TRACE("Drawing to offscreen buffer\n");
3443 buffer = myDevice->offscreenBuffer;
3445 buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3447 /* Front buffer coordinates are screen coordinates, while OpenGL coordinates are
3448 * window relative. Also beware of the origin difference(top left vs bottom left).
3449 * Also beware that the front buffer's surface size is screen width x screen height,
3450 * whereas the real gl drawable size is the size of the window.
3452 if(buffer == GL_FRONT) {
3454 POINT offset = {0,0};
3456 ClientToScreen(dstSwapchain->win_handle, &offset);
3457 GetClientRect(dstSwapchain->win_handle, &windowsize);
3458 h = windowsize.bottom - windowsize.top;
3459 rect.x1 -= offset.x; rect.x2 -=offset.x;
3460 rect.y1 -= offset.y; rect.y2 -=offset.y;
3461 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3463 TRACE("Drawing to %#x buffer\n", buffer);
3467 glDrawBuffer(buffer);
3468 checkGLcall("glDrawBuffer");
3470 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3471 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3473 /* Bind the texture */
3474 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3475 checkGLcall("glBindTexture");
3477 /* Filtering for StretchRect */
3478 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3479 magLookup[Filter - WINED3DTEXF_NONE]);
3480 checkGLcall("glTexParameteri");
3481 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3482 minMipLookup[Filter][WINED3DTEXF_NONE]);
3483 checkGLcall("glTexParameteri");
3484 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3485 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3486 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3487 checkGLcall("glTexEnvi");
3489 /* This is for color keying */
3490 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3491 glEnable(GL_ALPHA_TEST);
3492 checkGLcall("glEnable GL_ALPHA_TEST");
3494 /* When the primary render target uses P8, the alpha component contains the palette index.
3495 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3496 * should be masked away have alpha set to 0. */
3497 if(primary_render_target_is_p8(myDevice))
3498 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3500 glAlphaFunc(GL_NOTEQUAL, 0.0);
3501 checkGLcall("glAlphaFunc\n");
3503 glDisable(GL_ALPHA_TEST);
3504 checkGLcall("glDisable GL_ALPHA_TEST");
3507 /* Draw a textured quad
3511 glColor3d(1.0f, 1.0f, 1.0f);
3512 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3517 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3518 glVertex3f(rect.x1, rect.y2, 0.0);
3520 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3525 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3530 checkGLcall("glEnd");
3532 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3533 glDisable(GL_ALPHA_TEST);
3534 checkGLcall("glDisable(GL_ALPHA_TEST)");
3537 glBindTexture(Src->glDescription.target, 0);
3538 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3539 /* Leave the opengl state valid for blitting */
3540 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3542 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3543 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3545 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3546 glDrawBuffer(GL_BACK);
3547 checkGLcall("glDrawBuffer");
3549 /* Restore the color key parameters */
3550 Src->CKeyFlags = oldCKeyFlags;
3551 Src->SrcBltCKey = oldBltCKey;
3553 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3555 Src->palette = NULL;
3559 /* Flush in case the drawable is used by multiple GL contexts */
3560 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3563 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3564 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3567 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3568 /* TODO: This should be moved to ModifyLocation() */
3569 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3570 This->Flags |= SFLAG_INTEXTURE;
3575 /* Source-Less Blit to render target */
3576 if (Flags & WINEDDBLT_COLORFILL) {
3577 /* This is easy to handle for the D3D Device... */
3580 TRACE("Colorfill\n");
3582 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3583 must be true if we are here */
3584 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3585 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3586 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3587 TRACE("Surface is higher back buffer, falling back to software\n");
3588 return WINED3DERR_INVALIDCALL;
3591 /* The color as given in the Blt function is in the format of the frame-buffer...
