quartz: Make sure video window is actually destroyed.
[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  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
38 {
39     TRACE("(%p) : Cleaning up.\n", This);
40
41     if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
42     {
43         const struct wined3d_gl_info *gl_info;
44         renderbuffer_entry_t *entry, *entry2;
45         struct wined3d_context *context;
46
47         context = context_acquire(This->resource.device, NULL);
48         gl_info = context->gl_info;
49
50         ENTER_GL();
51
52         if (This->texture_name)
53         {
54             TRACE("Deleting texture %u.\n", This->texture_name);
55             glDeleteTextures(1, &This->texture_name);
56         }
57
58         if (This->flags & SFLAG_PBO)
59         {
60             TRACE("Deleting PBO %u.\n", This->pbo);
61             GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
62         }
63
64         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
65         {
66             TRACE("Deleting renderbuffer %u.\n", entry->id);
67             gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68             HeapFree(GetProcessHeap(), 0, entry);
69         }
70
71         LEAVE_GL();
72
73         context_release(context);
74     }
75
76     if (This->flags & SFLAG_DIBSECTION)
77     {
78         /* Release the DC. */
79         SelectObject(This->hDC, This->dib.holdbitmap);
80         DeleteDC(This->hDC);
81         /* Release the DIB section. */
82         DeleteObject(This->dib.DIBsection);
83         This->dib.bitmap_data = NULL;
84         This->resource.allocatedMemory = NULL;
85     }
86
87     if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88     if (This->overlay_dest) list_remove(&This->overlay_entry);
89
90     HeapFree(GetProcessHeap(), 0, This->palette9);
91
92     resource_cleanup((IWineD3DResource *)This);
93 }
94
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
96 {
97     TRACE("surface %p, container %p.\n", surface, container);
98
99     if (!container && type != WINED3D_CONTAINER_NONE)
100         ERR("Setting NULL container of type %#x.\n", type);
101
102     if (type == WINED3D_CONTAINER_SWAPCHAIN)
103     {
104         surface->get_drawable_size = get_drawable_size_swapchain;
105     }
106     else
107     {
108         switch (wined3d_settings.offscreen_rendering_mode)
109         {
110             case ORM_FBO:
111                 surface->get_drawable_size = get_drawable_size_fbo;
112                 break;
113
114             case ORM_BACKBUFFER:
115                 surface->get_drawable_size = get_drawable_size_backbuffer;
116                 break;
117
118             default:
119                 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
120                 return;
121         }
122     }
123
124     surface->container.type = type;
125     surface->container.u.base = container;
126 }
127
128 struct blt_info
129 {
130     GLenum binding;
131     GLenum bind_target;
132     enum tex_types tex_type;
133     GLfloat coords[4][3];
134 };
135
136 struct float_rect
137 {
138     float l;
139     float t;
140     float r;
141     float b;
142 };
143
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
145 {
146     f->l = ((r->left * 2.0f) / w) - 1.0f;
147     f->t = ((r->top * 2.0f) / h) - 1.0f;
148     f->r = ((r->right * 2.0f) / w) - 1.0f;
149     f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 }
151
152 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
153 {
154     GLfloat (*coords)[3] = info->coords;
155     struct float_rect f;
156
157     switch (target)
158     {
159         default:
160             FIXME("Unsupported texture target %#x\n", target);
161             /* Fall back to GL_TEXTURE_2D */
162         case GL_TEXTURE_2D:
163             info->binding = GL_TEXTURE_BINDING_2D;
164             info->bind_target = GL_TEXTURE_2D;
165             info->tex_type = tex_2d;
166             coords[0][0] = (float)rect->left / w;
167             coords[0][1] = (float)rect->top / h;
168             coords[0][2] = 0.0f;
169
170             coords[1][0] = (float)rect->right / w;
171             coords[1][1] = (float)rect->top / h;
172             coords[1][2] = 0.0f;
173
174             coords[2][0] = (float)rect->left / w;
175             coords[2][1] = (float)rect->bottom / h;
176             coords[2][2] = 0.0f;
177
178             coords[3][0] = (float)rect->right / w;
179             coords[3][1] = (float)rect->bottom / h;
180             coords[3][2] = 0.0f;
181             break;
182
183         case GL_TEXTURE_RECTANGLE_ARB:
184             info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185             info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186             info->tex_type = tex_rect;
187             coords[0][0] = rect->left;  coords[0][1] = rect->top;       coords[0][2] = 0.0f;
188             coords[1][0] = rect->right; coords[1][1] = rect->top;       coords[1][2] = 0.0f;
189             coords[2][0] = rect->left;  coords[2][1] = rect->bottom;    coords[2][2] = 0.0f;
190             coords[3][0] = rect->right; coords[3][1] = rect->bottom;    coords[3][2] = 0.0f;
191             break;
192
193         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196             info->tex_type = tex_cube;
197             cube_coords_float(rect, w, h, &f);
198
199             coords[0][0] =  1.0f;   coords[0][1] = -f.t;   coords[0][2] = -f.l;
200             coords[1][0] =  1.0f;   coords[1][1] = -f.t;   coords[1][2] = -f.r;
201             coords[2][0] =  1.0f;   coords[2][1] = -f.b;   coords[2][2] = -f.l;
202             coords[3][0] =  1.0f;   coords[3][1] = -f.b;   coords[3][2] = -f.r;
203             break;
204
205         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208             info->tex_type = tex_cube;
209             cube_coords_float(rect, w, h, &f);
210
211             coords[0][0] = -1.0f;   coords[0][1] = -f.t;   coords[0][2] = f.l;
212             coords[1][0] = -1.0f;   coords[1][1] = -f.t;   coords[1][2] = f.r;
213             coords[2][0] = -1.0f;   coords[2][1] = -f.b;   coords[2][2] = f.l;
214             coords[3][0] = -1.0f;   coords[3][1] = -f.b;   coords[3][2] = f.r;
215             break;
216
217         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220             info->tex_type = tex_cube;
221             cube_coords_float(rect, w, h, &f);
222
223             coords[0][0] = f.l;   coords[0][1] =  1.0f;   coords[0][2] = f.t;
224             coords[1][0] = f.r;   coords[1][1] =  1.0f;   coords[1][2] = f.t;
225             coords[2][0] = f.l;   coords[2][1] =  1.0f;   coords[2][2] = f.b;
226             coords[3][0] = f.r;   coords[3][1] =  1.0f;   coords[3][2] = f.b;
227             break;
228
229         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232             info->tex_type = tex_cube;
233             cube_coords_float(rect, w, h, &f);
234
235             coords[0][0] = f.l;   coords[0][1] = -1.0f;   coords[0][2] = -f.t;
236             coords[1][0] = f.r;   coords[1][1] = -1.0f;   coords[1][2] = -f.t;
237             coords[2][0] = f.l;   coords[2][1] = -1.0f;   coords[2][2] = -f.b;
238             coords[3][0] = f.r;   coords[3][1] = -1.0f;   coords[3][2] = -f.b;
239             break;
240
241         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244             info->tex_type = tex_cube;
245             cube_coords_float(rect, w, h, &f);
246
247             coords[0][0] = f.l;   coords[0][1] = -f.t;   coords[0][2] =  1.0f;
248             coords[1][0] = f.r;   coords[1][1] = -f.t;   coords[1][2] =  1.0f;
249             coords[2][0] = f.l;   coords[2][1] = -f.b;   coords[2][2] =  1.0f;
250             coords[3][0] = f.r;   coords[3][1] = -f.b;   coords[3][2] =  1.0f;
251             break;
252
253         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256             info->tex_type = tex_cube;
257             cube_coords_float(rect, w, h, &f);
258
259             coords[0][0] = -f.l;   coords[0][1] = -f.t;   coords[0][2] = -1.0f;
260             coords[1][0] = -f.r;   coords[1][1] = -f.t;   coords[1][2] = -1.0f;
261             coords[2][0] = -f.l;   coords[2][1] = -f.b;   coords[2][2] = -1.0f;
262             coords[3][0] = -f.r;   coords[3][1] = -f.b;   coords[3][2] = -1.0f;
263             break;
264     }
265 }
266
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
268 {
269     if (rect_in)
270         *rect_out = *rect_in;
271     else
272     {
273         rect_out->left = 0;
274         rect_out->top = 0;
275         rect_out->right = This->currentDesc.Width;
276         rect_out->bottom = This->currentDesc.Height;
277     }
278 }
279
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
282 {
283     struct blt_info info;
284
285     surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
286
287     glEnable(info.bind_target);
288     checkGLcall("glEnable(bind_target)");
289
290     /* Bind the texture */
291     glBindTexture(info.bind_target, src_surface->texture_name);
292     checkGLcall("glBindTexture");
293
294     /* Filtering for StretchRect */
295     glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296             wined3d_gl_mag_filter(magLookup, Filter));
297     checkGLcall("glTexParameteri");
298     glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299             wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300     checkGLcall("glTexParameteri");
301     glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302     glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304     checkGLcall("glTexEnvi");
305
306     /* Draw a quad */
307     glBegin(GL_TRIANGLE_STRIP);
308     glTexCoord3fv(info.coords[0]);
309     glVertex2i(dst_rect->left, dst_rect->top);
310
311     glTexCoord3fv(info.coords[1]);
312     glVertex2i(dst_rect->right, dst_rect->top);
313
314     glTexCoord3fv(info.coords[2]);
315     glVertex2i(dst_rect->left, dst_rect->bottom);
316
317     glTexCoord3fv(info.coords[3]);
318     glVertex2i(dst_rect->right, dst_rect->bottom);
319     glEnd();
320
321     /* Unbind the texture */
322     glBindTexture(info.bind_target, 0);
323     checkGLcall("glBindTexture(info->bind_target, 0)");
324
325     /* We changed the filtering settings on the texture. Inform the
326      * container about this to get the filters reset properly next draw. */
327     if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
328     {
329         IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
330         texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331         texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332         texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
333     }
334 }
335
336 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
337         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
338         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
339         WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
340 {
341     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
342     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
343     void (*cleanup)(IWineD3DSurfaceImpl *This);
344     unsigned int resource_size;
345     HRESULT hr;
346
347     if (multisample_quality > 0)
348     {
349         FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
350         multisample_quality = 0;
351     }
352
353     /* FIXME: Check that the format is supported by the device. */
354
355     resource_size = wined3d_format_calculate_size(format, alignment, width, height);
356     if (!resource_size) return WINED3DERR_INVALIDCALL;
357
358     /* Look at the implementation and set the correct Vtable. */
359     switch (surface_type)
360     {
361         case SURFACE_OPENGL:
362             surface->lpVtbl = &IWineD3DSurface_Vtbl;
363             cleanup = surface_cleanup;
364             break;
365
366         case SURFACE_GDI:
367             surface->lpVtbl = &IWineGDISurface_Vtbl;
368             cleanup = surface_gdi_cleanup;
369             break;
370
371         default:
372             ERR("Requested unknown surface implementation %#x.\n", surface_type);
373             return WINED3DERR_INVALIDCALL;
374     }
375
376     hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
377             device, resource_size, usage, format, pool, parent, parent_ops);
378     if (FAILED(hr))
379     {
380         WARN("Failed to initialize resource, returning %#x.\n", hr);
381         return hr;
382     }
383
384     /* "Standalone" surface. */
385     surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
386
387     surface->currentDesc.Width = width;
388     surface->currentDesc.Height = height;
389     surface->currentDesc.MultiSampleType = multisample_type;
390     surface->currentDesc.MultiSampleQuality = multisample_quality;
391     surface->texture_level = level;
392     list_init(&surface->overlays);
393
394     /* Flags */
395     surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
396     if (discard) surface->flags |= SFLAG_DISCARD;
397     if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
398
399     /* Quick lockable sanity check.
400      * TODO: remove this after surfaces, usage and lockability have been debugged properly
401      * this function is too deep to need to care about things like this.
402      * Levels need to be checked too, since they all affect what can be done. */
403     switch (pool)
404     {
405         case WINED3DPOOL_SCRATCH:
406             if(!lockable)
407             {
408                 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
409                         "which are mutually exclusive, setting lockable to TRUE.\n");
410                 lockable = TRUE;
411             }
412             break;
413
414         case WINED3DPOOL_SYSTEMMEM:
415             if (!lockable)
416                 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
417             break;
418
419         case WINED3DPOOL_MANAGED:
420             if (usage & WINED3DUSAGE_DYNAMIC)
421                 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
422             break;
423
424         case WINED3DPOOL_DEFAULT:
425             if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
426                 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
427             break;
428
429         default:
430             FIXME("Unknown pool %#x.\n", pool);
431             break;
432     };
433
434     if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
435     {
436         FIXME("Trying to create a render target that isn't in the default pool.\n");
437     }
438
439     /* Mark the texture as dirty so that it gets loaded first time around. */
440     surface_add_dirty_rect(surface, NULL);
441     list_init(&surface->renderbuffers);
442
443     TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
444
445     /* Call the private setup routine */
446     hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
447     if (FAILED(hr))
448     {
449         ERR("Private setup failed, returning %#x\n", hr);
450         cleanup(surface);
451         return hr;
452     }
453
454     return hr;
455 }
456
457 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
458 {
459     surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
460 }
461
462 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
463 {
464     GLuint *name;
465     DWORD flag;
466
467     TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
468
469     if(srgb)
470     {
471         name = &surface->texture_name_srgb;
472         flag = SFLAG_INSRGBTEX;
473     }
474     else
475     {
476         name = &surface->texture_name;
477         flag = SFLAG_INTEXTURE;
478     }
479
480     if (!*name && new_name)
481     {
482         /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
483          * surface has no texture name yet. See if we can get rid of this. */
484         if (surface->flags & flag)
485             ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
486         surface_modify_location(surface, flag, FALSE);
487     }
488
489     *name = new_name;
490     surface_force_reload(surface);
491 }
492
493 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
494 {
495     TRACE("surface %p, target %#x.\n", surface, target);
496
497     if (surface->texture_target != target)
498     {
499         if (target == GL_TEXTURE_RECTANGLE_ARB)
500         {
501             surface->flags &= ~SFLAG_NORMCOORD;
502         }
503         else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
504         {
505             surface->flags |= SFLAG_NORMCOORD;
506         }
507     }
508     surface->texture_target = target;
509     surface_force_reload(surface);
510 }
511
512 /* Context activation is done by the caller. */
513 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
514     DWORD active_sampler;
515
516     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
517      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
518      * gl states. The current texture unit should always be a valid one.
519      *
520      * To be more specific, this is tricky because we can implicitly be called
521      * from sampler() in state.c. This means we can't touch anything other than
522      * whatever happens to be the currently active texture, or we would risk
523      * marking already applied sampler states dirty again.
524      *
525      * TODO: Track the current active texture per GL context instead of using glGet
526      */
527     GLint active_texture;
528     ENTER_GL();
529     glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
530     LEAVE_GL();
531     active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
532
533     if (active_sampler != WINED3D_UNMAPPED_STAGE)
534     {
535         IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
536     }
537     IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
538 }
539
540 /* This function checks if the primary render target uses the 8bit paletted format. */
541 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
542 {
543     if (device->render_targets && device->render_targets[0])
544     {
545         IWineD3DSurfaceImpl *render_target = device->render_targets[0];
546         if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
547                 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
548             return TRUE;
549     }
550     return FALSE;
551 }
552
553 /* This call just downloads data, the caller is responsible for binding the
554  * correct texture. */
555 /* Context activation is done by the caller. */
556 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
557 {
558     const struct wined3d_format *format = This->resource.format;
559
560     /* Only support read back of converted P8 surfaces */
561     if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
562     {
563         FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
564         return;
565     }
566
567     ENTER_GL();
568
569     if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
570     {
571         TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
572                 This, This->texture_level, format->glFormat, format->glType,
573                 This->resource.allocatedMemory);
574
575         if (This->flags & SFLAG_PBO)
576         {
577             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
578             checkGLcall("glBindBufferARB");
579             GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
580             checkGLcall("glGetCompressedTexImageARB");
581             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
582             checkGLcall("glBindBufferARB");
583         }
584         else
585         {
586             GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
587                     This->texture_level, This->resource.allocatedMemory));
588             checkGLcall("glGetCompressedTexImageARB");
589         }
590
591         LEAVE_GL();
592     } else {
593         void *mem;
594         GLenum gl_format = format->glFormat;
595         GLenum gl_type = format->glType;
596         int src_pitch = 0;
597         int dst_pitch = 0;
598
599         /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
600         if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
601         {
602             gl_format = GL_ALPHA;
603             gl_type = GL_UNSIGNED_BYTE;
604         }
605
606         if (This->flags & SFLAG_NONPOW2)
607         {
608             unsigned char alignment = This->resource.device->surface_alignment;
609             src_pitch = format->byte_count * This->pow2Width;
610             dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
611             src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
612             mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
613         } else {
614             mem = This->resource.allocatedMemory;
615         }
616
617         TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
618                 This, This->texture_level, gl_format, gl_type, mem);
619
620         if (This->flags & SFLAG_PBO)
621         {
622             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
623             checkGLcall("glBindBufferARB");
624
625             glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
626             checkGLcall("glGetTexImage");
627
628             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
629             checkGLcall("glBindBufferARB");
630         } else {
631             glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
632             checkGLcall("glGetTexImage");
633         }
634         LEAVE_GL();
635
636         if (This->flags & SFLAG_NONPOW2)
637         {
638             const BYTE *src_data;
639             BYTE *dst_data;
640             UINT y;
641             /*
642              * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
643              * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
644              * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
645              *
646              * We're doing this...
