wined3d: Merge wined3d_private_types.h into wined3d_private.h.
[wine] / dlls / wined3d / surface.c
1 /*
2  * IWineD3DSurface Implementation
3  *
4  * Copyright 1998 Lionel Ulmer
5  * Copyright 2000-2001 TransGaming Technologies Inc.
6  * Copyright 2002-2005 Jason Edmeades
7  * Copyright 2002-2003 Raphael Junqueira
8  * Copyright 2004 Christian Costa
9  * Copyright 2005 Oliver Stieber
10  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11  * Copyright 2007-2008 Henri Verbeet
12  * Copyright 2006-2008 Roderick Colenbrander
13  *
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.
18  *
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.
23  *
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
27  */
28
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
40
41 void surface_force_reload(IWineD3DSurface *iface)
42 {
43     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
44
45     This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
46 }
47
48 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
49 {
50     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
51     GLuint *name;
52     DWORD flag;
53
54     if(srgb)
55     {
56         name = &This->glDescription.srgbTextureName;
57         flag = SFLAG_INSRGBTEX;
58     }
59     else
60     {
61         name = &This->glDescription.textureName;
62         flag = SFLAG_INTEXTURE;
63     }
64
65     TRACE("(%p) : setting texture name %u\n", This, new_name);
66
67     if (!*name && new_name)
68     {
69         /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
70          * surface has no texture name yet. See if we can get rid of this. */
71         if (This->Flags & flag)
72             ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
73         IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
74     }
75
76     *name = new_name;
77     surface_force_reload(iface);
78 }
79
80 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
81 {
82     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
83
84     TRACE("(%p) : setting target %#x\n", This, target);
85
86     if (This->glDescription.target != target)
87     {
88         if (target == GL_TEXTURE_RECTANGLE_ARB)
89         {
90             This->Flags &= ~SFLAG_NORMCOORD;
91         }
92         else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
93         {
94             This->Flags |= SFLAG_NORMCOORD;
95         }
96     }
97     This->glDescription.target = target;
98     surface_force_reload(iface);
99 }
100
101 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
102     int active_sampler;
103
104     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
105      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
106      * gl states. The current texture unit should always be a valid one.
107      *
108      * To be more specific, this is tricky because we can implicitly be called
109      * from sampler() in state.c. This means we can't touch anything other than
110      * whatever happens to be the currently active texture, or we would risk
111      * marking already applied sampler states dirty again.
112      *
113      * TODO: Track the current active texture per GL context instead of using glGet
114      */
115     GLint active_texture;
116     ENTER_GL();
117     glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
118     LEAVE_GL();
119     active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
120
121     if (active_sampler != -1) {
122         IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
123     }
124     IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
125 }
126
127 /* This function checks if the primary render target uses the 8bit paletted format. */
128 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
129 {
130     if (device->render_targets && device->render_targets[0]) {
131         IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
132         if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
133                 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
134             return TRUE;
135     }
136     return FALSE;
137 }
138
139 /* This call just downloads data, the caller is responsible for activating the
140  * right context and binding the correct texture. */
141 static void surface_download_data(IWineD3DSurfaceImpl *This) {
142     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
143
144     /* Only support read back of converted P8 surfaces */
145     if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
146     {
147         FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
148         return;
149     }
150
151     ENTER_GL();
152
153     if (format_desc->format == WINED3DFMT_DXT1 || format_desc->format == WINED3DFMT_DXT2
154             || format_desc->format == WINED3DFMT_DXT3 || format_desc->format == WINED3DFMT_DXT4
155             || format_desc->format == WINED3DFMT_DXT5 || format_desc->format == WINED3DFMT_ATI2N)
156     {
157         if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
158             FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
159         } else {
160             TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n",
161                     This, This->glDescription.level, format_desc->glFormat, format_desc->glType,
162                     This->resource.allocatedMemory);
163
164             if(This->Flags & SFLAG_PBO) {
165                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
166                 checkGLcall("glBindBufferARB");
167                 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
168                 checkGLcall("glGetCompressedTexImageARB()");
169                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
170                 checkGLcall("glBindBufferARB");
171             } else {
172                 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
173                 checkGLcall("glGetCompressedTexImageARB()");
174             }
175         }
176         LEAVE_GL();
177     } else {
178         void *mem;
179         GLenum format = format_desc->glFormat;
180         GLenum type = format_desc->glType;
181         int src_pitch = 0;
182         int dst_pitch = 0;
183
184         /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
185         if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
186         {
187             format = GL_ALPHA;
188             type = GL_UNSIGNED_BYTE;
189         }
190
191         if (This->Flags & SFLAG_NONPOW2) {
192             unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
193             src_pitch = format_desc->byte_count * This->pow2Width;
194             dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
195             src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
196             mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
197         } else {
198             mem = This->resource.allocatedMemory;
199         }
200
201         TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
202                 format, type, mem);
203
204         if(This->Flags & SFLAG_PBO) {
205             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
206             checkGLcall("glBindBufferARB");
207
208             glGetTexImage(This->glDescription.target, This->glDescription.level, format,
209                           type, NULL);
210             checkGLcall("glGetTexImage()");
211
212             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
213             checkGLcall("glBindBufferARB");
214         } else {
215             glGetTexImage(This->glDescription.target, This->glDescription.level, format,
216                           type, mem);
217             checkGLcall("glGetTexImage()");
218         }
219         LEAVE_GL();
220
221         if (This->Flags & SFLAG_NONPOW2) {
222             const BYTE *src_data;
223             BYTE *dst_data;
224             UINT y;
225             /*
226              * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
227              * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
228              * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
229              *
230              * We're doing this...
231              *
232              * instead of boxing the texture :
233              * |<-texture width ->|  -->pow2width|   /\
234              * |111111111111111111|              |   |
235              * |222 Texture 222222| boxed empty  | texture height
236              * |3333 Data 33333333|              |   |
237              * |444444444444444444|              |   \/
238              * -----------------------------------   |
239              * |     boxed  empty | boxed empty  | pow2height
240              * |                  |              |   \/
241              * -----------------------------------
242              *
243              *
244              * we're repacking the data to the expected texture width
245              *
246              * |<-texture width ->|  -->pow2width|   /\
247              * |111111111111111111222222222222222|   |
248              * |222333333333333333333444444444444| texture height
249              * |444444                           |   |
250              * |                                 |   \/
251              * |                                 |   |
252              * |            empty                | pow2height
253              * |                                 |   \/
254              * -----------------------------------
255              *
256              * == is the same as
257              *
258              * |<-texture width ->|    /\
259              * |111111111111111111|
260              * |222222222222222222|texture height
261              * |333333333333333333|
262              * |444444444444444444|    \/
263              * --------------------
264              *
265              * this also means that any references to allocatedMemory should work with the data as if were a
266              * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
267              *
268              * internally the texture is still stored in a boxed format so any references to textureName will
269              * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
270              *
271              * Performance should not be an issue, because applications normally do not lock the surfaces when
272              * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
273              * and doesn't have to be re-read.
274              */
275             src_data = mem;
276             dst_data = This->resource.allocatedMemory;
277             TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
278             for (y = 1 ; y < This->currentDesc.Height; y++) {
279                 /* skip the first row */
280                 src_data += src_pitch;
281                 dst_data += dst_pitch;
282                 memcpy(dst_data, src_data, dst_pitch);
283             }
284
285             HeapFree(GetProcessHeap(), 0, mem);
286         }
287     }
288
289     /* Surface has now been downloaded */
290     This->Flags |= SFLAG_INSYSMEM;
291 }
292
293 /* This call just uploads data, the caller is responsible for activating the
294  * right context and binding the correct texture. */
295 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
296     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
297
298     if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
299
300     if (format_desc->format == WINED3DFMT_DXT1 || format_desc->format == WINED3DFMT_DXT2
301             || format_desc->format == WINED3DFMT_DXT3 || format_desc->format == WINED3DFMT_DXT4
302             || format_desc->format == WINED3DFMT_DXT5 || format_desc->format == WINED3DFMT_ATI2N)
303     {
304         if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
305             FIXME("Using DXT1/3/5 without advertized support\n");
306         } else {
307             /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
308              * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
309              * function uses glCompressedTexImage2D instead of the SubImage call
310              */
311             TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
312             ENTER_GL();
313
314             if(This->Flags & SFLAG_PBO) {
315                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
316                 checkGLcall("glBindBufferARB");
317                 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
318
319                 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
320                         width, height, 0 /* border */, This->resource.size, NULL));
321                 checkGLcall("glCompressedTexSubImage2D");
322
323                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
324                 checkGLcall("glBindBufferARB");
325             } else {
326                 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
327                         width, height, 0 /* border */, This->resource.size, data));
328                 checkGLcall("glCompressedTexSubImage2D");
329             }
330             LEAVE_GL();
331         }
332     } else {
333         TRACE("(%p) : Calling glTexSubImage2D w %d,  h %d, data, %p\n", This, width, height, data);
334         ENTER_GL();
335
336         if(This->Flags & SFLAG_PBO) {
337             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
338             checkGLcall("glBindBufferARB");
339             TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
340
341             glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
342             checkGLcall("glTexSubImage2D");
343
344             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
345             checkGLcall("glBindBufferARB");
346         }
347         else {
348             glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
349             checkGLcall("glTexSubImage2D");
350         }
351
352         LEAVE_GL();
353     }
354 }
355
356 /* This call just allocates the texture, the caller is responsible for
357  * activating the right context and binding the correct texture. */
358 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
359     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
360     BOOL enable_client_storage = FALSE;
361     const BYTE *mem = NULL;
362
363     if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
364
365     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",
366             This, This->glDescription.target, This->glDescription.level, debug_d3dformat(format_desc->format),
367             internal, width, height, format, type);
368
369     if (format_desc->format == WINED3DFMT_DXT1 || format_desc->format == WINED3DFMT_DXT2
370             || format_desc->format == WINED3DFMT_DXT3 || format_desc->format == WINED3DFMT_DXT4
371             || format_desc->format == WINED3DFMT_DXT5 || format_desc->format == WINED3DFMT_ATI2N)
372     {
373         /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
374         TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
375
376         /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
377          * once, unfortunately
378          */
379         if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
380             /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
381             This->Flags |= SFLAG_CLIENT;
382             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
383             ENTER_GL();
384             GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
385                        width, height, 0 /* border */, This->resource.size, mem));
386             LEAVE_GL();
387         }
388
389         return;
390     }
391
392     ENTER_GL();
393
394     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
395         if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
396             /* In some cases we want to disable client storage.
397              * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
398              * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
399              * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
400              * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
401              * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
402              */
403             glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
404             checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
405             This->Flags &= ~SFLAG_CLIENT;
406             enable_client_storage = TRUE;
407         } else {
408             This->Flags |= SFLAG_CLIENT;
409
410             /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
411              * it might point into a pbo. Instead use heapMemory, but get the alignment right.
412              */
413             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
414         }
415     }
416     glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
417     checkGLcall("glTexImage2D");
418
419     if(enable_client_storage) {
420         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
421         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
422     }
423     LEAVE_GL();
424 }
425
426 /* In D3D the depth stencil dimensions have to be greater than or equal to the
427  * render target dimensions. With FBOs, the dimensions have to be an exact match. */
428 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
429 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
430     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
431     renderbuffer_entry_t *entry;
432     GLuint renderbuffer = 0;
433     unsigned int src_width, src_height;
434
435     src_width = This->pow2Width;
436     src_height = This->pow2Height;
437
438     /* A depth stencil smaller than the render target is not valid */
439     if (width > src_width || height > src_height) return;
440
441     /* Remove any renderbuffer set if the sizes match */
442     if (width == src_width && height == src_height) {
443         This->current_renderbuffer = NULL;
444         return;
445     }
446
447     /* Look if we've already got a renderbuffer of the correct dimensions */
448     LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
449         if (entry->width == width && entry->height == height) {
450             renderbuffer = entry->id;
451             This->current_renderbuffer = entry;
452             break;
453         }
454     }
455
456     if (!renderbuffer) {
457         GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
458         GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
459         GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
460                 This->resource.format_desc->glInternal, width, height));
461
462         entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
463         entry->width = width;
464         entry->height = height;
465         entry->id = renderbuffer;
466         list_add_head(&This->renderbuffers, &entry->entry);
467
468         This->current_renderbuffer = entry;
469     }
470
471     checkGLcall("set_compatible_renderbuffer");
472 }
473
474 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
475     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
476     IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
477
478     TRACE("(%p) : swapchain %p\n", This, swapchain);
479
480     if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
481         TRACE("Returning GL_BACK\n");
482         return GL_BACK;
483     } else if (swapchain_impl->frontBuffer == iface) {
484         TRACE("Returning GL_FRONT\n");
485         return GL_FRONT;
486     }
487
488     FIXME("Higher back buffer, returning GL_BACK\n");
489     return GL_BACK;
490 }
491
492 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
493 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
494 {
495     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
496     IWineD3DBaseTexture *baseTexture = NULL;
497
498     if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
499         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
500
501     IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
502     if (dirty_rect)
503     {
504         This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
505         This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
506         This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
507         This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
508     }
509     else
510     {
511         This->dirtyRect.left = 0;
512         This->dirtyRect.top = 0;
513         This->dirtyRect.right = This->currentDesc.Width;
514         This->dirtyRect.bottom = This->currentDesc.Height;
515     }
516
517     TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
518             This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
519
520     /* if the container is a basetexture then mark it dirty. */
521     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
522     {
523         TRACE("Passing to container\n");
524         IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
525         IWineD3DBaseTexture_Release(baseTexture);
526     }
527 }
528
529 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
530 {
531     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
532     ULONG ref = InterlockedDecrement(&This->resource.ref);
533     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
534     if (ref == 0) {
535         IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
536         renderbuffer_entry_t *entry, *entry2;
537         TRACE("(%p) : cleaning up\n", This);
538
539         /* Need a context to destroy the texture. Use the currently active render target, but only if
540          * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
541          * When destroying the primary rt, Uninit3D will activate a context before doing anything
542          */
543         if(device->render_targets && device->render_targets[0]) {
544             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
545         }
546
547         ENTER_GL();
548         if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
549             TRACE("Deleting texture %d\n", This->glDescription.textureName);
550             glDeleteTextures(1, &This->glDescription.textureName);
551         }
552
553         if(This->Flags & SFLAG_PBO) {
554             /* Delete the PBO */
555             GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
556         }
557
558         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
559             GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
560             HeapFree(GetProcessHeap(), 0, entry);
561         }
562         LEAVE_GL();
563
564         if(This->Flags & SFLAG_DIBSECTION) {
565             /* Release the DC */
566             SelectObject(This->hDC, This->dib.holdbitmap);
567             DeleteDC(This->hDC);
568             /* Release the DIB section */
569             DeleteObject(This->dib.DIBsection);
570             This->dib.bitmap_data = NULL;
571             This->resource.allocatedMemory = NULL;
572         }
573         if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
574
575         HeapFree(GetProcessHeap(), 0, This->palette9);
576
577         resource_cleanup((IWineD3DResource *)iface);
578
579         if(This->overlay_dest) {
580             list_remove(&This->overlay_entry);
581         }
582
583         TRACE("(%p) Released\n", This);
584         HeapFree(GetProcessHeap(), 0, This);
585
586     }
587     return ref;
588 }
589
590 /* ****************************************************
591    IWineD3DSurface IWineD3DResource parts follow
592    **************************************************** */
593
594 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
595 {
596     /* TODO: check for locks */
597     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
598     IWineD3DBaseTexture *baseTexture = NULL;
599     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
600
601     TRACE("(%p)Checking to see if the container is a base texture\n", This);
602     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
603         IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
604         TRACE("Passing to container\n");
605         tex_impl->baseTexture.internal_preload(baseTexture, SRGB_RGB);
606         IWineD3DBaseTexture_Release(baseTexture);
607     } else {
608         TRACE("(%p) : About to load surface\n", This);
609
610         if(!device->isInDraw) {
611             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
612         }
613
614         if (This->resource.format_desc->format == WINED3DFMT_P8
615                 || This->resource.format_desc->format == WINED3DFMT_A8P8)
616         {
617             if(palette9_changed(This)) {
618                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
619                 /* TODO: This is not necessarily needed with hw palettized texture support */
620                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
621                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
622                 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
623             }
624         }
625
626         IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
627
628         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
629             /* Tell opengl to try and keep this texture in video ram (well mostly) */
630             GLclampf tmp;
631             tmp = 0.9f;
632             ENTER_GL();
633             glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
634             LEAVE_GL();
635         }
636     }
637     return;
638 }
639
640 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
641     surface_internal_preload(iface, SRGB_ANY);
642 }
643
644 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
645     This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
646     This->resource.allocatedMemory =
647             (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
648
649     ENTER_GL();
650     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
651     checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
652     GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
653     checkGLcall("glGetBufferSubData");
654     GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
655     checkGLcall("glDeleteBuffers");
656     LEAVE_GL();
657
658     This->pbo = 0;
659     This->Flags &= ~SFLAG_PBO;
660 }
661
662 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
663     IWineD3DBaseTexture *texture = NULL;
664     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
665     renderbuffer_entry_t *entry, *entry2;
666     TRACE("(%p)\n", iface);
667
668     if(This->resource.pool == WINED3DPOOL_DEFAULT) {
669         /* Default pool resources are supposed to be destroyed before Reset is called.
670          * Implicit resources stay however. So this means we have an implicit render target
671          * or depth stencil. The content may be destroyed, but we still have to tear down
672          * opengl resources, so we cannot leave early.
673          *
674          * Put the most up to date surface location into the drawable. D3D-wise this content
675          * is undefined, so it would be nowhere, but that would make the location management
676          * more complicated. The drawable is a sane location, because if we mark sysmem or
677          * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
678          * uninitialized drawable. That's pointless and we'd have to allocate the texture /
679          * sysmem copy here.