3592 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3594 if (This->resource.format == WINED3DFMT_P8) {
3597 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3598 else alpha = 0xFF000000;
3600 if (This->palette) {
3602 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3603 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3604 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3609 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3610 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3613 color = ((0xFF000000) |
3614 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3615 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3616 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3619 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3620 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3621 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3623 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3624 color = DDBltFx->u5.dwFillColor;
3627 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3628 return WINED3DERR_INVALIDCALL;
3631 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3632 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3633 1, /* Number of rectangles */
3634 &rect, WINED3DCLEAR_TARGET, color,
3641 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3642 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3643 return WINED3DERR_INVALIDCALL;
3646 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3648 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3651 if (Flags & WINEDDBLT_DEPTHFILL) {
3652 switch(This->resource.format) {
3653 case WINED3DFMT_D16:
3654 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3656 case WINED3DFMT_D15S1:
3657 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3659 case WINED3DFMT_D24S8:
3660 case WINED3DFMT_D24X8:
3661 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3663 case WINED3DFMT_D32:
3664 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3668 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3671 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3672 DestRect == NULL ? 0 : 1,
3673 (WINED3DRECT *) DestRect,
3674 WINED3DCLEAR_ZBUFFER,
3680 FIXME("(%p): Unsupp depthstencil blit\n", This);
3681 return WINED3DERR_INVALIDCALL;
3684 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3686 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3687 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3688 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3689 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3691 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3693 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3694 return WINEDDERR_SURFACEBUSY;
3697 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3698 * except depth blits, which seem to work
3700 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3701 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3702 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3703 return WINED3DERR_INVALIDCALL;
3704 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3705 TRACE("Z Blit override handled the blit\n");
3710 /* Special cases for RenderTargets */
3711 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3712 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3713 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3716 /* For the rest call the X11 surface implementation.
3717 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3718 * other Blts are rather rare
3720 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3723 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3724 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3725 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3726 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3727 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3729 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3731 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3732 return WINEDDERR_SURFACEBUSY;
3735 if(myDevice->inScene &&
3736 (iface == myDevice->stencilBufferTarget ||
3737 (Source && Source == myDevice->stencilBufferTarget))) {
3738 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3739 return WINED3DERR_INVALIDCALL;
3742 /* Special cases for RenderTargets */
3743 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3744 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3746 RECT SrcRect, DstRect;
3750 SrcRect.left = rsrc->left;
3751 SrcRect.top= rsrc->top;
3752 SrcRect.bottom = rsrc->bottom;
3753 SrcRect.right = rsrc->right;
3757 SrcRect.right = srcImpl->currentDesc.Width;
3758 SrcRect.bottom = srcImpl->currentDesc.Height;
3761 DstRect.left = dstx;
3763 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3764 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3766 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3767 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3768 Flags |= WINEDDBLT_KEYSRC;
3769 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3770 Flags |= WINEDDBLT_KEYDEST;
3771 if(trans & WINEDDBLTFAST_WAIT)
3772 Flags |= WINEDDBLT_WAIT;
3773 if(trans & WINEDDBLTFAST_DONOTWAIT)
3774 Flags |= WINEDDBLT_DONOTWAIT;
3776 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3780 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3783 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3784 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3786 IWineD3DPaletteImpl *pal = This->palette;
3788 TRACE("(%p)\n", This);