647              *
648              * instead of boxing the texture :
649              * |<-texture width ->|  -->pow2width|   /\
650              * |111111111111111111|              |   |
651              * |222 Texture 222222| boxed empty  | texture height
652              * |3333 Data 33333333|              |   |
653              * |444444444444444444|              |   \/
654              * -----------------------------------   |
655              * |     boxed  empty | boxed empty  | pow2height
656              * |                  |              |   \/
657              * -----------------------------------
658              *
659              *
660              * we're repacking the data to the expected texture width
661              *
662              * |<-texture width ->|  -->pow2width|   /\
663              * |111111111111111111222222222222222|   |
664              * |222333333333333333333444444444444| texture height
665              * |444444                           |   |
666              * |                                 |   \/
667              * |                                 |   |
668              * |            empty                | pow2height
669              * |                                 |   \/
670              * -----------------------------------
671              *
672              * == is the same as
673              *
674              * |<-texture width ->|    /\
675              * |111111111111111111|
676              * |222222222222222222|texture height
677              * |333333333333333333|
678              * |444444444444444444|    \/
679              * --------------------
680              *
681              * this also means that any references to allocatedMemory should work with the data as if were a
682              * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
683              *
684              * internally the texture is still stored in a boxed format so any references to textureName will
685              * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
686              *
687              * Performance should not be an issue, because applications normally do not lock the surfaces when
688              * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
689              * and doesn't have to be re-read.
690              */
691             src_data = mem;
692             dst_data = This->resource.allocatedMemory;
693             TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
694             for (y = 1 ; y < This->currentDesc.Height; y++) {
695                 /* skip the first row */
696                 src_data += src_pitch;
697                 dst_data += dst_pitch;
698                 memcpy(dst_data, src_data, dst_pitch);
699             }
700
701             HeapFree(GetProcessHeap(), 0, mem);
702         }
703     }
704
705     /* Surface has now been downloaded */
706     This->flags |= SFLAG_INSYSMEM;
707 }
708
709 /* This call just uploads data, the caller is responsible for binding the
710  * correct texture. */
711 /* Context activation is done by the caller. */
712 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
713         const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
714 {
715     GLsizei width = This->currentDesc.Width;
716     GLsizei height = This->currentDesc.Height;
717     GLenum internal;
718
719     if (srgb)
720     {
721         internal = format->glGammaInternal;
722     }
723     else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
724     {
725         internal = format->rtInternal;
726     }
727     else
728     {
729         internal = format->glInternal;
730     }
731
732     TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
733             This, internal, width, height, format->glFormat, format->glType, data);
734     TRACE("target %#x, level %u, resource size %u.\n",
735             This->texture_target, This->texture_level, This->resource.size);
736
737     if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
738
739     ENTER_GL();
740
741     if (This->flags & SFLAG_PBO)
742     {
743         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
744         checkGLcall("glBindBufferARB");
745
746         TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
747         data = NULL;
748     }
749
750     if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
751     {
752         TRACE("Calling glCompressedTexSubImage2DARB.\n");
753
754         GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
755                 0, 0, width, height, internal, This->resource.size, data));
756         checkGLcall("glCompressedTexSubImage2DARB");
757     }
758     else
759     {
760         TRACE("Calling glTexSubImage2D.\n");
761
762         glTexSubImage2D(This->texture_target, This->texture_level,
763                 0, 0, width, height, format->glFormat, format->glType, data);
764         checkGLcall("glTexSubImage2D");
765     }
766
767     if (This->flags & SFLAG_PBO)
768     {
769         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
770         checkGLcall("glBindBufferARB");
771     }
772
773     LEAVE_GL();
774
775     if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
776     {
777         IWineD3DDeviceImpl *device = This->resource.device;
778         unsigned int i;
779
780         for (i = 0; i < device->numContexts; ++i)
781         {
782             context_surface_update(device->contexts[i], This);
783         }
784     }
785 }
786
787 /* This call just allocates the texture, the caller is responsible for binding
788  * the correct texture. */
789 /* Context activation is done by the caller. */
790 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
791         const struct wined3d_format *format, BOOL srgb)
792 {
793     BOOL enable_client_storage = FALSE;
794     GLsizei width = This->pow2Width;
795     GLsizei height = This->pow2Height;
796     const BYTE *mem = NULL;
797     GLenum internal;
798
799     if (srgb)
800     {
801         internal = format->glGammaInternal;
802     }
803     else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
804     {
805         internal = format->rtInternal;
806     }
807     else
808     {
809         internal = format->glInternal;
810     }
811
812     if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
813
814     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",
815             This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
816             internal, width, height, format->glFormat, format->glType);
817
818     ENTER_GL();
819
820     if (gl_info->supported[APPLE_CLIENT_STORAGE])
821     {
822         if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
823                 || !This->resource.allocatedMemory)
824         {
825             /* In some cases we want to disable client storage.
826              * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
827              * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
828              * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
829              * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
830              */
831             glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
832             checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
833             This->flags &= ~SFLAG_CLIENT;
834             enable_client_storage = TRUE;
835         }
836         else
837         {
838             This->flags |= SFLAG_CLIENT;
839
840             /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
841              * it might point into a pbo. Instead use heapMemory, but get the alignment right.
842              */
843             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
844         }
845     }
846
847     if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
848     {
849         GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
850                 internal, width, height, 0, This->resource.size, mem));
851         checkGLcall("glCompressedTexImage2DARB");
852     }
853     else
854     {
855         glTexImage2D(This->texture_target, This->texture_level,
856                 internal, width, height, 0, format->glFormat, format->glType, mem);
857         checkGLcall("glTexImage2D");
858     }
859
860     if(enable_client_storage) {
861         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
862         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
863     }
864     LEAVE_GL();
865 }
866
867 /* In D3D the depth stencil dimensions have to be greater than or equal to the
868  * render target dimensions. With FBOs, the dimensions have to be an exact match. */
869 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
870 /* GL locking is done by the caller */
871 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
872 {
873     const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
874     renderbuffer_entry_t *entry;
875     GLuint renderbuffer = 0;
876     unsigned int src_width, src_height;
877
878     src_width = surface->pow2Width;
879     src_height = surface->pow2Height;
880
881     /* A depth stencil smaller than the render target is not valid */
882     if (width > src_width || height > src_height) return;
883
884     /* Remove any renderbuffer set if the sizes match */
885     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
886             || (width == src_width && height == src_height))
887     {
888         surface->current_renderbuffer = NULL;
889         return;
890     }
891
892     /* Look if we've already got a renderbuffer of the correct dimensions */
893     LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
894     {
895         if (entry->width == width && entry->height == height)
896         {
897             renderbuffer = entry->id;
898             surface->current_renderbuffer = entry;
899             break;
900         }
901     }
902
903     if (!renderbuffer)
904     {
905         gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
906         gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
907         gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
908                 surface->resource.format->glInternal, width, height);
909
910         entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
911         entry->width = width;
912         entry->height = height;
913         entry->id = renderbuffer;
914         list_add_head(&surface->renderbuffers, &entry->entry);
915
916         surface->current_renderbuffer = entry;
917     }
918
919     checkGLcall("set_compatible_renderbuffer");
920 }
921
922 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
923 {
924     IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
925
926     TRACE("surface %p.\n", surface);
927
928     if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
929     {
930         ERR("Surface %p is not on a swapchain.\n", surface);
931         return GL_NONE;
932     }
933
934     if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
935     {
936         if (swapchain->render_to_fbo)
937         {
938             TRACE("Returning GL_COLOR_ATTACHMENT0\n");
939             return GL_COLOR_ATTACHMENT0;
940         }
941         TRACE("Returning GL_BACK\n");
942         return GL_BACK;
943     }
944     else if (surface == swapchain->front_buffer)
945     {
946         TRACE("Returning GL_FRONT\n");
947         return GL_FRONT;
948     }
949
950     FIXME("Higher back buffer, returning GL_BACK\n");
951     return GL_BACK;
952 }
953
954 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
955 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
956 {
957     TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
958
959     if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
960         /* No partial locking for textures yet. */
961         surface_load_location(surface, SFLAG_INSYSMEM, NULL);
962
963     surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
964     if (dirty_rect)
965     {
966         surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
967         surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
968         surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
969         surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
970     }
971     else
972     {
973         surface->dirtyRect.left = 0;
974         surface->dirtyRect.top = 0;
975         surface->dirtyRect.right = surface->currentDesc.Width;
976         surface->dirtyRect.bottom = surface->currentDesc.Height;
977     }
978
979     /* if the container is a basetexture then mark it dirty. */
980     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
981     {
982         TRACE("Passing to container.\n");
983         IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
984     }
985 }
986
987 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
988 {
989     const struct wined3d_format *format = surface->resource.format;
990     IWineD3DDeviceImpl *device = surface->resource.device;
991
992     switch (format->id)
993     {
994         case WINED3DFMT_P8_UINT:
995             if (surface->palette)
996             {
997                 float_color->r = surface->palette->palents[color].peRed / 255.0f;
998                 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
999                 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1000             }
1001             else
1002             {
1003                 float_color->r = 0.0f;
1004                 float_color->g = 0.0f;
1005                 float_color->b = 0.0f;
1006             }
1007             float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1008             break;
1009
1010         case WINED3DFMT_B5G6R5_UNORM:
1011             float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1012             float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1013             float_color->b = (color & 0x1f) / 31.0f;
1014             float_color->a = 1.0f;
1015             break;
1016
1017         case WINED3DFMT_B8G8R8_UNORM:
1018         case WINED3DFMT_B8G8R8X8_UNORM:
1019             float_color->r = D3DCOLOR_R(color);
1020             float_color->g = D3DCOLOR_G(color);
1021             float_color->b = D3DCOLOR_B(color);
1022             float_color->a = 1.0f;
1023             break;
1024
1025         case WINED3DFMT_B8G8R8A8_UNORM:
1026             float_color->r = D3DCOLOR_R(color);
1027             float_color->g = D3DCOLOR_G(color);
1028             float_color->b = D3DCOLOR_B(color);
1029             float_color->a = D3DCOLOR_A(color);
1030             break;
1031
1032         default:
1033             ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1034             return FALSE;
1035     }
1036
1037     return TRUE;
1038 }
1039
1040 /* Do not call while under the GL lock. */
1041 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1042 {
1043     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1044     ULONG ref = InterlockedDecrement(&This->resource.ref);
1045     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1046
1047     if (!ref)
1048     {
1049         surface_cleanup(This);
1050         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1051
1052         TRACE("(%p) Released.\n", This);
1053         HeapFree(GetProcessHeap(), 0, This);
1054     }
1055
1056     return ref;
1057 }
1058
1059 /* ****************************************************
1060    IWineD3DSurface IWineD3DResource parts follow
1061    **************************************************** */
1062
1063 /* Do not call while under the GL lock. */
1064 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1065 {
1066     IWineD3DDeviceImpl *device = surface->resource.device;
1067
1068     TRACE("iface %p, srgb %#x.\n", surface, srgb);
1069
1070     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1071     {
1072         IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1073
1074         TRACE("Passing to container.\n");
1075         texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1076     }
1077     else
1078     {
1079         struct wined3d_context *context = NULL;
1080
1081         TRACE("(%p) : About to load surface\n", surface);
1082
1083         if (!device->isInDraw) context = context_acquire(device, NULL);
1084
1085         if (surface->resource.format->id == WINED3DFMT_P8_UINT
1086                 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1087         {
1088             if (palette9_changed(surface))
1089             {
1090                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1091                 /* TODO: This is not necessarily needed with hw palettized texture support */
1092                 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1093                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1094                 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1095             }
1096         }
1097
1098         IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1099
1100         if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1101         {
1102             /* Tell opengl to try and keep this texture in video ram (well mostly) */
1103             GLclampf tmp;
1104             tmp = 0.9f;
1105             ENTER_GL();
1106             glPrioritizeTextures(1, &surface->texture_name, &tmp);
1107             LEAVE_GL();
1108         }
1109
1110         if (context) context_release(context);
1111     }
1112 }
1113
1114 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1115 {
1116     surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1117 }
1118
1119 /* Context activation is done by the caller. */
1120 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1121 {
1122     This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1123     This->resource.allocatedMemory =
1124             (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1125
1126     ENTER_GL();
1127     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1128     checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1129     GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1130     checkGLcall("glGetBufferSubDataARB");
1131     GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1132     checkGLcall("glDeleteBuffersARB");
1133     LEAVE_GL();
1134
1135     This->pbo = 0;
1136     This->flags &= ~SFLAG_PBO;
1137 }
1138
1139 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1140 {
1141     if (!surface->resource.allocatedMemory)
1142     {
1143         surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1144                 surface->resource.size + RESOURCE_ALIGNMENT);
1145         if (!surface->resource.heapMemory)
1146         {
1147             ERR("Out of memory\n");
1148             return FALSE;
1149         }
1150         surface->resource.allocatedMemory =
1151             (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1152     }
1153     else
1154     {
1155         memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1156     }
1157
1158     surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1159
1160     return TRUE;
1161 }
1162
1163 /* Do not call while under the GL lock. */
1164 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1165 {
1166     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1167     IWineD3DDeviceImpl *device = This->resource.device;
1168     const struct wined3d_gl_info *gl_info;
1169     renderbuffer_entry_t *entry, *entry2;
1170     struct wined3d_context *context;
1171
1172     TRACE("(%p)\n", iface);
1173
1174     if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1175         /* Default pool resources are supposed to be destroyed before Reset is called.
1176          * Implicit resources stay however. So this means we have an implicit render target
1177          * or depth stencil. The content may be destroyed, but we still have to tear down
1178          * opengl resources, so we cannot leave early.
1179          *
1180          * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1181          * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1182          * or the depth stencil into an FBO the texture or render buffer will be removed
1183          * and all flags get lost
1184          */
1185         surface_init_sysmem(This);
1186     }
1187     else
1188     {
1189         /* Load the surface into system memory */
1190         surface_load_location(This, SFLAG_INSYSMEM, NULL);
1191         surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1192     }
1193     surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1194     surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1195     This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1196
1197     context = context_acquire(device, NULL);
1198     gl_info = context->gl_info;
1199
1200     /* Destroy PBOs, but load them into real sysmem before */
1201     if (This->flags & SFLAG_PBO)
1202         surface_remove_pbo(This, gl_info);
1203
1204     /* Destroy fbo render buffers. This is needed for implicit render targets, for
1205      * all application-created targets the application has to release the surface
1206      * before calling _Reset
1207      */
1208     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1209         ENTER_GL();
1210         gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1211         LEAVE_GL();
1212         list_remove(&entry->entry);
1213         HeapFree(GetProcessHeap(), 0, entry);
1214     }
1215     list_init(&This->renderbuffers);
1216     This->current_renderbuffer = NULL;
1217
1218     /* If we're in a texture, the texture name belongs to the texture.
1219      * Otherwise, destroy it. */
1220     if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1221     {
1222         ENTER_GL();
1223         glDeleteTextures(1, &This->texture_name);
1224         This->texture_name = 0;
1225         glDeleteTextures(1, &This->texture_name_srgb);
1226         This->texture_name_srgb = 0;
1227         LEAVE_GL();
1228     }
1229
1230     context_release(context);
1231
1232     resource_unload((IWineD3DResourceImpl *)This);
1233 }
1234
1235 /* ******************************************************
1236    IWineD3DSurface IWineD3DSurface parts follow
1237    ****************************************************** */
1238
1239 /* Read the framebuffer back into the surface */
1240 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1241 {
1242     IWineD3DDeviceImpl *device = This->resource.device;
1243     const struct wined3d_gl_info *gl_info;
1244     struct wined3d_context *context;
1245     BYTE *mem;
1246     GLint fmt;
1247     GLint type;
1248     BYTE *row, *top, *bottom;
1249     int i;
1250     BOOL bpp;
1251     RECT local_rect;
1252     BOOL srcIsUpsideDown;
1253     GLint rowLen = 0;
1254     GLint skipPix = 0;
1255     GLint skipRow = 0;
1256
1257     if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1258         static BOOL warned = FALSE;
1259         if(!warned) {
1260             ERR("The application tries to lock the render target, but render target locking is disabled\n");
1261             warned = TRUE;
1262         }
1263         return;
1264     }
1265
1266     context = context_acquire(device, This);
1267     context_apply_blit_state(context, device);
1268     gl_info = context->gl_info;
1269
1270     ENTER_GL();
1271
1272     /* Select the correct read buffer, and give some debug output.
1273      * There is no need to keep track of the current read buffer or reset it, every part of the code
1274      * that reads sets the read buffer as desired.
1275      */
1276     if (surface_is_offscreen(This))
1277     {
1278         /* Mapping the primary render target which is not on a swapchain.
