2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
39 static void surface_download_data(IWineD3DSurfaceImpl *This) {
40 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
42 if (0 == This->glDescription.textureName) {
43 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
47 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
48 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
52 /* Make sure that a proper texture unit is selected, bind the texture
53 * and dirtify the sampler to restore the texture on the next draw
55 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
56 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
57 checkGLcall("glActiveTextureARB");
59 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
60 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
62 if (This->resource.format == WINED3DFMT_DXT1 ||
63 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
64 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
65 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
66 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
68 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
69 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
71 if(This->Flags & SFLAG_PBO) {
72 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
73 checkGLcall("glBindBufferARB");
74 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
75 checkGLcall("glGetCompressedTexImageARB()");
76 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
77 checkGLcall("glBindBufferARB");
79 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
80 checkGLcall("glGetCompressedTexImageARB()");
89 if(This->Flags & SFLAG_CONVERTED) {
90 FIXME("Read back converted textures unsupported\n");
95 if (This->Flags & SFLAG_NONPOW2) {
96 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
97 src_pitch = This->bytesPerPixel * This->pow2Width;
98 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
99 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
100 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
102 mem = This->resource.allocatedMemory;
105 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
106 This->glDescription.glFormat, This->glDescription.glType, mem);
108 if(This->Flags & SFLAG_PBO) {
109 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
110 checkGLcall("glBindBufferARB");
112 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
113 This->glDescription.glType, NULL);
114 checkGLcall("glGetTexImage()");
116 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
117 checkGLcall("glBindBufferARB");
119 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
120 This->glDescription.glType, mem);
121 checkGLcall("glGetTexImage()");
125 if (This->Flags & SFLAG_NONPOW2) {
126 LPBYTE src_data, dst_data;
129 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
130 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
131 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
133 * We're doing this...
135 * instead of boxing the texture :
136 * |<-texture width ->| -->pow2width| /\
137 * |111111111111111111| | |
138 * |222 Texture 222222| boxed empty | texture height
139 * |3333 Data 33333333| | |
140 * |444444444444444444| | \/
141 * ----------------------------------- |
142 * | boxed empty | boxed empty | pow2height
144 * -----------------------------------
147 * we're repacking the data to the expected texture width
149 * |<-texture width ->| -->pow2width| /\
150 * |111111111111111111222222222222222| |
151 * |222333333333333333333444444444444| texture height
155 * | empty | pow2height
157 * -----------------------------------
161 * |<-texture width ->| /\
162 * |111111111111111111|
163 * |222222222222222222|texture height
164 * |333333333333333333|
165 * |444444444444444444| \/
166 * --------------------
168 * this also means that any references to allocatedMemory should work with the data as if were a
169 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
171 * internally the texture is still stored in a boxed format so any references to textureName will
172 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
174 * Performance should not be an issue, because applications normally do not lock the surfaces when
175 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
176 * and doesn't have to be re-read.
179 dst_data = This->resource.allocatedMemory;
180 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
181 for (y = 1 ; y < This->currentDesc.Height; y++) {
182 /* skip the first row */
183 src_data += src_pitch;
184 dst_data += dst_pitch;
185 memcpy(dst_data, src_data, dst_pitch);
188 HeapFree(GetProcessHeap(), 0, mem);
192 /* Surface has now been downloaded */
193 This->Flags |= SFLAG_INSYSMEM;
196 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
197 if (This->resource.format == WINED3DFMT_DXT1 ||
198 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
199 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
200 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
201 FIXME("Using DXT1/3/5 without advertized support\n");
203 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
204 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
205 * function uses glCompressedTexImage2D instead of the SubImage call
207 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
210 if(This->Flags & SFLAG_PBO) {
211 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
212 checkGLcall("glBindBufferARB");
213 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
215 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
216 width, height, 0 /* border */, This->resource.size, NULL));
217 checkGLcall("glCompressedTexSubImage2D");
219 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
220 checkGLcall("glBindBufferARB");
222 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
223 width, height, 0 /* border */, This->resource.size, data));
224 checkGLcall("glCompressedTexSubImage2D");
229 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
232 if(This->Flags & SFLAG_PBO) {
233 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
234 checkGLcall("glBindBufferARB");
235 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
237 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
238 checkGLcall("glTexSubImage2D");
240 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
241 checkGLcall("glBindBufferARB");
244 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
245 checkGLcall("glTexSubImage2D");
252 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
253 BOOL enable_client_storage = FALSE;
256 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
257 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
259 if (This->resource.format == WINED3DFMT_DXT1 ||
260 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
261 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
262 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
263 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
265 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
266 * once, unfortunately
268 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
269 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
270 This->Flags |= SFLAG_CLIENT;
271 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
272 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
273 width, height, 0 /* border */, This->resource.size, mem));
281 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
282 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
283 /* In some cases we want to disable client storage.