680          */
681         if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
682             IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
683         } else {
684             IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
685         }
686     } else {
687         /* Load the surface into system memory */
688         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
689         IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
690     }
691     IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
692     This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
693
694     /* Destroy PBOs, but load them into real sysmem before */
695     if(This->Flags & SFLAG_PBO) {
696         surface_remove_pbo(This);
697     }
698
699     /* Destroy fbo render buffers. This is needed for implicit render targets, for
700      * all application-created targets the application has to release the surface
701      * before calling _Reset
702      */
703     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
704         ENTER_GL();
705         GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
706         LEAVE_GL();
707         list_remove(&entry->entry);
708         HeapFree(GetProcessHeap(), 0, entry);
709     }
710     list_init(&This->renderbuffers);
711     This->current_renderbuffer = NULL;
712
713     /* If we're in a texture, the texture name belongs to the texture. Otherwise,
714      * destroy it
715      */
716     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
717     if(!texture) {
718         ENTER_GL();
719         glDeleteTextures(1, &This->glDescription.textureName);
720         This->glDescription.textureName = 0;
721         LEAVE_GL();
722     } else {
723         IWineD3DBaseTexture_Release(texture);
724     }
725     return;
726 }
727
728 /* ******************************************************
729    IWineD3DSurface IWineD3DSurface parts follow
730    ****************************************************** */
731
732 static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
733 {
734     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
735     TRACE("(%p) : returning %p\n", This, &This->glDescription);
736     *glDescription = &This->glDescription;
737 }
738
739 /* Read the framebuffer back into the surface */
740 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
741     IWineD3DSwapChainImpl *swapchain;
742     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
743     BYTE *mem;
744     GLint fmt;
745     GLint type;
746     BYTE *row, *top, *bottom;
747     int i;
748     BOOL bpp;
749     RECT local_rect;
750     BOOL srcIsUpsideDown;
751     GLint rowLen = 0;
752     GLint skipPix = 0;
753     GLint skipRow = 0;
754
755     if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
756         static BOOL warned = FALSE;
757         if(!warned) {
758             ERR("The application tries to lock the render target, but render target locking is disabled\n");
759             warned = TRUE;
760         }
761         return;
762     }
763
764     /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
765      * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
766      * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
767      * context->last_was_blit set on the unlock.
768      */
769     ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
770     ENTER_GL();
771
772     /* Select the correct read buffer, and give some debug output.
773      * There is no need to keep track of the current read buffer or reset it, every part of the code
774      * that reads sets the read buffer as desired.
775      */
776     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
777     {
778         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
779         TRACE("Locking %#x buffer\n", buffer);
780         glReadBuffer(buffer);
781         checkGLcall("glReadBuffer");
782
783         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
784         srcIsUpsideDown = FALSE;
785     } else {
786         /* Locking the primary render target which is not on a swapchain(=offscreen render target).
787          * Read from the back buffer
788          */
789         TRACE("Locking offscreen render target\n");
790         glReadBuffer(myDevice->offscreenBuffer);
791         srcIsUpsideDown = TRUE;
792     }
793
794     /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
795     if(!rect) {
796         local_rect.left = 0;
797         local_rect.top = 0;
798         local_rect.right = This->currentDesc.Width;
799         local_rect.bottom = This->currentDesc.Height;
800     } else {
801         local_rect = *rect;
802     }
803     /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
804
805     switch(This->resource.format_desc->format)
806     {
807         case WINED3DFMT_P8:
808         {
809             if(primary_render_target_is_p8(myDevice)) {
810                 /* In case of P8 render targets the index is stored in the alpha component */
811                 fmt = GL_ALPHA;
812                 type = GL_UNSIGNED_BYTE;
813                 mem = dest;
814                 bpp = This->resource.format_desc->byte_count;
815             } else {
816                 /* GL can't return palettized data, so read ARGB pixels into a
817                  * separate block of memory and convert them into palettized format
818                  * in software. Slow, but if the app means to use palettized render
819                  * targets and locks it...
820                  *
821                  * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
822                  * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
823                  * for the color channels when palettizing the colors.
824                  */
825                 fmt = GL_RGB;
826                 type = GL_UNSIGNED_BYTE;
827                 pitch *= 3;
828                 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
829                 if(!mem) {
830                     ERR("Out of memory\n");
831                     LEAVE_GL();
832                     return;
833                 }
834                 bpp = This->resource.format_desc->byte_count * 3;
835             }
836         }
837         break;
838
839         default:
840             mem = dest;
841             fmt = This->resource.format_desc->glFormat;
842             type = This->resource.format_desc->glType;
843             bpp = This->resource.format_desc->byte_count;
844     }
845
846     if(This->Flags & SFLAG_PBO) {
847         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
848         checkGLcall("glBindBufferARB");
849         if(mem != NULL) {
850             ERR("mem not null for pbo -- unexpected\n");
851             mem = NULL;
852         }
853     }
854
855     /* Save old pixel store pack state */
856     glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
857     checkGLcall("glIntegerv");
858     glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
859     checkGLcall("glIntegerv");
860     glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
861     checkGLcall("glIntegerv");
862
863     /* Setup pixel store pack state -- to glReadPixels into the correct place */
864     glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
865     checkGLcall("glPixelStorei");
866     glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
867     checkGLcall("glPixelStorei");
868     glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
869     checkGLcall("glPixelStorei");
870
871     glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
872                  local_rect.right - local_rect.left,
873                  local_rect.bottom - local_rect.top,
874                  fmt, type, mem);
875     checkGLcall("glReadPixels");
876
877     /* Reset previous pixel store pack state */
878     glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
879     checkGLcall("glPixelStorei");
880     glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
881     checkGLcall("glPixelStorei");
882     glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
883     checkGLcall("glPixelStorei");
884
885     if(This->Flags & SFLAG_PBO) {
886         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
887         checkGLcall("glBindBufferARB");
888
889         /* Check if we need to flip the image. If we need to flip use glMapBufferARB
890          * to get a pointer to it and perform the flipping in software. This is a lot
891          * faster than calling glReadPixels for each line. In case we want more speed
892          * we should rerender it flipped in a FBO and read the data back from the FBO. */
893         if(!srcIsUpsideDown) {
894             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
895             checkGLcall("glBindBufferARB");
896
897             mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
898             checkGLcall("glMapBufferARB");
899         }
900     }
901
902     /* TODO: Merge this with the palettization loop below for P8 targets */
903     if(!srcIsUpsideDown) {
904         UINT len, off;
905         /* glReadPixels returns the image upside down, and there is no way to prevent this.
906             Flip the lines in software */
907         len = (local_rect.right - local_rect.left) * bpp;
908         off = local_rect.left * bpp;
909
910         row = HeapAlloc(GetProcessHeap(), 0, len);
911         if(!row) {
912             ERR("Out of memory\n");
913             if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
914             LEAVE_GL();
915             return;
916         }
917
918         top = mem + pitch * local_rect.top;
919         bottom = mem + pitch * (local_rect.bottom - 1);
920         for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
921             memcpy(row, top + off, len);
922             memcpy(top + off, bottom + off, len);
923             memcpy(bottom + off, row, len);
924             top += pitch;
925             bottom -= pitch;
926         }
927         HeapFree(GetProcessHeap(), 0, row);
928
929         /* Unmap the temp PBO buffer */
930         if(This->Flags & SFLAG_PBO) {
931             GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
932             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
933         }
934     }
935
936     LEAVE_GL();
937
938     /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
939      * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
940      * the same color but we have no choice.
941      * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
942      */
943     if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
944     {
945         const PALETTEENTRY *pal = NULL;
946         DWORD width = pitch / 3;
947         int x, y, c;
948
949         if(This->palette) {
950             pal = This->palette->palents;
951         } else {
952             ERR("Palette is missing, cannot perform inverse palette lookup\n");
953             HeapFree(GetProcessHeap(), 0, mem);
954             return ;
955         }
956
957         for(y = local_rect.top; y < local_rect.bottom; y++) {
958             for(x = local_rect.left; x < local_rect.right; x++) {
959                 /*                      start              lines            pixels      */
960                 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
961                 const BYTE *green = blue  + 1;
962                 const BYTE *red = green + 1;
963
964                 for(c = 0; c < 256; c++) {
965                     if(*red   == pal[c].peRed   &&
966                        *green == pal[c].peGreen &&
967                        *blue  == pal[c].peBlue)
968                     {
969                         *((BYTE *) dest + y * width + x) = c;
970                         break;
971                     }
972                 }
973             }
974         }
975         HeapFree(GetProcessHeap(), 0, mem);
976     }
977 }
978
979 /* Read the framebuffer contents into a texture */
980 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
981 {
982     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
983     IWineD3DSwapChainImpl *swapchain;
984     int bpp;
985     GLenum format, internal, type;
986     CONVERT_TYPES convert;
987     GLint prevRead;
988     BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
989
990     d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
991
992     /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
993      * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
994      * states in the stateblock, and no driver was found yet that had bugs in that regard.
995      */
996     ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
997     surface_bind_and_dirtify(This, srgb);
998
999     ENTER_GL();
1000     glGetIntegerv(GL_READ_BUFFER, &prevRead);
1001     LEAVE_GL();
1002
1003     /* Select the correct read buffer, and give some debug output.
1004      * There is no need to keep track of the current read buffer or reset it, every part of the code
1005      * that reads sets the read buffer as desired.
1006      */
1007     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1008     {
1009         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1010         TRACE("Locking %#x buffer\n", buffer);
1011
1012         ENTER_GL();
1013         glReadBuffer(buffer);
1014         checkGLcall("glReadBuffer");
1015         LEAVE_GL();
1016
1017         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1018     } else {
1019         /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1020          * Read from the back buffer
1021          */
1022         TRACE("Locking offscreen render target\n");
1023         ENTER_GL();
1024         glReadBuffer(device->offscreenBuffer);
1025         checkGLcall("glReadBuffer");
1026         LEAVE_GL();
1027     }
1028
1029     if(!(This->Flags & alloc_flag)) {
1030         surface_allocate_surface(This, internal, This->pow2Width,
1031                                  This->pow2Height, format, type);
1032         This->Flags |= alloc_flag;
1033     }
1034
1035     ENTER_GL();
1036     /* If !SrcIsUpsideDown we should flip the surface.
1037      * This can be done using glCopyTexSubImage2D but this
1038      * is VERY slow, so don't do that. We should prevent
1039      * this code from getting called in such cases or perhaps
1040      * we can use FBOs */
1041
1042     glCopyTexSubImage2D(This->glDescription.target,
1043                         This->glDescription.level,
1044                         0, 0, 0, 0,
1045                         This->currentDesc.Width,
1046                         This->currentDesc.Height);
1047     checkGLcall("glCopyTexSubImage2D");
1048
1049     glReadBuffer(prevRead);
1050     checkGLcall("glReadBuffer");
1051
1052     LEAVE_GL();
1053     TRACE("Updated target %d\n", This->glDescription.target);
1054 }
1055
1056 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1057     /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1058      * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1059      * changed
1060      */
1061     if(!(This->Flags & SFLAG_DYNLOCK)) {
1062         This->lockCount++;
1063         /* MAXLOCKCOUNT is defined in wined3d_private.h */
1064         if(This->lockCount > MAXLOCKCOUNT) {
1065             TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1066             This->Flags |= SFLAG_DYNLOCK;
1067         }
1068     }
1069
1070     /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1071      * Also don't create a PBO for systemmem surfaces.
1072      */
1073     if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1074         GLenum error;
1075         IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1076
1077         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1078         ENTER_GL();
1079
1080         GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1081         error = glGetError();
1082         if(This->pbo == 0 || error != GL_NO_ERROR) {
1083             ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1084         }
1085
1086         TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1087
1088         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1089         checkGLcall("glBindBufferARB");
1090
1091         GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1092         checkGLcall("glBufferDataARB");
1093
1094         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1095         checkGLcall("glBindBufferARB");
1096
1097         /* We don't need the system memory anymore and we can't even use it for PBOs */
1098         if(!(This->Flags & SFLAG_CLIENT)) {
1099             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1100             This->resource.heapMemory = NULL;
1101         }
1102         This->resource.allocatedMemory = NULL;
1103         This->Flags |= SFLAG_PBO;
1104         LEAVE_GL();
1105     } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1106         /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1107          * or a pbo to map
1108          */
1109         if(!This->resource.heapMemory) {
1110             This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1111         }
1112         This->resource.allocatedMemory =
1113                 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1114         if(This->Flags & SFLAG_INSYSMEM) {
1115             ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1116         }
1117     }
1118 }
1119
1120 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1121     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1122     IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
1123
1124     TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1125
1126     /* This is also done in the base class, but we have to verify this before loading any data from
1127      * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1128      * may interfere, and all other bad things may happen
1129      */
1130     if (This->Flags & SFLAG_LOCKED) {
1131         WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1132         return WINED3DERR_INVALIDCALL;
1133     }
1134     This->Flags |= SFLAG_LOCKED;
1135
1136     if (!(This->Flags & SFLAG_LOCKABLE))
1137     {
1138         TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1139     }
1140
1141     if (Flags & WINED3DLOCK_DISCARD) {
1142         /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1143         TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1144         surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1145         This->Flags |= SFLAG_INSYSMEM;
1146         goto lock_end;
1147     }
1148
1149     if (This->Flags & SFLAG_INSYSMEM) {
1150         TRACE("Local copy is up to date, not downloading data\n");
1151         surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1152         goto lock_end;
1153     }
1154
1155     /* Now download the surface content from opengl
1156      * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1157      * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1158      */
1159     if ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])
1160     {
1161         const RECT *pass_rect = pRect;
1162
1163         /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1164          * because most caller functions do not need that. So do that here
1165          */
1166         if(pRect &&
1167            pRect->top    == 0 &&
1168            pRect->left   == 0 &&
1169            pRect->right  == This->currentDesc.Width &&
1170            pRect->bottom == This->currentDesc.Height) {
1171             pass_rect = NULL;
1172         }
1173
1174         switch(wined3d_settings.rendertargetlock_mode) {
1175             case RTL_TEXDRAW:
1176             case RTL_TEXTEX:
1177                 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1178 #if 0
1179                 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1180                  * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1181                  * This may be faster on some cards
1182                  */
1183                 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1184 #endif
1185                 /* drop through */
1186
1187             case RTL_AUTO:
1188             case RTL_READDRAW:
1189             case RTL_READTEX:
1190                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1191                 break;
1192
1193             case RTL_DISABLE:
1194                 break;
1195         }
1196     } else if(iface == myDevice->stencilBufferTarget) {
1197         /** the depth stencil in openGL has a format of GL_FLOAT
1198          * which should be good for WINED3DFMT_D16_LOCKABLE
1199          * and WINED3DFMT_D16
1200          * it is unclear what format the stencil buffer is in except.
1201          * 'Each index is converted to fixed point...
1202          * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1203          * mappings in the table GL_PIXEL_MAP_S_TO_S.
1204          * glReadPixels(This->lockedRect.left,
1205          *             This->lockedRect.bottom - j - 1,
1206          *             This->lockedRect.right - This->lockedRect.left,
1207          *             1,
1208          *             GL_DEPTH_COMPONENT,
1209          *             type,
1210          *             (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1211          *
1212          * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1213          * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1214          * none of that is the case the problem is not in this function :-)
1215          ********************************************/
1216         FIXME("Depth stencil locking not supported yet\n");
1217     } else {
1218         /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1219         TRACE("locking an ordinary surface\n");
1220         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1221     }
1222
1223 lock_end:
1224     if(This->Flags & SFLAG_PBO) {
1225         ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1226         ENTER_GL();
1227         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1228         checkGLcall("glBindBufferARB");
1229
1230         /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1231         if(This->resource.allocatedMemory) {
1232             ERR("The surface already has PBO memory allocated!\n");
1233         }
1234
1235         This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1236         checkGLcall("glMapBufferARB");
1237
1238         /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1239         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1240         checkGLcall("glBindBufferARB");
1241
1242         LEAVE_GL();
1243     }
1244
1245     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1246         /* Don't dirtify */
1247     } else {
1248         IWineD3DBaseTexture *pBaseTexture;
1249         /**
1250          * Dirtify on lock
1251          * as seen in msdn docs
1252          */
1253         surface_add_dirty_rect(iface, pRect);
1254
1255         /** Dirtify Container if needed */
1256         if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1257             TRACE("Making container dirty\n");
1258             IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1259             IWineD3DBaseTexture_Release(pBaseTexture);
1260         } else {
1261             TRACE("Surface is standalone, no need to dirty the container\n");
1262         }
1263     }
1264
1265     return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1266 }
1267
1268 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1269     GLint  prev_store;
1270     GLint  prev_rasterpos[4];
1271     GLint skipBytes = 0;
1272     UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);    /* target is argb, 4 byte */
1273     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1274     IWineD3DSwapChainImpl *swapchain;
1275
1276     /* Activate the correct context for the render target */
1277     ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1278     ENTER_GL();
1279
1280     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1281         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1282         TRACE("Unlocking %#x buffer\n", buffer);
1283         glDrawBuffer(buffer);
1284         checkGLcall("glDrawBuffer");
1285
1286         IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1287     } else {
1288         /* Primary offscreen render target */
1289         TRACE("Offscreen render target\n");
1290         glDrawBuffer(myDevice->offscreenBuffer);
1291         checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1292     }
1293
1294     glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1295     checkGLcall("glIntegerv");
1296     glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1297     checkGLcall("glIntegerv");
1298     glPixelZoom(1.0, -1.0);
1299     checkGLcall("glPixelZoom");
1300
1301     /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1302     glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1303     glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1304
1305     glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1306     checkGLcall("glRasterPos2f");
1307
1308     /* Some drivers(radeon dri, others?) don't like exceptions during
1309      * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1310      * after ReleaseDC. Reading it will cause an exception, which x11drv will
1311      * catch to put the dib section in InSync mode, which leads to a crash
1312      * and a blocked x server on my radeon card.
1313      *
1314      * The following lines read the dib section so it is put in InSync mode
1315      * before glDrawPixels is called and the crash is prevented. There won't
1316      * be any interfering gdi accesses, because UnlockRect is called from
1317      * ReleaseDC, and the app won't use the dc any more afterwards.