1279          * Read from the back buffer. */
1280         TRACE("Mapping offscreen render target.\n");
1281         glReadBuffer(device->offscreenBuffer);
1282         srcIsUpsideDown = TRUE;
1283     }
1284     else
1285     {
1286         /* Onscreen surfaces are always part of a swapchain */
1287         GLenum buffer = surface_get_gl_buffer(This);
1288         TRACE("Mapping %#x buffer.\n", buffer);
1289         glReadBuffer(buffer);
1290         checkGLcall("glReadBuffer");
1291         srcIsUpsideDown = FALSE;
1292     }
1293
1294     /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1295     if(!rect) {
1296         local_rect.left = 0;
1297         local_rect.top = 0;
1298         local_rect.right = This->currentDesc.Width;
1299         local_rect.bottom = This->currentDesc.Height;
1300     } else {
1301         local_rect = *rect;
1302     }
1303     /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1304
1305     switch (This->resource.format->id)
1306     {
1307         case WINED3DFMT_P8_UINT:
1308         {
1309             if (primary_render_target_is_p8(device))
1310             {
1311                 /* In case of P8 render targets the index is stored in the alpha component */
1312                 fmt = GL_ALPHA;
1313                 type = GL_UNSIGNED_BYTE;
1314                 mem = dest;
1315                 bpp = This->resource.format->byte_count;
1316             } else {
1317                 /* GL can't return palettized data, so read ARGB pixels into a
1318                  * separate block of memory and convert them into palettized format
1319                  * in software. Slow, but if the app means to use palettized render
1320                  * targets and locks it...
1321                  *
1322                  * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1323                  * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1324                  * for the color channels when palettizing the colors.
1325                  */
1326                 fmt = GL_RGB;
1327                 type = GL_UNSIGNED_BYTE;
1328                 pitch *= 3;
1329                 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1330                 if(!mem) {
1331                     ERR("Out of memory\n");
1332                     LEAVE_GL();
1333                     return;
1334                 }
1335                 bpp = This->resource.format->byte_count * 3;
1336             }
1337         }
1338         break;
1339
1340         default:
1341             mem = dest;
1342             fmt = This->resource.format->glFormat;
1343             type = This->resource.format->glType;
1344             bpp = This->resource.format->byte_count;
1345     }
1346
1347     if (This->flags & SFLAG_PBO)
1348     {
1349         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1350         checkGLcall("glBindBufferARB");
1351         if (mem)
1352         {
1353             ERR("mem not null for pbo -- unexpected\n");
1354             mem = NULL;
1355         }
1356     }
1357
1358     /* Save old pixel store pack state */
1359     glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1360     checkGLcall("glGetIntegerv");
1361     glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1362     checkGLcall("glGetIntegerv");
1363     glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1364     checkGLcall("glGetIntegerv");
1365
1366     /* Setup pixel store pack state -- to glReadPixels into the correct place */
1367     glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1368     checkGLcall("glPixelStorei");
1369     glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1370     checkGLcall("glPixelStorei");
1371     glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1372     checkGLcall("glPixelStorei");
1373
1374     glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1375                  local_rect.right - local_rect.left,
1376                  local_rect.bottom - local_rect.top,
1377                  fmt, type, mem);
1378     checkGLcall("glReadPixels");
1379
1380     /* Reset previous pixel store pack state */
1381     glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1382     checkGLcall("glPixelStorei");
1383     glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1384     checkGLcall("glPixelStorei");
1385     glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1386     checkGLcall("glPixelStorei");
1387
1388     if (This->flags & SFLAG_PBO)
1389     {
1390         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1391         checkGLcall("glBindBufferARB");
1392
1393         /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1394          * to get a pointer to it and perform the flipping in software. This is a lot
1395          * faster than calling glReadPixels for each line. In case we want more speed
1396          * we should rerender it flipped in a FBO and read the data back from the FBO. */
1397         if(!srcIsUpsideDown) {
1398             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1399             checkGLcall("glBindBufferARB");
1400
1401             mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1402             checkGLcall("glMapBufferARB");
1403         }
1404     }
1405
1406     /* TODO: Merge this with the palettization loop below for P8 targets */
1407     if(!srcIsUpsideDown) {
1408         UINT len, off;
1409         /* glReadPixels returns the image upside down, and there is no way to prevent this.
1410             Flip the lines in software */
1411         len = (local_rect.right - local_rect.left) * bpp;
1412         off = local_rect.left * bpp;
1413
1414         row = HeapAlloc(GetProcessHeap(), 0, len);
1415         if(!row) {
1416             ERR("Out of memory\n");
1417             if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1418             LEAVE_GL();
1419             return;
1420         }
1421
1422         top = mem + pitch * local_rect.top;
1423         bottom = mem + pitch * (local_rect.bottom - 1);
1424         for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1425             memcpy(row, top + off, len);
1426             memcpy(top + off, bottom + off, len);
1427             memcpy(bottom + off, row, len);
1428             top += pitch;
1429             bottom -= pitch;
1430         }
1431         HeapFree(GetProcessHeap(), 0, row);
1432
1433         /* Unmap the temp PBO buffer */
1434         if (This->flags & SFLAG_PBO)
1435         {
1436             GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1437             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1438         }
1439     }
1440
1441     LEAVE_GL();
1442     context_release(context);
1443
1444     /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1445      * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1446      * the same color but we have no choice.
1447      * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1448      */
1449     if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1450     {
1451         const PALETTEENTRY *pal = NULL;
1452         DWORD width = pitch / 3;
1453         int x, y, c;
1454
1455         if(This->palette) {
1456             pal = This->palette->palents;
1457         } else {
1458             ERR("Palette is missing, cannot perform inverse palette lookup\n");
1459             HeapFree(GetProcessHeap(), 0, mem);
1460             return ;
1461         }
1462
1463         for(y = local_rect.top; y < local_rect.bottom; y++) {
1464             for(x = local_rect.left; x < local_rect.right; x++) {
1465                 /*                      start              lines            pixels      */
1466                 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1467                 const BYTE *green = blue  + 1;
1468                 const BYTE *red = green + 1;
1469
1470                 for(c = 0; c < 256; c++) {
1471                     if(*red   == pal[c].peRed   &&
1472                        *green == pal[c].peGreen &&
1473                        *blue  == pal[c].peBlue)
1474                     {
1475                         *((BYTE *) dest + y * width + x) = c;
1476                         break;
1477                     }
1478                 }
1479             }
1480         }
1481         HeapFree(GetProcessHeap(), 0, mem);
1482     }
1483 }
1484
1485 /* Read the framebuffer contents into a texture */
1486 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1487 {
1488     IWineD3DDeviceImpl *device = This->resource.device;
1489     const struct wined3d_gl_info *gl_info;
1490     struct wined3d_context *context;
1491
1492     if (!surface_is_offscreen(This))
1493     {
1494         /* We would need to flip onscreen surfaces, but there's no efficient
1495          * way to do that here. It makes more sense for the caller to
1496          * explicitly go through sysmem. */
1497         ERR("Not supported for onscreen targets.\n");
1498         return;
1499     }
1500
1501     /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1502      * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1503      * states in the stateblock, and no driver was found yet that had bugs in that regard.
1504      */
1505     context = context_acquire(device, This);
1506     gl_info = context->gl_info;
1507
1508     surface_prepare_texture(This, gl_info, srgb);
1509     surface_bind_and_dirtify(This, srgb);
1510
1511     TRACE("Reading back offscreen render target %p.\n", This);
1512
1513     ENTER_GL();
1514
1515     glReadBuffer(device->offscreenBuffer);
1516     checkGLcall("glReadBuffer");
1517
1518     glCopyTexSubImage2D(This->texture_target, This->texture_level,
1519             0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1520     checkGLcall("glCopyTexSubImage2D");
1521
1522     LEAVE_GL();
1523
1524     context_release(context);
1525 }
1526
1527 /* Context activation is done by the caller. */
1528 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1529         const struct wined3d_gl_info *gl_info, BOOL srgb)
1530 {
1531     DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1532     CONVERT_TYPES convert;
1533     struct wined3d_format format;
1534
1535     if (surface->flags & alloc_flag) return;
1536
1537     d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1538     if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1539     else surface->flags &= ~SFLAG_CONVERTED;
1540
1541     surface_bind_and_dirtify(surface, srgb);
1542     surface_allocate_surface(surface, gl_info, &format, srgb);
1543     surface->flags |= alloc_flag;
1544 }
1545
1546 /* Context activation is done by the caller. */
1547 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1548 {
1549     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1550     {
1551         IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1552         UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1553         UINT i;
1554
1555         TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1556
1557         for (i = 0; i < sub_count; ++i)
1558         {
1559             IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1560             surface_prepare_texture_internal(s, gl_info, srgb);
1561         }
1562
1563         return;
1564     }
1565
1566     surface_prepare_texture_internal(surface, gl_info, srgb);
1567 }
1568
1569 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1570 {
1571     IWineD3DDeviceImpl *device = This->resource.device;
1572     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1573
1574     /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1575      * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1576      * changed
1577      */
1578     if (!(This->flags & SFLAG_DYNLOCK))
1579     {
1580         This->lockCount++;
1581         /* MAXLOCKCOUNT is defined in wined3d_private.h */
1582         if(This->lockCount > MAXLOCKCOUNT) {
1583             TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1584             This->flags |= SFLAG_DYNLOCK;
1585         }
1586     }
1587
1588     /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1589      * Also don't create a PBO for systemmem surfaces.
1590      */
1591     if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1592             && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1593             && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1594     {
1595         GLenum error;
1596         struct wined3d_context *context;
1597
1598         context = context_acquire(device, NULL);
1599         ENTER_GL();
1600
1601         GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1602         error = glGetError();
1603         if (!This->pbo || error != GL_NO_ERROR)
1604             ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1605
1606         TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1607
1608         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1609         checkGLcall("glBindBufferARB");
1610
1611         GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1612         checkGLcall("glBufferDataARB");
1613
1614         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1615         checkGLcall("glBindBufferARB");
1616
1617         /* We don't need the system memory anymore and we can't even use it for PBOs */
1618         if (!(This->flags & SFLAG_CLIENT))
1619         {
1620             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1621             This->resource.heapMemory = NULL;
1622         }
1623         This->resource.allocatedMemory = NULL;
1624         This->flags |= SFLAG_PBO;
1625         LEAVE_GL();
1626         context_release(context);
1627     }
1628     else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1629     {
1630         /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1631          * or a pbo to map
1632          */
1633         if(!This->resource.heapMemory) {
1634             This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1635         }
1636         This->resource.allocatedMemory =
1637                 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1638         if (This->flags & SFLAG_INSYSMEM)
1639         {
1640             ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1641         }
1642     }
1643 }
1644
1645 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1646         WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1647 {
1648     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1649     IWineD3DDeviceImpl *device = This->resource.device;
1650     const RECT *pass_rect = pRect;
1651
1652     TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1653             iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1654
1655     /* This is also done in the base class, but we have to verify this before loading any data from
1656      * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1657      * may interfere, and all other bad things may happen
1658      */
1659     if (This->flags & SFLAG_LOCKED)
1660     {
1661         WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1662         return WINED3DERR_INVALIDCALL;
1663     }
1664     This->flags |= SFLAG_LOCKED;
1665
1666     if (!(This->flags & SFLAG_LOCKABLE))
1667     {
1668         TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1669     }
1670
1671     if (flags & WINED3DLOCK_DISCARD)
1672     {
1673         TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1674         surface_prepare_system_memory(This);
1675         surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1676         goto lock_end;
1677     }
1678
1679     /* surface_load_location() does not check if the rectangle specifies
1680      * the full surface. Most callers don't need that, so do it here. */
1681     if (pRect && !pRect->top && !pRect->left
1682             && pRect->right == This->currentDesc.Width
1683             && pRect->bottom == This->currentDesc.Height)
1684     {
1685         pass_rect = NULL;
1686     }
1687
1688     if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1689             && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1690     {
1691         surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1692     }
1693
1694 lock_end:
1695     if (This->flags & SFLAG_PBO)
1696     {
1697         const struct wined3d_gl_info *gl_info;
1698         struct wined3d_context *context;
1699
1700         context = context_acquire(device, NULL);
1701         gl_info = context->gl_info;
1702
1703         ENTER_GL();
1704         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1705         checkGLcall("glBindBufferARB");
1706
1707         /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1708         if(This->resource.allocatedMemory) {
1709             ERR("The surface already has PBO memory allocated!\n");
1710         }
1711
1712         This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1713         checkGLcall("glMapBufferARB");
1714
1715         /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1716         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1717         checkGLcall("glBindBufferARB");
1718
1719         LEAVE_GL();
1720         context_release(context);
1721     }
1722
1723     if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1724     {
1725         surface_add_dirty_rect(This, pRect);
1726
1727         if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1728         {
1729             TRACE("Making container dirty.\n");
1730             IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1731         }
1732         else
1733         {
1734             TRACE("Surface is standalone, no need to dirty the container\n");
1735         }
1736     }
1737
1738     return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1739 }
1740
1741 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
1742         GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1743 {
1744     UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);    /* target is argb, 4 byte */
1745     IWineD3DDeviceImpl *device = This->resource.device;
1746     const struct wined3d_gl_info *gl_info;
1747     struct wined3d_context *context;
1748     RECT rect;
1749     UINT w, h;
1750
1751     if (This->flags & SFLAG_LOCKED)
1752         rect = This->lockedRect;
1753     else
1754         SetRect(&rect, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1755
1756     mem += rect.top * pitch + rect.left * bpp;
1757     w = rect.right - rect.left;
1758     h = rect.bottom - rect.top;
1759
1760     /* Activate the correct context for the render target */
1761     context = context_acquire(device, This);
1762     context_apply_blit_state(context, device);
1763     gl_info = context->gl_info;
1764
1765     ENTER_GL();
1766
1767     if (!surface_is_offscreen(This))
1768     {
1769         GLenum buffer = surface_get_gl_buffer(This);
1770         TRACE("Unlocking %#x buffer.\n", buffer);
1771         context_set_draw_buffer(context, buffer);
1772
1773         surface_translate_drawable_coords(This, context->win_handle, &rect);
1774         glPixelZoom(1.0f, -1.0f);
1775     }
1776     else
1777     {
1778         /* Primary offscreen render target */
1779         TRACE("Offscreen render target.\n");
1780         context_set_draw_buffer(context, device->offscreenBuffer);
1781
1782         glPixelZoom(1.0f, 1.0f);
1783     }
1784
1785     glRasterPos3i(rect.left, rect.top, 1);
1786     checkGLcall("glRasterPos3i");
1787
1788     /* Some drivers(radeon dri, others?) don't like exceptions during
1789      * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1790      * after ReleaseDC. Reading it will cause an exception, which x11drv will
1791      * catch to put the dib section in InSync mode, which leads to a crash
1792      * and a blocked x server on my radeon card.
1793      *
1794      * The following lines read the dib section so it is put in InSync mode
1795      * before glDrawPixels is called and the crash is prevented. There won't
1796      * be any interfering gdi accesses, because UnlockRect is called from
1797      * ReleaseDC, and the app won't use the dc any more afterwards.
1798      */
1799     if ((This->flags & SFLAG_DIBSECTION) && !(This->flags & SFLAG_PBO))
1800     {
1801         volatile BYTE read;
1802         read = This->resource.allocatedMemory[0];
1803     }
1804
1805     /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1806     glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1807
1808     if (This->flags & SFLAG_PBO)
1809     {
1810         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1811         checkGLcall("glBindBufferARB");
1812     }
1813
1814     glDrawPixels(w, h, fmt, type, mem);
1815     checkGLcall("glDrawPixels");
1816
1817     if (This->flags & SFLAG_PBO)
1818     {
1819         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1820         checkGLcall("glBindBufferARB");
1821     }
1822
1823     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
1824     checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1825
1826     LEAVE_GL();
1827     context_release(context);
1828 }
1829
1830 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1831 {
1832     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1833     IWineD3DDeviceImpl *device = This->resource.device;
1834     BOOL fullsurface;
1835
1836     if (!(This->flags & SFLAG_LOCKED))
1837     {
1838         WARN("trying to Unlock an unlocked surf@%p\n", This);
1839         return WINEDDERR_NOTLOCKED;
1840     }
1841
1842     if (This->flags & SFLAG_PBO)
1843     {
1844         const struct wined3d_gl_info *gl_info;
1845         struct wined3d_context *context;
1846
1847         TRACE("Freeing PBO memory\n");
1848
1849         context = context_acquire(device, NULL);
1850         gl_info = context->gl_info;
1851
1852         ENTER_GL();
1853         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1854         GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1855         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1856         checkGLcall("glUnmapBufferARB");
1857         LEAVE_GL();
1858         context_release(context);
1859
1860         This->resource.allocatedMemory = NULL;
1861     }
1862
1863     TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1864
1865     if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
1866     {
1867         TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1868         goto unlock_end;
1869     }
1870
1871     if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1872             || (device->render_targets && This == device->render_targets[0]))
1873     {
1874         if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1875             static BOOL warned = FALSE;
1876             if(!warned) {
1877                 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1878                 warned = TRUE;
1879             }
1880             goto unlock_end;
1881         }
1882
1883         if (!This->dirtyRect.left && !This->dirtyRect.top
1884                 && This->dirtyRect.right == This->currentDesc.Width
1885                 && This->dirtyRect.bottom == This->currentDesc.Height)
1886         {
1887             fullsurface = TRUE;
1888         } else {
1889             /* TODO: Proper partial rectangle tracking */
1890             fullsurface = FALSE;
1891             This->flags |= SFLAG_INSYSMEM;
1892         }
1893
1894         surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1895
1896         if (!fullsurface)
1897         {
1898             /* Partial rectangle tracking is not commonly implemented, it is
1899              * only done for render targets. Overwrite the flags to bring
1900              * them back into a sane state. INSYSMEM was set before to tell
1901              * surface_load_location() where to read the rectangle from.