3790 if (!pal) return WINED3D_OK;
3792 if(This->resource.format == WINED3DFMT_P8 ||
3793 This->resource.format == WINED3DFMT_A8P8)
3796 GLenum format, internal, type;
3797 CONVERT_TYPES convert;
3799 /* Check if we are using a RTL mode which uses texturing for uploads */
3800 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3802 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3803 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3805 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3807 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3808 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3810 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3811 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3813 /* Re-upload the palette */
3814 d3dfmt_p8_upload_palette(iface, convert);
3816 if(!(This->Flags & SFLAG_INSYSMEM)) {
3817 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3818 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3820 TRACE("Dirtifying surface\n");
3821 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3825 if(This->Flags & SFLAG_DIBSECTION) {
3826 TRACE("(%p): Updating the hdc's palette\n", This);
3827 for (n=0; n<256; n++) {
3828 col[n].rgbRed = pal->palents[n].peRed;
3829 col[n].rgbGreen = pal->palents[n].peGreen;
3830 col[n].rgbBlue = pal->palents[n].peBlue;
3831 col[n].rgbReserved = 0;
3833 SetDIBColorTable(This->hDC, 0, 256, col);
3836 /* Propagate the changes to the drawable when we have a palette. */
3837 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3838 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3843 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3844 /** Check against the maximum texture sizes supported by the video card **/
3845 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3846 unsigned int pow2Width, pow2Height;
3847 const GlPixelFormatDesc *glDesc;
3849 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3850 /* Setup some glformat defaults */
3851 This->glDescription.glFormat = glDesc->glFormat;
3852 This->glDescription.glFormatInternal = glDesc->glInternal;
3853 This->glDescription.glType = glDesc->glType;
3855 This->glDescription.textureName = 0;
3856 This->glDescription.target = GL_TEXTURE_2D;
3858 /* Non-power2 support */
3859 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3860 pow2Width = This->currentDesc.Width;
3861 pow2Height = This->currentDesc.Height;
3863 /* Find the nearest pow2 match */
3864 pow2Width = pow2Height = 1;
3865 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3866 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3868 This->pow2Width = pow2Width;
3869 This->pow2Height = pow2Height;
3871 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3872 WINED3DFORMAT Format = This->resource.format;
3873 /** TODO: add support for non power two compressed textures **/
3874 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3875 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3876 || This->resource.format == WINED3DFMT_ATI2N) {
3877 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3878 This, This->currentDesc.Width, This->currentDesc.Height);
3879 return WINED3DERR_NOTAVAILABLE;
3883 if(pow2Width != This->currentDesc.Width ||
3884 pow2Height != This->currentDesc.Height) {
3885 This->Flags |= SFLAG_NONPOW2;
3888 TRACE("%p\n", This);
3889 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3890 /* one of three options
3891 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)
3892 2: Set the texture to the maximum size (bad idea)
3893 3: WARN and return WINED3DERR_NOTAVAILABLE;
3894 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.
3896 WARN("(%p) Creating an oversized surface\n", This);
3897 This->Flags |= SFLAG_OVERSIZE;
3899 /* This will be initialized on the first blt */
3900 This->glRect.left = 0;
3901 This->glRect.top = 0;
3902 This->glRect.right = 0;
3903 This->glRect.bottom = 0;
3905 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3906 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3907 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3908 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3910 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3911 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3913 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3914 This->pow2Width = This->currentDesc.Width;
3915 This->pow2Height = This->currentDesc.Height;
3916 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3919 /* No oversize, gl rect is the full texture size */
3920 This->Flags &= ~SFLAG_OVERSIZE;
3921 This->glRect.left = 0;
3922 This->glRect.top = 0;
3923 This->glRect.right = This->pow2Width;
3924 This->glRect.bottom = This->pow2Height;
3927 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3928 switch(wined3d_settings.offscreen_rendering_mode) {
3929 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3930 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3931 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3935 This->Flags |= SFLAG_INSYSMEM;
3940 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3941 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3943 TRACE("(%p) New location %#x\n", This, location);
3945 if (location & ~SFLAG_DS_LOCATIONS) {
3946 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3949 This->Flags &= ~SFLAG_DS_LOCATIONS;
3950 This->Flags |= location;
3953 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3954 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3955 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3957 TRACE("(%p) New location %#x\n", This, location);