1318      */
1319     if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1320         volatile BYTE read;
1321         read = This->resource.allocatedMemory[0];
1322     }
1323
1324     if(This->Flags & SFLAG_PBO) {
1325         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1326         checkGLcall("glBindBufferARB");
1327     }
1328
1329     /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1330     if(This->Flags & SFLAG_LOCKED) {
1331         glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1332                      (This->lockedRect.bottom - This->lockedRect.top)-1,
1333                      fmt, type,
1334                      mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1335         checkGLcall("glDrawPixels");
1336     } else {
1337         glDrawPixels(This->currentDesc.Width,
1338                      This->currentDesc.Height,
1339                      fmt, type, mem);
1340         checkGLcall("glDrawPixels");
1341     }
1342
1343     if(This->Flags & SFLAG_PBO) {
1344         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1345         checkGLcall("glBindBufferARB");
1346     }
1347
1348     glPixelZoom(1.0,1.0);
1349     checkGLcall("glPixelZoom");
1350
1351     glRasterPos3iv(&prev_rasterpos[0]);
1352     checkGLcall("glRasterPos3iv");
1353
1354     /* Reset to previous pack row length */
1355     glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1356     checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1357
1358     if(!swapchain) {
1359         glDrawBuffer(myDevice->offscreenBuffer);
1360         checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1361     } else if(swapchain->backBuffer) {
1362         glDrawBuffer(GL_BACK);
1363         checkGLcall("glDrawBuffer(GL_BACK)");
1364     } else {
1365         glDrawBuffer(GL_FRONT);
1366         checkGLcall("glDrawBuffer(GL_FRONT)");
1367     }
1368     LEAVE_GL();
1369
1370     return;
1371 }
1372
1373 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1374     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1375     IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
1376     BOOL fullsurface;
1377
1378     if (!(This->Flags & SFLAG_LOCKED)) {
1379         WARN("trying to Unlock an unlocked surf@%p\n", This);
1380         return WINEDDERR_NOTLOCKED;
1381     }
1382
1383     if (This->Flags & SFLAG_PBO) {
1384         TRACE("Freeing PBO memory\n");
1385         ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1386         ENTER_GL();
1387         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1388         GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1389         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1390         checkGLcall("glUnmapBufferARB");
1391         LEAVE_GL();
1392         This->resource.allocatedMemory = NULL;
1393     }
1394
1395     TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1396
1397     if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1398         TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1399         goto unlock_end;
1400     }
1401
1402     if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1403     {
1404         if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1405             static BOOL warned = FALSE;
1406             if(!warned) {
1407                 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1408                 warned = TRUE;
1409             }
1410             goto unlock_end;
1411         }
1412
1413         if(This->dirtyRect.left   == 0 &&
1414            This->dirtyRect.top    == 0 &&
1415            This->dirtyRect.right  == This->currentDesc.Width &&
1416            This->dirtyRect.bottom == This->currentDesc.Height) {
1417             fullsurface = TRUE;
1418         } else {
1419             /* TODO: Proper partial rectangle tracking */
1420             fullsurface = FALSE;
1421             This->Flags |= SFLAG_INSYSMEM;
1422         }
1423
1424         switch(wined3d_settings.rendertargetlock_mode) {
1425             case RTL_READTEX:
1426             case RTL_TEXTEX:
1427                 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1428                 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1429                 /* drop through */
1430
1431             case RTL_AUTO:
1432             case RTL_READDRAW:
1433             case RTL_TEXDRAW:
1434                 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1435                 break;
1436         }
1437
1438         if(!fullsurface) {
1439             /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1440              * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1441              * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1442              * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1443              * not fully up to date because only a subrectangle was read in LockRect.
1444              */
1445             This->Flags &= ~SFLAG_INSYSMEM;
1446             This->Flags |= SFLAG_INDRAWABLE;
1447         }
1448
1449         This->dirtyRect.left   = This->currentDesc.Width;
1450         This->dirtyRect.top    = This->currentDesc.Height;
1451         This->dirtyRect.right  = 0;
1452         This->dirtyRect.bottom = 0;
1453     } else if(iface == myDevice->stencilBufferTarget) {
1454         FIXME("Depth Stencil buffer locking is not implemented\n");
1455     } else {
1456         /* The rest should be a normal texture */
1457         IWineD3DBaseTextureImpl *impl;
1458         /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1459          * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1460          * states need resetting
1461          */
1462         if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1463             if(impl->baseTexture.bindCount) {
1464                 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1465             }
1466             IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1467         }
1468     }
1469
1470     unlock_end:
1471     This->Flags &= ~SFLAG_LOCKED;
1472     memset(&This->lockedRect, 0, sizeof(RECT));
1473
1474     /* Overlays have to be redrawn manually after changes with the GL implementation */
1475     if(This->overlay_dest) {
1476         IWineD3DSurface_DrawOverlay(iface);
1477     }
1478     return WINED3D_OK;
1479 }
1480
1481 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1482 {
1483     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1484     WINED3DLOCKED_RECT lock;
1485     HRESULT hr;
1486     RGBQUAD col[256];
1487
1488     TRACE("(%p)->(%p)\n",This,pHDC);
1489
1490     if(This->Flags & SFLAG_USERPTR) {
1491         ERR("Not supported on surfaces with an application-provided surfaces\n");
1492         return WINEDDERR_NODC;
1493     }
1494
1495     /* Give more detailed info for ddraw */
1496     if (This->Flags & SFLAG_DCINUSE)
1497         return WINEDDERR_DCALREADYCREATED;
1498
1499     /* Can't GetDC if the surface is locked */
1500     if (This->Flags & SFLAG_LOCKED)
1501         return WINED3DERR_INVALIDCALL;
1502
1503     /* According to Direct3D9 docs, only these formats are supported */
1504     if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1505         if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1506                 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1507                 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1508                 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1509             return WINED3DERR_INVALIDCALL;
1510     }
1511
1512     memset(&lock, 0, sizeof(lock)); /* To be sure */
1513
1514     /* Create a DIB section if there isn't a hdc yet */
1515     if(!This->hDC) {
1516         IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1517         if(This->Flags & SFLAG_CLIENT) {
1518             surface_internal_preload(iface, SRGB_RGB);
1519         }
1520
1521         /* Use the dib section from now on if we are not using a PBO */
1522         if(!(This->Flags & SFLAG_PBO))
1523             This->resource.allocatedMemory = This->dib.bitmap_data;
1524     }
1525
1526     /* Lock the surface */
1527     hr = IWineD3DSurface_LockRect(iface,
1528                                   &lock,
1529                                   NULL,
1530                                   0);
1531
1532     if(This->Flags & SFLAG_PBO) {
1533         /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1534         memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1535     }
1536
1537     if(FAILED(hr)) {
1538         ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1539         /* keep the dib section */
1540         return hr;
1541     }
1542
1543     if (This->resource.format_desc->format == WINED3DFMT_P8
1544             || This->resource.format_desc->format == WINED3DFMT_A8P8)
1545     {
1546         /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1547             D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1548         unsigned int n;
1549         const PALETTEENTRY *pal = NULL;
1550
1551         if(This->palette) {
1552             pal = This->palette->palents;
1553         } else {
1554             IWineD3DSurfaceImpl *dds_primary;
1555             IWineD3DSwapChainImpl *swapchain;
1556             swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1557             dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1558             if (dds_primary && dds_primary->palette)
1559                 pal = dds_primary->palette->palents;
1560         }
1561
1562         if (pal) {
1563             for (n=0; n<256; n++) {
1564                 col[n].rgbRed   = pal[n].peRed;
1565                 col[n].rgbGreen = pal[n].peGreen;
1566                 col[n].rgbBlue  = pal[n].peBlue;
1567                 col[n].rgbReserved = 0;
1568             }
1569             SetDIBColorTable(This->hDC, 0, 256, col);
1570         }
1571     }
1572
1573     *pHDC = This->hDC;
1574     TRACE("returning %p\n",*pHDC);
1575     This->Flags |= SFLAG_DCINUSE;
1576
1577     return WINED3D_OK;
1578 }
1579
1580 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1581 {
1582     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1583
1584     TRACE("(%p)->(%p)\n",This,hDC);
1585
1586     if (!(This->Flags & SFLAG_DCINUSE))
1587         return WINEDDERR_NODC;
1588
1589     if (This->hDC !=hDC) {
1590         WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1591         return WINEDDERR_NODC;
1592     }
1593
1594     if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1595         /* Copy the contents of the DIB over to the PBO */
1596         memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1597     }
1598
1599     /* we locked first, so unlock now */
1600     IWineD3DSurface_UnlockRect(iface);
1601
1602     This->Flags &= ~SFLAG_DCINUSE;
1603
1604     return WINED3D_OK;
1605 }
1606
1607 /* ******************************************************
1608    IWineD3DSurface Internal (No mapping to directx api) parts follow
1609    ****************************************************** */
1610
1611 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) {
1612     BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1613     const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1614     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1615
1616     /* Default values: From the surface */
1617     *format = glDesc->glFormat;
1618     *type = glDesc->glType;
1619     *convert = NO_CONVERSION;
1620     *target_bpp = glDesc->byte_count;
1621
1622     if(srgb_mode) {
1623         *internal = glDesc->glGammaInternal;
1624     }
1625     else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1626             && !(This->Flags & SFLAG_SWAPCHAIN))
1627     {
1628         *internal = glDesc->rtInternal;
1629     } else {
1630         *internal = glDesc->glInternal;
1631     }
1632
1633     /* Ok, now look if we have to do any conversion */
1634     switch(This->resource.format_desc->format)
1635     {
1636         case WINED3DFMT_P8:
1637             /* ****************
1638                 Paletted Texture
1639                 **************** */
1640
1641              /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1642              * of the two is available make sure texturing is requested as neither of the two works in
1643              * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1644              * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1645              * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1646              * conflicts with this.
1647              */
1648             if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1649                   (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1650                    device->render_targets &&
1651                    This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1652                 colorkey_active || !use_texturing ) {
1653                 *format = GL_RGBA;
1654                 *internal = GL_RGBA;
1655                 *type = GL_UNSIGNED_BYTE;
1656                 *target_bpp = 4;
1657                 if(colorkey_active) {
1658                     *convert = CONVERT_PALETTED_CK;
1659                 } else {
1660                     *convert = CONVERT_PALETTED;
1661                 }
1662             }
1663             else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1664                 *format = GL_ALPHA;
1665                 *internal = GL_RGBA;
1666                 *type = GL_UNSIGNED_BYTE;
1667                 *target_bpp = 1;
1668             }
1669
1670             break;
1671
1672         case WINED3DFMT_R3G3B2:
1673             /* **********************
1674                 GL_UNSIGNED_BYTE_3_3_2
1675                 ********************** */
1676             if (colorkey_active) {
1677                 /* This texture format will never be used.. So do not care about color keying
1678                     up until the point in time it will be needed :-) */
1679                 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1680             }
1681             break;
1682
1683         case WINED3DFMT_R5G6B5:
1684             if (colorkey_active) {
1685                 *convert = CONVERT_CK_565;
1686                 *format = GL_RGBA;
1687                 *internal = GL_RGBA;
1688                 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1689             }
1690             break;
1691
1692         case WINED3DFMT_X1R5G5B5:
1693             if (colorkey_active) {
1694                 *convert = CONVERT_CK_5551;
1695                 *format = GL_BGRA;
1696                 *internal = GL_RGBA;
1697                 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1698             }
1699             break;
1700
1701         case WINED3DFMT_R8G8B8:
1702             if (colorkey_active) {
1703                 *convert = CONVERT_CK_RGB24;
1704                 *format = GL_RGBA;
1705                 *internal = GL_RGBA;
1706                 *type = GL_UNSIGNED_INT_8_8_8_8;
1707                 *target_bpp = 4;
1708             }
1709             break;
1710
1711         case WINED3DFMT_X8R8G8B8:
1712             if (colorkey_active) {
1713                 *convert = CONVERT_RGB32_888;
1714                 *format = GL_RGBA;
1715                 *internal = GL_RGBA;
1716                 *type = GL_UNSIGNED_INT_8_8_8_8;
1717             }
1718             break;
1719
1720         case WINED3DFMT_R8G8_SNORM:
1721             if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1722             *convert = CONVERT_V8U8;
1723             *format = GL_BGR;
1724             *internal = GL_RGB8;
1725             *type = GL_UNSIGNED_BYTE;
1726             *target_bpp = 3;
1727             break;
1728
1729         case WINED3DFMT_L6V5U5:
1730             *convert = CONVERT_L6V5U5;
1731             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1732                 *target_bpp = 3;
1733                 /* Use format and types from table */
1734             } else {
1735                 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1736                 *target_bpp = 2;
1737                 *format = GL_RGB;
1738                 *internal = GL_RGB5;
1739                 *type = GL_UNSIGNED_SHORT_5_6_5;
1740             }
1741             break;
1742
1743         case WINED3DFMT_X8L8V8U8:
1744             *convert = CONVERT_X8L8V8U8;
1745             *target_bpp = 4;
1746             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1747                 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1748                  * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1749                  * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1750                  * the needed type and format parameter, so the internal format contains a
1751                  * 4th component, which is returned as alpha
1752                  */
1753             } else {
1754                 *format = GL_BGRA;
1755                 *internal = GL_RGB8;
1756                 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1757             }
1758             break;
1759
1760         case WINED3DFMT_R8G8B8A8_SNORM:
1761             if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1762             *convert = CONVERT_Q8W8V8U8;
1763             *format = GL_BGRA;
1764             *internal = GL_RGBA8;
1765             *type = GL_UNSIGNED_BYTE;
1766             *target_bpp = 4;
1767             break;
1768
1769         case WINED3DFMT_R16G16_SNORM:
1770             if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1771             *convert = CONVERT_V16U16;
1772             *format = GL_BGR;
1773             *internal = GL_RGB16_EXT;
1774             *type = GL_UNSIGNED_SHORT;
1775             *target_bpp = 6;
1776             break;
1777
1778         case WINED3DFMT_A4L4:
1779             /* A4L4 exists as an internal gl format, but for some reason there is not
1780              * format+type combination to load it. Thus convert it to A8L8, then load it
1781              * with A4L4 internal, but A8L8 format+type
1782              */
1783             *convert = CONVERT_A4L4;
1784             *format = GL_LUMINANCE_ALPHA;
1785             *internal = GL_LUMINANCE4_ALPHA4;
1786             *type = GL_UNSIGNED_BYTE;
1787             *target_bpp = 2;
1788             break;
1789
1790         case WINED3DFMT_R16G16_UNORM:
1791             *convert = CONVERT_G16R16;
1792             *format = GL_RGB;
1793             *internal = GL_RGB16_EXT;
1794             *type = GL_UNSIGNED_SHORT;
1795             *target_bpp = 6;
1796             break;
1797
1798         case WINED3DFMT_R16G16_FLOAT:
1799             *convert = CONVERT_R16G16F;
1800             *format = GL_RGB;
1801             *internal = GL_RGB16F_ARB;
1802             *type = GL_HALF_FLOAT_ARB;
1803             *target_bpp = 6;
1804             break;
1805
1806         case WINED3DFMT_R32G32_FLOAT:
1807             *convert = CONVERT_R32G32F;
1808             *format = GL_RGB;
1809             *internal = GL_RGB32F_ARB;
1810             *type = GL_FLOAT;
1811             *target_bpp = 12;
1812             break;
1813
1814         default:
1815             break;
1816     }
1817
1818     return WINED3D_OK;
1819 }
1820
1821 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
1822         UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
1823 {
1824     const BYTE *source;
1825     BYTE *dest;
1826     TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1827
1828     switch (convert) {
1829         case NO_CONVERSION:
1830         {
1831             memcpy(dst, src, pitch * height);
1832             break;
1833         }
1834         case CONVERT_PALETTED:
1835         case CONVERT_PALETTED_CK:
1836         {
1837             IWineD3DPaletteImpl* pal = This->palette;
1838             BYTE table[256][4];
1839             unsigned int x, y;
1840
1841             if( pal == NULL) {
1842                 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1843             }
1844
1845             d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1846
1847             for (y = 0; y < height; y++)
1848             {
1849                 source = src + pitch * y;
1850                 dest = dst + outpitch * y;
1851                 /* This is an 1 bpp format, using the width here is fine */
1852                 for (x = 0; x < width; x++) {
1853                     BYTE color = *source++;
1854                     *dest++ = table[color][0];
1855                     *dest++ = table[color][1];
1856                     *dest++ = table[color][2];
1857                     *dest++ = table[color][3];
1858                 }
1859             }
1860         }
1861         break;
1862
1863         case CONVERT_CK_565:
1864         {
1865             /* Converting the 565 format in 5551 packed to emulate color-keying.
1866
1867               Note : in all these conversion, it would be best to average the averaging
1868                       pixels to get the color of the pixel that will be color-keyed to
1869                       prevent 'color bleeding'. This will be done later on if ever it is
1870                       too visible.