284 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
285 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
286 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
287 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
288 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
290 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
291 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
292 This->Flags &= ~SFLAG_CLIENT;
293 enable_client_storage = TRUE;
295 This->Flags |= SFLAG_CLIENT;
297 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
298 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
300 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
303 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
304 checkGLcall("glTexImage2D");
306 if(enable_client_storage) {
307 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
308 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
312 This->Flags |= SFLAG_ALLOCATED;
315 /* In D3D the depth stencil dimensions have to be greater than or equal to the
316 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
317 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
318 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
319 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
320 renderbuffer_entry_t *entry;
321 GLuint renderbuffer = 0;
322 unsigned int src_width, src_height;
324 src_width = This->pow2Width;
325 src_height = This->pow2Height;
327 /* A depth stencil smaller than the render target is not valid */
328 if (width > src_width || height > src_height) return;
330 /* Remove any renderbuffer set if the sizes match */
331 if (width == src_width && height == src_height) {
332 This->current_renderbuffer = NULL;
336 /* Look if we've already got a renderbuffer of the correct dimensions */
337 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
338 if (entry->width == width && entry->height == height) {
339 renderbuffer = entry->id;
340 This->current_renderbuffer = entry;
346 const GlPixelFormatDesc *glDesc;
347 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
349 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
350 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
351 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
353 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
354 entry->width = width;
355 entry->height = height;
356 entry->id = renderbuffer;
357 list_add_head(&This->renderbuffers, &entry->entry);
359 This->current_renderbuffer = entry;
362 checkGLcall("set_compatible_renderbuffer");
365 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
366 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
367 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
369 TRACE("(%p) : swapchain %p\n", This, swapchain);
371 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
372 TRACE("Returning GL_BACK\n");
374 } else if (swapchain_impl->frontBuffer == iface) {
375 TRACE("Returning GL_FRONT\n");
379 FIXME("Higher back buffer, returning GL_BACK\n");
383 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
384 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
385 ULONG ref = InterlockedDecrement(&This->resource.ref);
386 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
388 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
389 renderbuffer_entry_t *entry, *entry2;
390 TRACE("(%p) : cleaning up\n", This);
392 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
394 /* Need a context to destroy the texture. Use the currently active render target, but only if
395 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
396 * When destroying the primary rt, Uninit3D will activate a context before doing anything
398 if(device->render_targets && device->render_targets[0]) {
399 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
402 TRACE("Deleting texture %d\n", This->glDescription.textureName);
404 glDeleteTextures(1, &This->glDescription.textureName);
408 if(This->Flags & SFLAG_PBO) {
410 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
413 if(This->Flags & SFLAG_DIBSECTION) {
415 SelectObject(This->hDC, This->dib.holdbitmap);
417 /* Release the DIB section */
418 DeleteObject(This->dib.DIBsection);
419 This->dib.bitmap_data = NULL;
420 This->resource.allocatedMemory = NULL;
422 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
424 HeapFree(GetProcessHeap(), 0, This->palette9);
426 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
427 if(iface == device->ddraw_primary)
428 device->ddraw_primary = NULL;
430 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
431 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
432 HeapFree(GetProcessHeap(), 0, entry);
435 TRACE("(%p) Released\n", This);
436 HeapFree(GetProcessHeap(), 0, This);
442 /* ****************************************************
443 IWineD3DSurface IWineD3DResource parts follow
444 **************************************************** */
446 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
447 /* TODO: check for locks */
448 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
449 IWineD3DBaseTexture *baseTexture = NULL;
450 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
452 TRACE("(%p)Checking to see if the container is a base texture\n", This);
453 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
454 TRACE("Passing to container\n");
455 IWineD3DBaseTexture_PreLoad(baseTexture);
456 IWineD3DBaseTexture_Release(baseTexture);
458 TRACE("(%p) : About to load surface\n", This);
460 if(!device->isInDraw) {
461 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
465 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
466 if (!This->glDescription.level) {
467 if (!This->glDescription.textureName) {
468 glGenTextures(1, &This->glDescription.textureName);
469 checkGLcall("glGenTextures");
470 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
472 glBindTexture(This->glDescription.target, This->glDescription.textureName);
473 checkGLcall("glBindTexture");
474 IWineD3DSurface_LoadTexture(iface, FALSE);
475 /* This is where we should be reducing the amount of GLMemoryUsed */
476 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
477 /* assume this is a coding error not a real error for now */
478 FIXME("Mipmap surface has a glTexture bound to it!\n");
480 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
481 /* Tell opengl to try and keep this texture in video ram (well mostly) */
484 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
491 /* ******************************************************
492 IWineD3DSurface IWineD3DSurface parts follow
493 ****************************************************** */
495 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
496 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
497 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
498 if (This->glDescription.textureName == 0 && textureName != 0) {
499 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
500 IWineD3DSurface_AddDirtyRect(iface, NULL);
502 This->glDescription.textureName = textureName;
503 This->glDescription.target = target;
504 This->Flags &= ~SFLAG_ALLOCATED;
507 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
508 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
509 TRACE("(%p) : returning %p\n", This, &This->glDescription);
510 *glDescription = &This->glDescription;
513 /* TODO: think about moving this down to resource? */
514 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
515 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
516 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
517 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
518 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
520 return (CONST void*)(This->resource.allocatedMemory);
523 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
524 IWineD3DSwapChainImpl *swapchain;
525 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
529 BYTE *row, *top, *bottom;
533 BOOL srcIsUpsideDown;
535 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
536 static BOOL warned = FALSE;
538 ERR("The application tries to lock the render target, but render target locking is disabled\n");
544 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
545 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
546 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
547 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
548 * context->last_was_blit set on the unlock.
550 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
553 /* Select the correct read buffer, and give some debug output.
554 * There is no need to keep track of the current read buffer or reset it, every part of the code
555 * that reads sets the read buffer as desired.
558 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
559 * Read from the back buffer
561 TRACE("Locking offscreen render target\n");
562 glReadBuffer(myDevice->offscreenBuffer);
563 srcIsUpsideDown = TRUE;
565 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
566 TRACE("Locking %#x buffer\n", buffer);
567 glReadBuffer(buffer);
568 checkGLcall("glReadBuffer");
570 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
571 srcIsUpsideDown = FALSE;
574 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
578 local_rect.right = This->currentDesc.Width;
579 local_rect.bottom = This->currentDesc.Height;
583 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
585 switch(This->resource.format)
589 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
590 /* In case of P8 render targets the index is stored in the alpha component */
592 type = GL_UNSIGNED_BYTE;
594 bpp = This->bytesPerPixel;
596 /* GL can't return palettized data, so read ARGB pixels into a
597 * separate block of memory and convert them into palettized format
598 * in software. Slow, but if the app means to use palettized render
599 * targets and locks it...
601 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
602 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
603 * for the color channels when palettizing the colors.
606 type = GL_UNSIGNED_BYTE;
608 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
610 ERR("Out of memory\n");
614 bpp = This->bytesPerPixel * 3;
621 fmt = This->glDescription.glFormat;
622 type = This->glDescription.glType;
623 bpp = This->bytesPerPixel;
626 if(This->Flags & SFLAG_PBO) {
627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
628 checkGLcall("glBindBufferARB");
631 glReadPixels(local_rect.left, local_rect.top,
632 local_rect.right - local_rect.left,
633 local_rect.bottom - local_rect.top,
635 vcheckGLcall("glReadPixels");
637 if(This->Flags & SFLAG_PBO) {
638 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
639 checkGLcall("glBindBufferARB");
641 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
642 * to get a pointer to it and perform the flipping in software. This is a lot
643 * faster than calling glReadPixels for each line. In case we want more speed
644 * we should rerender it flipped in a FBO and read the data back from the FBO. */
645 if(!srcIsUpsideDown) {
646 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
647 checkGLcall("glBindBufferARB");
649 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
650 checkGLcall("glMapBufferARB");
654 /* TODO: Merge this with the palettization loop below for P8 targets */
655 if(!srcIsUpsideDown) {
657 /* glReadPixels returns the image upside down, and there is no way to prevent this.