3959 /* TODO: Make this work for modes other than FBO */
3960 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3962 if (This->Flags & location) {
3963 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3967 if (This->current_renderbuffer) {
3968 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3972 if (location == SFLAG_DS_OFFSCREEN) {
3973 if (This->Flags & SFLAG_DS_ONSCREEN) {
3974 GLint old_binding = 0;
3976 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
3980 if (!device->depth_blt_texture) {
3981 glGenTextures(1, &device->depth_blt_texture);
3984 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3985 * directly on the FBO texture. That's because we need to flip. */
3986 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3987 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3988 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
3989 glCopyTexImage2D(This->glDescription.target,
3990 This->glDescription.level,
3991 This->glDescription.glFormatInternal,
3994 This->currentDesc.Width,
3995 This->currentDesc.Height,
3997 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3998 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3999 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4000 glBindTexture(GL_TEXTURE_2D, old_binding);
4002 /* Setup the destination */
4003 if (!device->depth_blt_rb) {
4004 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4005 checkGLcall("glGenRenderbuffersEXT");
4007 if (device->depth_blt_rb_w != This->currentDesc.Width
4008 || device->depth_blt_rb_h != This->currentDesc.Height) {
4009 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4010 checkGLcall("glBindRenderbufferEXT");
4011 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4012 checkGLcall("glRenderbufferStorageEXT");
4013 device->depth_blt_rb_w = This->currentDesc.Width;
4014 device->depth_blt_rb_h = This->currentDesc.Height;
4017 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4018 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4019 checkGLcall("glFramebufferRenderbufferEXT");
4020 attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4022 /* Do the actual blit */
4023 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture);
4024 checkGLcall("depth_blt");
4026 if (device->render_offscreen) {
4027 bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->fbo);
4029 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4030 checkGLcall("glBindFramebuffer()");
4035 FIXME("No up to date depth stencil location\n");
4037 } else if (location == SFLAG_DS_ONSCREEN) {
4038 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4039 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4043 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4044 checkGLcall("glBindFramebuffer()");
4045 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName);
4046 checkGLcall("depth_blt");
4048 if (device->render_offscreen) {
4049 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->fbo));
4050 checkGLcall("glBindFramebuffer()");
4055 FIXME("No up to date depth stencil location\n");
4058 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4061 This->Flags |= location;
4064 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4065 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4066 IWineD3DBaseTexture *texture;
4067 IWineD3DSurfaceImpl *overlay;
4069 TRACE("(%p)->(%s, %s)\n", iface,
4070 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4071 persistent ? "TRUE" : "FALSE");
4073 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4074 IWineD3DSwapChain *swapchain = NULL;
4076 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4077 TRACE("Surface %p is an onscreen surface\n", iface);
4079 IWineD3DSwapChain_Release(swapchain);
4081 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4082 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4087 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4088 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4089 TRACE("Passing to container\n");
4090 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4091 IWineD3DBaseTexture_Release(texture);
4094 This->Flags &= ~SFLAG_LOCATIONS;
4095 This->Flags |= flag;
4097 /* Redraw emulated overlays, if any */
4098 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4099 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4100 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4104 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4105 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4106 TRACE("Passing to container\n");
4107 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4108 IWineD3DBaseTexture_Release(texture);
4111 This->Flags &= ~flag;
4119 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4120 struct coords coords[4];
4122 IWineD3DSwapChain *swapchain = NULL;
4123 IWineD3DBaseTexture *texture = NULL;
4125 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4132 rect.right = This->currentDesc.Width;
4133 rect.bottom = This->currentDesc.Height;
4136 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4139 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4140 glEnable(GL_TEXTURE_RECTANGLE_ARB);
4141 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
4142 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName);
4143 checkGLcall("GL_TEXTURE_RECTANGLE_ARB, This->glDescription.textureName)");
4144 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4145 checkGLcall("glTexParameteri");