1871
1872               Note2: Nvidia documents say that their driver does not support alpha + color keying
1873                      on the same surface and disables color keying in such a case
1874             */
1875             unsigned int x, y;
1876             const WORD *Source;
1877             WORD *Dest;
1878
1879             TRACE("Color keyed 565\n");
1880
1881             for (y = 0; y < height; y++) {
1882                 Source = (const WORD *)(src + y * pitch);
1883                 Dest = (WORD *) (dst + y * outpitch);
1884                 for (x = 0; x < width; x++ ) {
1885                     WORD color = *Source++;
1886                     *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1887                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1888                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1889                         *Dest |= 0x0001;
1890                     }
1891                     Dest++;
1892                 }
1893             }
1894         }
1895         break;
1896
1897         case CONVERT_CK_5551:
1898         {
1899             /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1900             unsigned int x, y;
1901             const WORD *Source;
1902             WORD *Dest;
1903             TRACE("Color keyed 5551\n");
1904             for (y = 0; y < height; y++) {
1905                 Source = (const WORD *)(src + y * pitch);
1906                 Dest = (WORD *) (dst + y * outpitch);
1907                 for (x = 0; x < width; x++ ) {
1908                     WORD color = *Source++;
1909                     *Dest = color;
1910                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1911                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1912                         *Dest |= (1 << 15);
1913                     }
1914                     else {
1915                         *Dest &= ~(1 << 15);
1916                     }
1917                     Dest++;
1918                 }
1919             }
1920         }
1921         break;
1922
1923         case CONVERT_CK_RGB24:
1924         {
1925             /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1926             unsigned int x, y;
1927             for (y = 0; y < height; y++)
1928             {
1929                 source = src + pitch * y;
1930                 dest = dst + outpitch * y;
1931                 for (x = 0; x < width; x++) {
1932                     DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
1933                     DWORD dstcolor = color << 8;
1934                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1935                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1936                         dstcolor |= 0xff;
1937                     }
1938                     *(DWORD*)dest = dstcolor;
1939                     source += 3;
1940                     dest += 4;
1941                 }
1942             }
1943         }
1944         break;
1945
1946         case CONVERT_RGB32_888:
1947         {
1948             /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1949             unsigned int x, y;
1950             for (y = 0; y < height; y++)
1951             {
1952                 source = src + pitch * y;
1953                 dest = dst + outpitch * y;
1954                 for (x = 0; x < width; x++) {
1955                     DWORD color = 0xffffff & *(const DWORD*)source;
1956                     DWORD dstcolor = color << 8;
1957                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1958                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1959                         dstcolor |= 0xff;
1960                     }
1961                     *(DWORD*)dest = dstcolor;
1962                     source += 4;
1963                     dest += 4;
1964                 }
1965             }
1966         }
1967         break;
1968
1969         case CONVERT_V8U8:
1970         {
1971             unsigned int x, y;
1972             const short *Source;
1973             unsigned char *Dest;
1974             for(y = 0; y < height; y++) {
1975                 Source = (const short *)(src + y * pitch);
1976                 Dest = dst + y * outpitch;
1977                 for (x = 0; x < width; x++ ) {
1978                     long color = (*Source++);
1979                     /* B */ Dest[0] = 0xff;
1980                     /* G */ Dest[1] = (color >> 8) + 128; /* V */
1981                     /* R */ Dest[2] = (color) + 128;      /* U */
1982                     Dest += 3;
1983                 }
1984             }
1985             break;
1986         }
1987
1988         case CONVERT_V16U16:
1989         {
1990             unsigned int x, y;
1991             const DWORD *Source;
1992             unsigned short *Dest;
1993             for(y = 0; y < height; y++) {
1994                 Source = (const DWORD *)(src + y * pitch);
1995                 Dest = (unsigned short *) (dst + y * outpitch);
1996                 for (x = 0; x < width; x++ ) {
1997                     DWORD color = (*Source++);
1998                     /* B */ Dest[0] = 0xffff;
1999                     /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2000                     /* R */ Dest[2] = (color      ) + 32768; /* U */
2001                     Dest += 3;
2002                 }
2003             }
2004             break;
2005         }
2006
2007         case CONVERT_Q8W8V8U8:
2008         {
2009             unsigned int x, y;
2010             const DWORD *Source;
2011             unsigned char *Dest;
2012             for(y = 0; y < height; y++) {
2013                 Source = (const DWORD *)(src + y * pitch);
2014                 Dest = dst + y * outpitch;
2015                 for (x = 0; x < width; x++ ) {
2016                     long color = (*Source++);
2017                     /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2018                     /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2019                     /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
2020                     /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2021                     Dest += 4;
2022                 }
2023             }
2024             break;
2025         }
2026
2027         case CONVERT_L6V5U5:
2028         {
2029             unsigned int x, y;
2030             const WORD *Source;
2031             unsigned char *Dest;
2032
2033             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2034                 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2035                  * fixed function and shaders without further conversion once the surface is
2036                  * loaded
2037                  */
2038                 for(y = 0; y < height; y++) {
2039                     Source = (const WORD *)(src + y * pitch);
2040                     Dest = dst + y * outpitch;
2041                     for (x = 0; x < width; x++ ) {
2042                         short color = (*Source++);
2043                         unsigned char l = ((color >> 10) & 0xfc);
2044                                   char v = ((color >>  5) & 0x3e);
2045                                   char u = ((color      ) & 0x1f);
2046
2047                         /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2048                          * and doubles the positive range. Thus shift left only once, gl does the 2nd
2049                          * shift. GL reads a signed value and converts it into an unsigned value.
2050                          */
2051                         /* M */ Dest[2] = l << 1;
2052
2053                         /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2054                          * from 5 bit values to 8 bit values.
2055                          */
2056                         /* V */ Dest[1] = v << 3;
2057                         /* U */ Dest[0] = u << 3;
2058                         Dest += 3;
2059                     }
2060                 }
2061             } else {
2062                 for(y = 0; y < height; y++) {
2063                     unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2064                     Source = (const WORD *)(src + y * pitch);
2065                     for (x = 0; x < width; x++ ) {
2066                         short color = (*Source++);
2067                         unsigned char l = ((color >> 10) & 0xfc);
2068                                  short v = ((color >>  5) & 0x3e);
2069                                  short u = ((color      ) & 0x1f);
2070                         short v_conv = v + 16;
2071                         short u_conv = u + 16;
2072
2073                         *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2074                         Dest_s += 1;
2075                     }
2076                 }
2077             }
2078             break;
2079         }
2080
2081         case CONVERT_X8L8V8U8:
2082         {
2083             unsigned int x, y;
2084             const DWORD *Source;
2085             unsigned char *Dest;
2086
2087             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2088                 /* This implementation works with the fixed function pipeline and shaders
2089                  * without further modification after converting the surface.
2090                  */
2091                 for(y = 0; y < height; y++) {
2092                     Source = (const DWORD *)(src + y * pitch);
2093                     Dest = dst + y * outpitch;
2094                     for (x = 0; x < width; x++ ) {
2095                         long color = (*Source++);
2096                         /* L */ Dest[2] = ((color >> 16) & 0xff);   /* L */
2097                         /* V */ Dest[1] = ((color >> 8 ) & 0xff);   /* V */
2098                         /* U */ Dest[0] = (color         & 0xff);   /* U */
2099                         /* I */ Dest[3] = 255;                      /* X */
2100                         Dest += 4;
2101                     }
2102                 }
2103             } else {
2104                 /* Doesn't work correctly with the fixed function pipeline, but can work in
2105                  * shaders if the shader is adjusted. (There's no use for this format in gl's
2106                  * standard fixed function pipeline anyway).
2107                  */
2108                 for(y = 0; y < height; y++) {
2109                     Source = (const DWORD *)(src + y * pitch);
2110                     Dest = dst + y * outpitch;
2111                     for (x = 0; x < width; x++ ) {
2112                         long color = (*Source++);
2113                         /* B */ Dest[0] = ((color >> 16) & 0xff);       /* L */
2114                         /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2115                         /* R */ Dest[2] = (color         & 0xff) + 128;  /* U */
2116                         Dest += 4;
2117                     }
2118                 }
2119             }
2120             break;
2121         }
2122
2123         case CONVERT_A4L4:
2124         {
2125             unsigned int x, y;
2126             const unsigned char *Source;
2127             unsigned char *Dest;
2128             for(y = 0; y < height; y++) {
2129                 Source = src + y * pitch;
2130                 Dest = dst + y * outpitch;
2131                 for (x = 0; x < width; x++ ) {
2132                     unsigned char color = (*Source++);
2133                     /* A */ Dest[1] = (color & 0xf0) << 0;
2134                     /* L */ Dest[0] = (color & 0x0f) << 4;
2135                     Dest += 2;
2136                 }
2137             }
2138             break;
2139         }
2140
2141         case CONVERT_G16R16:
2142         case CONVERT_R16G16F:
2143         {
2144             unsigned int x, y;
2145             const WORD *Source;
2146             WORD *Dest;
2147
2148             for(y = 0; y < height; y++) {
2149                 Source = (const WORD *)(src + y * pitch);
2150                 Dest = (WORD *) (dst + y * outpitch);
2151                 for (x = 0; x < width; x++ ) {
2152                     WORD green = (*Source++);
2153                     WORD red = (*Source++);
2154                     Dest[0] = green;
2155                     Dest[1] = red;
2156                     /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2157                      * shader overwrites it anyway
2158                      */
2159                     Dest[2] = 0xffff;
2160                     Dest += 3;
2161                 }
2162             }
2163             break;
2164         }
2165
2166         case CONVERT_R32G32F:
2167         {
2168             unsigned int x, y;
2169             const float *Source;
2170             float *Dest;
2171             for(y = 0; y < height; y++) {
2172                 Source = (const float *)(src + y * pitch);
2173                 Dest = (float *) (dst + y * outpitch);
2174                 for (x = 0; x < width; x++ ) {
2175                     float green = (*Source++);
2176                     float red = (*Source++);
2177                     Dest[0] = green;
2178                     Dest[1] = red;
2179                     Dest[2] = 1.0;
2180                     Dest += 3;
2181                 }
2182             }
2183             break;
2184         }
2185
2186         default:
2187             ERR("Unsupported conversation type %d\n", convert);
2188     }
2189     return WINED3D_OK;
2190 }
2191
2192 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2193     IWineD3DPaletteImpl* pal = This->palette;
2194     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2195     BOOL index_in_alpha = FALSE;
2196     int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2197     unsigned int i;
2198
2199     /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2200     * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2201     * is slow. Further RGB->P8 conversion is not possible because palettes can have
2202     * duplicate entries. Store the color key in the unused alpha component to speed the
2203     * download up and to make conversion unneeded. */
2204     index_in_alpha = primary_render_target_is_p8(device);
2205
2206     if (pal == NULL) {
2207         /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2208         if(dxVersion <= 7) {
2209             ERR("This code should never get entered for DirectDraw!, expect problems\n");
2210             if(index_in_alpha) {
2211                 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2212                    there's no palette at this time. */
2213                 for (i = 0; i < 256; i++) table[i][3] = i;
2214             }
2215         } else {
2216             /*  Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2217                 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2218                 capability flag is present (wine does advertise this capability) */
2219             for (i = 0; i < 256; i++) {
2220                 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2221                 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2222                 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2223                 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2224             }
2225         }
2226     } else {
2227         TRACE("Using surface palette %p\n", pal);
2228         /* Get the surface's palette */
2229         for (i = 0; i < 256; i++) {
2230             table[i][0] = pal->palents[i].peRed;
2231             table[i][1] = pal->palents[i].peGreen;
2232             table[i][2] = pal->palents[i].peBlue;
2233
2234             /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2235                we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2236                In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2237                of pixels that should be masked away is set to 0. */
2238             if(index_in_alpha) {
2239                 table[i][3] = i;
2240             } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&  (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2241                 table[i][3] = 0x00;
2242             } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2243                 table[i][3] = pal->palents[i].peFlags;
2244             } else {
2245                 table[i][3] = 0xFF;
2246             }
2247         }
2248     }
2249 }
2250
2251 /* This function is used in case of 8bit paletted textures to upload the palette.
2252    It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2253    extensions like ATI_fragment_shaders is possible.
2254 */
2255 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2256     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2257     BYTE table[256][4];
2258     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2259
2260     d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2261
2262     /* Try to use the paletted texture extension */
2263     if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2264     {
2265         TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2266         GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2267     }
2268     else
2269     {
2270         /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2271          * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2272         TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2273
2274         /* Create the fragment program if we don't have it */
2275         if(!device->paletteConversionShader)
2276         {
2277             const char *fragment_palette_conversion =
2278                 "!!ARBfp1.0\n"
2279                 "TEMP index;\n"
2280                 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2281                 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2282                 /* The alpha-component contains the palette index */
2283                 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2284                 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2285                 "MAD index.a, index.a, constants.x, constants.y;\n"
2286                 /* Use the alpha-component as an index in the palette to get the final color */
2287                 "TEX result.color, index.a, texture[1], 1D;\n"
2288                 "END";
2289
2290             glEnable(GL_FRAGMENT_PROGRAM_ARB);
2291             GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2292             GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2293             GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2294             glDisable(GL_FRAGMENT_PROGRAM_ARB);
2295         }
2296
2297         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2298         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2299
2300         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2301         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2302
2303         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2304         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2305         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2306         glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2307
2308         /* Switch back to unit 0 in which the 2D texture will be stored. */
2309         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2310
2311         /* Rebind the texture because it isn't bound anymore */
2312         glBindTexture(This->glDescription.target, This->glDescription.textureName);
2313     }
2314 }
2315
2316 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2317     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2318
2319     if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2320             && This->resource.format_desc->format != WINED3DFMT_A8P8))
2321     {
2322         /* If a ddraw-style palette is attached assume no d3d9 palette change.
2323          * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2324          */
2325         return FALSE;
2326     }
2327
2328     if(This->palette9) {
2329         if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2330             return FALSE;
2331         }
2332     } else {
2333         This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2334     }
2335     memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2336     return TRUE;
2337 }
2338
2339 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2340     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2341     DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2342
2343     if (!(This->Flags & flag)) {
2344         TRACE("Reloading because surface is dirty\n");
2345     } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2346               ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2347               /* Reload: vice versa  OR */
2348               ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2349               /* Also reload: Color key is active AND the color key has changed */
2350               ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2351                 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2352                 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2353         TRACE("Reloading because of color keying\n");
2354         /* To perform the color key conversion we need a sysmem copy of
2355          * the surface. Make sure we have it
2356          */
2357
2358         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2359         /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2360         /* TODO: This is not necessarily needed with hw palettized texture support */
2361         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2362     } else {
2363         TRACE("surface is already in texture\n");
2364         return WINED3D_OK;
2365     }
2366
2367     /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2368      *  These resources are not bound by device size or format restrictions. Because of this,
2369      *  these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2370      *  However, these resources can always be created, locked, and copied.
2371      */
2372     if (This->resource.pool == WINED3DPOOL_SCRATCH )
2373     {
2374         FIXME("(%p) Operation not supported for scratch textures\n",This);
2375         return WINED3DERR_INVALIDCALL;
2376     }
2377
2378     IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2379
2380 #if 0
2381     {
2382         static unsigned int gen = 0;
2383         char buffer[4096];
2384         ++gen;
2385         if ((gen % 10) == 0) {
2386             snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2387             IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2388         }
2389         /*
2390          * debugging crash code
2391          if (gen == 250) {
2392          void** test = NULL;
2393          *test = 0;
2394          }
2395          */
2396     }
2397 #endif
2398
2399     if (!(This->Flags & SFLAG_DONOTFREE)) {
2400         HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2401         This->resource.allocatedMemory = NULL;
2402         This->resource.heapMemory = NULL;
2403         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2404     }
2405
2406     return WINED3D_OK;
2407 }
2408
2409 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2410     /* TODO: check for locks */
2411     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2412     IWineD3DBaseTexture *baseTexture = NULL;
2413     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2414
2415     TRACE("(%p)Checking to see if the container is a base texture\n", This);
2416     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2417         TRACE("Passing to container\n");
2418         IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2419         IWineD3DBaseTexture_Release(baseTexture);
2420     } else {
2421         GLuint *name;
2422         TRACE("(%p) : Binding surface\n", This);
2423
2424         name = srgb ? &This->glDescription.srgbTextureName : &This->glDescription.textureName;
2425         if(!device->isInDraw) {
2426             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2427         }
2428
2429         ENTER_GL();
2430
2431         if (!This->glDescription.level) {
2432             if (!*name) {
2433                 glGenTextures(1, name);
2434                 checkGLcall("glGenTextures");
2435                 TRACE("Surface %p given name %d\n", This, *name);
2436
2437                 glBindTexture(This->glDescription.target, *name);
2438                 checkGLcall("glBindTexture");
2439                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2440                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2441                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2442                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2443                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2444                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2445                 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2446                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2447                 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2448                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2449             }
2450             /* This is where we should be reducing the amount of GLMemoryUsed */
2451         } else if (*name) {
2452             /* Mipmap surfaces should have a base texture container */
2453             ERR("Mipmap surface has a glTexture bound to it!\n");
2454         }
2455
2456         glBindTexture(This->glDescription.target, This->glDescription.textureName);
2457         checkGLcall("glBindTexture");
2458
2459         LEAVE_GL();
2460     }
2461     return;
2462 }
2463
2464 #include <errno.h>
2465 #include <stdio.h>
2466 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2467 {
2468     FILE* f = NULL;
2469     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2470     char *allocatedMemory;
2471     const char *textureRow;
2472     IWineD3DSwapChain *swapChain = NULL;
2473     int width, height, i, y;
2474     GLuint tmpTexture = 0;
2475     DWORD color;
2476     /*FIXME:
2477     Textures may not be stored in ->allocatedgMemory and a GlTexture
2478     so we should lock the surface before saving a snapshot, or at least check that
2479     */
2480     /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2481     by calling GetTexImage and in compressed form by calling
2482     GetCompressedTexImageARB.  Queried compressed images can be saved and
2483     later reused by calling CompressedTexImage[123]DARB.  Pre-compressed
2484     texture images do not need to be processed by the GL and should
2485     significantly improve texture loading performance relative to uncompressed
2486     images. */
2487
2488 /* Setup the width and height to be the internal texture width and height. */
2489     width  = This->pow2Width;
2490     height = This->pow2Height;
2491 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2492     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2493
2494     if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2495         /* if were not a real texture then read the back buffer into a real texture */
2496         /* we don't want to interfere with the back buffer so read the data into a temporary
2497          * texture and then save the data out of the temporary texture
2498          */
2499         GLint prevRead;
2500         ENTER_GL();
2501         TRACE("(%p) Reading render target into texture\n", This);
2502
2503         glGenTextures(1, &tmpTexture);
2504         glBindTexture(GL_TEXTURE_2D, tmpTexture);
2505
2506         glTexImage2D(GL_TEXTURE_2D,
2507                         0,
2508                         GL_RGBA,
2509                         width,
2510                         height,
2511                         0/*border*/,
2512                         GL_RGBA,
2513                         GL_UNSIGNED_INT_8_8_8_8_REV,
2514                         NULL);
2515
2516         glGetIntegerv(GL_READ_BUFFER, &prevRead);
2517         checkGLcall("glGetIntegerv");
2518         glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2519         checkGLcall("glReadBuffer");
2520         glCopyTexImage2D(GL_TEXTURE_2D,
2521                             0,
2522                             GL_RGBA,
2523                             0,
2524                             0,
2525                             width,
2526                             height,
2527                             0);
2528
2529         checkGLcall("glCopyTexImage2D");
2530         glReadBuffer(prevRead);
2531         LEAVE_GL();
2532
2533     } else { /* bind the real texture, and make sure it up to date */
2534         surface_internal_preload(iface, SRGB_RGB);
2535         surface_bind_and_dirtify(This, FALSE);
2536     }
2537     allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width  * height * 4);
2538     ENTER_GL();
2539     FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2540     glGetTexImage(GL_TEXTURE_2D,
2541                 This->glDescription.level,
2542                 GL_RGBA,
2543                 GL_UNSIGNED_INT_8_8_8_8_REV,
2544                 allocatedMemory);
2545     checkGLcall("glTexImage2D");
2546     if (tmpTexture) {
2547         glBindTexture(GL_TEXTURE_2D, 0);
2548         glDeleteTextures(1, &tmpTexture);
2549     }
2550     LEAVE_GL();
2551
2552     f = fopen(filename, "w+");
2553     if (NULL == f) {
2554         ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2555         return WINED3DERR_INVALIDCALL;
2556     }
2557 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2558     TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2559 /* TGA header */
2560     fputc(0,f);
2561     fputc(0,f);
2562     fputc(2,f);
2563     fputc(0,f);
2564     fputc(0,f);
2565     fputc(0,f);
2566     fputc(0,f);
2567     fputc(0,f);
2568     fputc(0,f);
2569     fputc(0,f);
2570     fputc(0,f);
2571     fputc(0,f);
2572 /* short width*/
2573     fwrite(&width,2,1,f);
2574 /* short height */
2575     fwrite(&height,2,1,f);
2576 /* format rgba */
2577     fputc(0x20,f);
2578     fputc(0x28,f);
2579 /* raw data */
2580     /* 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 */
2581     if(swapChain)
2582         textureRow = allocatedMemory + (width * (height - 1) *4);
2583     else
2584         textureRow = allocatedMemory;
2585     for (y = 0 ; y < height; y++) {
2586         for (i = 0; i < width;  i++) {
2587             color = *((const DWORD*)textureRow);
2588             fputc((color >> 16) & 0xFF, f); /* B */
2589             fputc((color >>  8) & 0xFF, f); /* G */
2590             fputc((color >>  0) & 0xFF, f); /* R */
2591             fputc((color >> 24) & 0xFF, f); /* A */
2592             textureRow += 4;
2593         }
2594         /* take two rows of the pointer to the texture memory */
2595         if(swapChain)
2596             (textureRow-= width << 3);
2597
2598     }
2599     TRACE("Closing file\n");
2600     fclose(f);
2601
2602     if(swapChain) {
2603         IWineD3DSwapChain_Release(swapChain);
2604     }
2605     HeapFree(GetProcessHeap(), 0, allocatedMemory);
2606     return WINED3D_OK;
2607 }
2608
2609 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2610     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2611     HRESULT hr;
2612
2613     TRACE("(%p) : Calling base function first\n", This);
2614     hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2615     if(SUCCEEDED(hr)) {
2616         This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2617         TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2618                 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2619     }
2620     return hr;
2621 }
2622
2623 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2624     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2625
2626     if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2627         WARN("Surface is locked or the HDC is in use\n");
2628         return WINED3DERR_INVALIDCALL;
2629     }
2630
2631     if(Mem && Mem != This->resource.allocatedMemory) {
2632         void *release = NULL;
2633
2634         /* Do I have to copy the old surface content? */
2635         if(This->Flags & SFLAG_DIBSECTION) {
2636                 /* Release the DC. No need to hold the critical section for the update
2637                  * Thread because this thread runs only on front buffers, but this method
2638                  * fails for render targets in the check above.