658 Flip the lines in software */
659 len = (local_rect.right - local_rect.left) * bpp;
660 off = local_rect.left * bpp;
662 row = HeapAlloc(GetProcessHeap(), 0, len);
664 ERR("Out of memory\n");
665 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
670 top = mem + pitch * local_rect.top;
671 bottom = ((BYTE *) mem) + pitch * ( local_rect.bottom - local_rect.top - 1);
672 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
673 memcpy(row, top + off, len);
674 memcpy(top + off, bottom + off, len);
675 memcpy(bottom + off, row, len);
679 HeapFree(GetProcessHeap(), 0, row);
681 /* Unmap the temp PBO buffer */
682 if(This->Flags & SFLAG_PBO) {
683 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
684 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
688 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
689 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
690 * the same color but we have no choice.
691 * In case of render targets, the index is stored in the alpha component so no conversion is needed.
693 if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
695 DWORD width = pitch / 3;
698 pal = This->palette->palents;
700 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
703 for(y = local_rect.top; y < local_rect.bottom; y++) {
704 for(x = local_rect.left; x < local_rect.right; x++) {
705 /* start lines pixels */
706 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
707 BYTE *green = blue + 1;
708 BYTE *red = green + 1;
710 for(c = 0; c < 256; c++) {
711 if(*red == pal[c].peRed &&
712 *green == pal[c].peGreen &&
713 *blue == pal[c].peBlue)
715 *((BYTE *) dest + y * width + x) = c;
721 HeapFree(GetProcessHeap(), 0, mem);
726 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
727 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
728 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
731 if(!(This->Flags & SFLAG_DYNLOCK)) {
733 /* MAXLOCKCOUNT is defined in wined3d_private.h */
734 if(This->lockCount > MAXLOCKCOUNT) {
735 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
736 This->Flags |= SFLAG_DYNLOCK;
740 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
741 * Also don't create a PBO for systemmem surfaces.
743 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
747 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
748 error = glGetError();
749 if(This->pbo == 0 || error != GL_NO_ERROR) {
750 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
753 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
755 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
756 checkGLcall("glBindBufferARB");
758 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
759 checkGLcall("glBufferDataARB");
761 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
762 checkGLcall("glBindBufferARB");
764 /* We don't need the system memory anymore and we can't even use it for PBOs */
765 if(!(This->Flags & SFLAG_CLIENT)) {
766 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
767 This->resource.heapMemory = NULL;
769 This->resource.allocatedMemory = NULL;
770 This->Flags |= SFLAG_PBO;
772 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
773 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
776 if(!This->resource.heapMemory) {
777 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
779 This->resource.allocatedMemory =
780 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
781 if(This->Flags & SFLAG_INSYSMEM) {
782 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
787 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
788 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
789 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
790 IWineD3DSwapChain *swapchain = NULL;
792 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
794 /* This is also done in the base class, but we have to verify this before loading any data from
795 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
796 * may interfere, and all other bad things may happen
798 if (This->Flags & SFLAG_LOCKED) {
799 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
800 return WINED3DERR_INVALIDCALL;
802 This->Flags |= SFLAG_LOCKED;
804 if (!(This->Flags & SFLAG_LOCKABLE))
806 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
809 if (Flags & WINED3DLOCK_DISCARD) {
810 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
811 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
812 This->Flags |= SFLAG_INSYSMEM;
815 if (This->Flags & SFLAG_INSYSMEM) {
816 TRACE("Local copy is up to date, not downloading data\n");
817 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
821 /* Now download the surface content from opengl
822 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
823 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
825 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
826 if(swapchain || iface == myDevice->render_targets[0]) {
827 const RECT *pass_rect = pRect;
829 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
830 * because most caller functions do not need that. So do that here
835 pRect->right == This->currentDesc.Width &&
836 pRect->bottom == This->currentDesc.Height) {
840 switch(wined3d_settings.rendertargetlock_mode) {
843 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
845 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
846 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
847 * This may be faster on some cards
849 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
856 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pRect);
862 if(swapchain) IWineD3DSwapChain_Release(swapchain);
864 } else if(iface == myDevice->stencilBufferTarget) {
865 /** the depth stencil in openGL has a format of GL_FLOAT
866 * which should be good for WINED3DFMT_D16_LOCKABLE
868 * it is unclear what format the stencil buffer is in except.
869 * 'Each index is converted to fixed point...
870 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
871 * mappings in the table GL_PIXEL_MAP_S_TO_S.
872 * glReadPixels(This->lockedRect.left,
873 * This->lockedRect.bottom - j - 1,
874 * This->lockedRect.right - This->lockedRect.left,
876 * GL_DEPTH_COMPONENT,
878 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
880 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
881 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
882 * none of that is the case the problem is not in this function :-)
883 ********************************************/
884 FIXME("Depth stencil locking not supported yet\n");
886 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
887 TRACE("locking an ordinary surface\n");
888 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
892 if(This->Flags & SFLAG_PBO) {
893 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
895 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
896 checkGLcall("glBindBufferARB");
898 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
899 if(This->resource.allocatedMemory) {
900 ERR("The surface already has PBO memory allocated!\n");
903 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
904 checkGLcall("glMapBufferARB");
906 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
907 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
908 checkGLcall("glBindBufferARB");
913 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
916 IWineD3DBaseTexture *pBaseTexture;
919 * as seen in msdn docs
921 IWineD3DSurface_AddDirtyRect(iface, pRect);
923 /** Dirtify Container if needed */
924 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
925 TRACE("Making container dirty\n");
926 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
927 IWineD3DBaseTexture_Release(pBaseTexture);
929 TRACE("Surface is standalone, no need to dirty the container\n");
933 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
936 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
938 GLint prev_rasterpos[4];
940 BOOL storechanged = FALSE, memory_allocated = FALSE;
944 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
945 IWineD3DDeviceImpl *myDevice = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
946 IWineD3DSwapChainImpl *swapchain;
948 /* Activate the correct context for the render target */
949 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
952 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
954 /* Primary offscreen render target */
955 TRACE("Offscreen render target\n");
956 glDrawBuffer(myDevice->offscreenBuffer);
957 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
959 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
960 TRACE("Unlocking %#x buffer\n", buffer);
961 glDrawBuffer(buffer);
962 checkGLcall("glDrawBuffer");
964 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
967 glDisable(GL_TEXTURE_2D);
968 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
971 vcheckGLcall("glFlush");
972 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
973 vcheckGLcall("glIntegerv");
974 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
975 vcheckGLcall("glIntegerv");
976 glPixelZoom(1.0, -1.0);
977 vcheckGLcall("glPixelZoom");
979 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
980 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
981 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
983 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
984 vcheckGLcall("glRasterPos2f");
986 /* Some drivers(radeon dri, others?) don't like exceptions during
987 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
988 * after ReleaseDC. Reading it will cause an exception, which x11drv will
989 * catch to put the dib section in InSync mode, which leads to a crash
990 * and a blocked x server on my radeon card.