4146 glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4147 checkGLcall("glTexParameteri");
4149 coords[0].x = rect.left;
4152 coords[1].x = rect.left;
4155 coords[2].x = rect.right;
4158 coords[3].x = rect.right;
4161 coords[0].y = rect.top;
4162 coords[1].y = rect.bottom;
4163 coords[2].y = rect.bottom;
4164 coords[3].y = rect.top;
4165 } else if(This->glDescription.target == GL_TEXTURE_2D) {
4166 glEnable(GL_TEXTURE_2D);
4167 checkGLcall("glEnable(GL_TEXTURE_2D)");
4168 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
4169 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
4170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4171 checkGLcall("glTexParameteri");
4172 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4173 checkGLcall("glTexParameteri");
4175 coords[0].x = (float)rect.left / This->pow2Width;
4178 coords[1].x = (float)rect.left / This->pow2Width;
4181 coords[2].x = (float)rect.right / This->pow2Width;
4184 coords[3].x = (float)rect.right / This->pow2Width;
4187 coords[0].y = (float)rect.top / This->pow2Height;
4188 coords[1].y = (float)rect.bottom / This->pow2Height;
4189 coords[2].y = (float)rect.bottom / This->pow2Height;
4190 coords[3].y = (float)rect.top / This->pow2Height;
4192 /* Must be a cube map */
4193 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
4194 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
4195 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
4196 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
4197 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4198 checkGLcall("glTexParameteri");
4199 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4200 checkGLcall("glTexParameteri");
4202 switch(This->glDescription.target) {
4203 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4204 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4205 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4206 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4207 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4210 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4211 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4212 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4213 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4214 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4218 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4219 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4220 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4221 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4224 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4225 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4226 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4227 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4228 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4231 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4232 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4233 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4234 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4235 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4238 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4239 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4240 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4241 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4242 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4246 ERR("Unexpected texture target\n");
4253 glTexCoord3fv(&coords[0].x);
4254 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
4256 glTexCoord3fv(&coords[1].x);
4257 glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
4259 glTexCoord3fv(&coords[2].x);
4260 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
4262 glTexCoord3fv(&coords[3].x);
4263 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
4265 checkGLcall("glEnd");
4267 if(This->glDescription.target != GL_TEXTURE_2D) {
4268 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4269 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4271 glDisable(GL_TEXTURE_2D);
4272 checkGLcall("glDisable(GL_TEXTURE_2D)");
4276 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
4277 if(hr == WINED3D_OK && swapchain) {
4278 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4279 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4280 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4283 IWineD3DSwapChain_Release(swapchain);
4285 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4286 * reset properly next draw
4288 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
4289 if(hr == WINED3D_OK && texture) {
4290 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4291 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4292 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4293 IWineD3DBaseTexture_Release(texture);
4298 /*****************************************************************************
4299 * IWineD3DSurface::LoadLocation
4301 * Copies the current surface data from wherever it is to the requested
4302 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4303 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4304 * multiple locations, the gl texture is preferred over the drawable, which is
4305 * preferred over system memory. The PBO counts as system memory. If rect is
4306 * not NULL, only the specified rectangle is copied (only supported for
4307 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4308 * location is marked up to date after the copy.