2639                  */
2640                 SelectObject(This->hDC, This->dib.holdbitmap);
2641                 DeleteDC(This->hDC);
2642                 /* Release the DIB section */
2643                 DeleteObject(This->dib.DIBsection);
2644                 This->dib.bitmap_data = NULL;
2645                 This->resource.allocatedMemory = NULL;
2646                 This->hDC = NULL;
2647                 This->Flags &= ~SFLAG_DIBSECTION;
2648         } else if(!(This->Flags & SFLAG_USERPTR)) {
2649             release = This->resource.heapMemory;
2650             This->resource.heapMemory = NULL;
2651         }
2652         This->resource.allocatedMemory = Mem;
2653         This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2654
2655         /* Now the surface memory is most up do date. Invalidate drawable and texture */
2656         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2657
2658         /* For client textures opengl has to be notified */
2659         if(This->Flags & SFLAG_CLIENT) {
2660             DWORD oldFlags = This->Flags;
2661             This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2662             if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2663             if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2664             /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2665         }
2666
2667         /* Now free the old memory if any */
2668         HeapFree(GetProcessHeap(), 0, release);
2669     } else if(This->Flags & SFLAG_USERPTR) {
2670         /* LockRect and GetDC will re-create the dib section and allocated memory */
2671         This->resource.allocatedMemory = NULL;
2672         /* HeapMemory should be NULL already */
2673         if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2674         This->Flags &= ~SFLAG_USERPTR;
2675
2676         if(This->Flags & SFLAG_CLIENT) {
2677             DWORD oldFlags = This->Flags;
2678             This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2679             /* This respecifies an empty texture and opengl knows that the old memory is gone */
2680             if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2681             if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2682         }
2683     }
2684     return WINED3D_OK;
2685 }
2686
2687 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2688
2689     /* Flip the surface contents */
2690     /* Flip the DC */
2691     {
2692         HDC tmp;
2693         tmp = front->hDC;
2694         front->hDC = back->hDC;
2695         back->hDC = tmp;
2696     }
2697
2698     /* Flip the DIBsection */
2699     {
2700         HBITMAP tmp;
2701         BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2702         tmp = front->dib.DIBsection;
2703         front->dib.DIBsection = back->dib.DIBsection;
2704         back->dib.DIBsection = tmp;
2705
2706         if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2707         else front->Flags &= ~SFLAG_DIBSECTION;
2708         if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2709         else back->Flags &= ~SFLAG_DIBSECTION;
2710     }
2711
2712     /* Flip the surface data */
2713     {
2714         void* tmp;
2715
2716         tmp = front->dib.bitmap_data;
2717         front->dib.bitmap_data = back->dib.bitmap_data;
2718         back->dib.bitmap_data = tmp;
2719
2720         tmp = front->resource.allocatedMemory;
2721         front->resource.allocatedMemory = back->resource.allocatedMemory;
2722         back->resource.allocatedMemory = tmp;
2723
2724         tmp = front->resource.heapMemory;
2725         front->resource.heapMemory = back->resource.heapMemory;
2726         back->resource.heapMemory = tmp;
2727     }
2728
2729     /* Flip the PBO */
2730     {
2731         GLuint tmp_pbo = front->pbo;
2732         front->pbo = back->pbo;
2733         back->pbo = tmp_pbo;
2734     }
2735
2736     /* client_memory should not be different, but just in case */
2737     {
2738         BOOL tmp;
2739         tmp = front->dib.client_memory;
2740         front->dib.client_memory = back->dib.client_memory;
2741         back->dib.client_memory = tmp;
2742     }
2743
2744     /* Flip the opengl texture */
2745     {
2746         glDescriptor tmp_desc = back->glDescription;
2747         back->glDescription = front->glDescription;
2748         front->glDescription = tmp_desc;
2749     }
2750
2751     {
2752         DWORD tmp_flags = back->Flags;
2753         back->Flags = front->Flags;
2754         front->Flags = tmp_flags;
2755     }
2756 }
2757
2758 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2759     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2760     IWineD3DSwapChainImpl *swapchain = NULL;
2761     HRESULT hr;
2762     TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2763
2764     /* Flipping is only supported on RenderTargets and overlays*/
2765     if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2766         WARN("Tried to flip a non-render target, non-overlay surface\n");
2767         return WINEDDERR_NOTFLIPPABLE;
2768     }
2769
2770     if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2771         flip_surface(This, (IWineD3DSurfaceImpl *) override);
2772
2773         /* Update the overlay if it is visible */
2774         if(This->overlay_dest) {
2775             return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2776         } else {
2777             return WINED3D_OK;
2778         }
2779     }
2780
2781     if(override) {
2782         /* DDraw sets this for the X11 surfaces, so don't confuse the user 
2783          * FIXME("(%p) Target override is not supported by now\n", This);
2784          * Additionally, it isn't really possible to support triple-buffering
2785          * properly on opengl at all
2786          */
2787     }
2788
2789     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2790     if(!swapchain) {
2791         ERR("Flipped surface is not on a swapchain\n");
2792         return WINEDDERR_NOTFLIPPABLE;
2793     }
2794
2795     /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2796      * and only d3d8 and d3d9 apps specify the presentation interval
2797      */
2798     if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2799         /* Most common case first to avoid wasting time on all the other cases */
2800         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2801     } else if(Flags & WINEDDFLIP_NOVSYNC) {
2802         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2803     } else if(Flags & WINEDDFLIP_INTERVAL2) {
2804         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2805     } else if(Flags & WINEDDFLIP_INTERVAL3) {
2806         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2807     } else {
2808         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2809     }
2810
2811     /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2812     hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2813     IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2814     return hr;
2815 }
2816
2817 /* Does a direct frame buffer -> texture copy. Stretching is done
2818  * with single pixel copy calls
2819  */
2820 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2821         IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2822         BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2823 {
2824     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2825     float xrel, yrel;
2826     UINT row;
2827     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2828
2829
2830     ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2831     surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2832     ENTER_GL();
2833
2834     /* Bind the target texture */
2835     glBindTexture(This->glDescription.target, This->glDescription.textureName);
2836     checkGLcall("glBindTexture");
2837     if(!swapchain) {
2838         TRACE("Reading from an offscreen target\n");
2839         upsidedown = !upsidedown;
2840         glReadBuffer(myDevice->offscreenBuffer);
2841     } else {
2842         GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2843         glReadBuffer(buffer);
2844     }
2845     checkGLcall("glReadBuffer");
2846
2847     xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2848     yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2849
2850     if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2851         FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2852
2853         if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2854             ERR("Texture filtering not supported in direct blit\n");
2855         }
2856     } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2857         ERR("Texture filtering not supported in direct blit\n");
2858     }
2859
2860     if(upsidedown &&
2861        !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2862        !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2863         /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2864
2865         glCopyTexSubImage2D(This->glDescription.target,
2866                             This->glDescription.level,
2867                             drect->x1, drect->y1, /* xoffset, yoffset */
2868                             srect->x1, Src->currentDesc.Height - srect->y2,
2869                             drect->x2 - drect->x1, drect->y2 - drect->y1);
2870     } else {
2871         UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2872         /* I have to process this row by row to swap the image,
2873          * otherwise it would be upside down, so stretching in y direction
2874          * doesn't cost extra time
2875          *
2876          * However, stretching in x direction can be avoided if not necessary
2877          */
2878         for(row = drect->y1; row < drect->y2; row++) {
2879             if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2880                 /* Well, that stuff works, but it's very slow.
2881                  * find a better way instead
2882                  */
2883                 UINT col;
2884
2885                 for(col = drect->x1; col < drect->x2; col++) {
2886                     glCopyTexSubImage2D(This->glDescription.target,
2887                                         This->glDescription.level,
2888                                         drect->x1 + col, row, /* xoffset, yoffset */
2889                                         srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2890                                         1, 1);
2891                 }
2892             } else {
2893                 glCopyTexSubImage2D(This->glDescription.target,
2894                                     This->glDescription.level,
2895                                     drect->x1, row, /* xoffset, yoffset */
2896                                     srect->x1, yoffset - (int) (row * yrel),
2897                                     drect->x2-drect->x1, 1);
2898             }
2899         }
2900     }
2901     checkGLcall("glCopyTexSubImage2D");
2902
2903     LEAVE_GL();
2904 }
2905
2906 /* Uses the hardware to stretch and flip the image */
2907 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2908         IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2909         BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2910 {
2911     GLuint src, backup = 0;
2912     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2913     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2914     float left, right, top, bottom; /* Texture coordinates */
2915     UINT fbwidth = Src->currentDesc.Width;
2916     UINT fbheight = Src->currentDesc.Height;
2917     GLenum drawBuffer = GL_BACK;
2918     GLenum texture_target;
2919     BOOL noBackBufferBackup;
2920
2921     TRACE("Using hwstretch blit\n");
2922     /* Activate the Proper context for reading from the source surface, set it up for blitting */
2923     ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2924     surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2925
2926     noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2927     if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2928         /* Get it a description */
2929         surface_internal_preload(SrcSurface, SRGB_RGB);
2930     }
2931     ENTER_GL();
2932
2933     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2934      * This way we don't have to wait for the 2nd readback to finish to leave this function.
2935      */
2936     if(myDevice->activeContext->aux_buffers >= 2) {
2937         /* Got more than one aux buffer? Use the 2nd aux buffer */
2938         drawBuffer = GL_AUX1;
2939     } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2940         /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2941         drawBuffer = GL_AUX0;
2942     }
2943
2944     if(noBackBufferBackup) {
2945         glGenTextures(1, &backup);
2946         checkGLcall("glGenTextures\n");
2947         glBindTexture(GL_TEXTURE_2D, backup);
2948         checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2949         texture_target = GL_TEXTURE_2D;
2950     } else {
2951         /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2952          * we are reading from the back buffer, the backup can be used as source texture
2953          */
2954         texture_target = Src->glDescription.target;
2955         glBindTexture(texture_target, Src->glDescription.textureName);
2956         checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2957         glEnable(texture_target);
2958         checkGLcall("glEnable(texture_target)");
2959
2960         /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2961         Src->Flags &= ~SFLAG_INTEXTURE;
2962     }
2963
2964     if(swapchain) {
2965         glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2966     } else {
2967         TRACE("Reading from an offscreen target\n");
2968         upsidedown = !upsidedown;
2969         glReadBuffer(myDevice->offscreenBuffer);
2970     }
2971
2972     /* TODO: Only back up the part that will be overwritten */
2973     glCopyTexSubImage2D(texture_target, 0,
2974                         0, 0 /* read offsets */,
2975                         0, 0,
2976                         fbwidth,
2977                         fbheight);
2978
2979     checkGLcall("glCopyTexSubImage2D");
2980
2981     /* No issue with overriding these - the sampler is dirty due to blit usage */
2982     glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2983                     magLookup[Filter - WINED3DTEXF_NONE]);
2984     checkGLcall("glTexParameteri");
2985     glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2986                     minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
2987     checkGLcall("glTexParameteri");
2988
2989     if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2990         src = backup ? backup : Src->glDescription.textureName;
2991     } else {
2992         glReadBuffer(GL_FRONT);
2993         checkGLcall("glReadBuffer(GL_FRONT)");
2994
2995         glGenTextures(1, &src);
2996         checkGLcall("glGenTextures(1, &src)");
2997         glBindTexture(GL_TEXTURE_2D, src);
2998         checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2999
3000         /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3001          * out for power of 2 sizes
3002          */
3003         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3004                     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3005         checkGLcall("glTexImage2D");
3006         glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3007                             0, 0 /* read offsets */,
3008                             0, 0,
3009                             fbwidth,
3010                             fbheight);
3011
3012         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3013         checkGLcall("glTexParameteri");
3014         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3015         checkGLcall("glTexParameteri");
3016
3017         glReadBuffer(GL_BACK);
3018         checkGLcall("glReadBuffer(GL_BACK)");
3019
3020         if(texture_target != GL_TEXTURE_2D) {
3021             glDisable(texture_target);
3022             glEnable(GL_TEXTURE_2D);
3023             texture_target = GL_TEXTURE_2D;
3024         }
3025     }
3026     checkGLcall("glEnd and previous");
3027
3028     left = srect->x1;
3029     right = srect->x2;
3030
3031     if(upsidedown) {
3032         top = Src->currentDesc.Height - srect->y1;
3033         bottom = Src->currentDesc.Height - srect->y2;
3034     } else {
3035         top = Src->currentDesc.Height - srect->y2;
3036         bottom = Src->currentDesc.Height - srect->y1;
3037     }
3038
3039     if(Src->Flags & SFLAG_NORMCOORD) {
3040         left /= Src->pow2Width;
3041         right /= Src->pow2Width;
3042         top /= Src->pow2Height;
3043         bottom /= Src->pow2Height;
3044     }
3045
3046     /* draw the source texture stretched and upside down. The correct surface is bound already */
3047     glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3048     glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3049
3050     glDrawBuffer(drawBuffer);
3051     glReadBuffer(drawBuffer);
3052
3053     glBegin(GL_QUADS);
3054         /* bottom left */
3055         glTexCoord2f(left, bottom);
3056         glVertex2i(0, fbheight);
3057
3058         /* top left */
3059         glTexCoord2f(left, top);
3060         glVertex2i(0, fbheight - drect->y2 - drect->y1);
3061
3062         /* top right */
3063         glTexCoord2f(right, top);
3064         glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3065
3066         /* bottom right */
3067         glTexCoord2f(right, bottom);
3068         glVertex2i(drect->x2 - drect->x1, fbheight);
3069     glEnd();
3070     checkGLcall("glEnd and previous");
3071
3072     if(texture_target != This->glDescription.target) {
3073         glDisable(texture_target);
3074         glEnable(This->glDescription.target);
3075         texture_target = This->glDescription.target;
3076     }
3077
3078     /* Now read the stretched and upside down image into the destination texture */
3079     glBindTexture(texture_target, This->glDescription.textureName);
3080     checkGLcall("glBindTexture");
3081     glCopyTexSubImage2D(texture_target,
3082                         0,
3083                         drect->x1, drect->y1, /* xoffset, yoffset */
3084                         0, 0, /* We blitted the image to the origin */
3085                         drect->x2 - drect->x1, drect->y2 - drect->y1);
3086     checkGLcall("glCopyTexSubImage2D");
3087
3088     if(drawBuffer == GL_BACK) {
3089         /* Write the back buffer backup back */
3090         if(backup) {
3091             if(texture_target != GL_TEXTURE_2D) {
3092                 glDisable(texture_target);
3093                 glEnable(GL_TEXTURE_2D);
3094                 texture_target = GL_TEXTURE_2D;
3095             }
3096             glBindTexture(GL_TEXTURE_2D, backup);
3097             checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3098         } else {
3099             if(texture_target != Src->glDescription.target) {
3100                 glDisable(texture_target);
3101                 glEnable(Src->glDescription.target);
3102                 texture_target = Src->glDescription.target;
3103             }
3104             glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3105             checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3106         }
3107
3108         glBegin(GL_QUADS);
3109             /* top left */
3110             glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3111             glVertex2i(0, 0);
3112
3113             /* bottom left */
3114             glTexCoord2f(0.0, 0.0);
3115             glVertex2i(0, fbheight);
3116
3117             /* bottom right */
3118             glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3119             glVertex2i(fbwidth, Src->currentDesc.Height);
3120
3121             /* top right */
3122             glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3123             glVertex2i(fbwidth, 0);
3124         glEnd();
3125     } else {
3126         /* Restore the old draw buffer */
3127         glDrawBuffer(GL_BACK);
3128     }
3129     glDisable(texture_target);
3130     checkGLcall("glDisable(texture_target)");
3131
3132     /* Cleanup */
3133     if(src != Src->glDescription.textureName && src != backup) {
3134         glDeleteTextures(1, &src);
3135         checkGLcall("glDeleteTextures(1, &src)");
3136     }
3137     if(backup) {
3138         glDeleteTextures(1, &backup);
3139         checkGLcall("glDeleteTextures(1, &backup)");
3140     }
3141
3142     LEAVE_GL();
3143 }
3144
3145 /* Not called from the VTable */
3146 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3147         IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3148         WINED3DTEXTUREFILTERTYPE Filter)
3149 {
3150     WINED3DRECT rect;
3151     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3152     IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3153     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3154
3155     TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3156
3157     /* Get the swapchain. One of the surfaces has to be a primary surface */
3158     if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3159         WARN("Destination is in sysmem, rejecting gl blt\n");
3160         return WINED3DERR_INVALIDCALL;
3161     }
3162     IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3163     if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3164     if(Src) {
3165         if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3166             WARN("Src is in sysmem, rejecting gl blt\n");
3167             return WINED3DERR_INVALIDCALL;
3168         }
3169         IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3170         if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3171     }
3172
3173     /* Early sort out of cases where no render target is used */
3174     if(!dstSwapchain && !srcSwapchain &&
3175         SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3176         TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3177         return WINED3DERR_INVALIDCALL;
3178     }
3179
3180     /* No destination color keying supported */
3181     if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3182         /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3183         TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3184         return WINED3DERR_INVALIDCALL;
3185     }
3186
3187     if (DestRect) {
3188         rect.x1 = DestRect->left;
3189         rect.y1 = DestRect->top;
3190         rect.x2 = DestRect->right;
3191         rect.y2 = DestRect->bottom;
3192     } else {
3193         rect.x1 = 0;
3194         rect.y1 = 0;
3195         rect.x2 = This->currentDesc.Width;
3196         rect.y2 = This->currentDesc.Height;
3197     }
3198
3199     /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3200     if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3201        ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3202         /* Half-life does a Blt from the back buffer to the front buffer,
3203          * Full surface size, no flags... Use present instead
3204          *
3205          * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3206          */
3207
3208         /* Check rects - IWineD3DDevice_Present doesn't handle them */
3209         while(1)
3210         {
3211             RECT mySrcRect;
3212             TRACE("Looking if a Present can be done...\n");
3213             /* Source Rectangle must be full surface */
3214             if( SrcRect ) {
3215                 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3216                    SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3217                     TRACE("No, Source rectangle doesn't match\n");
3218                     break;
3219                 }
3220             }
3221             mySrcRect.left = 0;
3222             mySrcRect.top = 0;
3223             mySrcRect.right = Src->currentDesc.Width;
3224             mySrcRect.bottom = Src->currentDesc.Height;
3225
3226             /* No stretching may occur */
3227             if(mySrcRect.right != rect.x2 - rect.x1 ||
3228                mySrcRect.bottom != rect.y2 - rect.y1) {
3229                 TRACE("No, stretching is done\n");
3230                 break;
3231             }
3232
3233             /* Destination must be full surface or match the clipping rectangle */
3234             if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3235             {
3236                 RECT cliprect;
3237                 POINT pos[2];
3238                 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3239                 pos[0].x = rect.x1;
3240                 pos[0].y = rect.y1;
3241                 pos[1].x = rect.x2;
3242                 pos[1].y = rect.y2;
3243                 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3244                                 pos, 2);
3245
3246                 if(pos[0].x != cliprect.left  || pos[0].y != cliprect.top   ||
3247                    pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3248                 {
3249                     TRACE("No, dest rectangle doesn't match(clipper)\n");
3250                     TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3251                     TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3252                     break;
3253                 }
3254             }
3255             else
3256             {
3257                 if(rect.x1 != 0 || rect.y1 != 0 ||
3258                    rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3259                     TRACE("No, dest rectangle doesn't match(surface size)\n");
3260                     break;
3261                 }
3262             }
3263
3264             TRACE("Yes\n");
3265
3266             /* These flags are unimportant for the flag check, remove them */
3267             if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3268                 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3269
3270                 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3271                     * take very long, while a flip is fast.