992 * The following lines read the dib section so it is put in inSync mode
993 * before glDrawPixels is called and the crash is prevented. There won't
994 * be any interfering gdi accesses, because UnlockRect is called from
995 * ReleaseDC, and the app won't use the dc any more afterwards.
997 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
999 read = This->resource.allocatedMemory[0];
1002 switch (This->resource.format) {
1003 /* No special care needed */
1004 case WINED3DFMT_A4R4G4B4:
1005 case WINED3DFMT_R5G6B5:
1006 case WINED3DFMT_A1R5G5B5:
1007 case WINED3DFMT_R8G8B8:
1008 type = This->glDescription.glType;
1009 fmt = This->glDescription.glFormat;
1010 mem = This->resource.allocatedMemory;
1011 bpp = This->bytesPerPixel;
1014 case WINED3DFMT_X4R4G4B4:
1017 unsigned short *data;
1018 data = (unsigned short *)This->resource.allocatedMemory;
1019 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1025 type = This->glDescription.glType;
1026 fmt = This->glDescription.glFormat;
1027 mem = This->resource.allocatedMemory;
1028 bpp = This->bytesPerPixel;
1032 case WINED3DFMT_X1R5G5B5:
1035 unsigned short *data;
1036 data = (unsigned short *)This->resource.allocatedMemory;
1037 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1043 type = This->glDescription.glType;
1044 fmt = This->glDescription.glFormat;
1045 mem = This->resource.allocatedMemory;
1046 bpp = This->bytesPerPixel;
1050 case WINED3DFMT_X8R8G8B8:
1052 /* make sure the X byte is set to alpha on, since it
1053 could be any random value. This fixes the intro movie in Pirates! */
1056 data = (unsigned int *)This->resource.allocatedMemory;
1057 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1059 *data |= 0xFF000000;
1066 case WINED3DFMT_A8R8G8B8:
1068 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1069 vcheckGLcall("glPixelStorei");
1070 storechanged = TRUE;
1071 type = This->glDescription.glType;
1072 fmt = This->glDescription.glFormat;
1073 mem = This->resource.allocatedMemory;
1074 bpp = This->bytesPerPixel;
1078 case WINED3DFMT_A2R10G10B10:
1080 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1081 vcheckGLcall("glPixelStorei");
1082 storechanged = TRUE;
1083 type = This->glDescription.glType;
1084 fmt = This->glDescription.glFormat;
1085 mem = This->resource.allocatedMemory;
1086 bpp = This->bytesPerPixel;
1092 int height = This->glRect.bottom - This->glRect.top;
1093 type = GL_UNSIGNED_BYTE;
1096 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1098 ERR("Out of memory\n");
1101 memory_allocated = TRUE;
1102 d3dfmt_convert_surface(This->resource.allocatedMemory,
1110 bpp = This->bytesPerPixel * 4;
1116 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1119 type = This->glDescription.glType;
1120 fmt = This->glDescription.glFormat;
1121 mem = This->resource.allocatedMemory;
1122 bpp = This->bytesPerPixel;
1125 if(This->Flags & SFLAG_PBO) {
1126 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1127 checkGLcall("glBindBufferARB");
1130 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1131 (This->lockedRect.bottom - This->lockedRect.top)-1,
1133 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1134 checkGLcall("glDrawPixels");
1137 if(This->Flags & SFLAG_PBO) {
1138 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1139 checkGLcall("glBindBufferARB");
1142 glPixelZoom(1.0,1.0);
1143 vcheckGLcall("glPixelZoom");
1145 glRasterPos3iv(&prev_rasterpos[0]);
1146 vcheckGLcall("glRasterPos3iv");
1148 /* Reset to previous pack row length */
1149 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1150 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1152 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1153 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1156 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1159 glEnable(GL_TEXTURE_2D);
1160 checkGLcall("glEnable(GL_TEXTURE_2D)");
1162 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1165 glDrawBuffer(myDevice->offscreenBuffer);
1166 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1167 } else if(swapchain->backBuffer) {
1168 glDrawBuffer(GL_BACK);
1169 checkGLcall("glDrawBuffer(GL_BACK)");
1171 glDrawBuffer(GL_FRONT);
1172 checkGLcall("glDrawBuffer(GL_FRONT)");
1179 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1180 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1181 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1182 IWineD3DSwapChainImpl *swapchain = NULL;
1185 if (!(This->Flags & SFLAG_LOCKED)) {
1186 WARN("trying to Unlock an unlocked surf@%p\n", This);
1187 return WINED3DERR_INVALIDCALL;
1190 if (This->Flags & SFLAG_PBO) {
1191 TRACE("Freeing PBO memory\n");
1192 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1194 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1195 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1196 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1197 checkGLcall("glUnmapBufferARB");
1199 This->resource.allocatedMemory = NULL;
1202 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1204 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1205 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1209 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1210 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1211 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1212 static BOOL warned = FALSE;
1214 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1217 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1221 if(This->dirtyRect.left == 0 &&
1222 This->dirtyRect.top == 0 &&
1223 This->dirtyRect.right == This->currentDesc.Width &&
1224 This->dirtyRect.bottom == This->currentDesc.Height) {
1227 /* TODO: Proper partial rectangle tracking */
1228 fullsurface = FALSE;
1229 This->Flags |= SFLAG_INSYSMEM;
1232 switch(wined3d_settings.rendertargetlock_mode) {
1235 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1237 if (This->glDescription.textureName == 0) {
1238 glGenTextures(1, &This->glDescription.textureName);
1239 checkGLcall("glGenTextures");
1241 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1242 checkGLcall("glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);");
1244 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1250 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1255 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1256 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1257 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1258 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1259 * not fully up to date because only a subrectangle was read in LockRect.