4311 * flag: Surface location flag to be updated
4312 * rect: rectangle to be copied
4315 * WINED3D_OK on success
4316 * WINED3DERR_DEVICELOST on an internal error
4318 *****************************************************************************/
4319 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4320 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4321 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4322 IWineD3DSwapChain *swapchain = NULL;
4323 GLenum format, internal, type;
4324 CONVERT_TYPES convert;
4326 int width, pitch, outpitch;
4329 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4330 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4331 TRACE("Surface %p is an onscreen surface\n", iface);
4333 IWineD3DSwapChain_Release(swapchain);
4335 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4336 * Prefer SFLAG_INTEXTURE. */
4337 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4341 TRACE("(%p)->(%s, %p)\n", iface,
4342 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4345 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4348 if(This->Flags & flag) {
4349 TRACE("Location already up to date\n");
4353 if(!(This->Flags & SFLAG_LOCATIONS)) {
4354 ERR("Surface does not have any up to date location\n");
4355 This->Flags |= SFLAG_LOST;
4356 return WINED3DERR_DEVICELOST;
4359 if(flag == SFLAG_INSYSMEM) {
4360 surface_prepare_system_memory(This);
4362 /* Download the surface to system memory */
4363 if(This->Flags & SFLAG_INTEXTURE) {
4364 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4365 surface_bind_and_dirtify(This);
4367 surface_download_data(This);
4369 read_from_framebuffer(This, rect,
4370 This->resource.allocatedMemory,
4371 IWineD3DSurface_GetPitch(iface));
4373 } else if(flag == SFLAG_INDRAWABLE) {
4374 if(This->Flags & SFLAG_INTEXTURE) {
4375 surface_blt_to_drawable(This, rect);
4377 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4379 /* The width is in 'length' not in bytes */
4380 width = This->currentDesc.Width;
4381 pitch = IWineD3DSurface_GetPitch(iface);
4383 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4384 * but it isn't set (yet) in all cases it is getting called. */
4385 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4386 TRACE("Removing the pbo attached to surface %p\n", This);
4387 surface_remove_pbo(This);
4390 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4391 int height = This->currentDesc.Height;
4393 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4394 outpitch = width * bpp;
4395 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4397 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4399 ERR("Out of memory %d, %d!\n", outpitch, height);
4400 return WINED3DERR_OUTOFVIDEOMEMORY;
4402 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4404 This->Flags |= SFLAG_CONVERTED;
4406 This->Flags &= ~SFLAG_CONVERTED;
4407 mem = This->resource.allocatedMemory;
4410 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4412 /* Don't delete PBO memory */
4413 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4414 HeapFree(GetProcessHeap(), 0, mem);
4416 } else /* if(flag == SFLAG_INTEXTURE) */ {
4417 if (This->Flags & SFLAG_INDRAWABLE) {
4418 read_from_framebuffer_texture(This);
4419 } else { /* Upload from system memory */
4420 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4422 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4423 surface_bind_and_dirtify(This);
4426 /* The only place where LoadTexture() might get called when isInDraw=1
4427 * is ActivateContext where lastActiveRenderTarget is preloaded.
4429 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4430 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4432 /* Otherwise: System memory copy must be most up to date */
4434 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4435 This->Flags |= SFLAG_GLCKEY;
4436 This->glCKey = This->SrcBltCKey;
4438 else This->Flags &= ~SFLAG_GLCKEY;
4440 /* The width is in 'length' not in bytes */
4441 width = This->currentDesc.Width;
4442 pitch = IWineD3DSurface_GetPitch(iface);
4444 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4445 * but it isn't set (yet) in all cases it is getting called. */
4446 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4447 TRACE("Removing the pbo attached to surface %p\n", This);
4448 surface_remove_pbo(This);
4451 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4452 int height = This->currentDesc.Height;
4454 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4455 outpitch = width * bpp;
4456 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4458 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4460 ERR("Out of memory %d, %d!\n", outpitch, height);
4461 return WINED3DERR_OUTOFVIDEOMEMORY;
4463 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4465 This->Flags |= SFLAG_CONVERTED;
4466 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4467 d3dfmt_p8_upload_palette(iface, convert);
4468 This->Flags &= ~SFLAG_CONVERTED;
4469 mem = This->resource.allocatedMemory;
4471 This->Flags &= ~SFLAG_CONVERTED;
4472 mem = This->resource.allocatedMemory;
4475 /* Make sure the correct pitch is used */
4476 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4478 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4479 TRACE("non power of two support\n");
4480 if(!(This->Flags & SFLAG_ALLOCATED)) {
4481 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4483 if (mem || (This->Flags & SFLAG_PBO)) {
