2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
38 static void surface_download_data(IWineD3DSurfaceImpl *This) {
39 if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + 4);
40 if (This->resource.format == WINED3DFMT_DXT1 ||
41 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
42 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
43 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
44 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
46 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
47 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
49 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
50 checkGLcall("glGetCompressedTexImageARB()");
57 if(This->Flags & SFLAG_CONVERTED) {
58 FIXME("Read back converted textures unsupported\n");
62 if (This->Flags & SFLAG_NONPOW2) {
63 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
64 src_pitch = This->bytesPerPixel * This->pow2Width;
65 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
66 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
67 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
69 mem = This->resource.allocatedMemory;
72 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
73 This->glDescription.glFormat, This->glDescription.glType, mem);
75 if(This->Flags & SFLAG_PBO) {
76 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
77 checkGLcall("glBindBufferARB");
79 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
80 This->glDescription.glType, NULL);
81 checkGLcall("glGetTexImage()");
83 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
84 checkGLcall("glBindBufferARB");
86 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
87 This->glDescription.glType, mem);
88 checkGLcall("glGetTexImage()");
91 if (This->Flags & SFLAG_NONPOW2) {
92 LPBYTE src_data, dst_data;
95 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
96 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
97 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
101 * instead of boxing the texture :
102 * |<-texture width ->| -->pow2width| /\
103 * |111111111111111111| | |
104 * |222 Texture 222222| boxed empty | texture height
105 * |3333 Data 33333333| | |
106 * |444444444444444444| | \/
107 * ----------------------------------- |
108 * | boxed empty | boxed empty | pow2height
110 * -----------------------------------
113 * we're repacking the data to the expected texture width
115 * |<-texture width ->| -->pow2width| /\
116 * |111111111111111111222222222222222| |
117 * |222333333333333333333444444444444| texture height
121 * | empty | pow2height
123 * -----------------------------------
127 * |<-texture width ->| /\
128 * |111111111111111111|
129 * |222222222222222222|texture height
130 * |333333333333333333|
131 * |444444444444444444| \/
132 * --------------------
134 * this also means that any references to allocatedMemory should work with the data as if were a
135 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
137 * internally the texture is still stored in a boxed format so any references to textureName will
138 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
140 * Performance should not be an issue, because applications normally do not lock the surfaces when
141 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
142 * and doesn't have to be re-read.
145 dst_data = This->resource.allocatedMemory;
146 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
147 for (y = 1 ; y < This->currentDesc.Height; y++) {
148 /* skip the first row */
149 src_data += src_pitch;
150 dst_data += dst_pitch;
151 memcpy(dst_data, src_data, dst_pitch);
154 HeapFree(GetProcessHeap(), 0, mem);
157 /* Surface has now been downloaded */
158 This->Flags |= SFLAG_INSYSMEM;
161 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
162 if (This->resource.format == WINED3DFMT_DXT1 ||
163 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
164 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
165 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
166 FIXME("Using DXT1/3/5 without advertized support\n");
168 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
169 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
170 This->Flags |= SFLAG_CLIENT;
173 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
174 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
175 * function uses glCompressedTexImage2D instead of the SubImage call
177 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
180 if(This->Flags & SFLAG_PBO) {
181 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
182 checkGLcall("glBindBufferARB");
183 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
185 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
186 width, height, 0 /* border */, This->resource.size, NULL));
187 checkGLcall("glCompressedTexSubImage2D");
189 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
190 checkGLcall("glBindBufferARB");
192 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
193 width, height, 0 /* border */, This->resource.size, data));
194 checkGLcall("glCompressedTexSubImage2D");
199 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
202 if(This->Flags & SFLAG_PBO) {
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
204 checkGLcall("glBindBufferARB");
205 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
207 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
208 checkGLcall("glTexSubImage2D");
210 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
211 checkGLcall("glBindBufferARB");
214 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
215 checkGLcall("glTexSubImage2D");
222 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
223 BOOL enable_client_storage = FALSE;
225 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
226 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
228 if (This->resource.format == WINED3DFMT_DXT1 ||
229 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
230 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
231 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
232 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
238 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
239 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
240 /* In some cases we want to disable client storage.
241 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
242 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
243 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
244 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
245 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
247 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
248 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
249 This->Flags &= SFLAG_CLIENT;
250 enable_client_storage = TRUE;
252 This->Flags |= SFLAG_CLIENT;
253 /* Below point opengl to our allocated texture memory */
256 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
257 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
258 checkGLcall("glTexImage2D");
260 if(enable_client_storage) {
261 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
262 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
266 This->Flags |= SFLAG_ALLOCATED;
269 /* In D3D the depth stencil dimensions have to be greater than or equal to the
270 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
271 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
272 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
273 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
274 renderbuffer_entry_t *entry;
275 GLuint renderbuffer = 0;
276 unsigned int src_width, src_height;
278 src_width = This->pow2Width;
279 src_height = This->pow2Height;
281 /* A depth stencil smaller than the render target is not valid */
282 if (width > src_width || height > src_height) return;
284 /* Remove any renderbuffer set if the sizes match */
285 if (width == src_width && height == src_height) {
286 This->current_renderbuffer = NULL;
290 /* Look if we've already got a renderbuffer of the correct dimensions */
291 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
292 if (entry->width == width && entry->height == height) {
293 renderbuffer = entry->id;
294 This->current_renderbuffer = entry;
300 const GlPixelFormatDesc *glDesc;
301 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
303 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
304 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
305 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
307 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
308 entry->width = width;
309 entry->height = height;
310 entry->id = renderbuffer;
311 list_add_head(&This->renderbuffers, &entry->entry);
313 This->current_renderbuffer = entry;
316 checkGLcall("set_compatible_renderbuffer");
319 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
320 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
321 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
323 TRACE("(%p) : swapchain %p\n", This, swapchain);
325 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
326 TRACE("Returning GL_BACK\n");
328 } else if (swapchain_impl->frontBuffer == iface) {
329 TRACE("Returning GL_FRONT\n");
333 FIXME("Higher back buffer, returning GL_BACK\n");
337 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
338 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
339 ULONG ref = InterlockedDecrement(&This->resource.ref);
340 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
342 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
343 renderbuffer_entry_t *entry, *entry2;
344 TRACE("(%p) : cleaning up\n", This);
346 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
348 /* Need a context to destroy the texture. Use the currently active render target, but only if
349 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
350 * When destroying the primary rt, Uninit3D will activate a context before doing anything
352 if(device->render_targets && device->render_targets[0]) {
353 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
356 TRACE("Deleting texture %d\n", This->glDescription.textureName);
358 glDeleteTextures(1, &This->glDescription.textureName);
362 if(This->Flags & SFLAG_PBO) {
364 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
367 if(This->Flags & SFLAG_DIBSECTION) {
369 SelectObject(This->hDC, This->dib.holdbitmap);
371 /* Release the DIB section */
372 DeleteObject(This->dib.DIBsection);
373 This->dib.bitmap_data = NULL;
374 This->resource.allocatedMemory = NULL;
376 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
378 HeapFree(GetProcessHeap(), 0, This->palette9);
380 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
381 if(iface == device->ddraw_primary)
382 device->ddraw_primary = NULL;
384 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
385 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
386 HeapFree(GetProcessHeap(), 0, entry);
389 TRACE("(%p) Released\n", This);
390 HeapFree(GetProcessHeap(), 0, This);
396 /* ****************************************************
397 IWineD3DSurface IWineD3DResource parts follow
398 **************************************************** */
400 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
401 /* TODO: check for locks */
402 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
403 IWineD3DBaseTexture *baseTexture = NULL;
404 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
406 TRACE("(%p)Checking to see if the container is a base texture\n", This);
407 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
408 TRACE("Passing to container\n");
409 IWineD3DBaseTexture_PreLoad(baseTexture);
410 IWineD3DBaseTexture_Release(baseTexture);
412 TRACE("(%p) : About to load surface\n", This);
414 if(!device->isInDraw) {
415 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
419 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
420 if (!This->glDescription.level) {
421 if (!This->glDescription.textureName) {
422 glGenTextures(1, &This->glDescription.textureName);
423 checkGLcall("glGenTextures");
424 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
426 glBindTexture(This->glDescription.target, This->glDescription.textureName);
427 checkGLcall("glBindTexture");
428 IWineD3DSurface_LoadTexture(iface, FALSE);
429 /* This is where we should be reducing the amount of GLMemoryUsed */
430 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
431 /* assume this is a coding error not a real error for now */
432 FIXME("Mipmap surface has a glTexture bound to it!\n");
434 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
435 /* Tell opengl to try and keep this texture in video ram (well mostly) */
438 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
445 /* ******************************************************
446 IWineD3DSurface IWineD3DSurface parts follow
447 ****************************************************** */
449 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
450 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
451 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
452 if (This->glDescription.textureName == 0 && textureName != 0) {
453 This->Flags &= ~SFLAG_INTEXTURE;
454 IWineD3DSurface_AddDirtyRect(iface, NULL);
456 This->glDescription.textureName = textureName;
457 This->glDescription.target = target;
458 This->Flags &= ~SFLAG_ALLOCATED;
461 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
462 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
463 TRACE("(%p) : returning %p\n", This, &This->glDescription);
464 *glDescription = &This->glDescription;
467 /* TODO: think about moving this down to resource? */
468 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
469 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
470 /* 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 */
471 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
472 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
474 return (CONST void*)(This->resource.allocatedMemory);
477 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
481 BYTE *row, *top, *bottom;
485 switch(This->resource.format)
489 /* GL can't return palettized data, so read ARGB pixels into a
490 * separate block of memory and convert them into palettized format
491 * in software. Slow, but if the app means to use palettized render
492 * targets and locks it...