1261 This->Flags &= ~SFLAG_INSYSMEM;
1262 This->Flags |= SFLAG_INDRAWABLE;
1265 This->dirtyRect.left = This->currentDesc.Width;
1266 This->dirtyRect.top = This->currentDesc.Height;
1267 This->dirtyRect.right = 0;
1268 This->dirtyRect.bottom = 0;
1269 } else if(iface == myDevice->stencilBufferTarget) {
1270 FIXME("Depth Stencil buffer locking is not implemented\n");
1272 /* The rest should be a normal texture */
1273 IWineD3DBaseTextureImpl *impl;
1274 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1275 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1276 * states need resetting
1278 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1279 if(impl->baseTexture.bindCount) {
1280 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1282 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1287 This->Flags &= ~SFLAG_LOCKED;
1288 memset(&This->lockedRect, 0, sizeof(RECT));
1292 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1293 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1294 WINED3DLOCKED_RECT lock;
1298 TRACE("(%p)->(%p)\n",This,pHDC);
1300 if(This->Flags & SFLAG_USERPTR) {
1301 ERR("Not supported on surfaces with an application-provided surfaces\n");
1302 return WINEDDERR_NODC;
1305 /* Give more detailed info for ddraw */
1306 if (This->Flags & SFLAG_DCINUSE)
1307 return WINEDDERR_DCALREADYCREATED;
1309 /* Can't GetDC if the surface is locked */
1310 if (This->Flags & SFLAG_LOCKED)
1311 return WINED3DERR_INVALIDCALL;
1313 memset(&lock, 0, sizeof(lock)); /* To be sure */
1315 /* Create a DIB section if there isn't a hdc yet */
1317 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1318 if(This->Flags & SFLAG_CLIENT) {
1319 IWineD3DSurface_PreLoad(iface);
1322 /* Use the dib section from now on if we are not using a PBO */
1323 if(!(This->Flags & SFLAG_PBO))
1324 This->resource.allocatedMemory = This->dib.bitmap_data;
1327 /* Lock the surface */
1328 hr = IWineD3DSurface_LockRect(iface,
1333 if(This->Flags & SFLAG_PBO) {
1334 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1335 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1339 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1340 /* keep the dib section */
1344 if(This->resource.format == WINED3DFMT_P8 ||
1345 This->resource.format == WINED3DFMT_A8P8) {
1348 PALETTEENTRY ent[256];
1350 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1351 for (n=0; n<256; n++) {
1352 col[n].rgbRed = ent[n].peRed;
1353 col[n].rgbGreen = ent[n].peGreen;
1354 col[n].rgbBlue = ent[n].peBlue;
1355 col[n].rgbReserved = 0;
1358 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1360 for (n=0; n<256; n++) {
1361 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1362 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1363 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1364 col[n].rgbReserved = 0;
1368 SetDIBColorTable(This->hDC, 0, 256, col);
1372 TRACE("returning %p\n",*pHDC);
1373 This->Flags |= SFLAG_DCINUSE;
1378 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1379 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1381 TRACE("(%p)->(%p)\n",This,hDC);
1383 if (!(This->Flags & SFLAG_DCINUSE))
1384 return WINED3DERR_INVALIDCALL;
1386 if (This->hDC !=hDC) {
1387 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1388 return WINED3DERR_INVALIDCALL;
1391 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1392 /* Copy the contents of the DIB over to the PBO */
1393 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1396 /* we locked first, so unlock now */
1397 IWineD3DSurface_UnlockRect(iface);
1399 This->Flags &= ~SFLAG_DCINUSE;
1404 /* ******************************************************
1405 IWineD3DSurface Internal (No mapping to directx api) parts follow
1406 ****************************************************** */
1408 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1409 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1410 const GlPixelFormatDesc *glDesc;
1411 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1412 BOOL p8_render_target = FALSE;
1413 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1415 /* Default values: From the surface */
1416 *format = glDesc->glFormat;
1417 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1418 *type = glDesc->glType;
1419 *convert = NO_CONVERSION;
1420 *target_bpp = This->bytesPerPixel;
1422 /* Ok, now look if we have to do any conversion */
1423 switch(This->resource.format) {
1429 if (device->render_targets && device->render_targets[0]) {
1430 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
1431 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
1432 p8_render_target = TRUE;
1435 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1436 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1437 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which conflicts with this.
1439 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && p8_render_target)) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1441 *internal = GL_RGBA;
1442 *type = GL_UNSIGNED_BYTE;
1444 if(colorkey_active) {
1445 *convert = CONVERT_PALETTED_CK;
1447 *convert = CONVERT_PALETTED;
1450 else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1452 *internal = GL_RGBA;
1453 *type = GL_UNSIGNED_BYTE;
1459 case WINED3DFMT_R3G3B2:
1460 /* **********************
1461 GL_UNSIGNED_BYTE_3_3_2
1462 ********************** */
1463 if (colorkey_active) {
1464 /* This texture format will never be used.. So do not care about color keying
1465 up until the point in time it will be needed :-) */
1466 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1470 case WINED3DFMT_R5G6B5:
1471 if (colorkey_active) {
1472 *convert = CONVERT_CK_565;
1474 *internal = GL_RGBA;
1475 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1479 case WINED3DFMT_X1R5G5B5:
1480 if (colorkey_active) {
1481 *convert = CONVERT_CK_5551;
1483 *internal = GL_RGBA;
1484 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1488 case WINED3DFMT_R8G8B8:
1489 if (colorkey_active) {
1490 *convert = CONVERT_CK_RGB24;
1492 *internal = GL_RGBA;
1493 *type = GL_UNSIGNED_INT_8_8_8_8;
1498 case WINED3DFMT_X8R8G8B8:
1499 if (colorkey_active) {
1500 *convert = CONVERT_RGB32_888;
1502 *internal = GL_RGBA;
1503 *type = GL_UNSIGNED_INT_8_8_8_8;
1507 case WINED3DFMT_V8U8:
1508 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1509 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1510 *format = GL_DUDV_ATI;
1511 *internal = GL_DU8DV8_ATI;
1513 /* No conversion - Just change the gl type */
1516 *convert = CONVERT_V8U8;
1518 *internal = GL_RGB8;
1519 *type = GL_UNSIGNED_BYTE;
1523 case WINED3DFMT_L6V5U5:
1524 *convert = CONVERT_L6V5U5;
1525 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1527 /* Use format and types from table */
1529 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1532 *internal = GL_RGB5;
1533 *type = GL_UNSIGNED_SHORT_5_6_5;
1537 case WINED3DFMT_X8L8V8U8:
1538 *convert = CONVERT_X8L8V8U8;
1540 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1541 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1542 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1543 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1544 * the needed type and format parameter, so the internal format contains a
1545 * 4th component, which is returned as alpha
1548 /* Not supported by GL_ATI_envmap_bumpmap */
1550 *internal = GL_RGB8;
1551 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1555 case WINED3DFMT_Q8W8V8U8:
1556 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1557 *convert = CONVERT_Q8W8V8U8;
1559 *internal = GL_RGBA8;
1560 *type = GL_UNSIGNED_BYTE;
1562 /* Not supported by GL_ATI_envmap_bumpmap */
1565 case WINED3DFMT_V16U16:
1566 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1567 *convert = CONVERT_V16U16;
1569 *internal = GL_RGB16_EXT;
1570 *type = GL_UNSIGNED_SHORT;
1572 /* What should I do here about GL_ATI_envmap_bumpmap?