4484 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4487 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4488 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4490 if(!(This->Flags & SFLAG_ALLOCATED)) {
4491 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4493 if (mem || (This->Flags & SFLAG_PBO)) {
4494 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4498 /* Restore the default pitch */
4499 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4502 /* Don't delete PBO memory */
4503 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4504 HeapFree(GetProcessHeap(), 0, mem);
4509 This->Flags |= flag;
4512 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4513 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4514 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4515 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4521 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4522 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4523 IWineD3DSwapChain *swapchain = NULL;
4525 /* Update the drawable size method */
4527 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4530 This->get_drawable_size = get_drawable_size_swapchain;
4531 IWineD3DSwapChain_Release(swapchain);
4532 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4533 switch(wined3d_settings.offscreen_rendering_mode) {
4534 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4535 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4536 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4540 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4543 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4544 return SURFACE_OPENGL;
4547 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4548 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4551 /* If there's no destination surface there is nothing to do */
4552 if(!This->overlay_dest) return WINED3D_OK;
4554 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4555 * update the overlay. Prevent an endless recursion
4557 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4560 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4561 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4562 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4563 NULL, WINED3DTEXF_LINEAR);
4564 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4569 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4572 IWineD3DBaseSurfaceImpl_QueryInterface,
4573 IWineD3DBaseSurfaceImpl_AddRef,
4574 IWineD3DSurfaceImpl_Release,
4575 /* IWineD3DResource */
4576 IWineD3DBaseSurfaceImpl_GetParent,
4577 IWineD3DBaseSurfaceImpl_GetDevice,
4578 IWineD3DBaseSurfaceImpl_SetPrivateData,
4579 IWineD3DBaseSurfaceImpl_GetPrivateData,
4580 IWineD3DBaseSurfaceImpl_FreePrivateData,
4581 IWineD3DBaseSurfaceImpl_SetPriority,
4582 IWineD3DBaseSurfaceImpl_GetPriority,
4583 IWineD3DSurfaceImpl_PreLoad,
4584 IWineD3DSurfaceImpl_UnLoad,
4585 IWineD3DBaseSurfaceImpl_GetType,
4586 /* IWineD3DSurface */
4587 IWineD3DBaseSurfaceImpl_GetContainer,
4588 IWineD3DBaseSurfaceImpl_GetDesc,
4589 IWineD3DSurfaceImpl_LockRect,
4590 IWineD3DSurfaceImpl_UnlockRect,
4591 IWineD3DSurfaceImpl_GetDC,
4592 IWineD3DSurfaceImpl_ReleaseDC,
4593 IWineD3DSurfaceImpl_Flip,
4594 IWineD3DSurfaceImpl_Blt,
4595 IWineD3DBaseSurfaceImpl_GetBltStatus,
4596 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4597 IWineD3DBaseSurfaceImpl_IsLost,
4598 IWineD3DBaseSurfaceImpl_Restore,
4599 IWineD3DSurfaceImpl_BltFast,
4600 IWineD3DBaseSurfaceImpl_GetPalette,
4601 IWineD3DBaseSurfaceImpl_SetPalette,
4602 IWineD3DSurfaceImpl_RealizePalette,
4603 IWineD3DBaseSurfaceImpl_SetColorKey,
4604 IWineD3DBaseSurfaceImpl_GetPitch,
4605 IWineD3DSurfaceImpl_SetMem,
4606 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4607 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4608 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4609 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4610 IWineD3DBaseSurfaceImpl_SetClipper,
4611 IWineD3DBaseSurfaceImpl_GetClipper,
4613 IWineD3DSurfaceImpl_AddDirtyRect,
4614 IWineD3DSurfaceImpl_LoadTexture,
4615 IWineD3DSurfaceImpl_BindTexture,
4616 IWineD3DSurfaceImpl_SaveSnapshot,
4617 IWineD3DSurfaceImpl_SetContainer,
4618 IWineD3DSurfaceImpl_SetGlTextureDesc,
4619 IWineD3DSurfaceImpl_GetGlDesc,
4620 IWineD3DSurfaceImpl_GetData,
4621 IWineD3DSurfaceImpl_SetFormat,
4622 IWineD3DSurfaceImpl_PrivateSetup,
4623 IWineD3DSurfaceImpl_ModifyLocation,
4624 IWineD3DSurfaceImpl_LoadLocation,
4625 IWineD3DSurfaceImpl_GetImplType,
4626 IWineD3DSurfaceImpl_DrawOverlay
4628 #undef GLINFO_LOCATION
4630 #define GLINFO_LOCATION device->adapter->gl_info
4631 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4632 static void ffp_blit_free(IWineD3DDevice *iface) { }
4634 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4636 checkGLcall("glEnable(textype)");
4640 static void ffp_blit_unset(IWineD3DDevice *iface) {
4641 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4642 glDisable(GL_TEXTURE_2D);
4643 checkGLcall("glDisable(GL_TEXTURE_2D)");
4644 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4645 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4646 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4648 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4649 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4650 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4654 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4655 TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4659 const struct blit_shader ffp_blit = {
4664 ffp_blit_conv_supported