msi/tests: Skip some source tests if a required product key cannot be created.
[wine] / dlls / wined3d / surface_gdi.c
1 /*
2  * 2D Surface implementation without OpenGL
3  *
4  * Copyright 1997-2000 Marcus Meissner
5  * Copyright 1998-2000 Lionel Ulmer
6  * Copyright 2000-2001 TransGaming Technologies Inc.
7  * Copyright 2002-2005 Jason Edmeades
8  * Copyright 2002-2003 Raphael Junqueira
9  * Copyright 2004 Christian Costa
10  * Copyright 2005 Oliver Stieber
11  * Copyright 2006-2008 Stefan Dösinger
12  *
13  * This library is free software; you can redistribute it and/or
14  * modify it under the terms of the GNU Lesser General Public
15  * License as published by the Free Software Foundation; either
16  * version 2.1 of the License, or (at your option) any later version.
17  *
18  * This library is distributed in the hope that it will be useful,
19  * but WITHOUT ANY WARRANTY; without even the implied warranty of
20  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
21  * Lesser General Public License for more details.
22  *
23  * You should have received a copy of the GNU Lesser General Public
24  * License along with this library; if not, write to the Free Software
25  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26  */
27
28 #include "config.h"
29 #include "wine/port.h"
30 #include "wined3d_private.h"
31
32 #include <stdio.h>
33
34 /* Use the d3d_surface debug channel to have one channel for all surfaces */
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
36
37 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
38 {
39     TRACE("(%p) : Cleaning up.\n", This);
40
41     if (This->Flags & SFLAG_DIBSECTION)
42     {
43         /* Release the DC. */
44         SelectObject(This->hDC, This->dib.holdbitmap);
45         DeleteDC(This->hDC);
46         /* Release the DIB section. */
47         DeleteObject(This->dib.DIBsection);
48         This->dib.bitmap_data = NULL;
49         This->resource.allocatedMemory = NULL;
50     }
51
52     if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
53     if (This->overlay_dest) list_remove(&This->overlay_entry);
54
55     HeapFree(GetProcessHeap(), 0, This->palette9);
56
57     resource_cleanup((IWineD3DResource *)This);
58 }
59
60 /*****************************************************************************
61  * IWineD3DSurface::Release, GDI version
62  *
63  * In general a normal COM Release method, but the GDI version doesn't have
64  * to destroy all the GL things.
65  *
66  *****************************************************************************/
67 static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
68     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
69     ULONG ref = InterlockedDecrement(&This->resource.ref);
70     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
71
72     if (!ref)
73     {
74         surface_gdi_cleanup(This);
75
76         TRACE("(%p) Released.\n", This);
77         HeapFree(GetProcessHeap(), 0, This);
78     }
79
80     return ref;
81 }
82
83 /*****************************************************************************
84  * IWineD3DSurface::PreLoad, GDI version
85  *
86  * This call is unsupported on GDI surfaces, if it's called something went
87  * wrong in the parent library. Write an informative warning
88  *
89  *****************************************************************************/
90 static void WINAPI
91 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
92 {
93     ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
94     ERR("(%p): Most likely the parent library did something wrong.\n", iface);
95     ERR("(%p): Please report to wine-devel\n", iface);
96 }
97
98 /*****************************************************************************
99  * IWineD3DSurface::UnLoad, GDI version
100  *
101  * This call is unsupported on GDI surfaces, if it's called something went
102  * wrong in the parent library. Write an informative warning.
103  *
104  *****************************************************************************/
105 static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
106 {
107     ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
108     ERR("(%p): Most likely the parent library did something wrong.\n", iface);
109     ERR("(%p): Please report to wine-devel\n", iface);
110 }
111
112 /*****************************************************************************
113  * IWineD3DSurface::LockRect, GDI version
114  *
115  * Locks the surface and returns a pointer to the surface memory
116  *
117  * Params:
118  *  pLockedRect: Address to return the locking info at
119  *  pRect: Rectangle to lock
120  *  Flags: Some flags
121  *
122  * Returns:
123  *  WINED3D_OK on success
124  *  WINED3DERR_INVALIDCALL on errors
125  *
126  *****************************************************************************/
127 static HRESULT WINAPI
128 IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
129                              WINED3DLOCKED_RECT* pLockedRect,
130                              CONST RECT* pRect,
131                              DWORD Flags)
132 {
133     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
134
135     /* Already locked? */
136     if(This->Flags & SFLAG_LOCKED)
137     {
138         WARN("(%p) Surface already locked\n", This);
139         /* What should I return here? */
140         return WINED3DERR_INVALIDCALL;
141     }
142     This->Flags |= SFLAG_LOCKED;
143
144     if(!This->resource.allocatedMemory) {
145         /* This happens on gdi surfaces if the application set a user pointer and resets it.