1573 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1577 case WINED3DFMT_A4L4:
1578 /* A4L4 exists as an internal gl format, but for some reason there is not
1579 * format+type combination to load it. Thus convert it to A8L8, then load it
1580 * with A4L4 internal, but A8L8 format+type
1582 *convert = CONVERT_A4L4;
1583 *format = GL_LUMINANCE_ALPHA;
1584 *internal = GL_LUMINANCE4_ALPHA4;
1585 *type = GL_UNSIGNED_BYTE;
1589 case WINED3DFMT_R32F:
1590 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1591 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1592 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1595 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1597 *convert = CONVERT_R32F;
1599 *internal = GL_RGB32F_ARB;
1604 case WINED3DFMT_R16F:
1605 /* Similar to R32F */
1606 *convert = CONVERT_R16F;
1608 *internal = GL_RGB16F_ARB;
1609 *type = GL_HALF_FLOAT_ARB;
1620 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1621 BYTE *source, *dest;
1622 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1627 memcpy(dst, src, pitch * height);
1630 case CONVERT_PALETTED:
1631 case CONVERT_PALETTED_CK:
1633 IWineD3DPaletteImpl* pal = This->palette;
1638 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1641 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1643 for (y = 0; y < height; y++)
1645 source = src + pitch * y;
1646 dest = dst + outpitch * y;
1647 /* This is an 1 bpp format, using the width here is fine */
1648 for (x = 0; x < width; x++) {
1649 BYTE color = *source++;
1650 *dest++ = table[color][0];
1651 *dest++ = table[color][1];
1652 *dest++ = table[color][2];
1653 *dest++ = table[color][3];
1659 case CONVERT_CK_565:
1661 /* Converting the 565 format in 5551 packed to emulate color-keying.
1663 Note : in all these conversion, it would be best to average the averaging
1664 pixels to get the color of the pixel that will be color-keyed to
1665 prevent 'color bleeding'. This will be done later on if ever it is
1668 Note2: Nvidia documents say that their driver does not support alpha + color keying
1669 on the same surface and disables color keying in such a case
1675 TRACE("Color keyed 565\n");
1677 for (y = 0; y < height; y++) {
1678 Source = (WORD *) (src + y * pitch);
1679 Dest = (WORD *) (dst + y * outpitch);
1680 for (x = 0; x < width; x++ ) {
1681 WORD color = *Source++;
1682 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1683 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1684 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1693 case CONVERT_CK_5551:
1695 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1699 TRACE("Color keyed 5551\n");
1700 for (y = 0; y < height; y++) {
1701 Source = (WORD *) (src + y * pitch);
1702 Dest = (WORD *) (dst + y * outpitch);
1703 for (x = 0; x < width; x++ ) {
1704 WORD color = *Source++;
1706 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1707 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1711 *Dest &= ~(1 << 15);
1723 unsigned char *Dest;
1724 for(y = 0; y < height; y++) {
1725 Source = (short *) (src + y * pitch);
1726 Dest = (unsigned char *) (dst + y * outpitch);
1727 for (x = 0; x < width; x++ ) {
1728 long color = (*Source++);
1729 /* B */ Dest[0] = 0xff;
1730 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1731 /* R */ Dest[2] = (color) + 128; /* U */
1738 case CONVERT_V16U16:
1742 unsigned short *Dest;
1743 for(y = 0; y < height; y++) {
1744 Source = (DWORD *) (src + y * pitch);
1745 Dest = (unsigned short *) (dst + y * outpitch);
1746 for (x = 0; x < width; x++ ) {
1747 DWORD color = (*Source++);
1748 /* B */ Dest[0] = 0xffff;
1749 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1750 /* R */ Dest[2] = (color ) + 32768; /* U */
1757 case CONVERT_Q8W8V8U8:
1761 unsigned char *Dest;
1762 for(y = 0; y < height; y++) {
1763 Source = (DWORD *) (src + y * pitch);
1764 Dest = (unsigned char *) (dst + y * outpitch);
1765 for (x = 0; x < width; x++ ) {
1766 long color = (*Source++);
1767 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1768 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1769 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1770 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1777 case CONVERT_L6V5U5:
1781 unsigned char *Dest;
1783 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1784 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1785 * fixed function and shaders without further conversion once the surface is
1788 for(y = 0; y < height; y++) {
1789 Source = (WORD *) (src + y * pitch);
1790 Dest = (unsigned char *) (dst + y * outpitch);
1791 for (x = 0; x < width; x++ ) {
1792 short color = (*Source++);
1793 unsigned char l = ((color >> 10) & 0xfc);
1794 char v = ((color >> 5) & 0x3e);
1795 char u = ((color ) & 0x1f);
1797 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1798 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1799 * shift. GL reads a signed value and converts it into an unsigned value.
1801 /* M */ Dest[2] = l << 1;
1803 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1804 * from 5 bit values to 8 bit values.
1806 /* V */ Dest[1] = v << 3;
1807 /* U */ Dest[0] = u << 3;
1812 for(y = 0; y < height; y++) {
1813 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1814 Source = (WORD *) (src + y * pitch);
1815 for (x = 0; x < width; x++ ) {
1816 short color = (*Source++);
1817 unsigned char l = ((color >> 10) & 0xfc);
1818 short v = ((color >> 5) & 0x3e);
1819 short u = ((color ) & 0x1f);
1820 short v_conv = v + 16;
1821 short u_conv = u + 16;
1823 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1831 case CONVERT_X8L8V8U8:
1835 unsigned char *Dest;
1837 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1838 /* This implementation works with the fixed function pipeline and shaders
1839 * without further modification after converting the surface.