494 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
495 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
496 * for the color channels when palettizing the colors.
499 type = GL_UNSIGNED_BYTE;
501 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
503 ERR("Out of memory\n");
506 bpp = This->bytesPerPixel * 3;
512 fmt = This->glDescription.glFormat;
513 type = This->glDescription.glType;
514 bpp = This->bytesPerPixel;
517 if(This->Flags & SFLAG_PBO) {
518 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
519 checkGLcall("glBindBufferARB");
522 glReadPixels(rect->left, rect->top,
523 rect->right - rect->left,
524 rect->bottom - rect->top,
526 vcheckGLcall("glReadPixels");
528 if(This->Flags & SFLAG_PBO) {
529 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
530 checkGLcall("glBindBufferARB");
532 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
533 * to get a pointer to it and perform the flipping in software. This is a lot
534 * faster than calling glReadPixels for each line. In case we want more speed
535 * we should rerender it flipped in a FBO and read the data back from the FBO. */
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
538 checkGLcall("glBindBufferARB");
540 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
541 checkGLcall("glMapBufferARB");
545 /* TODO: Merge this with the palettization loop below for P8 targets */
548 /* glReadPixels returns the image upside down, and there is no way to prevent this.
549 Flip the lines in software */
550 len = (rect->right - rect->left) * bpp;
551 off = rect->left * bpp;
553 row = HeapAlloc(GetProcessHeap(), 0, len);
555 ERR("Out of memory\n");
556 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
560 top = mem + pitch * rect->top;
561 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
562 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
563 memcpy(row, top + off, len);
564 memcpy(top + off, bottom + off, len);
565 memcpy(bottom + off, row, len);
569 HeapFree(GetProcessHeap(), 0, row);
571 /* Unmap the temp PBO buffer */
572 if(This->Flags & SFLAG_PBO) {
573 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
574 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
578 if(This->resource.format == WINED3DFMT_P8) {
580 DWORD width = pitch / 3;
583 pal = This->palette->palents;
585 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
588 for(y = rect->top; y < rect->bottom; y++) {
589 for(x = rect->left; x < rect->right; x++) {
590 /* start lines pixels */
591 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
592 BYTE *green = blue + 1;
593 BYTE *red = green + 1;
595 for(c = 0; c < 256; c++) {
596 if(*red == pal[c].peRed &&
597 *green == pal[c].peGreen &&
598 *blue == pal[c].peBlue)
600 *((BYTE *) dest + y * width + x) = c;
606 HeapFree(GetProcessHeap(), 0, mem);
610 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
611 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
612 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
613 IWineD3DSwapChainImpl *swapchain = NULL;
615 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
617 if (This->Flags & SFLAG_LOCKED) {
618 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
619 return WINED3DERR_INVALIDCALL;
621 if (!(This->Flags & SFLAG_LOCKABLE)) {
622 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
623 texture regions, and since the destination is an unlockable region we need
625 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
626 /*return WINED3DERR_INVALIDCALL; */
629 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
631 /* Mark the surface locked */
632 This->Flags |= SFLAG_LOCKED;
634 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
637 if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
638 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
639 This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
642 /* Create a PBO for dynamicly locked surfaces but don't do it for converted or non-pow2 surfaces.
643 * Also don't create a PBO for systemmem surfaces. */
644 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
648 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
649 error = glGetError();
650 if(This->pbo == 0 || error != GL_NO_ERROR) {
651 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
654 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
656 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
657 checkGLcall("glBindBufferARB");
659 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
660 checkGLcall("glBufferDataARB");
662 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
663 checkGLcall("glBindBufferARB");
665 /* We don't need the system memory anymore and we can't even use it for PBOs */
666 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
667 This->resource.allocatedMemory = NULL;
668 This->Flags |= SFLAG_PBO;
672 /* Calculate the correct start address to report */
674 This->lockedRect.left = 0;
675 This->lockedRect.top = 0;
676 This->lockedRect.right = This->currentDesc.Width;
677 This->lockedRect.bottom = This->currentDesc.Height;
678 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
680 This->lockedRect.left = pRect->left;
681 This->lockedRect.top = pRect->top;
682 This->lockedRect.right = pRect->right;
683 This->lockedRect.bottom = pRect->bottom;
684 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
687 if (This->Flags & SFLAG_NONPOW2) {
688 TRACE("Locking non-power 2 texture\n");
691 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
692 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
695 if(!(This->Flags & SFLAG_DYNLOCK)) {
697 /* MAXLOCKCOUNT is defined in wined3d_private.h */
698 if(This->lockCount > MAXLOCKCOUNT) {
699 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
700 This->Flags |= SFLAG_DYNLOCK;
704 if (Flags & WINED3DLOCK_DISCARD) {
705 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
706 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
707 This->Flags |= SFLAG_INSYSMEM;
710 if (This->Flags & SFLAG_INSYSMEM) {
711 TRACE("Local copy is up to date, not downloading data\n");
715 /* Now download the surface content from opengl
716 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
717 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
719 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
720 if(swapchain || iface == myDevice->render_targets[0]) {
721 BOOL srcIsUpsideDown;
723 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
724 static BOOL warned = FALSE;
726 ERR("The application tries to lock the render target, but render target locking is disabled\n");
729 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
733 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
734 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
735 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
736 * context->last_was_blit set on the unlock.
738 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
741 /* Select the correct read buffer, and give some debug output.
742 * There is no need to keep track of the current read buffer or reset it, every part of the code
743 * that reads sets the read buffer as desired.
746 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
747 * Read from the back buffer
749 TRACE("Locking offscreen render target\n");
750 glReadBuffer(myDevice->offscreenBuffer);
751 srcIsUpsideDown = TRUE;
753 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
754 TRACE("Locking %#x buffer\n", buffer);
755 glReadBuffer(buffer);
756 checkGLcall("glReadBuffer");
758 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
759 srcIsUpsideDown = FALSE;
762 switch(wined3d_settings.rendertargetlock_mode) {
766 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
771 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
772 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
778 /* Mark the local copy up to date if a full download was done */
779 if(This->lockedRect.left == 0 &&
780 This->lockedRect.top == 0 &&
781 This->lockedRect.right == This->currentDesc.Width &&
782 This->lockedRect.bottom == This->currentDesc.Height) {
783 This->Flags |= SFLAG_INSYSMEM;
785 } else if(iface == myDevice->stencilBufferTarget) {
786 /** the depth stencil in openGL has a format of GL_FLOAT
787 * which should be good for WINED3DFMT_D16_LOCKABLE
789 * it is unclear what format the stencil buffer is in except.
790 * 'Each index is converted to fixed point...
791 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
792 * mappings in the table GL_PIXEL_MAP_S_TO_S.
793 * glReadPixels(This->lockedRect.left,
794 * This->lockedRect.bottom - j - 1,
795 * This->lockedRect.right - This->lockedRect.left,
797 * GL_DEPTH_COMPONENT,
799 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
801 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
802 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
803 * none of that is the case the problem is not in this function :-)
804 ********************************************/
805 FIXME("Depth stencil locking not supported yet\n");
807 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
808 TRACE("locking an ordinary surface\n");
810 if (0 != This->glDescription.textureName) {
811 /* Now I have to copy thing bits back */
813 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
814 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
818 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
819 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
821 checkGLcall("glActiveTextureARB");
823 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
824 IWineD3DSurface_PreLoad(iface);
826 surface_download_data(This);
832 if(This->Flags & SFLAG_PBO) {
833 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
835 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
836 checkGLcall("glBindBufferARB");
838 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
839 if(This->resource.allocatedMemory) {
840 ERR("The surface already has PBO memory allocated!\n");
843 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
844 checkGLcall("glMapBufferARB");
846 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
847 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
848 checkGLcall("glBindBufferARB");
853 /* Calculate the correct start address to report */
855 pLockedRect->pBits = This->resource.allocatedMemory;
857 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
858 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
859 * slightly different meaning compared to regular textures. For DXTn
860 * textures Pitch is the size of a row of blocks, 4 high and "width"
861 * long. The x offset is calculated differently as well, since moving 4
862 * pixels to the right actually moves an entire 4x4 block to right, ie
863 * 16 bytes (8 in case of DXT1). */
864 if (This->resource.format == WINED3DFMT_DXT1) {
865 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
866 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
867 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
868 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
870 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
874 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
877 IWineD3DBaseTexture *pBaseTexture;
880 * as seen in msdn docs
882 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
884 /** Dirtify Container if needed */
885 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
886 TRACE("Making container dirty\n");
887 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
888 IWineD3DBaseTexture_Release(pBaseTexture);
890 TRACE("Surface is standalone, no need to dirty the container\n");
894 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
895 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
899 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
901 GLint prev_rasterpos[4];
903 BOOL storechanged = FALSE, memory_allocated = FALSE;
907 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
909 glDisable(GL_TEXTURE_2D);
910 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
913 vcheckGLcall("glFlush");
914 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
915 vcheckGLcall("glIntegerv");
916 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
917 vcheckGLcall("glIntegerv");
918 glPixelZoom(1.0, -1.0);
919 vcheckGLcall("glPixelZoom");
921 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
922 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
923 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
925 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
926 vcheckGLcall("glRasterPos2f");
928 /* Some drivers(radeon dri, others?) don't like exceptions during
929 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
930 * after ReleaseDC. Reading it will cause an exception, which x11drv will
931 * catch to put the dib section in InSync mode, which leads to a crash
932 * and a blocked x server on my radeon card.
934 * The following lines read the dib section so it is put in inSync mode
935 * before glDrawPixels is called and the crash is prevented. There won't
936 * be any interfering gdi accesses, because UnlockRect is called from
937 * ReleaseDC, and the app won't use the dc any more afterwards.