146          * Recreate the DIB section
147          */
148         IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
149         This->resource.allocatedMemory = This->dib.bitmap_data;
150     }
151
152     return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
153 }
154
155 /*****************************************************************************
156  * IWineD3DSurface::UnlockRect, GDI version
157  *
158  * Unlocks a surface. This implementation doesn't do much, except updating
159  * the window if the front buffer is unlocked
160  *
161  * Returns:
162  *  WINED3D_OK on success
163  *  WINED3DERR_INVALIDCALL on failure
164  *
165  *****************************************************************************/
166 static HRESULT WINAPI
167 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
168 {
169     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
170     IWineD3DSwapChainImpl *swapchain = NULL;
171     TRACE("(%p)\n", This);
172
173     if (!(This->Flags & SFLAG_LOCKED))
174     {
175         WARN("trying to Unlock an unlocked surf@%p\n", This);
176         return WINEDDERR_NOTLOCKED;
177     }
178
179     /* Tell the swapchain to update the screen */
180     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
181     {
182         if (This == swapchain->front_buffer)
183         {
184             x11_copy_to_screen(swapchain, &This->lockedRect);
185         }
186         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
187     }
188
189     This->Flags &= ~SFLAG_LOCKED;
190     memset(&This->lockedRect, 0, sizeof(RECT));
191     return WINED3D_OK;
192 }
193
194 /*****************************************************************************
195  * IWineD3DSurface::Flip, GDI version
196  *
197  * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
198  * the parent library. This implementation changes the data pointers of the
199  * surfaces and copies the new front buffer content to the screen
200  *
201  * Params:
202  *  override: Flipping target(e.g. back buffer)
203  *
204  * Returns:
205  *  WINED3D_OK on success
206  *
207  *****************************************************************************/
208 static HRESULT WINAPI
209 IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
210                          IWineD3DSurface *override,
211                          DWORD Flags)
212 {
213     IWineD3DSwapChainImpl *swapchain = NULL;
214     HRESULT hr;
215
216     if(FAILED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
217     {
218         ERR("Flipped surface is not on a swapchain\n");
219         return WINEDDERR_NOTFLIPPABLE;
220     }
221
222     hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
223             NULL, NULL, swapchain->win_handle, NULL, 0);
224     IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
225     return hr;
226 }
227
228 /*****************************************************************************
229  * IWineD3DSurface::LoadTexture, GDI version
230  *
231  * This is mutually unsupported by GDI surfaces
232  *
233  * Returns:
234  *  D3DERR_INVALIDCALL
235  *
236  *****************************************************************************/
237 static HRESULT WINAPI
238 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
239 {
240     ERR("Unsupported on X11 surfaces\n");
241     return WINED3DERR_INVALIDCALL;
242 }
243
244 static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
245     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246     WINED3DLOCKED_RECT lock;
247     HRESULT hr;
248     RGBQUAD col[256];
249
250     TRACE("(%p)->(%p)\n",This,pHDC);
251
252     if(!(This->Flags & SFLAG_DIBSECTION))
253     {
254         WARN("DC not supported on this surface\n");
255         return WINED3DERR_INVALIDCALL;
256     }
257
258     if(This->Flags & SFLAG_USERPTR) {
259         ERR("Not supported on surfaces with an application-provided surfaces\n");
260         return WINEDDERR_NODC;
261     }
262
263     /* Give more detailed info for ddraw */
264     if (This->Flags & SFLAG_DCINUSE)
265         return WINEDDERR_DCALREADYCREATED;
266
267     /* Can't GetDC if the surface is locked */
268     if (This->Flags & SFLAG_LOCKED)
269         return WINED3DERR_INVALIDCALL;
270
271     memset(&lock, 0, sizeof(lock)); /* To be sure */
272
273     /* Should have a DIB section already */
274
275     /* Lock the surface */
276     hr = IWineD3DSurface_LockRect(iface,
277                                   &lock,
278                                   NULL,
279                                   0);
280     if(FAILED(hr)) {
281         ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
282         /* keep the dib section */
283         return hr;
284     }
285
286     if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
287             || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
288     {
289         unsigned int n;
290         const PALETTEENTRY *pal = NULL;
291
292         if(This->palette) {
293             pal = This->palette->palents;
294         } else {
295             IWineD3DSurfaceImpl *dds_primary;
296             IWineD3DSwapChainImpl *swapchain;
297             swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
298             dds_primary = swapchain->front_buffer;
