2 * 2D Surface implementation without OpenGL
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
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.
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.
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
29 #include "wine/port.h"
30 #include "wined3d_private.h"
34 /* Use the d3d_surface debug channel to have one channel for all surfaces */
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
37 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->flags & SFLAG_DIBSECTION)
44 SelectObject(This->hDC, This->dib.holdbitmap);
46 /* Release the DIB section. */
47 DeleteObject(This->dib.DIBsection);
48 This->dib.bitmap_data = NULL;
49 This->resource.allocatedMemory = NULL;
52 if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
53 if (This->overlay_dest) list_remove(&This->overlay_entry);
55 HeapFree(GetProcessHeap(), 0, This->palette9);
57 resource_cleanup((IWineD3DResource *)This);
60 /*****************************************************************************
61 * IWineD3DSurface::Release, GDI version
63 * In general a normal COM Release method, but the GDI version doesn't have
64 * to destroy all the GL things.
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);
74 surface_gdi_cleanup(This);
76 TRACE("(%p) Released.\n", This);
77 HeapFree(GetProcessHeap(), 0, This);
83 /*****************************************************************************
84 * IWineD3DSurface::PreLoad, GDI version
86 * This call is unsupported on GDI surfaces, if it's called something went
87 * wrong in the parent library. Write an informative warning
89 *****************************************************************************/
91 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
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);
98 /*****************************************************************************
99 * IWineD3DSurface::UnLoad, GDI version
101 * This call is unsupported on GDI surfaces, if it's called something went
102 * wrong in the parent library. Write an informative warning.
104 *****************************************************************************/
105 static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
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);
112 static HRESULT WINAPI IWineGDISurfaceImpl_Map(IWineD3DSurface *iface,
113 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
115 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
117 /* Already locked? */
118 if (This->flags & SFLAG_LOCKED)
120 WARN("(%p) Surface already locked\n", This);
121 /* What should I return here? */
122 return WINED3DERR_INVALIDCALL;
124 This->flags |= SFLAG_LOCKED;
126 if(!This->resource.allocatedMemory) {
127 /* This happens on gdi surfaces if the application set a user pointer and resets it.
128 * Recreate the DIB section
130 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
131 This->resource.allocatedMemory = This->dib.bitmap_data;
134 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
137 static HRESULT WINAPI IWineGDISurfaceImpl_Unmap(IWineD3DSurface *iface)
139 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
140 TRACE("(%p)\n", This);
142 if (!(This->flags & SFLAG_LOCKED))
144 WARN("Trying to unmap unmapped surfaces %p.\n", iface);
145 return WINEDDERR_NOTLOCKED;
148 /* Tell the swapchain to update the screen */
149 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
151 IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
152 if (This == swapchain->front_buffer)
154 x11_copy_to_screen(swapchain, &This->lockedRect);
158 This->flags &= ~SFLAG_LOCKED;
159 memset(&This->lockedRect, 0, sizeof(RECT));
163 /*****************************************************************************
164 * IWineD3DSurface::Flip, GDI version
166 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
167 * the parent library. This implementation changes the data pointers of the
168 * surfaces and copies the new front buffer content to the screen
171 * override: Flipping target(e.g. back buffer)
174 * WINED3D_OK on success
176 *****************************************************************************/
177 static HRESULT WINAPI IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
179 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)iface;
180 IWineD3DSwapChainImpl *swapchain;
183 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
185 ERR("Flipped surface is not on a swapchain\n");
186 return WINEDDERR_NOTFLIPPABLE;
189 swapchain = surface->container.u.swapchain;
190 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
191 NULL, NULL, swapchain->win_handle, NULL, 0);
196 /*****************************************************************************
197 * IWineD3DSurface::LoadTexture, GDI version
199 * This is mutually unsupported by GDI surfaces
204 *****************************************************************************/
205 static HRESULT WINAPI
206 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
208 ERR("Unsupported on X11 surfaces\n");
209 return WINED3DERR_INVALIDCALL;
212 static void WINAPI IWineGDISurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
214 ERR("Not supported.\n");
217 static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
218 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