1902              * Indrawable is set because all modifications from the partial
1903              * sysmem copy are written back to the drawable, thus the surface
1904              * is merged again in the drawable. The sysmem copy is not fully
1905              * up to date because only a subrectangle was read in Map(). */
1906             This->flags &= ~SFLAG_INSYSMEM;
1907             This->flags |= SFLAG_INDRAWABLE;
1908         }
1909
1910         This->dirtyRect.left   = This->currentDesc.Width;
1911         This->dirtyRect.top    = This->currentDesc.Height;
1912         This->dirtyRect.right  = 0;
1913         This->dirtyRect.bottom = 0;
1914     }
1915     else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1916     {
1917         FIXME("Depth Stencil buffer locking is not implemented\n");
1918     }
1919
1920     unlock_end:
1921     This->flags &= ~SFLAG_LOCKED;
1922     memset(&This->lockedRect, 0, sizeof(RECT));
1923
1924     /* Overlays have to be redrawn manually after changes with the GL implementation */
1925     if(This->overlay_dest) {
1926         IWineD3DSurface_DrawOverlay(iface);
1927     }
1928     return WINED3D_OK;
1929 }
1930
1931 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1932 {
1933     struct wined3d_context *context;
1934
1935     context = context_acquire(surface->resource.device, NULL);
1936
1937     ENTER_GL();
1938     glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1939     if (surface->texture_name)
1940     {
1941         surface_bind_and_dirtify(surface, FALSE);
1942         glTexImage2D(surface->texture_target, surface->texture_level,
1943                 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1944     }
1945     if (surface->texture_name_srgb)
1946     {
1947         surface_bind_and_dirtify(surface, TRUE);
1948         glTexImage2D(surface->texture_target, surface->texture_level,
1949                 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1950     }
1951     glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1952
1953     LEAVE_GL();
1954     context_release(context);
1955
1956     surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1957     surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1958     surface_force_reload(surface);
1959 }
1960
1961 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1962 {
1963     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1964     WINED3DLOCKED_RECT lock;
1965     HRESULT hr;
1966     RGBQUAD col[256];
1967
1968     TRACE("(%p)->(%p)\n",This,pHDC);
1969
1970     if (This->flags & SFLAG_USERPTR)
1971     {
1972         ERR("Not supported on surfaces with an application-provided surfaces\n");
1973         return WINEDDERR_NODC;
1974     }
1975
1976     /* Give more detailed info for ddraw */
1977     if (This->flags & SFLAG_DCINUSE)
1978         return WINEDDERR_DCALREADYCREATED;
1979
1980     /* Can't GetDC if the surface is locked */
1981     if (This->flags & SFLAG_LOCKED)
1982         return WINED3DERR_INVALIDCALL;
1983
1984     memset(&lock, 0, sizeof(lock)); /* To be sure */
1985
1986     /* Create a DIB section if there isn't a hdc yet */
1987     if (!This->hDC)
1988     {
1989         if (This->flags & SFLAG_CLIENT)
1990         {
1991             surface_load_location(This, SFLAG_INSYSMEM, NULL);
1992             surface_release_client_storage(This);
1993         }
1994         hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1995         if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1996
1997         /* Use the dib section from now on if we are not using a PBO */
1998         if (!(This->flags & SFLAG_PBO))
1999             This->resource.allocatedMemory = This->dib.bitmap_data;
2000     }
2001
2002     /* Map the surface */
2003     hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2004
2005     /* Sync the DIB with the PBO. This can't be done earlier because Map()
2006      * activates the allocatedMemory. */
2007     if (This->flags & SFLAG_PBO)
2008         memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2009
2010     if (FAILED(hr))
2011     {
2012         ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2013         /* keep the dib section */
2014         return hr;
2015     }
2016
2017     if (This->resource.format->id == WINED3DFMT_P8_UINT
2018             || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2019     {
2020         /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2021             D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2022         unsigned int n;
2023         const PALETTEENTRY *pal = NULL;
2024
2025         if(This->palette) {
2026             pal = This->palette->palents;
2027         } else {
2028             IWineD3DSurfaceImpl *dds_primary;
2029             IWineD3DSwapChainImpl *swapchain;
2030             swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2031             dds_primary = swapchain->front_buffer;
2032             if (dds_primary && dds_primary->palette)
2033                 pal = dds_primary->palette->palents;
2034         }
2035
2036         if (pal) {
2037             for (n=0; n<256; n++) {
2038                 col[n].rgbRed   = pal[n].peRed;
2039                 col[n].rgbGreen = pal[n].peGreen;
2040                 col[n].rgbBlue  = pal[n].peBlue;
2041                 col[n].rgbReserved = 0;
2042             }
2043             SetDIBColorTable(This->hDC, 0, 256, col);
2044         }
2045     }
2046
2047     *pHDC = This->hDC;
2048     TRACE("returning %p\n",*pHDC);
2049     This->flags |= SFLAG_DCINUSE;
2050
2051     return WINED3D_OK;
2052 }
2053
2054 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2055 {
2056     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2057
2058     TRACE("(%p)->(%p)\n",This,hDC);
2059
2060     if (!(This->flags & SFLAG_DCINUSE))
2061         return WINEDDERR_NODC;
2062
2063     if (This->hDC !=hDC) {
2064         WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2065         return WINEDDERR_NODC;
2066     }
2067
2068     if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2069     {
2070         /* Copy the contents of the DIB over to the PBO */
2071         memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2072     }
2073
2074     /* we locked first, so unlock now */
2075     IWineD3DSurface_Unmap(iface);
2076
2077     This->flags &= ~SFLAG_DCINUSE;
2078
2079     return WINED3D_OK;
2080 }
2081
2082 /* ******************************************************
2083    IWineD3DSurface Internal (No mapping to directx api) parts follow
2084    ****************************************************** */
2085
2086 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2087         BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2088 {
2089     BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2090     IWineD3DDeviceImpl *device = This->resource.device;
2091     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2092     BOOL blit_supported = FALSE;
2093
2094     /* Copy the default values from the surface. Below we might perform fixups */
2095     /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2096     *format = *This->resource.format;
2097     *convert = NO_CONVERSION;
2098
2099     /* Ok, now look if we have to do any conversion */
2100     switch (This->resource.format->id)
2101     {
2102         case WINED3DFMT_P8_UINT:
2103             /* Below the call to blit_supported is disabled for Wine 1.2
2104              * because the function isn't operating correctly yet. At the
2105              * moment 8-bit blits are handled in software and if certain GL
2106              * extensions are around, surface conversion is performed at
2107              * upload time. The blit_supported call recognizes it as a
2108              * destination fixup. This type of upload 'fixup' and 8-bit to
2109              * 8-bit blits need to be handled by the blit_shader.
2110              * TODO: get rid of this #if 0. */
2111 #if 0
2112             blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2113                     &rect, This->resource.usage, This->resource.pool, This->resource.format,
2114                     &rect, This->resource.usage, This->resource.pool, This->resource.format);
2115 #endif
2116             blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2117
2118             /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2119              * texturing. Further also use conversion in case of color keying.
2120              * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2121              * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2122              * conflicts with this.
2123              */
2124             if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2125                     || colorkey_active || !use_texturing)
2126             {
2127                 format->glFormat = GL_RGBA;
2128                 format->glInternal = GL_RGBA;
2129                 format->glType = GL_UNSIGNED_BYTE;
2130                 format->conv_byte_count = 4;
2131                 if (colorkey_active)
2132                     *convert = CONVERT_PALETTED_CK;
2133                 else
2134                     *convert = CONVERT_PALETTED;
2135             }
2136             break;
2137
2138         case WINED3DFMT_B2G3R3_UNORM:
2139             /* **********************
2140                 GL_UNSIGNED_BYTE_3_3_2
2141                 ********************** */
2142             if (colorkey_active) {
2143                 /* This texture format will never be used.. So do not care about color keying
2144                     up until the point in time it will be needed :-) */
2145                 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2146             }
2147             break;
2148
2149         case WINED3DFMT_B5G6R5_UNORM:
2150             if (colorkey_active)
2151             {
2152                 *convert = CONVERT_CK_565;
2153                 format->glFormat = GL_RGBA;
2154                 format->glInternal = GL_RGB5_A1;
2155                 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2156                 format->conv_byte_count = 2;
2157             }
2158             break;
2159
2160         case WINED3DFMT_B5G5R5X1_UNORM:
2161             if (colorkey_active)
2162             {
2163                 *convert = CONVERT_CK_5551;
2164                 format->glFormat = GL_BGRA;
2165                 format->glInternal = GL_RGB5_A1;
2166                 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2167                 format->conv_byte_count = 2;
2168             }
2169             break;
2170
2171         case WINED3DFMT_B8G8R8_UNORM:
2172             if (colorkey_active)
2173             {
2174                 *convert = CONVERT_CK_RGB24;
2175                 format->glFormat = GL_RGBA;
2176                 format->glInternal = GL_RGBA8;
2177                 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2178                 format->conv_byte_count = 4;
2179             }
2180             break;
2181
2182         case WINED3DFMT_B8G8R8X8_UNORM:
2183             if (colorkey_active)
2184             {
2185                 *convert = CONVERT_RGB32_888;
2186                 format->glFormat = GL_RGBA;
2187                 format->glInternal = GL_RGBA8;
2188                 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2189                 format->conv_byte_count = 4;
2190             }
2191             break;
2192
2193         default:
2194             break;
2195     }
2196
2197     return WINED3D_OK;
2198 }
2199
2200 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2201 {
2202     IWineD3DDeviceImpl *device = This->resource.device;
2203     IWineD3DPaletteImpl *pal = This->palette;
2204     BOOL index_in_alpha = FALSE;
2205     unsigned int i;
2206
2207     /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2208      * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2209      * is slow. Further RGB->P8 conversion is not possible because palettes can have
2210      * duplicate entries. Store the color key in the unused alpha component to speed the
2211      * download up and to make conversion unneeded. */
2212     index_in_alpha = primary_render_target_is_p8(device);
2213
2214     if (!pal)
2215     {
2216         UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2217
2218         /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2219         if (dxVersion <= 7)
2220         {
2221             ERR("This code should never get entered for DirectDraw!, expect problems\n");
2222             if (index_in_alpha)
2223             {
2224                 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2225                  * there's no palette at this time. */
2226                 for (i = 0; i < 256; i++) table[i][3] = i;
2227             }
2228         }
2229         else
2230         {
2231             /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2232              * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2233              * capability flag is present (wine does advertise this capability) */
2234             for (i = 0; i < 256; ++i)
2235             {
2236                 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2237                 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2238                 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2239                 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2240             }
2241         }
2242     }
2243     else
2244     {
2245         TRACE("Using surface palette %p\n", pal);
2246         /* Get the surface's palette */
2247         for (i = 0; i < 256; ++i)
2248         {
2249             table[i][0] = pal->palents[i].peRed;
2250             table[i][1] = pal->palents[i].peGreen;
2251             table[i][2] = pal->palents[i].peBlue;
2252
2253             /* When index_in_alpha is set the palette index is stored in the
2254              * alpha component. In case of a readback we can then read
2255              * GL_ALPHA. Color keying is handled in BltOverride using a
2256              * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2257              * color key itself is passed to glAlphaFunc in other cases the
2258              * alpha component of pixels that should be masked away is set to 0. */
2259             if (index_in_alpha)
2260             {
2261                 table[i][3] = i;
2262             }
2263             else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2264                     && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2265             {
2266                 table[i][3] = 0x00;
2267             }
2268             else if (pal->flags & WINEDDPCAPS_ALPHA)
2269             {
2270                 table[i][3] = pal->palents[i].peFlags;
2271             }
2272             else
2273             {
2274                 table[i][3] = 0xFF;
2275             }
2276         }
2277     }
2278 }
2279
2280 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2281         UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2282 {
2283     const BYTE *source;
2284     BYTE *dest;
2285     TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2286
2287     switch (convert) {
2288         case NO_CONVERSION:
2289         {
2290             memcpy(dst, src, pitch * height);
2291             break;
2292         }
2293         case CONVERT_PALETTED:
2294         case CONVERT_PALETTED_CK:
2295         {
2296             BYTE table[256][4];
2297             unsigned int x, y;
2298
2299             d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2300
2301             for (y = 0; y < height; y++)
2302             {
2303                 source = src + pitch * y;
2304                 dest = dst + outpitch * y;
2305                 /* This is an 1 bpp format, using the width here is fine */
2306                 for (x = 0; x < width; x++) {
2307                     BYTE color = *source++;
2308                     *dest++ = table[color][0];
2309                     *dest++ = table[color][1];
2310                     *dest++ = table[color][2];
2311                     *dest++ = table[color][3];
2312                 }
2313             }
2314         }
2315         break;
2316
2317         case CONVERT_CK_565:
2318         {
2319             /* Converting the 565 format in 5551 packed to emulate color-keying.
2320
2321               Note : in all these conversion, it would be best to average the averaging
2322                       pixels to get the color of the pixel that will be color-keyed to
2323                       prevent 'color bleeding'. This will be done later on if ever it is
2324                       too visible.
2325
2326               Note2: Nvidia documents say that their driver does not support alpha + color keying
2327                      on the same surface and disables color keying in such a case
2328             */
2329             unsigned int x, y;
2330             const WORD *Source;
2331             WORD *Dest;
2332
2333             TRACE("Color keyed 565\n");
2334
2335             for (y = 0; y < height; y++) {
2336                 Source = (const WORD *)(src + y * pitch);
2337                 Dest = (WORD *) (dst + y * outpitch);
2338                 for (x = 0; x < width; x++ ) {
2339                     WORD color = *Source++;
2340                     *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2341                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2342                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2343                         *Dest |= 0x0001;
2344                     }
2345                     Dest++;
2346                 }
2347             }
2348         }
2349         break;
2350
2351         case CONVERT_CK_5551:
2352         {
2353             /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2354             unsigned int x, y;
2355             const WORD *Source;
2356             WORD *Dest;
2357             TRACE("Color keyed 5551\n");
2358             for (y = 0; y < height; y++) {
2359                 Source = (const WORD *)(src + y * pitch);
2360                 Dest = (WORD *) (dst + y * outpitch);
2361                 for (x = 0; x < width; x++ ) {
2362                     WORD color = *Source++;
2363                     *Dest = color;
2364                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2365                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2366                         *Dest |= (1 << 15);
2367                     }
2368                     else {
2369                         *Dest &= ~(1 << 15);
2370                     }
2371                     Dest++;
2372                 }
2373             }
2374         }
2375         break;
2376
2377         case CONVERT_CK_RGB24:
2378         {
2379             /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2380             unsigned int x, y;
2381             for (y = 0; y < height; y++)
2382             {
2383                 source = src + pitch * y;
2384                 dest = dst + outpitch * y;
2385                 for (x = 0; x < width; x++) {
2386                     DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2387                     DWORD dstcolor = color << 8;
2388                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2389                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2390                         dstcolor |= 0xff;
2391                     }
2392                     *(DWORD*)dest = dstcolor;
2393                     source += 3;
2394                     dest += 4;
2395                 }
2396             }
2397         }
2398         break;
2399
2400         case CONVERT_RGB32_888:
2401         {
2402             /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2403             unsigned int x, y;
2404             for (y = 0; y < height; y++)
2405             {
2406                 source = src + pitch * y;
2407                 dest = dst + outpitch * y;
2408                 for (x = 0; x < width; x++) {
2409                     DWORD color = 0xffffff & *(const DWORD*)source;
2410                     DWORD dstcolor = color << 8;
2411                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2412                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2413                         dstcolor |= 0xff;
2414                     }
2415                     *(DWORD*)dest = dstcolor;
2416                     source += 4;
2417                     dest += 4;
2418                 }
2419             }
2420         }
2421         break;
2422
2423         default:
2424             ERR("Unsupported conversion type %#x.\n", convert);
2425     }
2426     return WINED3D_OK;
2427 }
2428
2429 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2430 {
2431     IWineD3DDeviceImpl *device = This->resource.device;
2432
2433     if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2434             && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2435     {
2436         /* If a ddraw-style palette is attached assume no d3d9 palette change.
2437          * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2438          */
2439         return FALSE;
2440     }
2441
2442     if (This->palette9)
2443     {
2444         if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2445         {
2446             return FALSE;
2447         }
2448     } else {
2449         This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2450     }
2451     memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2452     return TRUE;
2453 }
2454
2455 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2456     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2457     DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2458
2459     TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2460
2461     if (!(This->flags & flag))
2462     {
2463         TRACE("Reloading because surface is dirty\n");
2464     }
2465     /* Reload if either the texture and sysmem have different ideas about the
2466      * color key, or the actual key values changed. */
2467     else if (!(This->flags & SFLAG_GLCKEY) != !(This->CKeyFlags & WINEDDSD_CKSRCBLT)
2468             || ((This->CKeyFlags & WINEDDSD_CKSRCBLT)
2469             && (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue
2470             || This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))
2471     {
2472         TRACE("Reloading because of color keying\n");
2473         /* To perform the color key conversion we need a sysmem copy of
2474          * the surface. Make sure we have it
2475          */
2476
2477         surface_load_location(This, SFLAG_INSYSMEM, NULL);
2478         /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2479         /* TODO: This is not necessarily needed with hw palettized texture support */
2480         surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2481     } else {
2482         TRACE("surface is already in texture\n");
2483         return WINED3D_OK;
2484     }
2485
2486     /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2487      *  These resources are not bound by device size or format restrictions. Because of this,
2488      *  these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2489      *  However, these resources can always be created, locked, and copied.