299             if (dds_primary && dds_primary->palette)
300                 pal = dds_primary->palette->palents;
301         }
302
303         if (pal) {
304             for (n=0; n<256; n++) {
305                 col[n].rgbRed   = pal[n].peRed;
306                 col[n].rgbGreen = pal[n].peGreen;
307                 col[n].rgbBlue  = pal[n].peBlue;
308                 col[n].rgbReserved = 0;
309             }
310             SetDIBColorTable(This->hDC, 0, 256, col);
311         }
312     }
313
314     *pHDC = This->hDC;
315     TRACE("returning %p\n",*pHDC);
316     This->Flags |= SFLAG_DCINUSE;
317
318     return WINED3D_OK;
319 }
320
321 static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
322     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
323
324     TRACE("(%p)->(%p)\n",This,hDC);
325
326     if (!(This->Flags & SFLAG_DCINUSE))
327         return WINEDDERR_NODC;
328
329     if (This->hDC !=hDC) {
330         WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
331         return WINEDDERR_NODC;
332     }
333
334     /* we locked first, so unlock now */
335     IWineD3DSurface_UnlockRect(iface);
336
337     This->Flags &= ~SFLAG_DCINUSE;
338
339     return WINED3D_OK;
340 }
341
342 static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
343     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
344     RGBQUAD col[256];
345     IWineD3DPaletteImpl *pal = This->palette;
346     unsigned int n;
347     IWineD3DSwapChainImpl *swapchain;
348     TRACE("(%p)\n", This);
349
350     if (!pal) return WINED3D_OK;
351
352     if(This->Flags & SFLAG_DIBSECTION) {
353         TRACE("(%p): Updating the hdc's palette\n", This);
354         for (n=0; n<256; n++) {
355             col[n].rgbRed   = pal->palents[n].peRed;
356             col[n].rgbGreen = pal->palents[n].peGreen;
357             col[n].rgbBlue  = pal->palents[n].peBlue;
358             col[n].rgbReserved = 0;
359         }
360         SetDIBColorTable(This->hDC, 0, 256, col);
361     }
362
363     /* Update the image because of the palette change. Some games like e.g Red Alert
364        call SetEntries a lot to implement fading. */
365     /* Tell the swapchain to update the screen */
366     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
367     {
368         if (This == swapchain->front_buffer)
369         {
370             x11_copy_to_screen(swapchain, NULL);
371         }
372         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
373     }
374
375     return WINED3D_OK;
376 }
377
378 /*****************************************************************************
379  * IWineD3DSurface::PrivateSetup, GDI version
380  *
381  * Initializes the GDI surface, aka creates the DIB section we render to
382  * The DIB section creation is done by calling GetDC, which will create the
383  * section and releasing the dc to allow the app to use it. The dib section
384  * will stay until the surface is released
385  *
386  * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
387  * are set to the real sizes to save memory. The NONPOW2 flag is unset to
388  * avoid confusion in the shared surface code.
389  *
390  * Returns:
391  *  WINED3D_OK on success
392  *  The return values of called methods on failure
393  *
394  *****************************************************************************/
395 static HRESULT WINAPI
396 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
397 {
398     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
399     HRESULT hr;
400
401     if(This->resource.usage & WINED3DUSAGE_OVERLAY)
402     {
403         ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
404         return WINED3DERR_INVALIDCALL;
405     }
406
407     /* Sysmem textures have memory already allocated -
408      * release it, this avoids an unnecessary memcpy
409      */
410     hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
411     if(SUCCEEDED(hr))
412     {
413         HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
414         This->resource.heapMemory = NULL;
415         This->resource.allocatedMemory = This->dib.bitmap_data;
416     }
417
418     /* We don't mind the nonpow2 stuff in GDI */
419     This->pow2Width = This->currentDesc.Width;
420     This->pow2Height = This->currentDesc.Height;
421
422     return WINED3D_OK;
423 }
424
425 static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
426     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
427
428     /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
429     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
430         ERR("Not supported on render targets\n");
431         return WINED3DERR_INVALIDCALL;
432     }
433
434     if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
435         WARN("Surface is locked or the HDC is in use\n");
436         return WINED3DERR_INVALIDCALL;
437     }
438
439     if(Mem && Mem != This->resource.allocatedMemory) {
440         void *release = NULL;
441
442         /* Do I have to copy the old surface content? */
443         if(This->Flags & SFLAG_DIBSECTION) {
444                 /* Release the DC. No need to hold the critical section for the update
445             * Thread because this thread runs only on front buffers, but this method
446             * fails for render targets in the check above.