3272                     * This applies to Half-Life, which does such Blts every time it finished
3273                     * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3274                     * menu. This is also used by all apps when they do windowed rendering
3275                     *
3276                     * The problem is that flipping is not really the same as copying. After a
3277                     * Blt the front buffer is a copy of the back buffer, and the back buffer is
3278                     * untouched. Therefore it's necessary to override the swap effect
3279                     * and to set it back after the flip.
3280                     *
3281                     * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3282                     * testcases.
3283                     */
3284
3285                 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3286                 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3287
3288                 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3289                 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3290
3291                 dstSwapchain->presentParms.SwapEffect = orig_swap;
3292
3293                 return WINED3D_OK;
3294             }
3295             break;
3296         }
3297
3298         TRACE("Unsupported blit between buffers on the same swapchain\n");
3299         return WINED3DERR_INVALIDCALL;
3300     } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3301         FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3302         return WINED3DERR_INVALIDCALL;
3303     } else if(dstSwapchain && srcSwapchain) {
3304         FIXME("Implement hardware blit between two different swapchains\n");
3305         return WINED3DERR_INVALIDCALL;
3306     } else if(dstSwapchain) {
3307         if(SrcSurface == myDevice->render_targets[0]) {
3308             TRACE("Blit from active render target to a swapchain\n");
3309             /* Handled with regular texture -> swapchain blit */
3310         }
3311     } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3312         FIXME("Implement blit from a swapchain to the active render target\n");
3313         return WINED3DERR_INVALIDCALL;
3314     }
3315
3316     if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3317         /* Blit from render target to texture */
3318         WINED3DRECT srect;
3319         BOOL upsideDown, stretchx;
3320         BOOL paletteOverride = FALSE;
3321
3322         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3323             TRACE("Color keying not supported by frame buffer to texture blit\n");
3324             return WINED3DERR_INVALIDCALL;
3325             /* Destination color key is checked above */
3326         }
3327
3328         /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3329          * glCopyTexSubImage is a bit picky about the parameters we pass to it
3330          */
3331         if(SrcRect) {
3332             if(SrcRect->top < SrcRect->bottom) {
3333                 srect.y1 = SrcRect->top;
3334                 srect.y2 = SrcRect->bottom;
3335                 upsideDown = FALSE;
3336             } else {
3337                 srect.y1 = SrcRect->bottom;
3338                 srect.y2 = SrcRect->top;
3339                 upsideDown = TRUE;
3340             }
3341             srect.x1 = SrcRect->left;
3342             srect.x2 = SrcRect->right;
3343         } else {
3344             srect.x1 = 0;
3345             srect.y1 = 0;
3346             srect.x2 = Src->currentDesc.Width;
3347             srect.y2 = Src->currentDesc.Height;
3348             upsideDown = FALSE;
3349         }
3350         if(rect.x1 > rect.x2) {
3351             UINT tmp = rect.x2;
3352             rect.x2 = rect.x1;
3353             rect.x1 = tmp;
3354             upsideDown = !upsideDown;
3355         }
3356
3357         if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3358             stretchx = TRUE;
3359         } else {
3360             stretchx = FALSE;
3361         }
3362
3363         /* When blitting from a render target a texture, the texture isn't required to have a palette.
3364          * In this case grab the palette from the render target. */
3365         if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3366         {
3367             paletteOverride = TRUE;
3368             TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3369             This->palette = Src->palette;
3370         }
3371
3372         /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3373          * flip the image nor scale it.
3374          *
3375          * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3376          * -> If the app wants a image width an unscaled width, copy it line per line
3377          * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3378          *    than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3379          *    back buffer. This is slower than reading line per line, thus not used for flipping
3380          * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3381          *    pixel by pixel
3382          *
3383          * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3384          * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3385          * backends.
3386          */
3387         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3388             stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3389                     (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3390         } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3391                                     rect.y2 - rect.y1 > Src->currentDesc.Height) {
3392             TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3393             fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3394         } else {
3395             TRACE("Using hardware stretching to flip / stretch the texture\n");
3396             fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3397         }
3398
3399         /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3400         if(paletteOverride)
3401             This->palette = NULL;
3402
3403         if(!(This->Flags & SFLAG_DONOTFREE)) {
3404             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3405             This->resource.allocatedMemory = NULL;
3406             This->resource.heapMemory = NULL;
3407         } else {
3408             This->Flags &= ~SFLAG_INSYSMEM;
3409         }
3410         /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3411          * path is never entered
3412          */
3413         IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3414
3415         return WINED3D_OK;
3416     } else if(Src) {
3417         /* Blit from offscreen surface to render target */
3418         float glTexCoord[4];
3419         DWORD oldCKeyFlags = Src->CKeyFlags;
3420         WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3421         RECT SourceRectangle;
3422         BOOL paletteOverride = FALSE;
3423
3424         TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3425
3426         if(SrcRect) {
3427             SourceRectangle.left = SrcRect->left;
3428             SourceRectangle.right = SrcRect->right;
3429             SourceRectangle.top = SrcRect->top;
3430             SourceRectangle.bottom = SrcRect->bottom;
3431         } else {
3432             SourceRectangle.left = 0;
3433             SourceRectangle.right = Src->currentDesc.Width;
3434             SourceRectangle.top = 0;
3435             SourceRectangle.bottom = Src->currentDesc.Height;
3436         }
3437
3438         /* When blitting from an offscreen surface to a rendertarget, the source
3439          * surface is not required to have a palette. Our rendering / conversion
3440          * code further down the road retrieves the palette from the surface, so
3441          * it must have a palette set. */
3442         if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3443         {
3444             paletteOverride = TRUE;
3445             TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3446             Src->palette = This->palette;
3447         }
3448
3449         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3450             (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3451             TRACE("Using stretch_rect_fbo\n");
3452             /* The source is always a texture, but never the currently active render target, and the texture
3453              * contents are never upside down
3454              */
3455             stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3456                               (IWineD3DSurface *)This, &rect, Filter, FALSE);
3457
3458             /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3459             if(paletteOverride)
3460                 Src->palette = NULL;
3461             return WINED3D_OK;
3462         }
3463
3464         if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3465             /* Fall back to software */
3466             WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3467                     SourceRectangle.left, SourceRectangle.top,
3468                     SourceRectangle.right, SourceRectangle.bottom);
3469             return WINED3DERR_INVALIDCALL;
3470         }
3471
3472         /* Color keying: Check if we have to do a color keyed blt,
3473          * and if not check if a color key is activated.
3474          *
3475          * Just modify the color keying parameters in the surface and restore them afterwards
3476          * The surface keeps track of the color key last used to load the opengl surface.
3477          * PreLoad will catch the change to the flags and color key and reload if necessary.
3478          */
3479         if(Flags & WINEDDBLT_KEYSRC) {
3480             /* Use color key from surface */
3481         } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3482             /* Use color key from DDBltFx */
3483             Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3484             Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3485         } else {
3486             /* Do not use color key */
3487             Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3488         }
3489
3490         /* Now load the surface */
3491         surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3492
3493         /* Activate the destination context, set it up for blitting */
3494         ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3495
3496         /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3497          * while OpenGL coordinates are window relative.
3498          * Also beware of the origin difference(top left vs bottom left).
3499          * Also beware that the front buffer's surface size is screen width x screen height,
3500          * whereas the real gl drawable size is the size of the window.
3501          */
3502         if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3503             RECT windowsize;
3504             POINT offset = {0,0};
3505             UINT h;
3506             ClientToScreen(dstSwapchain->win_handle, &offset);
3507             GetClientRect(dstSwapchain->win_handle, &windowsize);
3508             h = windowsize.bottom - windowsize.top;
3509             rect.x1 -= offset.x; rect.x2 -=offset.x;
3510             rect.y1 -= offset.y; rect.y2 -=offset.y;
3511             rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3512         }
3513
3514         myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3515                 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3516
3517         ENTER_GL();
3518
3519         /* Bind the texture */
3520         glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3521         checkGLcall("glBindTexture");
3522
3523         /* Filtering for StretchRect */
3524         glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3525                         magLookup[Filter - WINED3DTEXF_NONE]);
3526         checkGLcall("glTexParameteri");
3527         glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3528                         minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3529         checkGLcall("glTexParameteri");
3530         glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3531         glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3532         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3533         checkGLcall("glTexEnvi");
3534
3535         /* This is for color keying */
3536         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3537             glEnable(GL_ALPHA_TEST);
3538             checkGLcall("glEnable GL_ALPHA_TEST");
3539
3540             /* When the primary render target uses P8, the alpha component contains the palette index.
3541              * Which means that the colorkey is one of the palette entries. In other cases pixels that
3542              * should be masked away have alpha set to 0. */
3543             if(primary_render_target_is_p8(myDevice))
3544                 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3545             else
3546                 glAlphaFunc(GL_NOTEQUAL, 0.0);
3547             checkGLcall("glAlphaFunc\n");
3548         } else {
3549             glDisable(GL_ALPHA_TEST);
3550             checkGLcall("glDisable GL_ALPHA_TEST");
3551         }
3552
3553         /* Draw a textured quad
3554          */
3555         glBegin(GL_QUADS);
3556
3557         glColor3d(1.0f, 1.0f, 1.0f);
3558         glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3559         glVertex3f(rect.x1,
3560                     rect.y1,
3561                     0.0);
3562
3563         glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3564         glVertex3f(rect.x1, rect.y2, 0.0);
3565
3566         glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3567         glVertex3f(rect.x2,
3568                     rect.y2,
3569                     0.0);
3570
3571         glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3572         glVertex3f(rect.x2,
3573                     rect.y1,
3574                     0.0);
3575         glEnd();
3576         checkGLcall("glEnd");
3577
3578         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3579             glDisable(GL_ALPHA_TEST);
3580             checkGLcall("glDisable(GL_ALPHA_TEST)");
3581         }
3582
3583         glBindTexture(Src->glDescription.target, 0);
3584         checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3585
3586         /* Restore the color key parameters */
3587         Src->CKeyFlags = oldCKeyFlags;
3588         Src->SrcBltCKey = oldBltCKey;
3589
3590         /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3591         if(paletteOverride)
3592             Src->palette = NULL;
3593
3594         LEAVE_GL();
3595
3596         /* Leave the opengl state valid for blitting */
3597         myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3598
3599         /* Flush in case the drawable is used by multiple GL contexts */
3600         if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3601             glFlush();
3602
3603         /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3604         /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3605          * is outdated now
3606          */
3607         IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3608
3609         return WINED3D_OK;
3610     } else {
3611         /* Source-Less Blit to render target */
3612         if (Flags & WINEDDBLT_COLORFILL) {
3613             /* This is easy to handle for the D3D Device... */
3614             DWORD color;
3615
3616             TRACE("Colorfill\n");
3617
3618             /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3619                 must be true if we are here */
3620             if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3621                     !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3622                       (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3623                 TRACE("Surface is higher back buffer, falling back to software\n");
3624                 return WINED3DERR_INVALIDCALL;
3625             }
3626
3627             /* The color as given in the Blt function is in the format of the frame-buffer...
3628              * 'clear' expect it in ARGB format => we need to do some conversion :-)
3629              */
3630             if (This->resource.format_desc->format == WINED3DFMT_P8)
3631             {
3632                 DWORD alpha;
3633
3634                 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3635                 else alpha = 0xFF000000;
3636
3637                 if (This->palette) {
3638                     color = (alpha |
3639                             (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3640                             (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3641                             (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3642                 } else {
3643                     color = alpha;
3644                 }
3645             }
3646             else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3647             {
3648                 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3649                     color = 0xFFFFFFFF;
3650                 } else {
3651                     color = ((0xFF000000) |
3652                             ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3653                             ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3654                             ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3655                 }
3656             }
3657             else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3658                     || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3659             {
3660                 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3661             }
3662             else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3663             {
3664                 color = DDBltFx->u5.dwFillColor;
3665             }
3666             else {
3667                 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3668                 return WINED3DERR_INVALIDCALL;
3669             }
3670
3671             TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3672             IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3673                                             1, /* Number of rectangles */
3674                                             &rect, WINED3DCLEAR_TARGET, color,
3675                                             0.0 /* Z */,
3676                                             0 /* Stencil */);
3677             return WINED3D_OK;
3678         }
3679     }
3680
3681     /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3682     TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3683     return WINED3DERR_INVALIDCALL;
3684 }
3685
3686 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3687         IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3688 {
3689     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3690     float depth;
3691
3692     if (Flags & WINEDDBLT_DEPTHFILL) {
3693         switch(This->resource.format_desc->format)
3694         {
3695             case WINED3DFMT_D16_UNORM:
3696                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3697                 break;
3698             case WINED3DFMT_D15S1:
3699                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3700                 break;
3701             case WINED3DFMT_D24S8:
3702             case WINED3DFMT_D24X8:
3703                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3704                 break;
3705             case WINED3DFMT_D32:
3706                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3707                 break;
3708             default:
3709                 depth = 0.0;
3710                 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3711         }
3712
3713         return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3714                                     DestRect == NULL ? 0 : 1,
3715                                     (const WINED3DRECT *)DestRect,
3716                                     WINED3DCLEAR_ZBUFFER,
3717                                     0x00000000,
3718                                     depth,
3719                                     0x00000000);
3720     }
3721
3722     FIXME("(%p): Unsupp depthstencil blit\n", This);
3723     return WINED3DERR_INVALIDCALL;
3724 }
3725
3726 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3727         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3728     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3729     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3730     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3731     TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3732     TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3733
3734     if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3735     {
3736         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3737         return WINEDDERR_SURFACEBUSY;
3738     }
3739
3740     /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3741      * except depth blits, which seem to work
3742      */
3743     if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3744         if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3745             TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3746             return WINED3DERR_INVALIDCALL;
3747         } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3748             TRACE("Z Blit override handled the blit\n");
3749             return WINED3D_OK;
3750         }
3751     }
3752
3753     /* Special cases for RenderTargets */
3754     if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3755         ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3756         if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3757     }
3758
3759     /* For the rest call the X11 surface implementation.