939 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
941 read = This->resource.allocatedMemory[0];
944 switch (This->resource.format) {
945 /* No special care needed */
946 case WINED3DFMT_A4R4G4B4:
947 case WINED3DFMT_R5G6B5:
948 case WINED3DFMT_A1R5G5B5:
949 case WINED3DFMT_R8G8B8:
950 type = This->glDescription.glType;
951 fmt = This->glDescription.glFormat;
952 mem = This->resource.allocatedMemory;
953 bpp = This->bytesPerPixel;
956 case WINED3DFMT_X4R4G4B4:
959 unsigned short *data;
960 data = (unsigned short *)This->resource.allocatedMemory;
961 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
967 type = This->glDescription.glType;
968 fmt = This->glDescription.glFormat;
969 mem = This->resource.allocatedMemory;
970 bpp = This->bytesPerPixel;
974 case WINED3DFMT_X1R5G5B5:
977 unsigned short *data;
978 data = (unsigned short *)This->resource.allocatedMemory;
979 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
985 type = This->glDescription.glType;
986 fmt = This->glDescription.glFormat;
987 mem = This->resource.allocatedMemory;
988 bpp = This->bytesPerPixel;
992 case WINED3DFMT_X8R8G8B8:
994 /* make sure the X byte is set to alpha on, since it
995 could be any random value. This fixes the intro movie in Pirates! */
998 data = (unsigned int *)This->resource.allocatedMemory;
999 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1001 *data |= 0xFF000000;
1008 case WINED3DFMT_A8R8G8B8:
1010 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1011 vcheckGLcall("glPixelStorei");
1012 storechanged = TRUE;
1013 type = This->glDescription.glType;
1014 fmt = This->glDescription.glFormat;
1015 mem = This->resource.allocatedMemory;
1016 bpp = This->bytesPerPixel;
1020 case WINED3DFMT_A2R10G10B10:
1022 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1023 vcheckGLcall("glPixelStorei");
1024 storechanged = TRUE;
1025 type = This->glDescription.glType;
1026 fmt = This->glDescription.glFormat;
1027 mem = This->resource.allocatedMemory;
1028 bpp = This->bytesPerPixel;
1034 int height = This->glRect.bottom - This->glRect.top;
1035 type = GL_UNSIGNED_BYTE;
1038 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1040 ERR("Out of memory\n");
1043 memory_allocated = TRUE;
1044 d3dfmt_convert_surface(This->resource.allocatedMemory,
1052 bpp = This->bytesPerPixel * 4;
1058 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1061 type = This->glDescription.glType;
1062 fmt = This->glDescription.glFormat;
1063 mem = This->resource.allocatedMemory;
1064 bpp = This->bytesPerPixel;
1067 if(This->Flags & SFLAG_PBO) {
1068 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1069 checkGLcall("glBindBufferARB");
1072 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1073 (This->lockedRect.bottom - This->lockedRect.top)-1,
1075 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1076 checkGLcall("glDrawPixels");
1078 if(This->Flags & SFLAG_PBO) {
1079 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1080 checkGLcall("glBindBufferARB");
1083 glPixelZoom(1.0,1.0);
1084 vcheckGLcall("glPixelZoom");
1086 glRasterPos3iv(&prev_rasterpos[0]);
1087 vcheckGLcall("glRasterPos3iv");
1089 /* Reset to previous pack row length */
1090 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1091 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1093 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1094 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1097 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1100 glEnable(GL_TEXTURE_2D);
1101 checkGLcall("glEnable(GL_TEXTURE_2D)");
1103 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1107 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1108 float glTexCoord[4];
1110 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1111 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1112 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1113 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1115 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1119 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1120 checkGLcall("glEnable glBindTexture");
1122 /* No filtering for blts */
1123 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1124 checkGLcall("glTexParameteri");
1125 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1126 checkGLcall("glTexParameteri");
1128 /* Start drawing a quad */
1131 glColor3d(1.0f, 1.0f, 1.0f);
1132 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1133 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1135 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1136 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1138 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1139 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1141 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1142 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1145 checkGLcall("glEnd");
1147 /* Unbind the texture */
1148 glBindTexture(GL_TEXTURE_2D, 0);
1149 checkGLcall("glEnable glBindTexture");
1154 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1155 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1156 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1157 IWineD3DSwapChainImpl *swapchain = NULL;
1159 if (!(This->Flags & SFLAG_LOCKED)) {
1160 WARN("trying to Unlock an unlocked surf@%p\n", This);
1161 return WINED3DERR_INVALIDCALL;
1164 if (This->Flags & SFLAG_PBO) {
1165 TRACE("Freeing PBO memory\n");
1166 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1168 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1169 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1170 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1171 checkGLcall("glUnmapBufferARB");
1173 This->resource.allocatedMemory = NULL;
1176 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1178 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1179 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1183 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1184 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1185 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1186 static BOOL warned = FALSE;
1188 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1191 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1195 /* Activate the correct context for the render target */
1196 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1200 /* Primary offscreen render target */
1201 TRACE("Offscreen render target\n");
1202 glDrawBuffer(myDevice->offscreenBuffer);
1203 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1205 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1206 TRACE("Unlocking %#x buffer\n", buffer);
1207 glDrawBuffer(buffer);
1208 checkGLcall("glDrawBuffer");
1210 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1213 switch(wined3d_settings.rendertargetlock_mode) {
1217 flush_to_framebuffer_drawpixels(This);
1222 flush_to_framebuffer_texture(This);
1226 glDrawBuffer(myDevice->offscreenBuffer);
1227 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1228 } else if(swapchain->backBuffer) {
1229 glDrawBuffer(GL_BACK);
1230 checkGLcall("glDrawBuffer(GL_BACK)");
1232 glDrawBuffer(GL_FRONT);
1233 checkGLcall("glDrawBuffer(GL_FRONT)");
1237 This->dirtyRect.left = This->currentDesc.Width;
1238 This->dirtyRect.top = This->currentDesc.Height;
1239 This->dirtyRect.right = 0;
1240 This->dirtyRect.bottom = 0;
1241 This->Flags |= SFLAG_INDRAWABLE;
1242 } else if(iface == myDevice->stencilBufferTarget) {
1243 FIXME("Depth Stencil buffer locking is not implemented\n");
1245 /* The rest should be a normal texture */
1246 IWineD3DBaseTextureImpl *impl;
1247 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1248 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1249 * states need resetting
1251 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1252 if(impl->baseTexture.bindCount) {
1253 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1255 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1260 This->Flags &= ~SFLAG_LOCKED;
1261 memset(&This->lockedRect, 0, sizeof(RECT));
1265 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1266 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1267 WINED3DLOCKED_RECT lock;
1271 TRACE("(%p)->(%p)\n",This,pHDC);
1273 if(This->Flags & SFLAG_USERPTR) {
1274 ERR("Not supported on surfaces with an application-provided surfaces\n");
1275 return WINEDDERR_NODC;
1278 /* Give more detailed info for ddraw */
1279 if (This->Flags & SFLAG_DCINUSE)
1280 return WINEDDERR_DCALREADYCREATED;
1282 /* Can't GetDC if the surface is locked */
1283 if (This->Flags & SFLAG_LOCKED)
1284 return WINED3DERR_INVALIDCALL;
1286 memset(&lock, 0, sizeof(lock)); /* To be sure */
1288 /* Create a DIB section if there isn't a hdc yet */
1290 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1291 if(This->Flags & SFLAG_CLIENT) {
1292 IWineD3DSurface_PreLoad(iface);
1295 /* Use the dib section from now on if we are not using a PBO */
1296 if(!(This->Flags & SFLAG_PBO))
1297 This->resource.allocatedMemory = This->dib.bitmap_data;
1300 /* Lock the surface */
1301 hr = IWineD3DSurface_LockRect(iface,
1306 if(This->Flags & SFLAG_PBO) {
1307 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1308 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1312 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1313 /* keep the dib section */
1317 if(This->resource.format == WINED3DFMT_P8 ||
1318 This->resource.format == WINED3DFMT_A8P8) {
1321 PALETTEENTRY ent[256];
1323 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1324 for (n=0; n<256; n++) {
1325 col[n].rgbRed = ent[n].peRed;
1326 col[n].rgbGreen = ent[n].peGreen;
1327 col[n].rgbBlue = ent[n].peBlue;
1328 col[n].rgbReserved = 0;
1331 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1333 for (n=0; n<256; n++) {
1334 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1335 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1336 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1337 col[n].rgbReserved = 0;
1341 SetDIBColorTable(This->hDC, 0, 256, col);
1345 TRACE("returning %p\n",*pHDC);
1346 This->Flags |= SFLAG_DCINUSE;
1351 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1352 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1354 TRACE("(%p)->(%p)\n",This,hDC);
1356 if (!(This->Flags & SFLAG_DCINUSE))
1357 return WINED3DERR_INVALIDCALL;
1359 if (This->hDC !=hDC) {
1360 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1361 return WINED3DERR_INVALIDCALL;
1364 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1365 /* Copy the contents of the DIB over to the PBO */
1366 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1369 /* we locked first, so unlock now */
1370 IWineD3DSurface_UnlockRect(iface);
1372 This->Flags &= ~SFLAG_DCINUSE;