219 WINED3DLOCKED_RECT lock;
223 TRACE("(%p)->(%p)\n",This,pHDC);
225 if (!(This->flags & SFLAG_DIBSECTION))
227 WARN("DC not supported on this surface\n");
228 return WINED3DERR_INVALIDCALL;
231 if (This->flags & SFLAG_USERPTR)
233 ERR("Not supported on surfaces with an application-provided surfaces\n");
234 return WINEDDERR_NODC;
237 /* Give more detailed info for ddraw */
238 if (This->flags & SFLAG_DCINUSE)
239 return WINEDDERR_DCALREADYCREATED;
241 /* Can't GetDC if the surface is locked */
242 if (This->flags & SFLAG_LOCKED)
243 return WINED3DERR_INVALIDCALL;
245 memset(&lock, 0, sizeof(lock)); /* To be sure */
247 /* Should have a DIB section already */
249 /* Map the surface. */
250 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
253 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
254 /* keep the dib section */
258 if (This->resource.format->id == WINED3DFMT_P8_UINT
259 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
262 const PALETTEENTRY *pal = NULL;
265 pal = This->palette->palents;
267 IWineD3DSurfaceImpl *dds_primary;
268 IWineD3DSwapChainImpl *swapchain;
269 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
270 dds_primary = swapchain->front_buffer;
271 if (dds_primary && dds_primary->palette)
272 pal = dds_primary->palette->palents;
276 for (n=0; n<256; n++) {
277 col[n].rgbRed = pal[n].peRed;
278 col[n].rgbGreen = pal[n].peGreen;
279 col[n].rgbBlue = pal[n].peBlue;
280 col[n].rgbReserved = 0;
282 SetDIBColorTable(This->hDC, 0, 256, col);
287 TRACE("returning %p\n",*pHDC);
288 This->flags |= SFLAG_DCINUSE;
293 static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
294 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
296 TRACE("(%p)->(%p)\n",This,hDC);
298 if (!(This->flags & SFLAG_DCINUSE))
299 return WINEDDERR_NODC;
301 if (This->hDC !=hDC) {
302 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
303 return WINEDDERR_NODC;
306 /* we locked first, so unlock now */
307 IWineD3DSurface_Unmap(iface);
309 This->flags &= ~SFLAG_DCINUSE;
314 static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
315 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
317 IWineD3DPaletteImpl *pal = This->palette;
319 TRACE("(%p)\n", This);
321 if (!pal) return WINED3D_OK;
323 if (This->flags & SFLAG_DIBSECTION)
325 TRACE("(%p): Updating the hdc's palette\n", This);
326 for (n=0; n<256; n++) {
327 col[n].rgbRed = pal->palents[n].peRed;
328 col[n].rgbGreen = pal->palents[n].peGreen;
329 col[n].rgbBlue = pal->palents[n].peBlue;
330 col[n].rgbReserved = 0;
332 SetDIBColorTable(This->hDC, 0, 256, col);
335 /* Update the image because of the palette change. Some games like e.g Red Alert
336 call SetEntries a lot to implement fading. */
337 /* Tell the swapchain to update the screen */
338 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
340 IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
341 if (This == swapchain->front_buffer)
343 x11_copy_to_screen(swapchain, NULL);
350 /*****************************************************************************
351 * IWineD3DSurface::PrivateSetup, GDI version
353 * Initializes the GDI surface, aka creates the DIB section we render to
354 * The DIB section creation is done by calling GetDC, which will create the
355 * section and releasing the dc to allow the app to use it. The dib section
356 * will stay until the surface is released
358 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
359 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
360 * avoid confusion in the shared surface code.
363 * WINED3D_OK on success
364 * The return values of called methods on failure
366 *****************************************************************************/
367 static HRESULT WINAPI
368 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
370 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
373 if(This->resource.usage & WINED3DUSAGE_OVERLAY)
375 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
376 return WINED3DERR_INVALIDCALL;
379 /* Sysmem textures have memory already allocated -
380 * release it, this avoids an unnecessary memcpy
382 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
385 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
386 This->resource.heapMemory = NULL;
387 This->resource.allocatedMemory = This->dib.bitmap_data;
390 /* We don't mind the nonpow2 stuff in GDI */
391 This->pow2Width = This->currentDesc.Width;
392 This->pow2Height = This->currentDesc.Height;
397 static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
398 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
400 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
401 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
402 ERR("Not supported on render targets\n");
403 return WINED3DERR_INVALIDCALL;
406 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
408 WARN("Surface is locked or the HDC is in use\n");
409 return WINED3DERR_INVALIDCALL;
412 if(Mem && Mem != This->resource.allocatedMemory) {
413 void *release = NULL;
415 /* Do I have to copy the old surface content? */
416 if (This->flags & SFLAG_DIBSECTION)
418 /* Release the DC. No need to hold the critical section for the update
419 * Thread because this thread runs only on front buffers, but this method
420 * fails for render targets in the check above.