3760      * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3761      * other Blts are rather rare
3762      */
3763     return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3764 }
3765
3766 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3767         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3768 {
3769     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3770     IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3771     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3772     TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3773
3774     if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3775     {
3776         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3777         return WINEDDERR_SURFACEBUSY;
3778     }
3779
3780     if(myDevice->inScene &&
3781        (iface == myDevice->stencilBufferTarget ||
3782        (Source && Source == myDevice->stencilBufferTarget))) {
3783         TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3784         return WINED3DERR_INVALIDCALL;
3785     }
3786
3787     /* Special cases for RenderTargets */
3788     if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3789         ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3790
3791         RECT SrcRect, DstRect;
3792         DWORD Flags=0;
3793
3794         if(rsrc) {
3795             SrcRect.left = rsrc->left;
3796             SrcRect.top= rsrc->top;
3797             SrcRect.bottom = rsrc->bottom;
3798             SrcRect.right = rsrc->right;
3799         } else {
3800             SrcRect.left = 0;
3801             SrcRect.top = 0;
3802             SrcRect.right = srcImpl->currentDesc.Width;
3803             SrcRect.bottom = srcImpl->currentDesc.Height;
3804         }
3805
3806         DstRect.left = dstx;
3807         DstRect.top=dsty;
3808         DstRect.right = dstx + SrcRect.right - SrcRect.left;
3809         DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3810
3811         /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3812         if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3813             Flags |= WINEDDBLT_KEYSRC;
3814         if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3815             Flags |= WINEDDBLT_KEYDEST;
3816         if(trans & WINEDDBLTFAST_WAIT)
3817             Flags |= WINEDDBLT_WAIT;
3818         if(trans & WINEDDBLTFAST_DONOTWAIT)
3819             Flags |= WINEDDBLT_DONOTWAIT;
3820
3821         if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3822     }
3823
3824
3825     return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3826 }
3827
3828 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3829 {
3830     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3831     RGBQUAD col[256];
3832     IWineD3DPaletteImpl *pal = This->palette;
3833     unsigned int n;
3834     TRACE("(%p)\n", This);
3835
3836     if (!pal) return WINED3D_OK;
3837
3838     if (This->resource.format_desc->format == WINED3DFMT_P8
3839             || This->resource.format_desc->format == WINED3DFMT_A8P8)
3840     {
3841         int bpp;
3842         GLenum format, internal, type;
3843         CONVERT_TYPES convert;
3844
3845         /* Check if we are using a RTL mode which uses texturing for uploads */
3846         BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3847
3848         /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3849         d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
3850
3851         if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3852         {
3853             /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3854             IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3855
3856             /* We want to force a palette refresh, so mark the drawable as not being up to date */
3857             IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3858
3859             /* Re-upload the palette */
3860             d3dfmt_p8_upload_palette(iface, convert);
3861         } else {
3862             if(!(This->Flags & SFLAG_INSYSMEM)) {
3863                 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3864                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3865             }
3866             TRACE("Dirtifying surface\n");
3867             IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3868         }
3869     }
3870
3871     if(This->Flags & SFLAG_DIBSECTION) {
3872         TRACE("(%p): Updating the hdc's palette\n", This);
3873         for (n=0; n<256; n++) {
3874             col[n].rgbRed   = pal->palents[n].peRed;
3875             col[n].rgbGreen = pal->palents[n].peGreen;
3876             col[n].rgbBlue  = pal->palents[n].peBlue;
3877             col[n].rgbReserved = 0;
3878         }
3879         SetDIBColorTable(This->hDC, 0, 256, col);
3880     }
3881
3882     /* Propagate the changes to the drawable when we have a palette. */
3883     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3884         IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3885
3886     return WINED3D_OK;
3887 }
3888
3889 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3890     /** Check against the maximum texture sizes supported by the video card **/
3891     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3892     unsigned int pow2Width, pow2Height;
3893
3894     This->glDescription.textureName      = 0;
3895     This->glDescription.target           = GL_TEXTURE_2D;
3896
3897     /* Non-power2 support */
3898     if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3899         pow2Width = This->currentDesc.Width;
3900         pow2Height = This->currentDesc.Height;
3901     } else {
3902         /* Find the nearest pow2 match */
3903         pow2Width = pow2Height = 1;
3904         while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3905         while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3906     }
3907     This->pow2Width  = pow2Width;
3908     This->pow2Height = pow2Height;
3909
3910     if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3911         WINED3DFORMAT Format = This->resource.format_desc->format;
3912         /** TODO: add support for non power two compressed textures **/
3913         if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3914             || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3915             || Format == WINED3DFMT_ATI2N)
3916         {
3917             FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3918                   This, This->currentDesc.Width, This->currentDesc.Height);
3919             return WINED3DERR_NOTAVAILABLE;
3920         }
3921     }
3922
3923     if(pow2Width != This->currentDesc.Width ||
3924        pow2Height != This->currentDesc.Height) {
3925         This->Flags |= SFLAG_NONPOW2;
3926     }
3927
3928     TRACE("%p\n", This);
3929     if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3930         /* one of three options
3931         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)
3932         2: Set the texture to the maximum size (bad idea)
3933         3:    WARN and return WINED3DERR_NOTAVAILABLE;
3934         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.
3935         */
3936         WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
3937              This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
3938         This->Flags |= SFLAG_OVERSIZE;
3939
3940         /* This will be initialized on the first blt */
3941         This->glRect.left = 0;
3942         This->glRect.top = 0;
3943         This->glRect.right = 0;
3944         This->glRect.bottom = 0;
3945     } else {
3946         /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3947            Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3948            is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3949            doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3950         */
3951         if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
3952                 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
3953                 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
3954                 || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3955         {
3956             This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3957             This->pow2Width  = This->currentDesc.Width;
3958             This->pow2Height = This->currentDesc.Height;
3959             This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3960         }
3961
3962         /* No oversize, gl rect is the full texture size */
3963         This->Flags &= ~SFLAG_OVERSIZE;
3964         This->glRect.left = 0;
3965         This->glRect.top = 0;
3966         This->glRect.right = This->pow2Width;
3967         This->glRect.bottom = This->pow2Height;
3968     }
3969
3970     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3971         switch(wined3d_settings.offscreen_rendering_mode) {
3972             case ORM_FBO:        This->get_drawable_size = get_drawable_size_fbo;        break;
3973             case ORM_PBUFFER:    This->get_drawable_size = get_drawable_size_pbuffer;    break;
3974             case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3975         }
3976     }
3977
3978     This->Flags |= SFLAG_INSYSMEM;
3979
3980     return WINED3D_OK;
3981 }
3982
3983 struct depth_blt_info
3984 {
3985     GLenum binding;
3986     GLenum bind_target;
3987     enum tex_types tex_type;
3988     GLfloat coords[4][3];
3989 };
3990
3991 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3992 {
3993     GLfloat (*coords)[3] = info->coords;
3994
3995     switch (target)
3996     {
3997         default:
3998             FIXME("Unsupported texture target %#x\n", target);
3999             /* Fall back to GL_TEXTURE_2D */
4000         case GL_TEXTURE_2D:
4001             info->binding = GL_TEXTURE_BINDING_2D;
4002             info->bind_target = GL_TEXTURE_2D;
4003             info->tex_type = tex_2d;
4004             coords[0][0] = 0.0f;    coords[0][1] = 1.0f;    coords[0][2] = 0.0f;
4005             coords[1][0] = 1.0f;    coords[1][1] = 1.0f;    coords[1][2] = 0.0f;
4006             coords[2][0] = 0.0f;    coords[2][1] = 0.0f;    coords[2][2] = 0.0f;
4007             coords[3][0] = 1.0f;    coords[3][1] = 0.0f;    coords[3][2] = 0.0f;
4008             break;
4009
4010         case GL_TEXTURE_RECTANGLE_ARB:
4011             info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4012             info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4013             info->tex_type = tex_rect;
4014             coords[0][0] = 0.0f;    coords[0][1] = h;       coords[0][2] = 0.0f;
4015             coords[1][0] = w;       coords[1][1] = h;       coords[1][2] = 0.0f;
4016             coords[2][0] = 0.0f;    coords[2][1] = 0.0f;    coords[2][2] = 0.0f;
4017             coords[3][0] = w;       coords[3][1] = 0.0f;    coords[3][2] = 0.0f;
4018             break;
4019
4020         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4021             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4022             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4023             info->tex_type = tex_cube;
4024             coords[0][0] =  1.0f;   coords[0][1] = -1.0f;   coords[0][2] =  1.0f;
4025             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4026             coords[2][0] =  1.0f;   coords[2][1] =  1.0f;   coords[2][2] =  1.0f;
4027             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4028
4029         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4030             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4031             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4032             info->tex_type = tex_cube;
4033             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4034             coords[1][0] = -1.0f;   coords[1][1] = -1.0f;   coords[1][2] =  1.0f;
4035             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4036             coords[3][0] = -1.0f;   coords[3][1] =  1.0f;   coords[3][2] =  1.0f;
4037
4038         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4039             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4040             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4041             info->tex_type = tex_cube;
4042             coords[0][0] = -1.0f;   coords[0][1] =  1.0f;   coords[0][2] =  1.0f;
4043             coords[1][0] =  1.0f;   coords[1][1] =  1.0f;   coords[1][2] =  1.0f;
4044             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4045             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4046
4047         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4048             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4049             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4050             info->tex_type = tex_cube;
4051             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4052             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4053             coords[2][0] = -1.0f;   coords[2][1] = -1.0f;   coords[2][2] =  1.0f;
4054             coords[3][0] =  1.0f;   coords[3][1] = -1.0f;   coords[3][2] =  1.0f;
4055
4056         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4057             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4058             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4059             info->tex_type = tex_cube;
4060             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] =  1.0f;
4061             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] =  1.0f;
4062             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] =  1.0f;
4063             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] =  1.0f;
4064
4065         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4066             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4067             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4068             info->tex_type = tex_cube;
4069             coords[0][0] =  1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4070             coords[1][0] = -1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4071             coords[2][0] =  1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4072             coords[3][0] = -1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4073     }
4074 }
4075
4076 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4077 {
4078     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4079     struct depth_blt_info info;
4080     GLint old_binding = 0;
4081
4082     glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4083
4084     glDisable(GL_CULL_FACE);
4085     glEnable(GL_BLEND);
4086     glDisable(GL_ALPHA_TEST);
4087     glDisable(GL_SCISSOR_TEST);
4088     glDisable(GL_STENCIL_TEST);
4089     glEnable(GL_DEPTH_TEST);
4090     glDepthFunc(GL_ALWAYS);
4091     glDepthMask(GL_TRUE);
4092     glBlendFunc(GL_ZERO, GL_ONE);
4093     glViewport(0, 0, w, h);
4094
4095     surface_get_depth_blt_info(target, w, h, &info);
4096     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4097     glGetIntegerv(info.binding, &old_binding);
4098     glBindTexture(info.bind_target, texture);
4099
4100     device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4101
4102     glBegin(GL_TRIANGLE_STRIP);
4103     glTexCoord3fv(info.coords[0]);
4104     glVertex2f(-1.0f, -1.0f);
4105     glTexCoord3fv(info.coords[1]);
4106     glVertex2f(1.0f, -1.0f);
4107     glTexCoord3fv(info.coords[2]);
4108     glVertex2f(-1.0f, 1.0f);
4109     glTexCoord3fv(info.coords[3]);
4110     glVertex2f(1.0f, 1.0f);
4111     glEnd();
4112
4113     glBindTexture(info.bind_target, old_binding);
4114
4115     glPopAttrib();
4116
4117     device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4118 }
4119
4120 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4121     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4122
4123     TRACE("(%p) New location %#x\n", This, location);
4124
4125     if (location & ~SFLAG_DS_LOCATIONS) {
4126         FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4127     }
4128
4129     This->Flags &= ~SFLAG_DS_LOCATIONS;
4130     This->Flags |= location;
4131 }
4132
4133 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4134     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4135     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4136
4137     TRACE("(%p) New location %#x\n", This, location);
4138
4139     /* TODO: Make this work for modes other than FBO */
4140     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4141
4142     if (This->Flags & location) {
4143         TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4144         return;
4145     }
4146
4147     if (This->current_renderbuffer) {
4148         FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4149         return;
4150     }
4151
4152     if (location == SFLAG_DS_OFFSCREEN) {
4153         if (This->Flags & SFLAG_DS_ONSCREEN) {
4154             GLint old_binding = 0;
4155             GLenum bind_target;
4156
4157             TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4158
4159             ENTER_GL();
4160
4161             if (!device->depth_blt_texture) {
4162                 glGenTextures(1, &device->depth_blt_texture);
4163             }
4164
4165             /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4166              * directly on the FBO texture. That's because we need to flip. */
4167             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4168             if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4169                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4170                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4171             } else {
4172                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4173                 bind_target = GL_TEXTURE_2D;
4174             }
4175             glBindTexture(bind_target, device->depth_blt_texture);
4176             glCopyTexImage2D(bind_target,
4177                     This->glDescription.level,
4178                     This->resource.format_desc->glInternal,
4179                     0,
4180                     0,
4181                     This->currentDesc.Width,
4182                     This->currentDesc.Height,
4183                     0);
4184             glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4185             glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4186             glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4187             glBindTexture(bind_target, old_binding);
4188
4189             /* Setup the destination */
4190             if (!device->depth_blt_rb) {
4191                 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4192                 checkGLcall("glGenRenderbuffersEXT");
4193             }
4194             if (device->depth_blt_rb_w != This->currentDesc.Width
4195                     || device->depth_blt_rb_h != This->currentDesc.Height) {
4196                 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4197                 checkGLcall("glBindRenderbufferEXT");
4198                 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4199                 checkGLcall("glRenderbufferStorageEXT");
4200                 device->depth_blt_rb_w = This->currentDesc.Width;
4201                 device->depth_blt_rb_h = This->currentDesc.Height;
4202             }
4203
4204             context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4205             GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4206             checkGLcall("glFramebufferRenderbufferEXT");
4207             context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4208
4209             /* Do the actual blit */
4210             surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4211             checkGLcall("depth_blt");
4212
4213             if (device->activeContext->current_fbo) {
4214                 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4215             } else {
4216                 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4217                 checkGLcall("glBindFramebuffer()");
4218             }
4219
4220             LEAVE_GL();
4221         } else {
4222             FIXME("No up to date depth stencil location\n");
4223         }
4224     } else if (location == SFLAG_DS_ONSCREEN) {
4225         if (This->Flags & SFLAG_DS_OFFSCREEN) {
4226             TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4227
4228             ENTER_GL();
4229
4230             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4231             checkGLcall("glBindFramebuffer()");
4232             surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4233             checkGLcall("depth_blt");
4234
4235             if (device->activeContext->current_fbo) {
4236                 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4237                 checkGLcall("glBindFramebuffer()");
4238             }
4239
4240             LEAVE_GL();
4241         } else {
4242             FIXME("No up to date depth stencil location\n");
4243         }
4244     } else {
4245         ERR("(%p) Invalid location (%#x) specified\n", This, location);
4246     }
4247
4248     This->Flags |= location;
4249 }
4250
4251 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4252     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4253     IWineD3DBaseTexture *texture;
4254     IWineD3DSurfaceImpl *overlay;
4255
4256     TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4257           persistent ? "TRUE" : "FALSE");
4258
4259     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4260         if (This->Flags & SFLAG_SWAPCHAIN)
4261         {
4262             TRACE("Surface %p is an onscreen surface\n", iface);
4263         } else {
4264             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4265             if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4266         }
4267     }
4268
4269     if(persistent) {
4270         if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4271            ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4272             if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4273                 TRACE("Passing to container\n");
4274                 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4275                 IWineD3DBaseTexture_Release(texture);
4276             }
4277         }
4278         This->Flags &= ~SFLAG_LOCATIONS;
4279         This->Flags |= flag;
4280
4281         /* Redraw emulated overlays, if any */
4282         if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4283             LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4284                 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4285             }
4286         }
4287     } else {
4288         if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4289             if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4290                 TRACE("Passing to container\n");
4291                 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4292                 IWineD3DBaseTexture_Release(texture);
4293             }
4294         }
4295         This->Flags &= ~flag;
4296     }
4297
4298     if(!(This->Flags & SFLAG_LOCATIONS)) {
4299         ERR("%p: Surface does not have any up to date location\n", This);
4300     }
4301 }
4302
4303 struct coords {
4304     GLfloat x, y, z;
4305 };
4306
4307 struct float_rect
4308 {
4309     float l;
4310     float t;
4311     float r;
4312     float b;
4313 };
4314
4315 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4316 {
4317     f->l = ((r->left * 2.0f) / w) - 1.0f;
4318     f->t = ((r->top * 2.0f) / h) - 1.0f;
4319     f->r = ((r->right * 2.0f) / w) - 1.0f;
4320     f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4321 }
4322
4323 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4324     struct coords coords[4];
4325     RECT rect;
4326     IWineD3DSwapChain *swapchain;
4327     IWineD3DBaseTexture *texture;