1377 /* ******************************************************
1378 IWineD3DSurface Internal (No mapping to directx api) parts follow
1379 ****************************************************** */
1381 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) {
1382 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1383 const GlPixelFormatDesc *glDesc;
1384 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1386 /* Default values: From the surface */
1387 *format = glDesc->glFormat;
1388 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1389 *type = glDesc->glType;
1390 *convert = NO_CONVERSION;
1391 *target_bpp = This->bytesPerPixel;
1393 /* Ok, now look if we have to do any conversion */
1394 switch(This->resource.format) {
1399 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1400 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1402 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1404 *internal = GL_RGBA;
1405 *type = GL_UNSIGNED_BYTE;
1407 if(colorkey_active) {
1408 *convert = CONVERT_PALETTED_CK;
1410 *convert = CONVERT_PALETTED;
1416 case WINED3DFMT_R3G3B2:
1417 /* **********************
1418 GL_UNSIGNED_BYTE_3_3_2
1419 ********************** */
1420 if (colorkey_active) {
1421 /* This texture format will never be used.. So do not care about color keying
1422 up until the point in time it will be needed :-) */
1423 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1427 case WINED3DFMT_R5G6B5:
1428 if (colorkey_active) {
1429 *convert = CONVERT_CK_565;
1431 *internal = GL_RGBA;
1432 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1436 case WINED3DFMT_X1R5G5B5:
1437 if (colorkey_active) {
1438 *convert = CONVERT_CK_5551;
1440 *internal = GL_RGBA;
1441 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1445 case WINED3DFMT_R8G8B8:
1446 if (colorkey_active) {
1447 *convert = CONVERT_CK_RGB24;
1449 *internal = GL_RGBA;
1450 *type = GL_UNSIGNED_INT_8_8_8_8;
1455 case WINED3DFMT_X8R8G8B8:
1456 if (colorkey_active) {
1457 *convert = CONVERT_RGB32_888;
1459 *internal = GL_RGBA;
1460 *type = GL_UNSIGNED_INT_8_8_8_8;
1464 case WINED3DFMT_V8U8:
1465 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1466 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1467 *format = GL_DUDV_ATI;
1468 *internal = GL_DU8DV8_ATI;
1470 /* No conversion - Just change the gl type */
1473 *convert = CONVERT_V8U8;
1475 *internal = GL_RGB8;
1476 *type = GL_UNSIGNED_BYTE;
1480 case WINED3DFMT_L6V5U5:
1481 *convert = CONVERT_L6V5U5;
1482 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1484 /* Use format and types from table */
1486 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1489 *internal = GL_RGB5;
1490 *type = GL_UNSIGNED_SHORT_5_6_5;
1494 case WINED3DFMT_X8L8V8U8:
1495 *convert = CONVERT_X8L8V8U8;
1497 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1498 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1499 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1500 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1501 * the needed type and format parameter, so the internal format contains a
1502 * 4th component, which is returned as alpha
1505 /* Not supported by GL_ATI_envmap_bumpmap */
1507 *internal = GL_RGBA8;
1508 *type = GL_UNSIGNED_BYTE;
1512 case WINED3DFMT_Q8W8V8U8:
1513 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1514 *convert = CONVERT_Q8W8V8U8;
1516 *internal = GL_RGBA8;
1517 *type = GL_UNSIGNED_BYTE;
1519 /* Not supported by GL_ATI_envmap_bumpmap */
1522 case WINED3DFMT_V16U16:
1523 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1524 *convert = CONVERT_V16U16;
1526 *internal = GL_RGB16;
1529 /* What should I do here about GL_ATI_envmap_bumpmap?
1530 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1534 case WINED3DFMT_A4L4:
1535 /* A4L4 exists as an internal gl format, but for some reason there is not
1536 * format+type combination to load it. Thus convert it to A8L8, then load it
1537 * with A4L4 internal, but A8L8 format+type
1539 *convert = CONVERT_A4L4;
1540 *format = GL_LUMINANCE_ALPHA;
1541 *internal = GL_LUMINANCE4_ALPHA4;
1542 *type = GL_UNSIGNED_BYTE;
1546 case WINED3DFMT_R32F:
1547 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1548 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1549 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1552 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1554 *convert = CONVERT_R32F;
1556 *internal = GL_RGB32F_ARB;
1561 case WINED3DFMT_R16F:
1562 /* Similar to R32F */
1563 *convert = CONVERT_R16F;
1565 *internal = GL_RGB16F_ARB;
1566 *type = GL_HALF_FLOAT_ARB;
1577 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1578 BYTE *source, *dest;
1579 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1584 memcpy(dst, src, pitch * height);
1587 case CONVERT_PALETTED:
1588 case CONVERT_PALETTED_CK:
1590 IWineD3DPaletteImpl* pal = This->palette;
1596 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1600 /* Still no palette? Use the device's palette */
1601 /* Get the surface's palette */
1602 for (i = 0; i < 256; i++) {
1603 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1605 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1606 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1607 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1608 if ((convert == CONVERT_PALETTED_CK) &&
1609 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1610 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1611 /* We should maybe here put a more 'neutral' color than the standard bright purple
1612 one often used by application to prevent the nice purple borders when bi-linear
1620 TRACE("Using surface palette %p\n", pal);
1621 /* Get the surface's palette */
1622 for (i = 0; i < 256; i++) {
1623 table[i][0] = pal->palents[i].peRed;
1624 table[i][1] = pal->palents[i].peGreen;
1625 table[i][2] = pal->palents[i].peBlue;
1626 if ((convert == CONVERT_PALETTED_CK) &&
1627 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1628 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1629 /* We should maybe here put a more 'neutral' color than the standard bright purple
1630 one often used by application to prevent the nice purple borders when bi-linear
1633 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1634 table[i][3] = pal->palents[i].peFlags;
1641 for (y = 0; y < height; y++)
1643 source = src + pitch * y;
1644 dest = dst + outpitch * y;
1645 /* This is an 1 bpp format, using the width here is fine */
1646 for (x = 0; x < width; x++) {
1647 BYTE color = *source++;
1648 *dest++ = table[color][0];
1649 *dest++ = table[color][1];
1650 *dest++ = table[color][2];
1651 *dest++ = table[color][3];
1657 case CONVERT_CK_565:
1659 /* Converting the 565 format in 5551 packed to emulate color-keying.
1661 Note : in all these conversion, it would be best to average the averaging
1662 pixels to get the color of the pixel that will be color-keyed to
1663 prevent 'color bleeding'. This will be done later on if ever it is
1666 Note2: Nvidia documents say that their driver does not support alpha + color keying
1667 on the same surface and disables color keying in such a case
1673 TRACE("Color keyed 565\n");
1675 for (y = 0; y < height; y++) {
1676 Source = (WORD *) (src + y * pitch);
1677 Dest = (WORD *) (dst + y * outpitch);
1678 for (x = 0; x < width; x++ ) {
1679 WORD color = *Source++;
1680 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1681 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1682 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1691 case CONVERT_CK_5551:
1693 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1697 TRACE("Color keyed 5551\n");
1698 for (y = 0; y < height; y++) {
1699 Source = (WORD *) (src + y * pitch);
1700 Dest = (WORD *) (dst + y * outpitch);
1701 for (x = 0; x < width; x++ ) {
1702 WORD color = *Source++;
1704 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1705 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1709 *Dest &= ~(1 << 15);
1721 unsigned char *Dest;
1722 for(y = 0; y < height; y++) {
1723 Source = (short *) (src + y * pitch);
1724 Dest = (unsigned char *) (dst + y * outpitch);
1725 for (x = 0; x < width; x++ ) {
1726 long color = (*Source++);
1727 /* B */ Dest[0] = 0xff;
1728 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1729 /* R */ Dest[2] = (color) + 128; /* U */
1736 case CONVERT_Q8W8V8U8:
1740 unsigned char *Dest;
1741 for(y = 0; y < height; y++) {
1742 Source = (DWORD *) (src + y * pitch);
1743 Dest = (unsigned char *) (dst + y * outpitch);
1744 for (x = 0; x < width; x++ ) {
1745 long color = (*Source++);
1746 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1747 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1748 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1749 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1756 case CONVERT_L6V5U5:
1760 unsigned char *Dest;
1762 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1763 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1764 * fixed function and shaders without further conversion once the surface is
1767 for(y = 0; y < height; y++) {
1768 Source = (WORD *) (src + y * pitch);
1769 Dest = (unsigned char *) (dst + y * outpitch);
1770 for (x = 0; x < width; x++ ) {
1771 short color = (*Source++);
1772 unsigned char l = ((color >> 10) & 0xfc);
1773 char v = ((color >> 5) & 0x3e);
1774 char u = ((color ) & 0x1f);
1776 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1777 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1778 * shift. GL reads a signed value and converts it into an unsigned value.
1780 /* M */ Dest[2] = l << 1;
1782 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1783 * from 5 bit values to 8 bit values.
1785 /* V */ Dest[1] = v << 3;
1786 /* U */ Dest[0] = u << 3;
1791 FIXME("Add D3DFMT_L6V5U5 emulation using standard unsigned RGB and shaders\n");
1796 case CONVERT_X8L8V8U8:
1800 unsigned char *Dest;
1802 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1803 /* This implementation works with the fixed function pipeline and shaders
1804 * without further modification after converting the surface.
1806 for(y = 0; y < height; y++) {
1807 Source = (DWORD *) (src + y * pitch);
1808 Dest = (unsigned char *) (dst + y * outpitch);
1809 for (x = 0; x < width; x++ ) {
1810 long color = (*Source++);
1811 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1812 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1813 /* U */ Dest[0] = (color & 0xff); /* U */
1814 /* I */ Dest[3] = 255; /* X */
1819 /* Doesn't work correctly with the fixed function pipeline, but can work in
1820 * shaders if the shader is adjusted. (There's no use for this format in gl's
1821 * standard fixed function pipeline anyway).