1841 for(y = 0; y < height; y++) {
1842 Source = (DWORD *) (src + y * pitch);
1843 Dest = (unsigned char *) (dst + y * outpitch);
1844 for (x = 0; x < width; x++ ) {
1845 long color = (*Source++);
1846 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1847 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1848 /* U */ Dest[0] = (color & 0xff); /* U */
1849 /* I */ Dest[3] = 255; /* X */
1854 /* Doesn't work correctly with the fixed function pipeline, but can work in
1855 * shaders if the shader is adjusted. (There's no use for this format in gl's
1856 * standard fixed function pipeline anyway).
1858 for(y = 0; y < height; y++) {
1859 Source = (DWORD *) (src + y * pitch);
1860 Dest = (unsigned char *) (dst + y * outpitch);
1861 for (x = 0; x < width; x++ ) {
1862 long color = (*Source++);
1863 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
1864 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1865 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1876 unsigned char *Source;
1877 unsigned char *Dest;
1878 for(y = 0; y < height; y++) {
1879 Source = (unsigned char *) (src + y * pitch);
1880 Dest = (unsigned char *) (dst + y * outpitch);
1881 for (x = 0; x < width; x++ ) {
1882 unsigned char color = (*Source++);
1883 /* A */ Dest[1] = (color & 0xf0) << 0;
1884 /* L */ Dest[0] = (color & 0x0f) << 4;
1896 for(y = 0; y < height; y++) {
1897 Source = (float *) (src + y * pitch);
1898 Dest = (float *) (dst + y * outpitch);
1899 for (x = 0; x < width; x++ ) {
1900 float color = (*Source++);
1916 for(y = 0; y < height; y++) {
1917 Source = (WORD *) (src + y * pitch);
1918 Dest = (WORD *) (dst + y * outpitch);
1919 for (x = 0; x < width; x++ ) {
1920 WORD color = (*Source++);
1930 ERR("Unsupported conversation type %d\n", convert);
1935 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
1936 IWineD3DPaletteImpl* pal = This->palette;
1937 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1938 BOOL index_in_alpha = FALSE;
1941 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1942 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1943 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1944 * duplicate entries. Store the color key in the unused alpha component to speed the
1945 * download up and to make conversion unneeded. */
1946 if (device->render_targets && device->render_targets[0]) {
1947 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
1949 if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1950 index_in_alpha = TRUE;
1954 /* Still no palette? Use the device's palette */
1955 /* Get the surface's palette */
1956 for (i = 0; i < 256; i++) {
1957 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1958 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1959 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1961 if(index_in_alpha) {
1963 } else if (colorkey &&
1964 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1965 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1966 /* We should maybe here put a more 'neutral' color than the standard bright purple
1967 one often used by application to prevent the nice purple borders when bi-linear
1975 TRACE("Using surface palette %p\n", pal);
1976 /* Get the surface's palette */
1977 for (i = 0; i < 256; i++) {
1978 table[i][0] = pal->palents[i].peRed;
1979 table[i][1] = pal->palents[i].peGreen;
1980 table[i][2] = pal->palents[i].peBlue;
1982 if(index_in_alpha) {
1985 else if (colorkey &&
1986 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1987 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1988 /* We should maybe here put a more 'neutral' color than the standard bright purple
1989 one often used by application to prevent the nice purple borders when bi-linear
1992 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1993 table[i][3] = pal->palents[i].peFlags;
2001 const char *fragment_palette_conversion =
2004 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2005 "TEX index.x, fragment.texcoord[0], texture[0], 2D;\n" /* store the red-component of the current pixel */
2006 "MAD index.x, index.x, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2007 "TEX result.color, index, texture[1], 1D;\n" /* use the red-component as a index in the palette to get the final color */
2010 /* This function is used in case of 8bit paletted textures to upload the palette.
2011 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2012 extensions like ATI_fragment_shaders is possible.
2014 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2015 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2017 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2019 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2021 /* Try to use the paletted texture extension */
2022 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2024 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2025 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2029 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2030 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2031 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2033 /* Create the fragment program if we don't have it */
2034 if(!device->paletteConversionShader)
2036 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2037 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2038 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2039 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2040 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2043 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2044 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2046 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2047 glEnable(GL_TEXTURE_1D);
2048 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2050 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2051 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2052 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2053 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2055 /* Switch back to unit 0 in which the 2D texture will be stored. */
2056 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2058 /* Rebind the texture because it isn't bound anymore */
2059 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2063 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2064 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2066 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2067 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2068 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2073 if(This->palette9) {
2074 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2078 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2080 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2084 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2085 GLboolean oldwrite[4];
2087 /* Some formats have only some color channels, and the others are 1.0.
2088 * since our rendering renders to all channels, and those pixel formats
2089 * are emulated by using a full texture with the other channels set to 1.0
2090 * manually, clear the unused channels.
2092 * This could be done with hacking colorwriteenable to mask the colors,
2093 * but before drawing the buffer would have to be cleared too, so there's
2096 switch(This->resource.format) {
2097 case WINED3DFMT_R16F:
2098 case WINED3DFMT_R32F:
2099 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2100 /* Do not activate a context, the correct drawable is active already
2101 * though just the read buffer is set, make sure to have the correct draw
2104 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2105 glDisable(GL_SCISSOR_TEST);
2106 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2107 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2108 glClearColor(0.0, 1.0, 1.0, 1.0);
2109 glClear(GL_COLOR_BUFFER_BIT);
2110 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2111 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2112 checkGLcall("Unused channel clear\n");
2119 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2120 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2122 if (!(This->Flags & SFLAG_INTEXTURE)) {
2123 TRACE("Reloading because surface is dirty\n");
2124 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2125 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2126 /* Reload: vice versa OR */
2127 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2128 /* Also reload: Color key is active AND the color key has changed */
2129 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2130 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2131 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2132 TRACE("Reloading because of color keying\n");
2133 /* To perform the color key conversion we need a sysmem copy of
2134 * the surface. Make sure we have it
2136 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2137 } else if(palette9_changed(This)) {
2138 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2139 /* TODO: This is not necessarily needed with hw palettized texture support */
2140 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2142 TRACE("surface is already in texture\n");
2146 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2147 * These resources are not bound by device size or format restrictions. Because of this,
2148 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2149 * However, these resources can always be created, locked, and copied.