4328     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4329     GLenum bind_target;
4330     struct float_rect f;
4331
4332     if(rect_in) {
4333         rect = *rect_in;
4334     } else {
4335         rect.left = 0;
4336         rect.top = 0;
4337         rect.right = This->currentDesc.Width;
4338         rect.bottom = This->currentDesc.Height;
4339     }
4340
4341     switch(This->glDescription.target)
4342     {
4343         case GL_TEXTURE_2D:
4344             bind_target = GL_TEXTURE_2D;
4345
4346             coords[0].x = (float)rect.left / This->pow2Width;
4347             coords[0].y = (float)rect.top / This->pow2Height;
4348             coords[0].z = 0;
4349
4350             coords[1].x = (float)rect.left / This->pow2Width;
4351             coords[1].y = (float)rect.bottom / This->pow2Height;
4352             coords[1].z = 0;
4353
4354             coords[2].x = (float)rect.right / This->pow2Width;
4355             coords[2].y = (float)rect.bottom / This->pow2Height;
4356             coords[2].z = 0;
4357
4358             coords[3].x = (float)rect.right / This->pow2Width;
4359             coords[3].y = (float)rect.top / This->pow2Height;
4360             coords[3].z = 0;
4361             break;
4362
4363         case GL_TEXTURE_RECTANGLE_ARB:
4364             bind_target = GL_TEXTURE_RECTANGLE_ARB;
4365             coords[0].x = rect.left;    coords[0].y = rect.top;     coords[0].z = 0;
4366             coords[1].x = rect.left;    coords[1].y = rect.bottom;  coords[1].z = 0;
4367             coords[2].x = rect.right;   coords[2].y = rect.bottom;  coords[2].z = 0;
4368             coords[3].x = rect.right;   coords[3].y = rect.top;     coords[3].z = 0;
4369             break;
4370
4371         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4372             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4373             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4374             coords[0].x =    1; coords[0].y = -f.t; coords[0].z = -f.l;
4375             coords[1].x =    1; coords[1].y = -f.b; coords[1].z = -f.l;
4376             coords[2].x =    1; coords[2].y = -f.b; coords[2].z = -f.r;
4377             coords[3].x =    1; coords[3].y = -f.t; coords[3].z = -f.r;
4378             break;
4379
4380         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4381             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4382             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4383             coords[0].x =   -1; coords[0].y = -f.t; coords[0].z =  f.l;
4384             coords[1].x =   -1; coords[1].y = -f.b; coords[1].z =  f.l;
4385             coords[2].x =   -1; coords[2].y = -f.b; coords[2].z =  f.r;
4386             coords[3].x =   -1; coords[3].y = -f.t; coords[3].z =  f.r;
4387             break;
4388
4389         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4390             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4391             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4392             coords[0].x =  f.l; coords[0].y =    1; coords[0].z =  f.t;
4393             coords[1].x =  f.l; coords[1].y =    1; coords[1].z =  f.b;
4394             coords[2].x =  f.r; coords[2].y =    1; coords[2].z =  f.b;
4395             coords[3].x =  f.r; coords[3].y =    1; coords[3].z =  f.t;
4396             break;
4397
4398         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4399             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4400             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4401             coords[0].x =  f.l; coords[0].y =   -1; coords[0].z = -f.t;
4402             coords[1].x =  f.l; coords[1].y =   -1; coords[1].z = -f.b;
4403             coords[2].x =  f.r; coords[2].y =   -1; coords[2].z = -f.b;
4404             coords[3].x =  f.r; coords[3].y =   -1; coords[3].z = -f.t;
4405             break;
4406
4407         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4408             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4409             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4410             coords[0].x =  f.l; coords[0].y = -f.t; coords[0].z =    1;
4411             coords[1].x =  f.l; coords[1].y = -f.b; coords[1].z =    1;
4412             coords[2].x =  f.r; coords[2].y = -f.b; coords[2].z =    1;
4413             coords[3].x =  f.r; coords[3].y = -f.t; coords[3].z =    1;
4414             break;
4415
4416         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4417             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4418             cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4419             coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z =   -1;
4420             coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z =   -1;
4421             coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z =   -1;
4422             coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z =   -1;
4423             break;
4424
4425         default:
4426             ERR("Unexpected texture target %#x\n", This->glDescription.target);
4427             return;
4428     }
4429
4430     ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4431     ENTER_GL();
4432
4433     glEnable(bind_target);
4434     checkGLcall("glEnable(bind_target)");
4435     glBindTexture(bind_target, This->glDescription.textureName);
4436     checkGLcall("bind_target, This->glDescription.textureName)");
4437     glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4438     checkGLcall("glTexParameteri");
4439     glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4440     checkGLcall("glTexParameteri");
4441
4442     if (device->render_offscreen)
4443     {
4444         LONG tmp = rect.top;
4445         rect.top = rect.bottom;
4446         rect.bottom = tmp;
4447     }
4448
4449     glBegin(GL_QUADS);
4450     glTexCoord3fv(&coords[0].x);
4451     glVertex2i(rect.left, rect.top);
4452
4453     glTexCoord3fv(&coords[1].x);
4454     glVertex2i(rect.left, rect.bottom);
4455
4456     glTexCoord3fv(&coords[2].x);
4457     glVertex2i(rect.right, rect.bottom);
4458
4459     glTexCoord3fv(&coords[3].x);
4460     glVertex2i(rect.right, rect.top);
4461     glEnd();
4462     checkGLcall("glEnd");
4463
4464     glDisable(bind_target);
4465     checkGLcall("glDisable(bind_target)");
4466
4467     LEAVE_GL();
4468
4469     if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4470     {
4471         /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4472         if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4473            ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4474             glFlush();
4475
4476         IWineD3DSwapChain_Release(swapchain);
4477     } else {
4478         /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4479          * reset properly next draw
4480          */
4481         if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4482         {
4483             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4484             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4485             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4486             IWineD3DBaseTexture_Release(texture);
4487         }
4488     }
4489 }
4490
4491 /*****************************************************************************
4492  * IWineD3DSurface::LoadLocation
4493  *
4494  * Copies the current surface data from wherever it is to the requested
4495  * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4496  * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4497  * multiple locations, the gl texture is preferred over the drawable, which is
4498  * preferred over system memory. The PBO counts as system memory. If rect is
4499  * not NULL, only the specified rectangle is copied (only supported for
4500  * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4501  * location is marked up to date after the copy.
4502  *
4503  * Parameters:
4504  *  flag: Surface location flag to be updated
4505  *  rect: rectangle to be copied
4506  *
4507  * Returns:
4508  *  WINED3D_OK on success
4509  *  WINED3DERR_DEVICELOST on an internal error
4510  *
4511  *****************************************************************************/
4512 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4513     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4514     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4515     GLenum format, internal, type;
4516     CONVERT_TYPES convert;
4517     int bpp;
4518     int width, pitch, outpitch;
4519     BYTE *mem;
4520     BOOL drawable_read_ok = TRUE;
4521
4522     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4523         if (This->Flags & SFLAG_SWAPCHAIN)
4524         {
4525             TRACE("Surface %p is an onscreen surface\n", iface);
4526         } else {
4527             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4528              * Prefer SFLAG_INTEXTURE. */
4529             if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4530             drawable_read_ok = FALSE;
4531         }
4532     }
4533
4534     TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4535     if(rect) {
4536         TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4537     }
4538
4539     if(This->Flags & flag) {
4540         TRACE("Location already up to date\n");
4541         return WINED3D_OK;
4542     }
4543
4544     if(!(This->Flags & SFLAG_LOCATIONS)) {
4545         ERR("%p: Surface does not have any up to date location\n", This);
4546         This->Flags |= SFLAG_LOST;
4547         return WINED3DERR_DEVICELOST;
4548     }
4549
4550     if(flag == SFLAG_INSYSMEM) {
4551         surface_prepare_system_memory(This);
4552
4553         /* Download the surface to system memory */
4554         if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4555             if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4556             surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4557
4558             surface_download_data(This);
4559         } else {
4560             read_from_framebuffer(This, rect,
4561                                   This->resource.allocatedMemory,
4562                                   IWineD3DSurface_GetPitch(iface));
4563         }
4564     } else if(flag == SFLAG_INDRAWABLE) {
4565         if(This->Flags & SFLAG_INTEXTURE) {
4566             surface_blt_to_drawable(This, rect);
4567         } else {
4568             if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4569                 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4570                  * values, otherwise we get incorrect values in the target. For now go the slow way
4571                  * via a system memory copy
4572                  */
4573                 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4574             }
4575
4576             d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4577
4578             /* The width is in 'length' not in bytes */
4579             width = This->currentDesc.Width;
4580             pitch = IWineD3DSurface_GetPitch(iface);
4581
4582             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4583              * but it isn't set (yet) in all cases it is getting called. */
4584             if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4585                 TRACE("Removing the pbo attached to surface %p\n", This);
4586                 surface_remove_pbo(This);
4587             }
4588
4589             if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4590                 int height = This->currentDesc.Height;
4591
4592                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4593                 outpitch = width * bpp;
4594                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4595
4596                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4597                 if(!mem) {
4598                     ERR("Out of memory %d, %d!\n", outpitch, height);
4599                     return WINED3DERR_OUTOFVIDEOMEMORY;
4600                 }
4601                 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4602
4603                 This->Flags |= SFLAG_CONVERTED;
4604             } else {
4605                 This->Flags &= ~SFLAG_CONVERTED;
4606                 mem = This->resource.allocatedMemory;
4607             }
4608
4609             flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4610
4611             /* Don't delete PBO memory */
4612             if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4613                 HeapFree(GetProcessHeap(), 0, mem);
4614         }
4615     } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4616         if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4617             read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4618         } else { /* Upload from system memory */
4619             BOOL srgb = flag == SFLAG_INSRGBTEX;
4620             DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4621             d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4622
4623             if(srgb) {
4624                 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4625                     /* Performance warning ... */
4626                     FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4627                     IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4628                 }
4629             } else {
4630                 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4631                     /* Performance warning ... */
4632                     FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4633                     IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4634                 }
4635             }
4636
4637             if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4638             surface_bind_and_dirtify(This, srgb);
4639
4640             if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4641                 This->Flags |= SFLAG_GLCKEY;
4642                 This->glCKey = This->SrcBltCKey;
4643             }
4644             else This->Flags &= ~SFLAG_GLCKEY;
4645
4646             /* The width is in 'length' not in bytes */
4647             width = This->currentDesc.Width;
4648             pitch = IWineD3DSurface_GetPitch(iface);
4649
4650             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4651              * but it isn't set (yet) in all cases it is getting called. */
4652             if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4653                 TRACE("Removing the pbo attached to surface %p\n", This);
4654                 surface_remove_pbo(This);
4655             }
4656
4657             if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4658                 int height = This->currentDesc.Height;
4659
4660                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4661                 outpitch = width * bpp;
4662                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4663
4664                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4665                 if(!mem) {
4666                     ERR("Out of memory %d, %d!\n", outpitch, height);
4667                     return WINED3DERR_OUTOFVIDEOMEMORY;
4668                 }
4669                 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4670
4671                 This->Flags |= SFLAG_CONVERTED;
4672             }
4673             else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4674                     && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4675             {
4676                 d3dfmt_p8_upload_palette(iface, convert);
4677                 This->Flags &= ~SFLAG_CONVERTED;
4678                 mem = This->resource.allocatedMemory;
4679             } else {
4680                 This->Flags &= ~SFLAG_CONVERTED;
4681                 mem = This->resource.allocatedMemory;
4682             }
4683
4684             /* Make sure the correct pitch is used */
4685             ENTER_GL();
4686             glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4687             LEAVE_GL();
4688
4689             if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4690                 TRACE("non power of two support\n");
4691                 if(!(This->Flags & alloc_flag)) {
4692                     surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4693                     This->Flags |= alloc_flag;
4694                 }
4695                 if (mem || (This->Flags & SFLAG_PBO)) {
4696                     surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4697                 }
4698             } else {
4699                 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4700                  * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4701                  */
4702                 if(!(This->Flags & alloc_flag)) {
4703                     surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4704                     This->Flags |= alloc_flag;
4705                 }
4706                 if (mem || (This->Flags & SFLAG_PBO)) {
4707                     surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4708                 }
4709             }
4710
4711             /* Restore the default pitch */
4712             ENTER_GL();
4713             glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4714             LEAVE_GL();
4715
4716             /* Don't delete PBO memory */
4717             if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4718                 HeapFree(GetProcessHeap(), 0, mem);
4719         }
4720     }
4721
4722     if(rect == NULL) {
4723         This->Flags |= flag;
4724     }
4725
4726     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4727             && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4728         /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4729         This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4730     }
4731
4732     return WINED3D_OK;
4733 }
4734
4735 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4736 {
4737     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4738     IWineD3DSwapChain *swapchain = NULL;
4739
4740     /* Update the drawable size method */
4741     if(container) {
4742         IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4743     }
4744     if(swapchain) {
4745         This->get_drawable_size = get_drawable_size_swapchain;
4746         IWineD3DSwapChain_Release(swapchain);
4747     } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4748         switch(wined3d_settings.offscreen_rendering_mode) {
4749             case ORM_FBO:        This->get_drawable_size = get_drawable_size_fbo;        break;
4750             case ORM_PBUFFER:    This->get_drawable_size = get_drawable_size_pbuffer;    break;
4751             case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4752         }
4753     }
4754
4755     return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4756 }
4757
4758 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4759     return SURFACE_OPENGL;
4760 }
4761
4762 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4763     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4764     HRESULT hr;
4765
4766     /* If there's no destination surface there is nothing to do */
4767     if(!This->overlay_dest) return WINED3D_OK;
4768
4769     /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4770      * update the overlay. Prevent an endless recursion
4771      */
4772     if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4773         return WINED3D_OK;
4774     }
4775     This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4776     hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4777                                  iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4778                                  NULL, WINED3DTEXF_LINEAR);
4779     This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4780
4781     return hr;
4782 }
4783
4784 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4785 {
4786     /* IUnknown */
4787     IWineD3DBaseSurfaceImpl_QueryInterface,
4788     IWineD3DBaseSurfaceImpl_AddRef,
4789     IWineD3DSurfaceImpl_Release,
4790     /* IWineD3DResource */
4791     IWineD3DBaseSurfaceImpl_GetParent,
4792     IWineD3DBaseSurfaceImpl_GetDevice,
4793     IWineD3DBaseSurfaceImpl_SetPrivateData,
4794     IWineD3DBaseSurfaceImpl_GetPrivateData,
4795     IWineD3DBaseSurfaceImpl_FreePrivateData,
4796     IWineD3DBaseSurfaceImpl_SetPriority,
4797     IWineD3DBaseSurfaceImpl_GetPriority,
4798     IWineD3DSurfaceImpl_PreLoad,
4799     IWineD3DSurfaceImpl_UnLoad,
4800     IWineD3DBaseSurfaceImpl_GetType,
4801     /* IWineD3DSurface */
4802     IWineD3DBaseSurfaceImpl_GetContainer,
4803     IWineD3DBaseSurfaceImpl_GetDesc,
4804     IWineD3DSurfaceImpl_LockRect,
4805     IWineD3DSurfaceImpl_UnlockRect,
4806     IWineD3DSurfaceImpl_GetDC,
4807     IWineD3DSurfaceImpl_ReleaseDC,
4808     IWineD3DSurfaceImpl_Flip,
4809     IWineD3DSurfaceImpl_Blt,
4810     IWineD3DBaseSurfaceImpl_GetBltStatus,
4811     IWineD3DBaseSurfaceImpl_GetFlipStatus,
4812     IWineD3DBaseSurfaceImpl_IsLost,
4813     IWineD3DBaseSurfaceImpl_Restore,
4814     IWineD3DSurfaceImpl_BltFast,
4815     IWineD3DBaseSurfaceImpl_GetPalette,
4816     IWineD3DBaseSurfaceImpl_SetPalette,
4817     IWineD3DSurfaceImpl_RealizePalette,
4818     IWineD3DBaseSurfaceImpl_SetColorKey,
4819     IWineD3DBaseSurfaceImpl_GetPitch,
4820     IWineD3DSurfaceImpl_SetMem,
4821     IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4822     IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4823     IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4824     IWineD3DBaseSurfaceImpl_UpdateOverlay,
4825     IWineD3DBaseSurfaceImpl_SetClipper,
4826     IWineD3DBaseSurfaceImpl_GetClipper,
4827     /* Internal use: */
4828     IWineD3DSurfaceImpl_LoadTexture,
4829     IWineD3DSurfaceImpl_BindTexture,
4830     IWineD3DSurfaceImpl_SaveSnapshot,
4831     IWineD3DSurfaceImpl_SetContainer,
4832     IWineD3DSurfaceImpl_GetGlDesc,
4833     IWineD3DBaseSurfaceImpl_GetData,
4834     IWineD3DSurfaceImpl_SetFormat,
4835     IWineD3DSurfaceImpl_PrivateSetup,
4836     IWineD3DSurfaceImpl_ModifyLocation,
4837     IWineD3DSurfaceImpl_LoadLocation,
4838     IWineD3DSurfaceImpl_GetImplType,
4839     IWineD3DSurfaceImpl_DrawOverlay
4840 };
4841 #undef GLINFO_LOCATION
4842
4843 #define GLINFO_LOCATION device->adapter->gl_info
4844 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4845 static void ffp_blit_free(IWineD3DDevice *iface) { }
4846
4847 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
4848         GLenum textype, UINT width, UINT height)
4849 {
4850     glEnable(textype);
4851     checkGLcall("glEnable(textype)");
4852     return WINED3D_OK;
4853 }
4854
4855 static void ffp_blit_unset(IWineD3DDevice *iface) {
4856     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4857     glDisable(GL_TEXTURE_2D);
4858     checkGLcall("glDisable(GL_TEXTURE_2D)");
4859     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4860         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4861         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4862     }
4863     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4864         glDisable(GL_TEXTURE_RECTANGLE_ARB);
4865         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4866     }
4867 }
4868
4869 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4870 {
4871     if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4872     {
4873         TRACE("Checking support for fixup:\n");
4874         dump_color_fixup_desc(fixup);
4875     }
4876
4877     /* We only support identity conversions. */
4878     if (is_identity_fixup(fixup))
4879     {
4880         TRACE("[OK]\n");
4881         return TRUE;
4882     }
4883
4884     TRACE("[FAILED]\n");
4885     return FALSE;
4886 }
4887
4888 const struct blit_shader ffp_blit =  {
4889     ffp_blit_alloc,
4890     ffp_blit_free,
4891     ffp_blit_set,
4892     ffp_blit_unset,
4893     ffp_blit_color_fixup_supported
4894 };