1823 FIXME("Implement CONVERT_X8L8V8U8 with standard unsigned GL_RGB\n");
1831 unsigned char *Source;
1832 unsigned char *Dest;
1833 for(y = 0; y < height; y++) {
1834 Source = (unsigned char *) (src + y * pitch);
1835 Dest = (unsigned char *) (dst + y * outpitch);
1836 for (x = 0; x < width; x++ ) {
1837 unsigned char color = (*Source++);
1838 /* A */ Dest[1] = (color & 0xf0) << 0;
1839 /* L */ Dest[0] = (color & 0x0f) << 4;
1851 for(y = 0; y < height; y++) {
1852 Source = (float *) (src + y * pitch);
1853 Dest = (float *) (dst + y * outpitch);
1854 for (x = 0; x < width; x++ ) {
1855 float color = (*Source++);
1871 for(y = 0; y < height; y++) {
1872 Source = (WORD *) (src + y * pitch);
1873 Dest = (WORD *) (dst + y * outpitch);
1874 for (x = 0; x < width; x++ ) {
1875 WORD color = (*Source++);
1885 ERR("Unsupported conversation type %d\n", convert);
1890 /* This function is used in case of 8bit paletted textures to upload the palette.
1891 For now it only supports GL_EXT_paletted_texture extension but support for other
1892 extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
1894 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
1895 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1896 IWineD3DPaletteImpl* pal = This->palette;
1901 /* Still no palette? Use the device's palette */
1902 /* Get the surface's palette */
1903 for (i = 0; i < 256; i++) {
1904 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1906 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1907 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1908 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1909 if ((convert == CONVERT_PALETTED_CK) &&
1910 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1911 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1912 /* We should maybe here put a more 'neutral' color than the standard bright purple
1913 one often used by application to prevent the nice purple borders when bi-linear
1921 TRACE("Using surface palette %p\n", pal);
1922 /* Get the surface's palette */
1923 for (i = 0; i < 256; i++) {
1924 table[i][0] = pal->palents[i].peRed;
1925 table[i][1] = pal->palents[i].peGreen;
1926 table[i][2] = pal->palents[i].peBlue;
1927 if ((convert == CONVERT_PALETTED_CK) &&
1928 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1929 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1930 /* We should maybe here put a more 'neutral' color than the standard bright purple
1931 one often used by application to prevent the nice purple borders when bi-linear
1934 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1935 table[i][3] = pal->palents[i].peFlags;
1941 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
1944 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
1945 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1947 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
1948 /* If a ddraw-style palette is attached assume no d3d9 palette change.
1949 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
1954 if(This->palette9) {
1955 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
1959 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1961 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
1965 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
1966 GLboolean oldwrite[4];
1968 /* Some formats have only some color channels, and the others are 1.0.
1969 * since our rendering renders to all channels, and those pixel formats
1970 * are emulated by using a full texture with the other channels set to 1.0
1971 * manually, clear the unused channels.
1973 * This could be done with hacking colorwriteenable to mask the colors,
1974 * but before drawing the buffer would have to be cleared too, so there's
1977 switch(This->resource.format) {
1978 case WINED3DFMT_R16F:
1979 case WINED3DFMT_R32F:
1980 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
1981 /* Do not activate a context, the correct drawable is active already
1982 * though just the read buffer is set, make sure to have the correct draw
1985 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
1986 glDisable(GL_SCISSOR_TEST);
1987 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
1988 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
1989 glClearColor(0.0, 1.0, 1.0, 1.0);
1990 glClear(GL_COLOR_BUFFER_BIT);
1991 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
1992 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
1993 checkGLcall("Unused channel clear\n");
2000 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2001 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2002 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2003 GLenum format, internal, type;
2004 CONVERT_TYPES convert;
2006 int width, pitch, outpitch;
2009 if (!(This->Flags & SFLAG_INTEXTURE)) {
2010 TRACE("Reloading because surface is dirty\n");
2011 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2012 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2013 /* Reload: vice versa OR */
2014 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2015 /* Also reload: Color key is active AND the color key has changed */
2016 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2017 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2018 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2019 TRACE("Reloading because of color keying\n");
2020 } else if(palette9_changed(This)) {
2021 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2023 TRACE("surface is already in texture\n");
2027 This->Flags |= SFLAG_INTEXTURE;
2029 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2030 * These resources are not bound by device size or format restrictions. Because of this,
2031 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2032 * However, these resources can always be created, locked, and copied.
2034 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2036 FIXME("(%p) Operation not supported for scratch textures\n",This);
2037 return WINED3DERR_INVALIDCALL;
2040 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb_mode);
2042 if (This->Flags & SFLAG_INDRAWABLE) {
2043 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
2044 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
2045 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
2046 This->resource.format == WINED3DFMT_DXT5)
2047 FIXME("Format %d not supported\n", This->resource.format);
2052 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2053 vcheckGLcall("glGetIntegerv");
2054 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2055 vcheckGLcall("glReadBuffer");
2057 if(!(This->Flags & SFLAG_ALLOCATED)) {
2058 surface_allocate_surface(This, internal, This->pow2Width,
2059 This->pow2Height, format, type);
2062 clear_unused_channels(This);
2064 glCopyTexSubImage2D(This->glDescription.target,
2065 This->glDescription.level,
2067 This->currentDesc.Width,
2068 This->currentDesc.Height);
2069 checkGLcall("glCopyTexSubImage2D");
2071 glReadBuffer(prevRead);
2072 vcheckGLcall("glReadBuffer");
2076 TRACE("Updated target %d\n", This->glDescription.target);
2080 /* The only place where LoadTexture() might get called when isInDraw=1
2081 * is ActivateContext where lastActiveRenderTarget is preloaded.
2083 if(iface == device->lastActiveRenderTarget && device->isInDraw)
2084 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
2086 /* Otherwise: System memory copy must be most up to date */
2088 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
2089 This->Flags |= SFLAG_GLCKEY;
2090 This->glCKey = This->SrcBltCKey;
2092 else This->Flags &= ~SFLAG_GLCKEY;
2094 /* The width is in 'length' not in bytes */
2095 width = This->currentDesc.Width;
2096 pitch = IWineD3DSurface_GetPitch(iface);
2098 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
2099 int height = This->currentDesc.Height;
2101 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
2102 outpitch = width * bpp;
2103 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
2105 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
2107 ERR("Out of memory %d, %d!\n", outpitch, height);
2108 return WINED3DERR_OUTOFVIDEOMEMORY;
2110 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
2112 This->Flags |= SFLAG_CONVERTED;
2113 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
2114 d3dfmt_p8_upload_palette(iface, convert);
2115 This->Flags &= ~SFLAG_CONVERTED;
2116 mem = This->resource.allocatedMemory;
2118 This->Flags &= ~SFLAG_CONVERTED;
2119 mem = This->resource.allocatedMemory;
2122 /* Make sure the correct pitch is used */
2123 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
2125 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
2126 TRACE("non power of two support\n");
2127 if(!(This->Flags & SFLAG_ALLOCATED)) {
2128 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
2130 if (mem || (This->Flags & SFLAG_PBO)) {
2131 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
2134 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
2135 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
2137 if(!(This->Flags & SFLAG_ALLOCATED)) {
2138 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
2140 if (mem || (This->Flags & SFLAG_PBO)) {
2141 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
2145 /* Restore the default pitch */
2146 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2148 /* Don't delete PBO memory */
2149 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
2150 HeapFree(GetProcessHeap(), 0, mem);
2154 static unsigned int gen = 0;
2157 if ((gen % 10) == 0) {
2158 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2159 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2162 * debugging crash code
2171 if (!(This->Flags & SFLAG_DONOTFREE)) {
2172 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2173 This->resource.allocatedMemory = NULL;
2174 This->Flags &= ~SFLAG_INSYSMEM;
2182 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2185 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2186 char *allocatedMemory;
2188 IWineD3DSwapChain *swapChain = NULL;
2190 GLuint tmpTexture = 0;
2193 Textures may not be stored in ->allocatedgMemory and a GlTexture
2194 so we should lock the surface before saving a snapshot, or at least check that
2196 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2197 by calling GetTexImage and in compressed form by calling
2198 GetCompressedTexImageARB. Queried compressed images can be saved and
2199 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2200 texture images do not need to be processed by the GL and should
2201 significantly improve texture loading performance relative to uncompressed
2204 /* Setup the width and height to be the internal texture width and height. */
2205 width = This->pow2Width;
2206 height = This->pow2Height;
2207 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2208 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2210 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2211 /* if were not a real texture then read the back buffer into a real texture */
2212 /* we don't want to interfere with the back buffer so read the data into a temporary
2213 * texture and then save the data out of the temporary texture
2217 TRACE("(%p) Reading render target into texture\n", This);
2218 glEnable(GL_TEXTURE_2D);
2220 glGenTextures(1, &tmpTexture);
2221 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2223 glTexImage2D(GL_TEXTURE_2D,
2230 GL_UNSIGNED_INT_8_8_8_8_REV,
2233 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2234 vcheckGLcall("glGetIntegerv");
2235 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2236 vcheckGLcall("glReadBuffer");
2237 glCopyTexImage2D(GL_TEXTURE_2D,
2246 checkGLcall("glCopyTexImage2D");
2247 glReadBuffer(prevRead);
2250 } else { /* bind the real texture, and make sure it up to date */
2251 IWineD3DSurface_PreLoad(iface);
2253 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2255 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2256 glGetTexImage(GL_TEXTURE_2D,
2257 This->glDescription.level,
2259 GL_UNSIGNED_INT_8_8_8_8_REV,
2261 checkGLcall("glTexImage2D");
2263 glBindTexture(GL_TEXTURE_2D, 0);
2264 glDeleteTextures(1, &tmpTexture);
2268 f = fopen(filename, "w+");
2270 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2271 return WINED3DERR_INVALIDCALL;
2273 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2274 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2289 fwrite(&width,2,1,f);
2291 fwrite(&height,2,1,f);
2296 /* 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 */
2298 textureRow = allocatedMemory + (width * (height - 1) *4);
2300 textureRow = allocatedMemory;
2301 for (y = 0 ; y < height; y++) {
2302 for (i = 0; i < width; i++) {
2303 color = *((DWORD*)textureRow);
2304 fputc((color >> 16) & 0xFF, f); /* B */
2305 fputc((color >> 8) & 0xFF, f); /* G */
2306 fputc((color >> 0) & 0xFF, f); /* R */
2307 fputc((color >> 24) & 0xFF, f); /* A */
2310 /* take two rows of the pointer to the texture memory */
2312 (textureRow-= width << 3);
2315 TRACE("Closing file\n");
2319 IWineD3DSwapChain_Release(swapChain);
2321 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2326 * Slightly inefficient way to handle multiple dirty rects but it works :)
2328 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2329 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2330 IWineD3DBaseTexture *baseTexture = NULL;
2331 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2332 surface_download_data(This);
2334 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
2335 if (NULL != pDirtyRect) {
2336 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2337 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2338 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2339 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2341 This->dirtyRect.left = 0;
2342 This->dirtyRect.top = 0;
2343 This->dirtyRect.right = This->currentDesc.Width;
2344 This->dirtyRect.bottom = This->currentDesc.Height;
2346 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2347 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2348 /* if the container is a basetexture then mark it dirty. */
2349 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2350 TRACE("Passing to container\n");
2351 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2352 IWineD3DBaseTexture_Release(baseTexture);
2357 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2358 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2360 const GlPixelFormatDesc *glDesc;
2361 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2363 TRACE("(%p) : Calling base function first\n", This);
2364 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2366 /* Setup some glformat defaults */
2367 This->glDescription.glFormat = glDesc->glFormat;
2368 This->glDescription.glFormatInternal = glDesc->glInternal;
2369 This->glDescription.glType = glDesc->glType;
2371 This->Flags &= ~SFLAG_ALLOCATED;
2372 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2373 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2378 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2379 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2381 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2382 WARN("Surface is locked or the HDC is in use\n");
2383 return WINED3DERR_INVALIDCALL;
2386 if(Mem && Mem != This->resource.allocatedMemory) {
2387 void *release = NULL;
2389 /* Do I have to copy the old surface content? */
2390 if(This->Flags & SFLAG_DIBSECTION) {
2391 /* Release the DC. No need to hold the critical section for the update
2392 * Thread because this thread runs only on front buffers, but this method
2393 * fails for render targets in the check above.