422 SelectObject(This->hDC, This->dib.holdbitmap);
424 /* Release the DIB section */
425 DeleteObject(This->dib.DIBsection);
426 This->dib.bitmap_data = NULL;
427 This->resource.allocatedMemory = NULL;
429 This->flags &= ~SFLAG_DIBSECTION;
431 else if(!(This->flags & SFLAG_USERPTR))
433 release = This->resource.allocatedMemory;
435 This->resource.allocatedMemory = Mem;
436 This->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
438 /* Now free the old memory if any */
439 HeapFree(GetProcessHeap(), 0, release);
441 else if (This->flags & SFLAG_USERPTR)
443 /* Map() and GetDC() will re-create the dib section and allocated memory. */
444 This->resource.allocatedMemory = NULL;
445 This->flags &= ~SFLAG_USERPTR;
450 static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
454 static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
455 FIXME("GDI surfaces can't draw overlays yet\n");
459 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
460 * only IWineD3DBaseSurface and IWineGDISurface ones.
462 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
465 IWineD3DBaseSurfaceImpl_QueryInterface,
466 IWineD3DBaseSurfaceImpl_AddRef,
467 IWineGDISurfaceImpl_Release,
468 /* IWineD3DResource */
469 IWineD3DBaseSurfaceImpl_GetParent,
470 IWineD3DBaseSurfaceImpl_SetPrivateData,
471 IWineD3DBaseSurfaceImpl_GetPrivateData,
472 IWineD3DBaseSurfaceImpl_FreePrivateData,
473 IWineD3DBaseSurfaceImpl_SetPriority,
474 IWineD3DBaseSurfaceImpl_GetPriority,
475 IWineGDISurfaceImpl_PreLoad,
476 IWineGDISurfaceImpl_UnLoad,
477 IWineD3DBaseSurfaceImpl_GetType,
478 /* IWineD3DSurface */
479 IWineD3DBaseSurfaceImpl_GetDesc,
480 IWineGDISurfaceImpl_Map,
481 IWineGDISurfaceImpl_Unmap,
482 IWineGDISurfaceImpl_GetDC,
483 IWineGDISurfaceImpl_ReleaseDC,
484 IWineGDISurfaceImpl_Flip,
485 IWineD3DBaseSurfaceImpl_Blt,
486 IWineD3DBaseSurfaceImpl_GetBltStatus,
487 IWineD3DBaseSurfaceImpl_GetFlipStatus,
488 IWineD3DBaseSurfaceImpl_IsLost,
489 IWineD3DBaseSurfaceImpl_Restore,
490 IWineD3DBaseSurfaceImpl_BltFast,
491 IWineD3DBaseSurfaceImpl_GetPalette,
492 IWineD3DBaseSurfaceImpl_SetPalette,
493 IWineGDISurfaceImpl_RealizePalette,
494 IWineD3DBaseSurfaceImpl_SetColorKey,
495 IWineD3DBaseSurfaceImpl_GetPitch,
496 IWineGDISurfaceImpl_SetMem,
497 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
498 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
499 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
500 IWineD3DBaseSurfaceImpl_UpdateOverlay,
501 IWineD3DBaseSurfaceImpl_SetClipper,
502 IWineD3DBaseSurfaceImpl_GetClipper,
504 IWineGDISurfaceImpl_LoadTexture,
505 IWineGDISurfaceImpl_BindTexture,
506 IWineD3DBaseSurfaceImpl_GetData,
507 IWineD3DBaseSurfaceImpl_SetFormat,
508 IWineGDISurfaceImpl_PrivateSetup,
509 IWineGDISurfaceImpl_GetImplType,
510 IWineGDISurfaceImpl_DrawOverlay