2490      */
2491     if (This->resource.pool == WINED3DPOOL_SCRATCH )
2492     {
2493         FIXME("(%p) Operation not supported for scratch textures\n",This);
2494         return WINED3DERR_INVALIDCALL;
2495     }
2496
2497     surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2498
2499     if (!(This->flags & SFLAG_DONOTFREE))
2500     {
2501         HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2502         This->resource.allocatedMemory = NULL;
2503         This->resource.heapMemory = NULL;
2504         surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2505     }
2506
2507     return WINED3D_OK;
2508 }
2509
2510 /* Context activation is done by the caller. */
2511 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2512 {
2513     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2514
2515     TRACE("iface %p, srgb %#x.\n", iface, srgb);
2516
2517     if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2518     {
2519         TRACE("Passing to container.\n");
2520         IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2521     }
2522     else
2523     {
2524         GLuint *name;
2525
2526         TRACE("(%p) : Binding surface\n", This);
2527
2528         name = srgb ? &This->texture_name_srgb : &This->texture_name;
2529
2530         ENTER_GL();
2531
2532         if (!This->texture_level)
2533         {
2534             if (!*name) {
2535                 glGenTextures(1, name);
2536                 checkGLcall("glGenTextures");
2537                 TRACE("Surface %p given name %d\n", This, *name);
2538
2539                 glBindTexture(This->texture_target, *name);
2540                 checkGLcall("glBindTexture");
2541                 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2542                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2543                 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2544                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2545                 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2546                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2547                 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2548                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2549                 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2550                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2551             }
2552             /* This is where we should be reducing the amount of GLMemoryUsed */
2553         } else if (*name) {
2554             /* Mipmap surfaces should have a base texture container */
2555             ERR("Mipmap surface has a glTexture bound to it!\n");
2556         }
2557
2558         glBindTexture(This->texture_target, *name);
2559         checkGLcall("glBindTexture");
2560
2561         LEAVE_GL();
2562     }
2563 }
2564
2565 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2566 {
2567     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2568     HRESULT hr;
2569
2570     TRACE("(%p) : Calling base function first\n", This);
2571     hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2572     if (SUCCEEDED(hr))
2573     {
2574         This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2575         TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2576                 This->resource.format->glInternal, This->resource.format->glType);
2577     }
2578     return hr;
2579 }
2580
2581 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2582     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2583
2584     TRACE("iface %p, mem %p.\n", iface, Mem);
2585
2586     if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2587     {
2588         WARN("Surface is locked or the HDC is in use\n");
2589         return WINED3DERR_INVALIDCALL;
2590     }
2591
2592     if(Mem && Mem != This->resource.allocatedMemory) {
2593         void *release = NULL;
2594
2595         /* Do I have to copy the old surface content? */
2596         if (This->flags & SFLAG_DIBSECTION)
2597         {
2598             SelectObject(This->hDC, This->dib.holdbitmap);
2599             DeleteDC(This->hDC);
2600             /* Release the DIB section */
2601             DeleteObject(This->dib.DIBsection);
2602             This->dib.bitmap_data = NULL;
2603             This->resource.allocatedMemory = NULL;
2604             This->hDC = NULL;
2605             This->flags &= ~SFLAG_DIBSECTION;
2606         }
2607         else if (!(This->flags & SFLAG_USERPTR))
2608         {
2609             release = This->resource.heapMemory;
2610             This->resource.heapMemory = NULL;
2611         }
2612         This->resource.allocatedMemory = Mem;
2613         This->flags |= SFLAG_USERPTR;
2614
2615         /* Now the surface memory is most up do date. Invalidate drawable and texture */
2616         surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2617
2618         /* For client textures opengl has to be notified */
2619         if (This->flags & SFLAG_CLIENT)
2620             surface_release_client_storage(This);
2621
2622         /* Now free the old memory if any */
2623         HeapFree(GetProcessHeap(), 0, release);
2624     }
2625     else if (This->flags & SFLAG_USERPTR)
2626     {
2627         /* Map and GetDC will re-create the dib section and allocated memory. */
2628         This->resource.allocatedMemory = NULL;
2629         /* HeapMemory should be NULL already */
2630         if (This->resource.heapMemory)
2631             ERR("User pointer surface has heap memory allocated.\n");
2632         This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2633
2634         if (This->flags & SFLAG_CLIENT)
2635             surface_release_client_storage(This);
2636
2637         surface_prepare_system_memory(This);
2638         surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2639     }
2640     return WINED3D_OK;
2641 }
2642
2643 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2644
2645     /* Flip the surface contents */
2646     /* Flip the DC */
2647     {
2648         HDC tmp;
2649         tmp = front->hDC;
2650         front->hDC = back->hDC;
2651         back->hDC = tmp;
2652     }
2653
2654     /* Flip the DIBsection */
2655     {
2656         HBITMAP tmp;
2657         BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2658         tmp = front->dib.DIBsection;
2659         front->dib.DIBsection = back->dib.DIBsection;
2660         back->dib.DIBsection = tmp;
2661
2662         if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2663         else front->flags &= ~SFLAG_DIBSECTION;
2664         if (hasDib) back->flags |= SFLAG_DIBSECTION;
2665         else back->flags &= ~SFLAG_DIBSECTION;
2666     }
2667
2668     /* Flip the surface data */
2669     {
2670         void* tmp;
2671
2672         tmp = front->dib.bitmap_data;
2673         front->dib.bitmap_data = back->dib.bitmap_data;
2674         back->dib.bitmap_data = tmp;
2675
2676         tmp = front->resource.allocatedMemory;
2677         front->resource.allocatedMemory = back->resource.allocatedMemory;
2678         back->resource.allocatedMemory = tmp;
2679
2680         tmp = front->resource.heapMemory;
2681         front->resource.heapMemory = back->resource.heapMemory;
2682         back->resource.heapMemory = tmp;
2683     }
2684
2685     /* Flip the PBO */
2686     {
2687         GLuint tmp_pbo = front->pbo;
2688         front->pbo = back->pbo;
2689         back->pbo = tmp_pbo;
2690     }
2691
2692     /* client_memory should not be different, but just in case */
2693     {
2694         BOOL tmp;
2695         tmp = front->dib.client_memory;
2696         front->dib.client_memory = back->dib.client_memory;
2697         back->dib.client_memory = tmp;
2698     }
2699
2700     /* Flip the opengl texture */
2701     {
2702         GLuint tmp;
2703
2704         tmp = back->texture_name;
2705         back->texture_name = front->texture_name;
2706         front->texture_name = tmp;
2707
2708         tmp = back->texture_name_srgb;
2709         back->texture_name_srgb = front->texture_name_srgb;
2710         front->texture_name_srgb = tmp;
2711
2712         resource_unload((IWineD3DResourceImpl *)back);
2713         resource_unload((IWineD3DResourceImpl *)front);
2714     }
2715
2716     {
2717         DWORD tmp_flags = back->flags;
2718         back->flags = front->flags;
2719         front->flags = tmp_flags;
2720     }
2721 }
2722
2723 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2724 {
2725     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2726     IWineD3DSwapChainImpl *swapchain = NULL;
2727
2728     TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2729
2730     /* Flipping is only supported on RenderTargets and overlays*/
2731     if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2732         WARN("Tried to flip a non-render target, non-overlay surface\n");
2733         return WINEDDERR_NOTFLIPPABLE;
2734     }
2735
2736     if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2737         flip_surface(This, (IWineD3DSurfaceImpl *) override);
2738
2739         /* Update the overlay if it is visible */
2740         if(This->overlay_dest) {
2741             return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2742         } else {
2743             return WINED3D_OK;
2744         }
2745     }
2746
2747     if(override) {
2748         /* DDraw sets this for the X11 surfaces, so don't confuse the user
2749          * FIXME("(%p) Target override is not supported by now\n", This);
2750          * Additionally, it isn't really possible to support triple-buffering
2751          * properly on opengl at all
2752          */
2753     }
2754
2755     if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2756     {
2757         ERR("Flipped surface is not on a swapchain\n");
2758         return WINEDDERR_NOTFLIPPABLE;
2759     }
2760     swapchain = This->container.u.swapchain;
2761
2762     /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2763      * and only d3d8 and d3d9 apps specify the presentation interval
2764      */
2765     if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2766         /* Most common case first to avoid wasting time on all the other cases */
2767         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2768     else if (flags & WINEDDFLIP_NOVSYNC)
2769         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2770     else if (flags & WINEDDFLIP_INTERVAL2)
2771         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2772     else if (flags & WINEDDFLIP_INTERVAL3)
2773         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2774     else
2775         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2776
2777     /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2778     return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2779             NULL, NULL, swapchain->win_handle, NULL, 0);
2780 }
2781
2782 /* Does a direct frame buffer -> texture copy. Stretching is done
2783  * with single pixel copy calls
2784  */
2785 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2786         const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2787 {
2788     IWineD3DDeviceImpl *device = dst_surface->resource.device;
2789     float xrel, yrel;
2790     UINT row;
2791     struct wined3d_context *context;
2792     BOOL upsidedown = FALSE;
2793     RECT dst_rect = *dst_rect_in;
2794
2795     /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2796      * glCopyTexSubImage is a bit picky about the parameters we pass to it
2797      */
2798     if(dst_rect.top > dst_rect.bottom) {
2799         UINT tmp = dst_rect.bottom;
2800         dst_rect.bottom = dst_rect.top;
2801         dst_rect.top = tmp;
2802         upsidedown = TRUE;
2803     }
2804
2805     context = context_acquire(device, src_surface);
2806     context_apply_blit_state(context, device);
2807     surface_internal_preload(dst_surface, SRGB_RGB);
2808     ENTER_GL();
2809
2810     /* Bind the target texture */
2811     glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2812     checkGLcall("glBindTexture");
2813     if (surface_is_offscreen(src_surface))
2814     {
2815         TRACE("Reading from an offscreen target\n");
2816         upsidedown = !upsidedown;
2817         glReadBuffer(device->offscreenBuffer);
2818     }
2819     else
2820     {
2821         glReadBuffer(surface_get_gl_buffer(src_surface));
2822     }
2823     checkGLcall("glReadBuffer");
2824
2825     xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2826     yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2827
2828     if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2829     {
2830         FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2831
2832         if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2833             ERR("Texture filtering not supported in direct blit\n");
2834         }
2835     }
2836     else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2837             && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2838     {
2839         ERR("Texture filtering not supported in direct blit\n");
2840     }
2841
2842     if (upsidedown
2843             && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2844             && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2845     {
2846         /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2847
2848         glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2849                 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2850                 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2851                 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2852     } else {
2853         UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2854         /* I have to process this row by row to swap the image,
2855          * otherwise it would be upside down, so stretching in y direction
2856          * doesn't cost extra time
2857          *
2858          * However, stretching in x direction can be avoided if not necessary
2859          */
2860         for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2861             if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2862             {
2863                 /* Well, that stuff works, but it's very slow.
2864                  * find a better way instead
2865                  */
2866                 UINT col;
2867
2868                 for (col = dst_rect.left; col < dst_rect.right; ++col)
2869                 {
2870                     glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2871                             dst_rect.left + col /* x offset */, row /* y offset */,
2872                             src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2873                 }
2874             }
2875             else
2876             {
2877                 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2878                         dst_rect.left /* x offset */, row /* y offset */,
2879                         src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2880             }
2881         }
2882     }
2883     checkGLcall("glCopyTexSubImage2D");
2884
2885     LEAVE_GL();
2886     context_release(context);
2887
2888     /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2889      * path is never entered
2890      */
2891     surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2892 }
2893
2894 /* Uses the hardware to stretch and flip the image */
2895 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2896         const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2897 {
2898     IWineD3DDeviceImpl *device = dst_surface->resource.device;
2899     GLuint src, backup = 0;
2900     IWineD3DSwapChainImpl *src_swapchain = NULL;
2901     float left, right, top, bottom; /* Texture coordinates */
2902     UINT fbwidth = src_surface->currentDesc.Width;
2903     UINT fbheight = src_surface->currentDesc.Height;
2904     struct wined3d_context *context;
2905     GLenum drawBuffer = GL_BACK;
2906     GLenum texture_target;
2907     BOOL noBackBufferBackup;
2908     BOOL src_offscreen;
2909     BOOL upsidedown = FALSE;
2910     RECT dst_rect = *dst_rect_in;
2911
2912     TRACE("Using hwstretch blit\n");
2913     /* Activate the Proper context for reading from the source surface, set it up for blitting */
2914     context = context_acquire(device, src_surface);
2915     context_apply_blit_state(context, device);
2916     surface_internal_preload(dst_surface, SRGB_RGB);
2917
2918     src_offscreen = surface_is_offscreen(src_surface);
2919     noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2920     if (!noBackBufferBackup && !src_surface->texture_name)
2921     {
2922         /* Get it a description */
2923         surface_internal_preload(src_surface, SRGB_RGB);
2924     }
2925     ENTER_GL();
2926
2927     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2928      * This way we don't have to wait for the 2nd readback to finish to leave this function.
2929      */
2930     if (context->aux_buffers >= 2)
2931     {
2932         /* Got more than one aux buffer? Use the 2nd aux buffer */
2933         drawBuffer = GL_AUX1;
2934     }
2935     else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2936     {
2937         /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2938         drawBuffer = GL_AUX0;
2939     }
2940
2941     if(noBackBufferBackup) {
2942         glGenTextures(1, &backup);
2943         checkGLcall("glGenTextures");
2944         glBindTexture(GL_TEXTURE_2D, backup);
2945         checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2946         texture_target = GL_TEXTURE_2D;
2947     } else {
2948         /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2949          * we are reading from the back buffer, the backup can be used as source texture
2950          */
2951         texture_target = src_surface->texture_target;
2952         glBindTexture(texture_target, src_surface->texture_name);
2953         checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2954         glEnable(texture_target);
2955         checkGLcall("glEnable(texture_target)");
2956
2957         /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2958         src_surface->flags &= ~SFLAG_INTEXTURE;
2959     }
2960
2961     /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2962      * glCopyTexSubImage is a bit picky about the parameters we pass to it
2963      */
2964     if(dst_rect.top > dst_rect.bottom) {
2965         UINT tmp = dst_rect.bottom;
2966         dst_rect.bottom = dst_rect.top;
2967         dst_rect.top = tmp;
2968         upsidedown = TRUE;
2969     }
2970
2971     if (src_offscreen)
2972     {
2973         TRACE("Reading from an offscreen target\n");
2974         upsidedown = !upsidedown;
2975         glReadBuffer(device->offscreenBuffer);
2976     }
2977     else
2978     {
2979         glReadBuffer(surface_get_gl_buffer(src_surface));
2980     }
2981
2982     /* TODO: Only back up the part that will be overwritten */
2983     glCopyTexSubImage2D(texture_target, 0,
2984                         0, 0 /* read offsets */,
2985                         0, 0,
2986                         fbwidth,
2987                         fbheight);
2988
2989     checkGLcall("glCopyTexSubImage2D");
2990
2991     /* No issue with overriding these - the sampler is dirty due to blit usage */
2992     glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2993             wined3d_gl_mag_filter(magLookup, Filter));
2994     checkGLcall("glTexParameteri");
2995     glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2996             wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
2997     checkGLcall("glTexParameteri");
2998
2999     if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3000         src_swapchain = src_surface->container.u.swapchain;
3001     if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3002     {
3003         src = backup ? backup : src_surface->texture_name;
3004     }
3005     else
3006     {
3007         glReadBuffer(GL_FRONT);
3008         checkGLcall("glReadBuffer(GL_FRONT)");
3009
3010         glGenTextures(1, &src);
3011         checkGLcall("glGenTextures(1, &src)");
3012         glBindTexture(GL_TEXTURE_2D, src);
3013         checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3014
3015         /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3016          * out for power of 2 sizes
3017          */
3018         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3019                 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3020         checkGLcall("glTexImage2D");
3021         glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3022                             0, 0 /* read offsets */,
3023                             0, 0,
3024                             fbwidth,
3025                             fbheight);
3026
3027         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3028         checkGLcall("glTexParameteri");
3029         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3030         checkGLcall("glTexParameteri");
3031
3032         glReadBuffer(GL_BACK);
3033         checkGLcall("glReadBuffer(GL_BACK)");
3034
3035         if(texture_target != GL_TEXTURE_2D) {
3036             glDisable(texture_target);
3037             glEnable(GL_TEXTURE_2D);
3038             texture_target = GL_TEXTURE_2D;
3039         }
3040     }
3041     checkGLcall("glEnd and previous");
3042
3043     left = src_rect->left;
3044     right = src_rect->right;
3045
3046     if (!upsidedown)
3047     {
3048         top = src_surface->currentDesc.Height - src_rect->top;
3049         bottom = src_surface->currentDesc.Height - src_rect->bottom;
3050     }
3051     else
3052     {
3053         top = src_surface->currentDesc.Height - src_rect->bottom;
3054         bottom = src_surface->currentDesc.Height - src_rect->top;
3055     }
3056
3057     if (src_surface->flags & SFLAG_NORMCOORD)
3058     {
3059         left /= src_surface->pow2Width;
3060         right /= src_surface->pow2Width;
3061         top /= src_surface->pow2Height;
3062         bottom /= src_surface->pow2Height;
3063     }
3064
3065     /* draw the source texture stretched and upside down. The correct surface is bound already */
3066     glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3067     glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3068
3069     context_set_draw_buffer(context, drawBuffer);
3070     glReadBuffer(drawBuffer);
3071
3072     glBegin(GL_QUADS);
3073         /* bottom left */
3074         glTexCoord2f(left, bottom);
3075         glVertex2i(0, 0);
3076
3077         /* top left */
3078         glTexCoord2f(left, top);
3079         glVertex2i(0, dst_rect.bottom - dst_rect.top);
3080
3081         /* top right */
3082         glTexCoord2f(right, top);
3083         glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3084
3085         /* bottom right */
3086         glTexCoord2f(right, bottom);
3087         glVertex2i(dst_rect.right - dst_rect.left, 0);
3088     glEnd();
3089     checkGLcall("glEnd and previous");
3090
3091     if (texture_target != dst_surface->texture_target)
3092     {
3093         glDisable(texture_target);
3094         glEnable(dst_surface->texture_target);
3095         texture_target = dst_surface->texture_target;
3096     }
3097
3098     /* Now read the stretched and upside down image into the destination texture */
3099     glBindTexture(texture_target, dst_surface->texture_name);
3100     checkGLcall("glBindTexture");
3101     glCopyTexSubImage2D(texture_target,
3102                         0,
3103                         dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3104                         0, 0, /* We blitted the image to the origin */
3105                         dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3106     checkGLcall("glCopyTexSubImage2D");
3107
3108     if(drawBuffer == GL_BACK) {
3109         /* Write the back buffer backup back */
3110         if(backup) {
3111             if(texture_target != GL_TEXTURE_2D) {
3112                 glDisable(texture_target);
3113                 glEnable(GL_TEXTURE_2D);
3114                 texture_target = GL_TEXTURE_2D;
3115             }
3116             glBindTexture(GL_TEXTURE_2D, backup);
3117             checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3118         }
3119         else
3120         {
3121             if (texture_target != src_surface->texture_target)
3122             {
3123                 glDisable(texture_target);
3124                 glEnable(src_surface->texture_target);
3125                 texture_target = src_surface->texture_target;
3126             }
3127             glBindTexture(src_surface->texture_target, src_surface->texture_name);
3128             checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3129         }
3130
3131         glBegin(GL_QUADS);
3132             /* top left */
3133             glTexCoord2f(0.0f, 0.0f);
3134             glVertex2i(0, fbheight);
3135
3136             /* bottom left */
3137             glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3138             glVertex2i(0, 0);
3139
3140             /* bottom right */
3141             glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3142                     (float)fbheight / (float)src_surface->pow2Height);
3143             glVertex2i(fbwidth, 0);
3144
3145             /* top right */
3146             glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3147             glVertex2i(fbwidth, fbheight);
3148         glEnd();
3149     }
3150     glDisable(texture_target);
3151     checkGLcall("glDisable(texture_target)");
3152
3153     /* Cleanup */
3154     if (src != src_surface->texture_name && src != backup)
3155     {
3156         glDeleteTextures(1, &src);
3157         checkGLcall("glDeleteTextures(1, &src)");
3158     }
3159     if(backup) {
3160         glDeleteTextures(1, &backup);
3161         checkGLcall("glDeleteTextures(1, &backup)");
3162     }
3163
3164     LEAVE_GL();
3165
3166     if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3167
3168     context_release(context);
3169
3170     /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3171      * path is never entered
3172      */
3173     surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3174 }
3175
3176 /* Until the blit_shader is ready, define some prototypes here. */
3177 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3178         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3179         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3180
3181 /* Front buffer coordinates are always full screen coordinates, but our GL
3182  * drawable is limited to the window's client area. The sysmem and texture
3183  * copies do have the full screen size. Note that GL has a bottom-left
3184  * origin, while D3D has a top-left origin. */
3185 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3186 {
3187     UINT drawable_height;
3188
3189     if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3190             && surface == surface->container.u.swapchain->front_buffer)
3191     {
3192         POINT offset = {0, 0};
3193         RECT windowsize;
3194
3195         ScreenToClient(window, &offset);
3196         OffsetRect(rect, offset.x, offset.y);
3197
3198         GetClientRect(window, &windowsize);
3199         drawable_height = windowsize.bottom - windowsize.top;
3200     }
3201     else
3202     {
3203         drawable_height = surface->currentDesc.Height;
3204     }
3205
3206     rect->top = drawable_height - rect->top;
3207     rect->bottom = drawable_height - rect->bottom;
3208 }
3209
3210 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3211 {
3212     if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3213         return FALSE;
3214     if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3215         return FALSE;
3216     return TRUE;
3217 }
3218
3219 /* blit between surface locations. onscreen on different swapchains is not supported.