2395 SelectObject(This->hDC, This->dib.holdbitmap);
2396 DeleteDC(This->hDC);
2397 /* Release the DIB section */
2398 DeleteObject(This->dib.DIBsection);
2399 This->dib.bitmap_data = NULL;
2400 This->resource.allocatedMemory = NULL;
2402 This->Flags &= ~SFLAG_DIBSECTION;
2403 } else if(!(This->Flags & SFLAG_USERPTR)) {
2404 release = This->resource.allocatedMemory;
2406 This->resource.allocatedMemory = Mem;
2407 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2409 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2410 This->Flags &= ~(SFLAG_INDRAWABLE | SFLAG_INTEXTURE);
2412 /* For client textures opengl has to be notified */
2413 if(This->Flags & SFLAG_CLIENT) {
2414 This->Flags &= ~SFLAG_ALLOCATED;
2415 IWineD3DSurface_PreLoad(iface);
2416 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2419 /* Now free the old memory if any */
2420 HeapFree(GetProcessHeap(), 0, release);
2421 } else if(This->Flags & SFLAG_USERPTR) {
2422 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2423 This->resource.allocatedMemory = NULL;
2424 This->Flags &= ~SFLAG_USERPTR;
2426 if(This->Flags & SFLAG_CLIENT) {
2427 This->Flags &= ~SFLAG_ALLOCATED;
2428 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2429 IWineD3DSurface_PreLoad(iface);
2435 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2436 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2437 IWineD3DSwapChainImpl *swapchain = NULL;
2439 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2441 /* Flipping is only supported on RenderTargets */
2442 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2445 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2446 * FIXME("(%p) Target override is not supported by now\n", This);
2447 * Additionally, it isn't really possible to support triple-buffering
2448 * properly on opengl at all
2452 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2454 ERR("Flipped surface is not on a swapchain\n");
2455 return WINEDDERR_NOTFLIPPABLE;
2458 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2459 * and only d3d8 and d3d9 apps specify the presentation interval
2461 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2462 /* Most common case first to avoid wasting time on all the other cases */
2463 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2464 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2465 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2466 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2467 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2468 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2469 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2471 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2474 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2475 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2476 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2480 /* Does a direct frame buffer -> texture copy. Stretching is done
2481 * with single pixel copy calls
2483 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2484 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2487 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2490 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2492 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2494 /* Bind the target texture */
2495 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2496 checkGLcall("glBindTexture");
2498 glReadBuffer(myDevice->offscreenBuffer);
2500 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2501 glReadBuffer(buffer);
2503 checkGLcall("glReadBuffer");
2505 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2506 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2508 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2509 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2511 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2512 ERR("Texture filtering not supported in direct blit\n");
2514 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2515 ERR("Texture filtering not supported in direct blit\n");
2519 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2520 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2521 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2523 glCopyTexSubImage2D(This->glDescription.target,
2524 This->glDescription.level,
2525 drect->x1, drect->y1, /* xoffset, yoffset */
2526 srect->x1, Src->currentDesc.Height - srect->y2,
2527 drect->x2 - drect->x1, drect->y2 - drect->y1);
2529 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2530 /* I have to process this row by row to swap the image,
2531 * otherwise it would be upside down, so stretching in y direction
2532 * doesn't cost extra time
2534 * However, stretching in x direction can be avoided if not necessary
2536 for(row = drect->y1; row < drect->y2; row++) {
2537 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2538 /* Well, that stuff works, but it's very slow.
2539 * find a better way instead
2543 for(col = drect->x1; col < drect->x2; col++) {
2544 glCopyTexSubImage2D(This->glDescription.target,
2545 This->glDescription.level,
2546 drect->x1 + col, row, /* xoffset, yoffset */
2547 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2551 glCopyTexSubImage2D(This->glDescription.target,
2552 This->glDescription.level,
2553 drect->x1, row, /* xoffset, yoffset */
2554 srect->x1, yoffset - (int) (row * yrel),
2555 drect->x2-drect->x1, 1);
2560 vcheckGLcall("glCopyTexSubImage2D");
2564 /* Uses the hardware to stretch and flip the image */
2565 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2566 GLuint src, backup = 0;
2567 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2568 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2569 float left, right, top, bottom; /* Texture coordinates */
2570 UINT fbwidth = Src->currentDesc.Width;
2571 UINT fbheight = Src->currentDesc.Height;
2572 GLenum drawBuffer = GL_BACK;
2574 TRACE("Using hwstretch blit\n");
2575 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2576 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2578 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2580 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2581 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2583 if(GL_LIMITS(aux_buffers) >= 2) {
2584 /* Got more than one aux buffer? Use the 2nd aux buffer */
2585 drawBuffer = GL_AUX1;
2586 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2587 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2588 drawBuffer = GL_AUX0;
2591 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2592 glGenTextures(1, &backup);
2593 checkGLcall("glGenTextures\n");
2594 glBindTexture(GL_TEXTURE_2D, backup);
2595 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2597 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2598 * we are reading from the back buffer, the backup can be used as source texture
2600 if(Src->glDescription.textureName == 0) {
2601 /* Get it a description */
2602 IWineD3DSurface_PreLoad(SrcSurface);
2604 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2605 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2607 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2608 Src->Flags &= ~SFLAG_INTEXTURE;
2611 glReadBuffer(GL_BACK);
2612 checkGLcall("glReadBuffer(GL_BACK)");
2614 /* TODO: Only back up the part that will be overwritten */
2615 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2616 0, 0 /* read offsets */,
2621 checkGLcall("glCopyTexSubImage2D");
2623 /* No issue with overriding these - the sampler is dirty due to blit usage */
2624 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2625 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2626 checkGLcall("glTexParameteri");
2627 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2628 minMipLookup[Filter][WINED3DTEXF_NONE]);
2629 checkGLcall("glTexParameteri");
2631 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2632 src = backup ? backup : Src->glDescription.textureName;
2634 glReadBuffer(GL_FRONT);
2635 checkGLcall("glReadBuffer(GL_FRONT)");
2637 glGenTextures(1, &src);
2638 checkGLcall("glGenTextures(1, &src)");
2639 glBindTexture(GL_TEXTURE_2D, src);
2640 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2642 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2643 * out for power of 2 sizes
2645 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2646 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2647 checkGLcall("glTexImage2D");
2648 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2649 0, 0 /* read offsets */,
2654 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2655 checkGLcall("glTexParameteri");
2656 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2657 checkGLcall("glTexParameteri");
2659 glReadBuffer(GL_BACK);
2660 checkGLcall("glReadBuffer(GL_BACK)");
2662 checkGLcall("glEnd and previous");
2664 left = (float) srect->x1 / (float) Src->pow2Width;
2665 right = (float) srect->x2 / (float) Src->pow2Width;
2668 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2669 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2671 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2672 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2675 /* draw the source texture stretched and upside down. The correct surface is bound already */
2676 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2677 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2679 glDrawBuffer(drawBuffer);
2680 glReadBuffer(drawBuffer);
2684 glTexCoord2f(left, bottom);
2685 glVertex2i(0, fbheight);
2688 glTexCoord2f(left, top);
2689 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2692 glTexCoord2f(right, top);
2693 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2696 glTexCoord2f(right, bottom);
2697 glVertex2i(drect->x2 - drect->x1, fbheight);
2699 checkGLcall("glEnd and previous");
2701 /* Now read the stretched and upside down image into the destination texture */
2702 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2703 checkGLcall("glBindTexture");
2704 glCopyTexSubImage2D(This->glDescription.target,
2706 drect->x1, drect->y1, /* xoffset, yoffset */
2707 0, 0, /* We blitted the image to the origin */
2708 drect->x2 - drect->x1, drect->y2 - drect->y1);
2709 checkGLcall("glCopyTexSubImage2D");
2711 /* Write the back buffer backup back */
2712 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2713 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2715 if(drawBuffer == GL_BACK) {
2718 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2722 glTexCoord2f(0.0, 0.0);
2723 glVertex2i(0, fbheight);
2726 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2727 glVertex2i(fbwidth, Src->currentDesc.Height);
2730 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2731 glVertex2i(fbwidth, 0);
2734 /* Restore the old draw buffer */
2735 glDrawBuffer(GL_BACK);
2739 if(src != Src->glDescription.textureName && src != backup) {
2740 glDeleteTextures(1, &src);
2741 checkGLcall("glDeleteTextures(1, &src)");
2744 glDeleteTextures(1, &backup);
2745 checkGLcall("glDeleteTextures(1, &backup)");
2750 /* Not called from the VTable */
2751 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2753 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2754 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2755 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2757 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2759 /* Get the swapchain. One of the surfaces has to be a primary surface */