447                 */
448             SelectObject(This->hDC, This->dib.holdbitmap);
449             DeleteDC(This->hDC);
450             /* Release the DIB section */
451             DeleteObject(This->dib.DIBsection);
452             This->dib.bitmap_data = NULL;
453             This->resource.allocatedMemory = NULL;
454             This->hDC = NULL;
455             This->Flags &= ~SFLAG_DIBSECTION;
456         } else if(!(This->Flags & SFLAG_USERPTR)) {
457             release = This->resource.allocatedMemory;
458         }
459         This->resource.allocatedMemory = Mem;
460         This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
461
462         /* Now free the old memory if any */
463         HeapFree(GetProcessHeap(), 0, release);
464     } else if(This->Flags & SFLAG_USERPTR) {
465         /* LockRect and GetDC will re-create the dib section and allocated memory */
466         This->resource.allocatedMemory = NULL;
467         This->Flags &= ~SFLAG_USERPTR;
468     }
469     return WINED3D_OK;
470 }
471
472 /***************************
473  *
474  ***************************/
475 static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
476     TRACE("(%p)->(%s, %s)\n", iface,
477           flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
478           persistent ? "TRUE" : "FALSE");
479     /* GDI surfaces can be in system memory only */
480     if(flag != SFLAG_INSYSMEM) {
481         ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
482     }
483 }
484
485 static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
486     if(flag != SFLAG_INSYSMEM) {
487         ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
488     } else {
489         TRACE("Surface requested in surface memory\n");
490     }
491     return WINED3D_OK;
492 }
493
494 static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
495     return SURFACE_GDI;
496 }
497
498 static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
499     FIXME("GDI surfaces can't draw overlays yet\n");
500     return E_FAIL;
501 }
502
503 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
504  * only IWineD3DBaseSurface and IWineGDISurface ones.
505  */
506 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
507 {
508     /* IUnknown */
509     IWineD3DBaseSurfaceImpl_QueryInterface,
510     IWineD3DBaseSurfaceImpl_AddRef,
511     IWineGDISurfaceImpl_Release,
512     /* IWineD3DResource */
513     IWineD3DBaseSurfaceImpl_GetParent,
514     IWineD3DBaseSurfaceImpl_SetPrivateData,
515     IWineD3DBaseSurfaceImpl_GetPrivateData,
516     IWineD3DBaseSurfaceImpl_FreePrivateData,
517     IWineD3DBaseSurfaceImpl_SetPriority,
518     IWineD3DBaseSurfaceImpl_GetPriority,
519     IWineGDISurfaceImpl_PreLoad,
520     IWineGDISurfaceImpl_UnLoad,
521     IWineD3DBaseSurfaceImpl_GetType,
522     /* IWineD3DSurface */
523     IWineD3DBaseSurfaceImpl_GetContainer,
524     IWineD3DBaseSurfaceImpl_GetDesc,
525     IWineGDISurfaceImpl_LockRect,
526     IWineGDISurfaceImpl_UnlockRect,
527     IWineGDISurfaceImpl_GetDC,
528     IWineGDISurfaceImpl_ReleaseDC,
529     IWineGDISurfaceImpl_Flip,
530     IWineD3DBaseSurfaceImpl_Blt,
531     IWineD3DBaseSurfaceImpl_GetBltStatus,
532     IWineD3DBaseSurfaceImpl_GetFlipStatus,
533     IWineD3DBaseSurfaceImpl_IsLost,
534     IWineD3DBaseSurfaceImpl_Restore,
535     IWineD3DBaseSurfaceImpl_BltFast,
536     IWineD3DBaseSurfaceImpl_GetPalette,
537     IWineD3DBaseSurfaceImpl_SetPalette,
538     IWineGDISurfaceImpl_RealizePalette,
539     IWineD3DBaseSurfaceImpl_SetColorKey,
540     IWineD3DBaseSurfaceImpl_GetPitch,
541     IWineGDISurfaceImpl_SetMem,
542     IWineD3DBaseSurfaceImpl_SetOverlayPosition,
543     IWineD3DBaseSurfaceImpl_GetOverlayPosition,
544     IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
545     IWineD3DBaseSurfaceImpl_UpdateOverlay,
546     IWineD3DBaseSurfaceImpl_SetClipper,
547     IWineD3DBaseSurfaceImpl_GetClipper,
548     /* Internal use: */
549     IWineGDISurfaceImpl_LoadTexture,
550     IWineD3DBaseSurfaceImpl_BindTexture,
551     IWineD3DBaseSurfaceImpl_SetContainer,
552     IWineD3DBaseSurfaceImpl_GetData,
553     IWineD3DBaseSurfaceImpl_SetFormat,
554     IWineGDISurfaceImpl_PrivateSetup,
555     IWineGDISurfaceImpl_ModifyLocation,
556     IWineGDISurfaceImpl_LoadLocation,
557     IWineGDISurfaceImpl_GetImplType,
558     IWineGDISurfaceImpl_DrawOverlay
559 };