3220  * depth / stencil is not supported. */
3221 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3222         IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3223         IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3224 {
3225     const struct wined3d_gl_info *gl_info;
3226     struct wined3d_context *context;
3227     RECT src_rect, dst_rect;
3228     GLenum gl_filter;
3229
3230     TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3231     TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3232             src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3233     TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3234             dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3235
3236     src_rect = *src_rect_in;
3237     dst_rect = *dst_rect_in;
3238
3239     switch (filter)
3240     {
3241         case WINED3DTEXF_LINEAR:
3242             gl_filter = GL_LINEAR;
3243             break;
3244
3245         default:
3246             FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3247         case WINED3DTEXF_NONE:
3248         case WINED3DTEXF_POINT:
3249             gl_filter = GL_NEAREST;
3250             break;
3251     }
3252
3253     if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3254         src_location = SFLAG_INTEXTURE;
3255     if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3256         dst_location = SFLAG_INTEXTURE;
3257
3258     /* Make sure the locations are up-to-date. Loading the destination
3259      * surface isn't required if the entire surface is overwritten. (And is
3260      * in fact harmful if we're being called by surface_load_location() with
3261      * the purpose of loading the destination surface.) */
3262     surface_load_location(src_surface, src_location, NULL);
3263     if (!surface_is_full_rect(dst_surface, &dst_rect))
3264         surface_load_location(dst_surface, dst_location, NULL);
3265
3266     if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3267     else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3268     else context = context_acquire(device, NULL);
3269
3270     if (!context->valid)
3271     {
3272         context_release(context);
3273         WARN("Invalid context, skipping blit.\n");
3274         return;
3275     }
3276
3277     gl_info = context->gl_info;
3278
3279     if (src_location == SFLAG_INDRAWABLE)
3280     {
3281         GLenum buffer = surface_get_gl_buffer(src_surface);
3282
3283         TRACE("Source surface %p is onscreen.\n", src_surface);
3284
3285         surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3286
3287         ENTER_GL();
3288         context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3289         glReadBuffer(buffer);
3290         checkGLcall("glReadBuffer()");
3291     }
3292     else
3293     {
3294         TRACE("Source surface %p is offscreen.\n", src_surface);
3295         ENTER_GL();
3296         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3297         glReadBuffer(GL_COLOR_ATTACHMENT0);
3298         checkGLcall("glReadBuffer()");
3299     }
3300     LEAVE_GL();
3301
3302     if (dst_location == SFLAG_INDRAWABLE)
3303     {
3304         GLenum buffer = surface_get_gl_buffer(dst_surface);
3305
3306         TRACE("Destination surface %p is onscreen.\n", dst_surface);
3307
3308         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3309
3310         ENTER_GL();
3311         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3312         context_set_draw_buffer(context, buffer);
3313     }
3314     else
3315     {
3316         TRACE("Destination surface %p is offscreen.\n", dst_surface);
3317
3318         ENTER_GL();
3319         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3320         context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3321     }
3322
3323     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3324     IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3325     IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3326     IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3327     IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3328
3329     glDisable(GL_SCISSOR_TEST);
3330     IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3331
3332     gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3333             dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3334     checkGLcall("glBlitFramebuffer()");
3335
3336     LEAVE_GL();
3337
3338     if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3339
3340     context_release(context);
3341 }
3342
3343 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3344         WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3345         IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3346         IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3347 {
3348     IWineD3DSwapChainImpl *swapchain = NULL;
3349     struct wined3d_context *context;
3350     RECT src_rect, dst_rect;
3351
3352     src_rect = *src_rect_in;
3353     dst_rect = *dst_rect_in;
3354
3355     if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3356         swapchain = dst_surface->container.u.swapchain;
3357
3358     /* Make sure the surface is up-to-date. This should probably use
3359      * surface_load_location() and worry about the destination surface too,
3360      * unless we're overwriting it completely. */
3361     surface_internal_preload(src_surface, SRGB_RGB);
3362
3363     /* Activate the destination context, set it up for blitting */
3364     context = context_acquire(device, dst_surface);
3365     context_apply_blit_state(context, device);
3366
3367     if (!surface_is_offscreen(dst_surface))
3368         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3369
3370     device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3371
3372     ENTER_GL();
3373
3374     if (color_key)
3375     {
3376         glEnable(GL_ALPHA_TEST);
3377         checkGLcall("glEnable(GL_ALPHA_TEST)");
3378
3379         /* When the primary render target uses P8, the alpha component
3380          * contains the palette index. Which means that the colorkey is one of
3381          * the palette entries. In other cases pixels that should be masked
3382          * away have alpha set to 0. */
3383         if (primary_render_target_is_p8(device))
3384             glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3385         else
3386             glAlphaFunc(GL_NOTEQUAL, 0.0f);
3387         checkGLcall("glAlphaFunc");
3388     }
3389     else
3390     {
3391         glDisable(GL_ALPHA_TEST);
3392         checkGLcall("glDisable(GL_ALPHA_TEST)");
3393     }
3394
3395     draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3396
3397     if (color_key)
3398     {
3399         glDisable(GL_ALPHA_TEST);
3400         checkGLcall("glDisable(GL_ALPHA_TEST)");
3401     }
3402
3403     LEAVE_GL();
3404
3405     /* Leave the opengl state valid for blitting */
3406     device->blitter->unset_shader((IWineD3DDevice *)device);
3407
3408     if (wined3d_settings.strict_draw_ordering || (swapchain
3409             && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3410         wglFlush(); /* Flush to ensure ordering across contexts. */
3411
3412     context_release(context);
3413 }
3414
3415 /* Do not call while under the GL lock. */
3416 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3417 {
3418     IWineD3DDeviceImpl *device = s->resource.device;
3419     const struct blit_shader *blitter;
3420
3421     blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3422             NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3423     if (!blitter)
3424     {
3425         FIXME("No blitter is capable of performing the requested color fill operation.\n");
3426         return WINED3DERR_INVALIDCALL;
3427     }
3428
3429     return blitter->color_fill(device, s, rect, color);
3430 }
3431
3432 /* Not called from the VTable */
3433 /* Do not call while under the GL lock. */
3434 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3435         IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3436         WINED3DTEXTUREFILTERTYPE Filter)
3437 {
3438     IWineD3DDeviceImpl *device = dst_surface->resource.device;
3439     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3440     IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3441     RECT dst_rect, src_rect;
3442
3443     TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3444             dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3445             flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3446
3447     /* Get the swapchain. One of the surfaces has to be a primary surface */
3448     if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3449     {
3450         WARN("Destination is in sysmem, rejecting gl blt\n");
3451         return WINED3DERR_INVALIDCALL;
3452     }
3453
3454     if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3455         dstSwapchain = dst_surface->container.u.swapchain;
3456
3457     if (src_surface)
3458     {
3459         if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3460         {
3461             WARN("Src is in sysmem, rejecting gl blt\n");
3462             return WINED3DERR_INVALIDCALL;
3463         }
3464
3465         if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3466             srcSwapchain = src_surface->container.u.swapchain;
3467     }
3468
3469     /* Early sort out of cases where no render target is used */
3470     if (!dstSwapchain && !srcSwapchain
3471             && src_surface != device->render_targets[0]
3472             && dst_surface != device->render_targets[0])
3473     {
3474         TRACE("No surface is render target, not using hardware blit.\n");
3475         return WINED3DERR_INVALIDCALL;
3476     }
3477
3478     /* No destination color keying supported */
3479     if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3480     {
3481         /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3482         TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3483         return WINED3DERR_INVALIDCALL;
3484     }
3485
3486     surface_get_rect(dst_surface, DestRect, &dst_rect);
3487     if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3488
3489     /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3490     if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3491             && dst_surface == dstSwapchain->front_buffer
3492             && src_surface == dstSwapchain->back_buffers[0])
3493     {
3494         /* Half-Life does a Blt from the back buffer to the front buffer,
3495          * Full surface size, no flags... Use present instead
3496          *
3497          * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3498          */
3499
3500         /* Check rects - IWineD3DDevice_Present doesn't handle them */
3501         while(1)
3502         {
3503             TRACE("Looking if a Present can be done...\n");
3504             /* Source Rectangle must be full surface */
3505             if (src_rect.left || src_rect.top
3506                     || src_rect.right != src_surface->currentDesc.Width
3507                     || src_rect.bottom != src_surface->currentDesc.Height)
3508             {
3509                 TRACE("No, Source rectangle doesn't match\n");
3510                 break;
3511             }
3512
3513             /* No stretching may occur */
3514             if(src_rect.right != dst_rect.right - dst_rect.left ||
3515                src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3516                 TRACE("No, stretching is done\n");
3517                 break;
3518             }
3519
3520             /* Destination must be full surface or match the clipping rectangle */
3521             if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3522             {
3523                 RECT cliprect;
3524                 POINT pos[2];
3525                 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3526                 pos[0].x = dst_rect.left;
3527                 pos[0].y = dst_rect.top;
3528                 pos[1].x = dst_rect.right;
3529                 pos[1].y = dst_rect.bottom;
3530                 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3531
3532                 if(pos[0].x != cliprect.left  || pos[0].y != cliprect.top   ||
3533                    pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3534                 {
3535                     TRACE("No, dest rectangle doesn't match(clipper)\n");
3536                     TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3537                     TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3538                     break;
3539                 }
3540             }
3541             else if (dst_rect.left || dst_rect.top
3542                     || dst_rect.right != dst_surface->currentDesc.Width
3543                     || dst_rect.bottom != dst_surface->currentDesc.Height)
3544             {
3545                 TRACE("No, dest rectangle doesn't match(surface size)\n");
3546                 break;
3547             }
3548
3549             TRACE("Yes\n");
3550
3551             /* These flags are unimportant for the flag check, remove them */
3552             if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3553             {
3554                 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3555
3556                 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3557                     * take very long, while a flip is fast.
3558                     * This applies to Half-Life, which does such Blts every time it finished
3559                     * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3560                     * menu. This is also used by all apps when they do windowed rendering
3561                     *
3562                     * The problem is that flipping is not really the same as copying. After a
3563                     * Blt the front buffer is a copy of the back buffer, and the back buffer is
3564                     * untouched. Therefore it's necessary to override the swap effect
3565                     * and to set it back after the flip.
3566                     *
3567                     * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3568                     * testcases.
3569                     */
3570
3571                 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3572                 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3573
3574                 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3575                 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3576                         NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3577
3578                 dstSwapchain->presentParms.SwapEffect = orig_swap;
3579
3580                 return WINED3D_OK;
3581             }
3582             break;
3583         }
3584
3585         TRACE("Unsupported blit between buffers on the same swapchain\n");
3586         return WINED3DERR_INVALIDCALL;
3587     } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3588         FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3589         return WINED3DERR_INVALIDCALL;
3590     } else if(dstSwapchain && srcSwapchain) {
3591         FIXME("Implement hardware blit between two different swapchains\n");
3592         return WINED3DERR_INVALIDCALL;
3593     }
3594     else if (dstSwapchain)
3595     {
3596         /* Handled with regular texture -> swapchain blit */
3597         if (src_surface == device->render_targets[0])
3598             TRACE("Blit from active render target to a swapchain\n");
3599     }
3600     else if (srcSwapchain && dst_surface == device->render_targets[0])
3601     {
3602         FIXME("Implement blit from a swapchain to the active render target\n");
3603         return WINED3DERR_INVALIDCALL;
3604     }
3605
3606     if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3607     {
3608         /* Blit from render target to texture */
3609         BOOL stretchx;
3610
3611         /* P8 read back is not implemented */
3612         if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3613                 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3614         {
3615             TRACE("P8 read back not supported by frame buffer to texture blit\n");
3616             return WINED3DERR_INVALIDCALL;
3617         }
3618
3619         if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3620         {
3621             TRACE("Color keying not supported by frame buffer to texture blit\n");
3622             return WINED3DERR_INVALIDCALL;
3623             /* Destination color key is checked above */
3624         }
3625
3626         if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3627             stretchx = TRUE;
3628         } else {
3629             stretchx = FALSE;
3630         }
3631
3632         /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3633          * flip the image nor scale it.
3634          *
3635          * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3636          * -> If the app wants a image width an unscaled width, copy it line per line
3637          * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3638          *    than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3639          *    back buffer. This is slower than reading line per line, thus not used for flipping
3640          * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3641          *    pixel by pixel
3642          *
3643          * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3644          * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3645          * backends.