2760 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2761 WARN("Destination is in sysmem, rejecting gl blt\n");
2762 return WINED3DERR_INVALIDCALL;
2764 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2765 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2767 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2768 WARN("Src is in sysmem, rejecting gl blt\n");
2769 return WINED3DERR_INVALIDCALL;
2771 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2772 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2775 /* Early sort out of cases where no render target is used */
2776 if(!dstSwapchain && !srcSwapchain &&
2777 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2778 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2779 return WINED3DERR_INVALIDCALL;
2782 /* No destination color keying supported */
2783 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2784 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2785 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2786 return WINED3DERR_INVALIDCALL;
2790 rect.x1 = DestRect->left;
2791 rect.y1 = DestRect->top;
2792 rect.x2 = DestRect->right;
2793 rect.y2 = DestRect->bottom;
2797 rect.x2 = This->currentDesc.Width;
2798 rect.y2 = This->currentDesc.Height;
2801 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2802 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2803 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2804 /* Half-life does a Blt from the back buffer to the front buffer,
2805 * Full surface size, no flags... Use present instead
2807 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2810 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2814 TRACE("Looking if a Present can be done...\n");
2815 /* Source Rectangle must be full surface */
2817 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2818 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2819 TRACE("No, Source rectangle doesn't match\n");
2825 mySrcRect.right = Src->currentDesc.Width;
2826 mySrcRect.bottom = Src->currentDesc.Height;
2828 /* No stretching may occur */
2829 if(mySrcRect.right != rect.x2 - rect.x1 ||
2830 mySrcRect.bottom != rect.y2 - rect.y1) {
2831 TRACE("No, stretching is done\n");
2835 /* Destination must be full surface or match the clipping rectangle */
2836 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2840 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2845 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2848 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2849 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2851 TRACE("No, dest rectangle doesn't match(clipper)\n");
2852 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2853 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2859 if(rect.x1 != 0 || rect.y1 != 0 ||
2860 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2861 TRACE("No, dest rectangle doesn't match(surface size)\n");
2868 /* These flags are unimportant for the flag check, remove them */
2869 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2870 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2872 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2873 * take very long, while a flip is fast.
2874 * This applies to Half-Life, which does such Blts every time it finished
2875 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2876 * menu. This is also used by all apps when they do windowed rendering
2878 * The problem is that flipping is not really the same as copying. After a
2879 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2880 * untouched. Therefore it's necessary to override the swap effect
2881 * and to set it back after the flip.
2883 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2887 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2888 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2890 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2891 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2893 dstSwapchain->presentParms.SwapEffect = orig_swap;
2900 TRACE("Unsupported blit between buffers on the same swapchain\n");
2901 return WINED3DERR_INVALIDCALL;
2902 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2903 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2904 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2905 return WINED3DERR_INVALIDCALL;
2908 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2909 /* Blit from render target to texture */
2911 BOOL upsideDown, stretchx;
2913 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2914 TRACE("Color keying not supported by frame buffer to texture blit\n");
2915 return WINED3DERR_INVALIDCALL;
2916 /* Destination color key is checked above */
2919 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2920 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2923 if(SrcRect->top < SrcRect->bottom) {
2924 srect.y1 = SrcRect->top;
2925 srect.y2 = SrcRect->bottom;
2928 srect.y1 = SrcRect->bottom;
2929 srect.y2 = SrcRect->top;
2932 srect.x1 = SrcRect->left;
2933 srect.x2 = SrcRect->right;
2937 srect.x2 = Src->currentDesc.Width;
2938 srect.y2 = Src->currentDesc.Height;
2941 if(rect.x1 > rect.x2) {
2945 upsideDown = !upsideDown;
2948 TRACE("Reading from an offscreen target\n");
2949 upsideDown = !upsideDown;
2952 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2958 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2959 * flip the image nor scale it.
2961 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
2962 * -> If the app wants a image width an unscaled width, copy it line per line
2963 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
2964 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
2965 * back buffer. This is slower than reading line per line, thus not used for flipping
2966 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
2969 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
2970 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
2973 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
2974 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
2975 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
2976 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
2977 rect.y2 - rect.y1 > Src->currentDesc.Height) {
2978 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
2979 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2981 TRACE("Using hardware stretching to flip / stretch the texture\n");
2982 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2985 if(!(This->Flags & SFLAG_DONOTFREE)) {
2986 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2987 This->resource.allocatedMemory = NULL;
2989 This->Flags &= ~SFLAG_INSYSMEM;
2991 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2992 * path is never entered
2994 This->Flags |= SFLAG_INTEXTURE;
2998 /* Blit from offscreen surface to render target */
2999 float glTexCoord[4];
3000 DWORD oldCKeyFlags = Src->CKeyFlags;
3001 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3002 RECT SourceRectangle;
3004 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3007 SourceRectangle.left = SrcRect->left;
3008 SourceRectangle.right = SrcRect->right;
3009 SourceRectangle.top = SrcRect->top;
3010 SourceRectangle.bottom = SrcRect->bottom;
3012 SourceRectangle.left = 0;
3013 SourceRectangle.right = Src->currentDesc.Width;
3014 SourceRectangle.top = 0;
3015 SourceRectangle.bottom = Src->currentDesc.Height;
3018 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3019 /* Fall back to software */
3020 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3021 SourceRectangle.left, SourceRectangle.top,
3022 SourceRectangle.right, SourceRectangle.bottom);
3023 return WINED3DERR_INVALIDCALL;
3026 /* Color keying: Check if we have to do a color keyed blt,
3027 * and if not check if a color key is activated.
3029 * Just modify the color keying parameters in the surface and restore them afterwards
3030 * The surface keeps track of the color key last used to load the opengl surface.
3031 * PreLoad will catch the change to the flags and color key and reload if necessary.
3033 if(Flags & WINEDDBLT_KEYSRC) {
3034 /* Use color key from surface */
3035 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3036 /* Use color key from DDBltFx */
3037 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3038 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3040 /* Do not use color key */
3041 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3044 /* Now load the surface */
3045 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3048 /* Activate the destination context, set it up for blitting */
3049 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3053 TRACE("Drawing to offscreen buffer\n");
3054 glDrawBuffer(myDevice->offscreenBuffer);
3055 checkGLcall("glDrawBuffer");
3057 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3058 TRACE("Drawing to %#x buffer\n", buffer);
3059 glDrawBuffer(buffer);
3060 checkGLcall("glDrawBuffer");
3063 /* Bind the texture */
3064 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
3065 checkGLcall("glBindTexture");
3067 /* Filtering for StretchRect */
3068 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
3069 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3070 checkGLcall("glTexParameteri");
3071 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
3072 minMipLookup[Filter][WINED3DTEXF_NONE]);
3073 checkGLcall("glTexParameteri");
3074 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3075 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3076 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3077 checkGLcall("glTexEnvi");
3079 /* This is for color keying */
3080 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3081 glEnable(GL_ALPHA_TEST);
3082 checkGLcall("glEnable GL_ALPHA_TEST");
3083 glAlphaFunc(GL_NOTEQUAL, 0.0);
3084 checkGLcall("glAlphaFunc\n");
3086 glDisable(GL_ALPHA_TEST);
3087 checkGLcall("glDisable GL_ALPHA_TEST");
3090 /* Draw a textured quad
3094 glColor3d(1.0f, 1.0f, 1.0f);
3095 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3100 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3101 glVertex3f(rect.x1, rect.y2, 0.0);
3103 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3108 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3113 checkGLcall("glEnd");
3115 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3116 glDisable(GL_ALPHA_TEST);
3117 checkGLcall("glDisable(GL_ALPHA_TEST)");
3120 /* Unbind the texture */
3121 glBindTexture(GL_TEXTURE_2D, 0);
3122 checkGLcall("glEnable glBindTexture");
3124 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3125 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3127 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3128 glDrawBuffer(GL_BACK);
3129 checkGLcall("glDrawBuffer");
3131 /* Restore the color key parameters */
3132 Src->CKeyFlags = oldCKeyFlags;
3133 This->SrcBltCKey = oldBltCKey;
3137 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3138 This->Flags &= ~SFLAG_INSYSMEM;
3139 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3142 if(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
3143 This->Flags |= SFLAG_INDRAWABLE;
3144 This->Flags &= ~SFLAG_INTEXTURE;
3146 This->Flags |= SFLAG_INTEXTURE;
3151 /* Source-Less Blit to render target */
3152 if (Flags & WINEDDBLT_COLORFILL) {
3153 /* This is easy to handle for the D3D Device... */
3156 TRACE("Colorfill\n");
3158 /* The color as given in the Blt function is in the format of the frame-buffer...
3159 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3161 if (This->resource.format == WINED3DFMT_P8) {
3162 if (This->palette) {
3163 color = ((0xFF000000) |
3164 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3165 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3166 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3171 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3172 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3175 color = ((0xFF000000) |
3176 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3177 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3178 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3181 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3182 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3183 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3185 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3186 color = DDBltFx->u5.dwFillColor;
3189 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3190 return WINED3DERR_INVALIDCALL;
3193 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3194 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3195 glDrawBuffer(GL_BACK);
3196 checkGLcall("glDrawBuffer(GL_BACK)");
3197 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3198 glDrawBuffer(GL_FRONT);
3199 checkGLcall("glDrawBuffer(GL_FRONT)");
3200 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3201 glDrawBuffer(myDevice->offscreenBuffer);
3202 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3204 TRACE("Surface is higher back buffer, falling back to software\n");
3205 return WINED3DERR_INVALIDCALL;
3208 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3210 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3211 1 /* Number of rectangles */,
3213 WINED3DCLEAR_TARGET,
3218 /* Restore the original draw buffer */
3220 glDrawBuffer(myDevice->offscreenBuffer);
3221 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3222 glDrawBuffer(GL_BACK);
3224 vcheckGLcall("glDrawBuffer");
3230 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3231 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3232 return WINED3DERR_INVALIDCALL;
3235 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3237 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3240 if (Flags & WINEDDBLT_DEPTHFILL) {
3241 switch(This->resource.format) {
3242 case WINED3DFMT_D16:
3243 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3245 case WINED3DFMT_D15S1:
3246 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3248 case WINED3DFMT_D24S8:
3249 case WINED3DFMT_D24X8:
3250 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3252 case WINED3DFMT_D32:
3253 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3257 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3260 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3261 DestRect == NULL ? 0 : 1,
3262 (WINED3DRECT *) DestRect,
3263 WINED3DCLEAR_ZBUFFER,
3269 FIXME("(%p): Unsupp depthstencil blit\n", This);
3270 return WINED3DERR_INVALIDCALL;
3273 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3274 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3275 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3276 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3277 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3278 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3280 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3281 * except depth blits, which seem to work
3283 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3284 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3285 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3286 return WINED3DERR_INVALIDCALL;
3287 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3288 TRACE("Z Blit override handled the blit\n");
3293 /* Special cases for RenderTargets */
3294 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3295 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3296 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3299 /* For the rest call the X11 surface implementation.
3300 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3301 * other Blts are rather rare
3303 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3306 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3307 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3308 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3309 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3310 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3312 if(myDevice->inScene &&
3313 (iface == myDevice->stencilBufferTarget ||
3314 (Source && Source == myDevice->stencilBufferTarget))) {
3315 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3316 return WINED3DERR_INVALIDCALL;
3319 /* Special cases for RenderTargets */
3320 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3321 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3323 RECT SrcRect, DstRect;
3327 SrcRect.left = rsrc->left;
3328 SrcRect.top= rsrc->top;
3329 SrcRect.bottom = rsrc->bottom;
3330 SrcRect.right = rsrc->right;
3334 SrcRect.right = srcImpl->currentDesc.Width;
3335 SrcRect.bottom = srcImpl->currentDesc.Height;
3338 DstRect.left = dstx;
3340 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3341 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3343 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3344 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3345 Flags |= WINEDDBLT_KEYSRC;
3346 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3347 Flags |= WINEDDBLT_KEYDEST;
3348 if(trans & WINEDDBLTFAST_WAIT)
3349 Flags |= WINEDDBLT_WAIT;
3350 if(trans & WINEDDBLTFAST_DONOTWAIT)
3351 Flags |= WINEDDBLT_DONOTWAIT;
3353 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3357 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3360 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3361 /** Check against the maximum texture sizes supported by the video card **/
3362 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3363 unsigned int pow2Width, pow2Height;
3364 const GlPixelFormatDesc *glDesc;
3366 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3367 /* Setup some glformat defaults */
3368 This->glDescription.glFormat = glDesc->glFormat;
3369 This->glDescription.glFormatInternal = glDesc->glInternal;
3370 This->glDescription.glType = glDesc->glType;
3372 This->glDescription.textureName = 0;
3373 This->glDescription.target = GL_TEXTURE_2D;
3375 /* Non-power2 support */
3376 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3377 pow2Width = This->currentDesc.Width;
3378 pow2Height = This->currentDesc.Height;
3380 /* Find the nearest pow2 match */
3381 pow2Width = pow2Height = 1;
3382 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3383 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3385 This->pow2Width = pow2Width;
3386 This->pow2Height = pow2Height;
3388 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3389 WINED3DFORMAT Format = This->resource.format;
3390 /** TODO: add support for non power two compressed textures **/
3391 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3392 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3393 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3394 This, This->currentDesc.Width, This->currentDesc.Height);
3395 return WINED3DERR_NOTAVAILABLE;
3399 if(pow2Width != This->currentDesc.Width ||
3400 pow2Height != This->currentDesc.Height) {
3401 This->Flags |= SFLAG_NONPOW2;
3404 TRACE("%p\n", This);
3405 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3406 /* one of three options
3407 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)
3408 2: Set the texture to the maximum size (bad idea)
3409 3: WARN and return WINED3DERR_NOTAVAILABLE;
3410 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.
3412 WARN("(%p) Creating an oversized surface\n", This);
3413 This->Flags |= SFLAG_OVERSIZE;
3415 /* This will be initialized on the first blt */
3416 This->glRect.left = 0;
3417 This->glRect.top = 0;
3418 This->glRect.right = 0;
3419 This->glRect.bottom = 0;
3421 /* No oversize, gl rect is the full texture size */
3422 This->Flags &= ~SFLAG_OVERSIZE;
3423 This->glRect.left = 0;
3424 This->glRect.top = 0;
3425 This->glRect.right = This->pow2Width;
3426 This->glRect.bottom = This->pow2Height;
3429 if(This->resource.allocatedMemory == NULL) {
3430 /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
3431 * gl does not, so we need to upload zeroes to init the gl texture.
3433 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3435 This->Flags |= SFLAG_INSYSMEM;
3440 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3443 IWineD3DBaseSurfaceImpl_QueryInterface,
3444 IWineD3DBaseSurfaceImpl_AddRef,
3445 IWineD3DSurfaceImpl_Release,
3446 /* IWineD3DResource */
3447 IWineD3DBaseSurfaceImpl_GetParent,
3448 IWineD3DBaseSurfaceImpl_GetDevice,
3449 IWineD3DBaseSurfaceImpl_SetPrivateData,
3450 IWineD3DBaseSurfaceImpl_GetPrivateData,
3451 IWineD3DBaseSurfaceImpl_FreePrivateData,
3452 IWineD3DBaseSurfaceImpl_SetPriority,
3453 IWineD3DBaseSurfaceImpl_GetPriority,
3454 IWineD3DSurfaceImpl_PreLoad,
3455 IWineD3DBaseSurfaceImpl_GetType,
3456 /* IWineD3DSurface */
3457 IWineD3DBaseSurfaceImpl_GetContainer,
3458 IWineD3DBaseSurfaceImpl_GetDesc,
3459 IWineD3DSurfaceImpl_LockRect,
3460 IWineD3DSurfaceImpl_UnlockRect,
3461 IWineD3DSurfaceImpl_GetDC,
3462 IWineD3DSurfaceImpl_ReleaseDC,
3463 IWineD3DSurfaceImpl_Flip,
3464 IWineD3DSurfaceImpl_Blt,
3465 IWineD3DBaseSurfaceImpl_GetBltStatus,
3466 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3467 IWineD3DBaseSurfaceImpl_IsLost,
3468 IWineD3DBaseSurfaceImpl_Restore,
3469 IWineD3DSurfaceImpl_BltFast,
3470 IWineD3DBaseSurfaceImpl_GetPalette,
3471 IWineD3DBaseSurfaceImpl_SetPalette,
3472 IWineD3DBaseSurfaceImpl_RealizePalette,
3473 IWineD3DBaseSurfaceImpl_SetColorKey,
3474 IWineD3DBaseSurfaceImpl_GetPitch,
3475 IWineD3DSurfaceImpl_SetMem,
3476 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3477 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3478 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3479 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3480 IWineD3DBaseSurfaceImpl_SetClipper,
3481 IWineD3DBaseSurfaceImpl_GetClipper,
3483 IWineD3DSurfaceImpl_AddDirtyRect,
3484 IWineD3DSurfaceImpl_LoadTexture,
3485 IWineD3DSurfaceImpl_SaveSnapshot,
3486 IWineD3DBaseSurfaceImpl_SetContainer,
3487 IWineD3DSurfaceImpl_SetGlTextureDesc,
3488 IWineD3DSurfaceImpl_GetGlDesc,
3489 IWineD3DSurfaceImpl_GetData,
3490 IWineD3DSurfaceImpl_SetFormat,
3491 IWineD3DSurfaceImpl_PrivateSetup