3646          */
3647         if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3648                 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3649                 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3650         {
3651             surface_blt_fbo(device, Filter,
3652                     src_surface, SFLAG_INDRAWABLE, &src_rect,
3653                     dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3654             surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3655         }
3656         else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3657                 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3658         {
3659             TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3660             fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3661         } else {
3662             TRACE("Using hardware stretching to flip / stretch the texture\n");
3663             fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3664         }
3665
3666         if (!(dst_surface->flags & SFLAG_DONOTFREE))
3667         {
3668             HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3669             dst_surface->resource.allocatedMemory = NULL;
3670             dst_surface->resource.heapMemory = NULL;
3671         }
3672         else
3673         {
3674             dst_surface->flags &= ~SFLAG_INSYSMEM;
3675         }
3676
3677         return WINED3D_OK;
3678     }
3679     else if (src_surface)
3680     {
3681         /* Blit from offscreen surface to render target */
3682         DWORD oldCKeyFlags = src_surface->CKeyFlags;
3683         WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3684
3685         TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3686
3687         if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3688                 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3689                         &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3690                         src_surface->resource.format,
3691                         &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3692                         dst_surface->resource.format))
3693         {
3694             TRACE("Using surface_blt_fbo.\n");
3695             /* The source is always a texture, but never the currently active render target, and the texture
3696              * contents are never upside down. */
3697             surface_blt_fbo(device, Filter,
3698                     src_surface, SFLAG_INDRAWABLE, &src_rect,
3699                     dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3700             surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3701             return WINED3D_OK;
3702         }
3703
3704         if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3705                 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3706                         &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3707                         src_surface->resource.format,
3708                         &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3709                         dst_surface->resource.format))
3710         {
3711             return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3712         }
3713
3714         if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3715                 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3716                 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3717         {
3718             FIXME("Unsupported blit operation falling back to software\n");
3719             return WINED3DERR_INVALIDCALL;
3720         }
3721
3722         /* Color keying: Check if we have to do a color keyed blt,
3723          * and if not check if a color key is activated.
3724          *
3725          * Just modify the color keying parameters in the surface and restore them afterwards
3726          * The surface keeps track of the color key last used to load the opengl surface.
3727          * PreLoad will catch the change to the flags and color key and reload if necessary.
3728          */
3729         if (flags & WINEDDBLT_KEYSRC)
3730         {
3731             /* Use color key from surface */
3732         }
3733         else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3734         {
3735             /* Use color key from DDBltFx */
3736             src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3737             src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3738         }
3739         else
3740         {
3741             /* Do not use color key */
3742             src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3743         }
3744
3745         surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3746                 src_surface, &src_rect, dst_surface, &dst_rect);
3747
3748         /* Restore the color key parameters */
3749         src_surface->CKeyFlags = oldCKeyFlags;
3750         src_surface->SrcBltCKey = oldBltCKey;
3751
3752         surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3753
3754         return WINED3D_OK;
3755     }
3756     else
3757     {
3758         /* Source-Less Blit to render target */
3759         if (flags & WINEDDBLT_COLORFILL)
3760         {
3761             WINED3DCOLORVALUE color;
3762
3763             TRACE("Colorfill\n");
3764
3765             /* The color as given in the Blt function is in the surface format. */
3766             if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3767                 return WINED3DERR_INVALIDCALL;
3768
3769             return surface_color_fill(dst_surface, &dst_rect, &color);
3770         }
3771     }
3772
3773     /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3774     TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3775     return WINED3DERR_INVALIDCALL;
3776 }
3777
3778 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3779         IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
3780 {
3781     IWineD3DDeviceImpl *device = This->resource.device;
3782     float depth;
3783
3784     if (flags & WINEDDBLT_DEPTHFILL)
3785     {
3786         switch (This->resource.format->id)
3787         {
3788             case WINED3DFMT_D16_UNORM:
3789                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3790                 break;
3791             case WINED3DFMT_S1_UINT_D15_UNORM:
3792                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3793                 break;
3794             case WINED3DFMT_D24_UNORM_S8_UINT:
3795             case WINED3DFMT_X8D24_UNORM:
3796                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3797                 break;
3798             case WINED3DFMT_D32_UNORM:
3799                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3800                 break;
3801             default:
3802                 depth = 0.0f;
3803                 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3804         }
3805
3806         return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3807                 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3808     }
3809
3810     FIXME("(%p): Unsupp depthstencil blit\n", This);
3811     return WINED3DERR_INVALIDCALL;
3812 }
3813
3814 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3815         IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
3816         const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3817 {
3818     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3819     IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3820     IWineD3DDeviceImpl *device = This->resource.device;
3821
3822     TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3823             iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3824             flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3825     TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3826
3827     if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3828     {
3829         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3830         return WINEDDERR_SURFACEBUSY;
3831     }
3832
3833     /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3834      * except depth blits, which seem to work
3835      */
3836     if (This == device->depth_stencil || (src && src == device->depth_stencil))
3837     {
3838         if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
3839         {
3840             TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3841             return WINED3DERR_INVALIDCALL;
3842         }
3843         else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
3844         {
3845             TRACE("Z Blit override handled the blit\n");
3846             return WINED3D_OK;
3847         }
3848     }
3849
3850     /* Special cases for RenderTargets */
3851     if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3852             || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3853     {
3854         if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
3855             return WINED3D_OK;
3856     }
3857
3858     /* For the rest call the X11 surface implementation.
3859      * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3860      * other Blts are rather rare. */
3861     return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
3862 }
3863
3864 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3865         IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3866 {
3867     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3868     IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3869     IWineD3DDeviceImpl *device = This->resource.device;
3870
3871     TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3872             iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3873
3874     if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3875     {
3876         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3877         return WINEDDERR_SURFACEBUSY;
3878     }
3879
3880     if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3881     {
3882         TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3883         return WINED3DERR_INVALIDCALL;
3884     }
3885
3886     /* Special cases for RenderTargets */
3887     if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3888             || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3889     {
3890
3891         RECT SrcRect, DstRect;
3892         DWORD flags = 0;
3893
3894         surface_get_rect(src, rsrc, &SrcRect);
3895
3896         DstRect.left = dstx;
3897         DstRect.top=dsty;
3898         DstRect.right = dstx + SrcRect.right - SrcRect.left;
3899         DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3900
3901         /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3902         if (trans & WINEDDBLTFAST_SRCCOLORKEY)
3903             flags |= WINEDDBLT_KEYSRC;
3904         if (trans & WINEDDBLTFAST_DESTCOLORKEY)
3905             flags |= WINEDDBLT_KEYDEST;
3906         if (trans & WINEDDBLTFAST_WAIT)
3907             flags |= WINEDDBLT_WAIT;
3908         if (trans & WINEDDBLTFAST_DONOTWAIT)
3909             flags |= WINEDDBLT_DONOTWAIT;
3910
3911         if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3912                 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
3913             return WINED3D_OK;
3914     }
3915
3916     return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3917 }
3918
3919 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3920 {
3921     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3922     RGBQUAD col[256];
3923     IWineD3DPaletteImpl *pal = This->palette;
3924     unsigned int n;
3925     TRACE("(%p)\n", This);
3926
3927     if (!pal) return WINED3D_OK;
3928
3929     if (This->resource.format->id == WINED3DFMT_P8_UINT
3930             || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3931     {
3932         if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3933         {
3934             /* Make sure the texture is up to date. This call doesn't do
3935              * anything if the texture is already up to date. */
3936             surface_load_location(This, SFLAG_INTEXTURE, NULL);
3937
3938             /* We want to force a palette refresh, so mark the drawable as not being up to date */
3939             surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3940         }
3941         else
3942         {
3943             if (!(This->flags & SFLAG_INSYSMEM))
3944             {
3945                 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3946                 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3947             }
3948             TRACE("Dirtifying surface\n");
3949             surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3950         }
3951     }
3952
3953     if (This->flags & SFLAG_DIBSECTION)
3954     {
3955         TRACE("(%p): Updating the hdc's palette\n", This);
3956         for (n=0; n<256; n++) {
3957             col[n].rgbRed   = pal->palents[n].peRed;
3958             col[n].rgbGreen = pal->palents[n].peGreen;
3959             col[n].rgbBlue  = pal->palents[n].peBlue;
3960             col[n].rgbReserved = 0;
3961         }
3962         SetDIBColorTable(This->hDC, 0, 256, col);
3963     }
3964
3965     /* Propagate the changes to the drawable when we have a palette. */
3966     if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3967         surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3968
3969     return WINED3D_OK;
3970 }
3971
3972 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3973     /** Check against the maximum texture sizes supported by the video card **/
3974     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3975     const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3976     unsigned int pow2Width, pow2Height;
3977
3978     This->texture_name = 0;
3979     This->texture_target = GL_TEXTURE_2D;
3980
3981     /* Non-power2 support */
3982     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3983     {
3984         pow2Width = This->currentDesc.Width;
3985         pow2Height = This->currentDesc.Height;
3986     }
3987     else
3988     {
3989         /* Find the nearest pow2 match */
3990         pow2Width = pow2Height = 1;
3991         while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3992         while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3993     }
3994     This->pow2Width  = pow2Width;
3995     This->pow2Height = pow2Height;
3996
3997     if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3998     {
3999         /* TODO: Add support for non power two compressed textures. */
4000         if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
4001         {
4002             FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4003                   This, This->currentDesc.Width, This->currentDesc.Height);
4004             return WINED3DERR_NOTAVAILABLE;
4005         }
4006     }
4007
4008     if (pow2Width != This->currentDesc.Width
4009             || pow2Height != This->currentDesc.Height)
4010     {
4011         This->flags |= SFLAG_NONPOW2;
4012     }
4013
4014     TRACE("%p\n", This);
4015     if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4016             && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4017     {
4018         /* one of three options
4019         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)
4020         2: Set the texture to the maximum size (bad idea)
4021         3:    WARN and return WINED3DERR_NOTAVAILABLE;
4022         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.
4023         */
4024         if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4025         {
4026             WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4027             return WINED3DERR_NOTAVAILABLE;
4028         }
4029
4030         /* We should never use this surface in combination with OpenGL! */
4031         TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4032     }
4033     else
4034     {
4035         /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4036            is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4037            doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4038         */
4039         if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4040                 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4041                 && gl_info->supported[EXT_PALETTED_TEXTURE]
4042                 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4043         {
4044             This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4045             This->pow2Width  = This->currentDesc.Width;
4046             This->pow2Height = This->currentDesc.Height;
4047             This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4048         }
4049     }
4050
4051     switch (wined3d_settings.offscreen_rendering_mode)
4052     {
4053         case ORM_FBO:
4054             This->get_drawable_size = get_drawable_size_fbo;
4055             break;
4056
4057         case ORM_BACKBUFFER:
4058             This->get_drawable_size = get_drawable_size_backbuffer;
4059             break;
4060
4061         default:
4062             ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4063             return WINED3DERR_INVALIDCALL;
4064     }
4065
4066     This->flags |= SFLAG_INSYSMEM;
4067
4068     return WINED3D_OK;
4069 }
4070
4071 /* GL locking is done by the caller */
4072 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4073         GLuint texture, GLsizei w, GLsizei h, GLenum target)
4074 {
4075     IWineD3DDeviceImpl *device = This->resource.device;
4076     GLint compare_mode = GL_NONE;
4077     struct blt_info info;
4078     GLint old_binding = 0;
4079     RECT rect;
4080
4081     glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4082
4083     glDisable(GL_CULL_FACE);
4084     glDisable(GL_BLEND);
4085     glDisable(GL_ALPHA_TEST);
4086     glDisable(GL_SCISSOR_TEST);
4087     glDisable(GL_STENCIL_TEST);
4088     glEnable(GL_DEPTH_TEST);
4089     glDepthFunc(GL_ALWAYS);
4090     glDepthMask(GL_TRUE);
4091     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4092     glViewport(0, 0, w, h);
4093
4094     SetRect(&rect, 0, h, w, 0);
4095     surface_get_blt_info(target, &rect, w, h, &info);
4096     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4097     glGetIntegerv(info.binding, &old_binding);
4098     glBindTexture(info.bind_target, texture);
4099     if (gl_info->supported[ARB_SHADOW])
4100     {
4101         glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4102         if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4103     }
4104
4105     device->shader_backend->shader_select_depth_blt(device->shader_priv,
4106             gl_info, info.tex_type, &This->ds_current_size);
4107
4108     glBegin(GL_TRIANGLE_STRIP);
4109     glTexCoord3fv(info.coords[0]);
4110     glVertex2f(-1.0f, -1.0f);
4111     glTexCoord3fv(info.coords[1]);
4112     glVertex2f(1.0f, -1.0f);
4113     glTexCoord3fv(info.coords[2]);
4114     glVertex2f(-1.0f, 1.0f);
4115     glTexCoord3fv(info.coords[3]);
4116     glVertex2f(1.0f, 1.0f);
4117     glEnd();
4118
4119     if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4120     glBindTexture(info.bind_target, old_binding);
4121
4122     glPopAttrib();
4123
4124     device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4125 }
4126
4127 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4128         DWORD location, UINT w, UINT h)
4129 {
4130     TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4131
4132     if (location & ~SFLAG_DS_LOCATIONS)
4133         FIXME("Invalid location (%#x) specified.\n", location);
4134
4135     surface->ds_current_size.cx = w;
4136     surface->ds_current_size.cy = h;
4137     surface->flags &= ~SFLAG_DS_LOCATIONS;
4138     surface->flags |= location;
4139 }
4140
4141 /* Context activation is done by the caller. */
4142 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4143 {
4144     IWineD3DDeviceImpl *device = surface->resource.device;
4145     const struct wined3d_gl_info *gl_info = context->gl_info;
4146
4147     TRACE("surface %p, new location %#x.\n", surface, location);
4148
4149     /* TODO: Make this work for modes other than FBO */
4150     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4151
4152     if (!(surface->flags & location))
4153     {
4154         surface->ds_current_size.cx = 0;
4155         surface->ds_current_size.cy = 0;
4156     }
4157
4158     if (surface->ds_current_size.cx == surface->currentDesc.Width
4159             && surface->ds_current_size.cy == surface->currentDesc.Height)
4160     {
4161         TRACE("Location (%#x) is already up to date.\n", location);
4162         return;
4163     }
4164
4165     if (surface->current_renderbuffer)
4166     {
4167         FIXME("Not supported with fixed up depth stencil.\n");
4168         return;
4169     }
4170
4171     if (!(surface->flags & SFLAG_LOCATIONS))
4172     {
4173         FIXME("No up to date depth stencil location.\n");
4174         surface->flags |= location;
4175         return;
4176     }
4177
4178     if (location == SFLAG_DS_OFFSCREEN)
4179     {
4180         GLint old_binding = 0;
4181         GLenum bind_target;
4182         GLsizei w, h;
4183
4184         /* The render target is allowed to be smaller than the depth/stencil
4185          * buffer, so the onscreen depth/stencil buffer is potentially smaller
4186          * than the offscreen surface. Don't overwrite the offscreen surface
4187          * with undefined data. */
4188         w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4189         h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4190
4191         TRACE("Copying onscreen depth buffer to depth texture.\n");
4192
4193         ENTER_GL();
4194
4195         if (!device->depth_blt_texture)
4196         {
4197             glGenTextures(1, &device->depth_blt_texture);
4198         }
4199
4200         /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4201          * directly on the FBO texture. That's because we need to flip. */
4202         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4203         if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4204         {
4205             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4206             bind_target = GL_TEXTURE_RECTANGLE_ARB;
4207         }
4208         else
4209         {
4210             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4211             bind_target = GL_TEXTURE_2D;
4212         }
4213         glBindTexture(bind_target, device->depth_blt_texture);
4214         glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4215         glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4216         glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4217         glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4218         glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4219         glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4220         glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4221         glBindTexture(bind_target, old_binding);
4222
4223         /* Setup the destination */
4224         if (!device->depth_blt_rb)
4225         {
4226             gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4227             checkGLcall("glGenRenderbuffersEXT");
4228         }
4229         if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4230         {
4231             gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4232             checkGLcall("glBindRenderbufferEXT");
4233             gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4234             checkGLcall("glRenderbufferStorageEXT");
4235             device->depth_blt_rb_w = w;
4236             device->depth_blt_rb_h = h;
4237         }
4238
4239         context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4240         gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4241                 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4242         checkGLcall("glFramebufferRenderbufferEXT");
4243         context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4244
4245         /* Do the actual blit */
4246         surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4247         checkGLcall("depth_blt");
4248
4249         if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4250         else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4251
4252         LEAVE_GL();
4253
4254         if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4255     }
4256     else if (location == SFLAG_DS_ONSCREEN)
4257     {
4258         TRACE("Copying depth texture to onscreen depth buffer.\n");
4259
4260         ENTER_GL();
4261
4262         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4263         surface_depth_blt(surface, gl_info, surface->texture_name,
4264                 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4265         checkGLcall("depth_blt");
4266
4267         if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4268
4269         LEAVE_GL();
4270
4271         if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4272     }
4273     else
4274     {
4275         ERR("Invalid location (%#x) specified.\n", location);
4276     }
4277
4278     surface->flags |= location;
4279     surface->ds_current_size.cx = surface->currentDesc.Width;
4280     surface->ds_current_size.cy = surface->currentDesc.Height;
4281 }
4282
4283 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4284 {
4285     IWineD3DSurfaceImpl *overlay;
4286
4287     TRACE("surface %p, location %s, persistent %#x.\n",
4288             surface, debug_surflocation(flag), persistent);
4289
4290     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4291     {
4292         if (surface_is_offscreen(surface))
4293         {
4294             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4295             if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4296         }
4297         else
4298         {
4299             TRACE("Surface %p is an onscreen surface.\n", surface);
4300         }
4301     }
4302
4303     if (persistent)
4304     {
4305         if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4306                 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4307         {
4308             if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4309             {
4310                 TRACE("Passing to container.\n");
4311                 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4312             }
4313         }
4314         surface->flags &= ~SFLAG_LOCATIONS;
4315         surface->flags |= flag;
4316
4317         /* Redraw emulated overlays, if any */
4318         if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4319         {
4320             LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4321             {
4322                 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4323             }
4324         }
4325     }
4326     else
4327     {
4328         if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4329         {
4330             if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4331             {
4332                 TRACE("Passing to container\n");
4333                 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4334             }
4335         }
4336         surface->flags &= ~flag;
4337     }
4338
4339     if (!(surface->flags & SFLAG_LOCATIONS))
4340     {
4341         ERR("Surface %p does not have any up to date location.\n", surface);
4342     }
4343 }
4344
4345 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4346 {
4347     IWineD3DDeviceImpl *device = surface->resource.device;
4348     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4349     BOOL drawable_read_ok = surface_is_offscreen(surface);
4350     struct wined3d_format format;
4351     CONVERT_TYPES convert;
4352     int width, pitch, outpitch;
4353     BYTE *mem;
4354     BOOL in_fbo = FALSE;
4355
4356     TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4357
4358     if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4359     {
4360         if (flag == SFLAG_INTEXTURE)
4361         {
4362             struct wined3d_context *context = context_acquire(device, NULL);
4363             surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4364             context_release(context);
4365             return WINED3D_OK;
4366         }
4367         else
4368         {
4369             FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4370             return WINED3DERR_INVALIDCALL;
4371         }
4372     }
4373
4374     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4375     {
4376         if (surface_is_offscreen(surface))
4377         {
4378             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4379              * Prefer SFLAG_INTEXTURE. */
4380             if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4381             drawable_read_ok = FALSE;
4382             in_fbo = TRUE;
4383         }
4384         else
4385         {
4386             TRACE("Surface %p is an onscreen surface.\n", surface);
4387         }
4388     }
4389
4390     if (surface->flags & flag)
4391     {
4392         TRACE("Location already up to date\n");
4393         return WINED3D_OK;
4394     }
4395
4396     if (!(surface->flags & SFLAG_LOCATIONS))
4397     {
4398         ERR("Surface %p does not have any up to date location.\n", surface);
4399         surface->flags |= SFLAG_LOST;
4400         return WINED3DERR_DEVICELOST;
4401     }
4402
4403     if (flag == SFLAG_INSYSMEM)
4404     {
4405         surface_prepare_system_memory(surface);
4406
4407         /* Download the surface to system memory */
4408         if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4409         {
4410             struct wined3d_context *context = NULL;
4411
4412             if (!device->isInDraw) context = context_acquire(device, NULL);
4413
4414             surface_bind_and_dirtify(surface, !(surface->flags & SFLAG_INTEXTURE));
4415             surface_download_data(surface, gl_info);
4416
4417             if (context) context_release(context);
4418         }
4419         else
4420         {
4421             /* Note: It might be faster to download into a texture first. */
4422             read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4423                     IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4424         }
4425     }
4426     else if (flag == SFLAG_INDRAWABLE)
4427     {
4428         if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4429             surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4430
4431         if (surface->flags & SFLAG_INTEXTURE)
4432         {
4433             RECT r;
4434
4435             surface_get_rect(surface, rect, &r);
4436             surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4437         }
4438         else
4439         {
4440             int byte_count;
4441             if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4442             {
4443                 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4444                  * values, otherwise we get incorrect values in the target. For now go the slow way
4445                  * via a system memory copy
4446                  */
4447                 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4448             }
4449
4450             d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4451                     FALSE /* We won't use textures */, &format, &convert);
4452
4453             /* The width is in 'length' not in bytes */
4454             width = surface->currentDesc.Width;
4455             pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4456
4457             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4458              * but it isn't set (yet) in all cases it is getting called. */
4459             if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4460             {
4461                 struct wined3d_context *context = NULL;
4462
4463                 TRACE("Removing the pbo attached to surface %p.\n", surface);
4464
4465                 if (!device->isInDraw) context = context_acquire(device, NULL);
4466                 surface_remove_pbo(surface, gl_info);
4467                 if (context) context_release(context);
4468             }
4469
4470             if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4471             {
4472                 int height = surface->currentDesc.Height;
4473                 byte_count = format.conv_byte_count;
4474
4475                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4476                 outpitch = width * byte_count;
4477                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4478
4479                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4480                 if(!mem) {
4481                     ERR("Out of memory %d, %d!\n", outpitch, height);
4482                     return WINED3DERR_OUTOFVIDEOMEMORY;
4483                 }
4484                 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4485                         width, height, outpitch, convert, surface);
4486
4487                 surface->flags |= SFLAG_CONVERTED;
4488             }
4489             else
4490             {
4491                 surface->flags &= ~SFLAG_CONVERTED;
4492                 mem = surface->resource.allocatedMemory;
4493                 byte_count = format.byte_count;
4494             }
4495
4496             flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4497
4498             /* Don't delete PBO memory */
4499             if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4500                 HeapFree(GetProcessHeap(), 0, mem);
4501         }
4502     }
4503     else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4504     {
4505         const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4506
4507         if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4508         {
4509             read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4510         }
4511         else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4512                 && (surface->resource.format->flags & attach_flags) == attach_flags
4513                 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4514                         NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4515                         NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4516         {
4517             DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4518             RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4519
4520             surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4521                     surface, src_location, &rect, surface, flag, &rect);
4522         }
4523         else
4524         {
4525             /* Upload from system memory */
4526             BOOL srgb = flag == SFLAG_INSRGBTEX;
4527             struct wined3d_context *context = NULL;
4528
4529             d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4530                     TRUE /* We will use textures */, &format, &convert);
4531
4532             if (srgb)
4533             {
4534                 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4535                 {
4536                     /* Performance warning... */
4537                     FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4538                     surface_load_location(surface, SFLAG_INSYSMEM, rect);
4539                 }
4540             }
4541             else
4542             {
4543                 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4544                 {
4545                     /* Performance warning... */
4546                     FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4547                     surface_load_location(surface, SFLAG_INSYSMEM, rect);
4548                 }
4549             }
4550             if (!(surface->flags & SFLAG_INSYSMEM))
4551             {
4552                 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4553                 /* Lets hope we get it from somewhere... */
4554                 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4555             }
4556
4557             if (!device->isInDraw) context = context_acquire(device, NULL);
4558
4559             surface_prepare_texture(surface, gl_info, srgb);
4560             surface_bind_and_dirtify(surface, srgb);
4561
4562             if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4563             {
4564                 surface->flags |= SFLAG_GLCKEY;
4565                 surface->glCKey = surface->SrcBltCKey;
4566             }
4567             else surface->flags &= ~SFLAG_GLCKEY;
4568
4569             /* The width is in 'length' not in bytes */
4570             width = surface->currentDesc.Width;
4571             pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4572
4573             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4574              * but it isn't set (yet) in all cases it is getting called. */
4575             if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4576             {
4577                 TRACE("Removing the pbo attached to surface %p.\n", surface);
4578                 surface_remove_pbo(surface, gl_info);
4579             }
4580
4581             if (format.convert)
4582             {
4583                 /* This code is entered for texture formats which need a fixup. */
4584                 int height = surface->currentDesc.Height;
4585
4586                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4587                 outpitch = width * format.conv_byte_count;
4588                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4589
4590                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4591                 if(!mem) {
4592                     ERR("Out of memory %d, %d!\n", outpitch, height);
4593                     if (context) context_release(context);
4594                     return WINED3DERR_OUTOFVIDEOMEMORY;
4595                 }
4596                 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4597             }
4598             else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4599             {
4600                 /* This code is only entered for color keying fixups */
4601                 int height = surface->currentDesc.Height;
4602
4603                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4604                 outpitch = width * format.conv_byte_count;
4605                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4606
4607                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4608                 if(!mem) {
4609                     ERR("Out of memory %d, %d!\n", outpitch, height);
4610                     if (context) context_release(context);
4611                     return WINED3DERR_OUTOFVIDEOMEMORY;
4612                 }
4613                 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4614                         width, height, outpitch, convert, surface);
4615             }
4616             else
4617             {
4618                 mem = surface->resource.allocatedMemory;
4619             }
4620
4621             /* Make sure the correct pitch is used */
4622             ENTER_GL();
4623             glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4624             LEAVE_GL();
4625
4626             if (mem || (surface->flags & SFLAG_PBO))
4627                 surface_upload_data(surface, gl_info, &format, srgb, mem);
4628
4629             /* Restore the default pitch */
4630             ENTER_GL();
4631             glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4632             LEAVE_GL();
4633
4634             if (context) context_release(context);
4635
4636             /* Don't delete PBO memory */
4637             if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4638                 HeapFree(GetProcessHeap(), 0, mem);
4639         }
4640     }
4641
4642     if (!rect) surface->flags |= flag;
4643
4644     if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4645     {
4646         /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4647         surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4648     }
4649
4650     return WINED3D_OK;
4651 }
4652
4653 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4654     return SURFACE_OPENGL;
4655 }
4656
4657 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4658     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4659     HRESULT hr;
4660
4661     /* If there's no destination surface there is nothing to do */
4662     if(!This->overlay_dest) return WINED3D_OK;
4663
4664     /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4665      * update the overlay. Prevent an endless recursion. */
4666     if (This->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
4667         return WINED3D_OK;
4668
4669     This->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
4670     hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *)This->overlay_dest,
4671             &This->overlay_destrect, iface, &This->overlay_srcrect,
4672             WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
4673     This->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
4674
4675     return hr;
4676 }
4677
4678 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4679 {
4680     IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4681
4682     /* Not on a swapchain - must be offscreen */
4683     if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4684
4685     /* The front buffer is always onscreen */
4686     if (surface == swapchain->front_buffer) return FALSE;
4687
4688     /* If the swapchain is rendered to an FBO, the backbuffer is
4689      * offscreen, otherwise onscreen */
4690     return swapchain->render_to_fbo;
4691 }
4692
4693 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4694 {
4695     /* IUnknown */
4696     IWineD3DBaseSurfaceImpl_QueryInterface,
4697     IWineD3DBaseSurfaceImpl_AddRef,
4698     IWineD3DSurfaceImpl_Release,
4699     /* IWineD3DResource */
4700     IWineD3DBaseSurfaceImpl_GetParent,
4701     IWineD3DBaseSurfaceImpl_SetPrivateData,
4702     IWineD3DBaseSurfaceImpl_GetPrivateData,
4703     IWineD3DBaseSurfaceImpl_FreePrivateData,
4704     IWineD3DBaseSurfaceImpl_SetPriority,
4705     IWineD3DBaseSurfaceImpl_GetPriority,
4706     IWineD3DSurfaceImpl_PreLoad,
4707     IWineD3DSurfaceImpl_UnLoad,
4708     IWineD3DBaseSurfaceImpl_GetType,
4709     /* IWineD3DSurface */
4710     IWineD3DBaseSurfaceImpl_GetDesc,
4711     IWineD3DSurfaceImpl_Map,
4712     IWineD3DSurfaceImpl_Unmap,
4713     IWineD3DSurfaceImpl_GetDC,
4714     IWineD3DSurfaceImpl_ReleaseDC,
4715     IWineD3DSurfaceImpl_Flip,
4716     IWineD3DSurfaceImpl_Blt,
4717     IWineD3DBaseSurfaceImpl_GetBltStatus,
4718     IWineD3DBaseSurfaceImpl_GetFlipStatus,
4719     IWineD3DBaseSurfaceImpl_IsLost,
4720     IWineD3DBaseSurfaceImpl_Restore,
4721     IWineD3DSurfaceImpl_BltFast,
4722     IWineD3DBaseSurfaceImpl_GetPalette,
4723     IWineD3DBaseSurfaceImpl_SetPalette,
4724     IWineD3DSurfaceImpl_RealizePalette,
4725     IWineD3DBaseSurfaceImpl_SetColorKey,
4726     IWineD3DBaseSurfaceImpl_GetPitch,
4727     IWineD3DSurfaceImpl_SetMem,
4728     IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4729     IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4730     IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4731     IWineD3DBaseSurfaceImpl_UpdateOverlay,
4732     IWineD3DBaseSurfaceImpl_SetClipper,
4733     IWineD3DBaseSurfaceImpl_GetClipper,
4734     /* Internal use: */
4735     IWineD3DSurfaceImpl_LoadTexture,
4736     IWineD3DSurfaceImpl_BindTexture,
4737     IWineD3DBaseSurfaceImpl_GetData,
4738     IWineD3DSurfaceImpl_SetFormat,
4739     IWineD3DSurfaceImpl_PrivateSetup,
4740     IWineD3DSurfaceImpl_GetImplType,
4741     IWineD3DSurfaceImpl_DrawOverlay
4742 };
4743
4744 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4745 /* Context activation is done by the caller. */
4746 static void ffp_blit_free(IWineD3DDevice *iface) { }
4747
4748 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4749 /* Context activation is done by the caller. */
4750 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4751 {
4752     BYTE table[256][4];
4753     BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4754
4755     d3dfmt_p8_init_palette(surface, table, colorkey_active);
4756
4757     TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4758     ENTER_GL();
4759     GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4760     LEAVE_GL();
4761 }
4762
4763 /* Context activation is done by the caller. */
4764 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4765 {
4766     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4767     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4768     enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4769
4770     /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4771      * else the surface is converted in software at upload time in LoadLocation.
4772      */
4773     if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4774         ffp_blit_p8_upload_palette(surface, gl_info);
4775
4776     ENTER_GL();
4777     glEnable(surface->texture_target);
4778     checkGLcall("glEnable(surface->texture_target)");
4779     LEAVE_GL();
4780     return WINED3D_OK;
4781 }
4782
4783 /* Context activation is done by the caller. */
4784 static void ffp_blit_unset(IWineD3DDevice *iface)
4785 {
4786     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4787     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4788
4789     ENTER_GL();
4790     glDisable(GL_TEXTURE_2D);
4791     checkGLcall("glDisable(GL_TEXTURE_2D)");
4792     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4793     {
4794         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4795         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4796     }
4797     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4798     {
4799         glDisable(GL_TEXTURE_RECTANGLE_ARB);
4800         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4801     }
4802     LEAVE_GL();
4803 }
4804
4805 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4806         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4807         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4808 {
4809     enum complex_fixup src_fixup;
4810
4811     if (blit_op == BLIT_OP_COLOR_FILL)
4812     {
4813         if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4814         {
4815             TRACE("Color fill not supported\n");
4816             return FALSE;
4817         }
4818
4819         return TRUE;
4820     }
4821
4822     src_fixup = get_complex_fixup(src_format->color_fixup);
4823     if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4824     {
4825         TRACE("Checking support for fixup:\n");
4826         dump_color_fixup_desc(src_format->color_fixup);
4827     }
4828
4829     if (blit_op != BLIT_OP_BLIT)
4830     {
4831         TRACE("Unsupported blit_op=%d\n", blit_op);
4832         return FALSE;
4833      }
4834
4835     if (!is_identity_fixup(dst_format->color_fixup))
4836     {
4837         TRACE("Destination fixups are not supported\n");
4838         return FALSE;
4839     }
4840
4841     if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4842     {
4843         TRACE("P8 fixup supported\n");
4844         return TRUE;
4845     }
4846
4847     /* We only support identity conversions. */
4848     if (is_identity_fixup(src_format->color_fixup))
4849     {
4850         TRACE("[OK]\n");
4851         return TRUE;
4852     }
4853
4854     TRACE("[FAILED]\n");
4855     return FALSE;
4856 }
4857
4858 /* Do not call while under the GL lock. */
4859 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4860         const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4861 {
4862     const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4863
4864     return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4865             dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4866 }
4867
4868 const struct blit_shader ffp_blit =  {
4869     ffp_blit_alloc,
4870     ffp_blit_free,
4871     ffp_blit_set,
4872     ffp_blit_unset,
4873     ffp_blit_supported,
4874     ffp_blit_color_fill
4875 };
4876
4877 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4878 {
4879     return WINED3D_OK;
4880 }
4881
4882 /* Context activation is done by the caller. */
4883 static void cpu_blit_free(IWineD3DDevice *iface)
4884 {
4885 }
4886
4887 /* Context activation is done by the caller. */
4888 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4889 {
4890     return WINED3D_OK;
4891 }
4892
4893 /* Context activation is done by the caller. */
4894 static void cpu_blit_unset(IWineD3DDevice *iface)
4895 {
4896 }
4897
4898 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4899         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4900         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4901 {
4902     if (blit_op == BLIT_OP_COLOR_FILL)
4903     {
4904         return TRUE;
4905     }
4906
4907     return FALSE;
4908 }
4909
4910 /* Do not call while under the GL lock. */
4911 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4912         const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4913 {
4914     WINEDDBLTFX BltFx;
4915
4916     memset(&BltFx, 0, sizeof(BltFx));
4917     BltFx.dwSize = sizeof(BltFx);
4918     BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4919     return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4920             NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4921 }
4922
4923 const struct blit_shader cpu_blit =  {
4924     cpu_blit_alloc,
4925     cpu_blit_free,
4926     cpu_blit_set,
4927     cpu_blit_unset,
4928     cpu_blit_supported,
4929     cpu_blit_color_fill
4930 };
4931
4932 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4933         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4934         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4935 {
4936     if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4937         return FALSE;
4938
4939     /* We only support blitting. Things like color keying / color fill should
4940      * be handled by other blitters.
4941      */
4942     if (blit_op != BLIT_OP_BLIT)
4943         return FALSE;
4944
4945     /* Source and/or destination need to be on the GL side */
4946     if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4947         return FALSE;
4948
4949     if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4950             && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4951         return FALSE;
4952
4953     if (!(src_format->id == dst_format->id
4954             || (is_identity_fixup(src_format->color_fixup)
4955             && is_identity_fixup(dst_format->color_fixup))))
4956         return FALSE;
4957
4958     return TRUE;
4959 }