2151 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2153 FIXME("(%p) Operation not supported for scratch textures\n",This);
2154 return WINED3DERR_INVALIDCALL;
2157 This->srgb = srgb_mode;
2158 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2162 static unsigned int gen = 0;
2165 if ((gen % 10) == 0) {
2166 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2167 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2170 * debugging crash code
2179 if (!(This->Flags & SFLAG_DONOTFREE)) {
2180 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2181 This->resource.allocatedMemory = NULL;
2182 This->resource.heapMemory = NULL;
2183 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2191 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2194 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2195 char *allocatedMemory;
2197 IWineD3DSwapChain *swapChain = NULL;
2199 GLuint tmpTexture = 0;
2202 Textures may not be stored in ->allocatedgMemory and a GlTexture
2203 so we should lock the surface before saving a snapshot, or at least check that
2205 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2206 by calling GetTexImage and in compressed form by calling
2207 GetCompressedTexImageARB. Queried compressed images can be saved and
2208 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2209 texture images do not need to be processed by the GL and should
2210 significantly improve texture loading performance relative to uncompressed
2213 /* Setup the width and height to be the internal texture width and height. */
2214 width = This->pow2Width;
2215 height = This->pow2Height;
2216 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2217 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2219 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2220 /* if were not a real texture then read the back buffer into a real texture */
2221 /* we don't want to interfere with the back buffer so read the data into a temporary
2222 * texture and then save the data out of the temporary texture
2226 TRACE("(%p) Reading render target into texture\n", This);
2227 glEnable(GL_TEXTURE_2D);
2229 glGenTextures(1, &tmpTexture);
2230 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2232 glTexImage2D(GL_TEXTURE_2D,
2239 GL_UNSIGNED_INT_8_8_8_8_REV,
2242 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2243 vcheckGLcall("glGetIntegerv");
2244 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2245 vcheckGLcall("glReadBuffer");
2246 glCopyTexImage2D(GL_TEXTURE_2D,
2255 checkGLcall("glCopyTexImage2D");
2256 glReadBuffer(prevRead);
2259 } else { /* bind the real texture, and make sure it up to date */
2260 IWineD3DSurface_PreLoad(iface);
2262 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2264 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2265 glGetTexImage(GL_TEXTURE_2D,
2266 This->glDescription.level,
2268 GL_UNSIGNED_INT_8_8_8_8_REV,
2270 checkGLcall("glTexImage2D");
2272 glBindTexture(GL_TEXTURE_2D, 0);
2273 glDeleteTextures(1, &tmpTexture);
2277 f = fopen(filename, "w+");
2279 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2280 return WINED3DERR_INVALIDCALL;
2282 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2283 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2298 fwrite(&width,2,1,f);
2300 fwrite(&height,2,1,f);
2305 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2307 textureRow = allocatedMemory + (width * (height - 1) *4);
2309 textureRow = allocatedMemory;
2310 for (y = 0 ; y < height; y++) {
2311 for (i = 0; i < width; i++) {
2312 color = *((DWORD*)textureRow);
2313 fputc((color >> 16) & 0xFF, f); /* B */
2314 fputc((color >> 8) & 0xFF, f); /* G */
2315 fputc((color >> 0) & 0xFF, f); /* R */
2316 fputc((color >> 24) & 0xFF, f); /* A */
2319 /* take two rows of the pointer to the texture memory */
2321 (textureRow-= width << 3);
2324 TRACE("Closing file\n");
2328 IWineD3DSwapChain_Release(swapChain);
2330 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2335 * Slightly inefficient way to handle multiple dirty rects but it works :)
2337 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2338 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2339 IWineD3DBaseTexture *baseTexture = NULL;
2341 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2342 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2344 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2345 if (NULL != pDirtyRect) {
2346 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2347 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2348 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2349 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2351 This->dirtyRect.left = 0;
2352 This->dirtyRect.top = 0;
2353 This->dirtyRect.right = This->currentDesc.Width;
2354 This->dirtyRect.bottom = This->currentDesc.Height;
2356 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2357 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2358 /* if the container is a basetexture then mark it dirty. */
2359 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2360 TRACE("Passing to container\n");
2361 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2362 IWineD3DBaseTexture_Release(baseTexture);
2367 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2368 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2370 const GlPixelFormatDesc *glDesc;
2371 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2373 TRACE("(%p) : Calling base function first\n", This);
2374 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2376 /* Setup some glformat defaults */
2377 This->glDescription.glFormat = glDesc->glFormat;
2378 This->glDescription.glFormatInternal = glDesc->glInternal;
2379 This->glDescription.glType = glDesc->glType;
2381 This->Flags &= ~SFLAG_ALLOCATED;
2382 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2383 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2388 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2389 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2391 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2392 WARN("Surface is locked or the HDC is in use\n");
2393 return WINED3DERR_INVALIDCALL;
2396 if(Mem && Mem != This->resource.allocatedMemory) {
2397 void *release = NULL;
2399 /* Do I have to copy the old surface content? */
2400 if(This->Flags & SFLAG_DIBSECTION) {
2401 /* Release the DC. No need to hold the critical section for the update
2402 * Thread because this thread runs only on front buffers, but this method
2403 * fails for render targets in the check above.
2405 SelectObject(This->hDC, This->dib.holdbitmap);
2406 DeleteDC(This->hDC);
2407 /* Release the DIB section */
2408 DeleteObject(This->dib.DIBsection);
2409 This->dib.bitmap_data = NULL;
2410 This->resource.allocatedMemory = NULL;
2412 This->Flags &= ~SFLAG_DIBSECTION;
2413 } else if(!(This->Flags & SFLAG_USERPTR)) {
2414 release = This->resource.heapMemory;
2415 This->resource.heapMemory = NULL;
2417 This->resource.allocatedMemory = Mem;
2418 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2420 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2421 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2423 /* For client textures opengl has to be notified */
2424 if(This->Flags & SFLAG_CLIENT) {
2425 This->Flags &= ~SFLAG_ALLOCATED;
2426 IWineD3DSurface_PreLoad(iface);
2427 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2430 /* Now free the old memory if any */
2431 HeapFree(GetProcessHeap(), 0, release);
2432 } else if(This->Flags & SFLAG_USERPTR) {
2433 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2434 This->resource.allocatedMemory = NULL;
2435 /* HeapMemory should be NULL already */
2436 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2437 This->Flags &= ~SFLAG_USERPTR;
2439 if(This->Flags & SFLAG_CLIENT) {
2440 This->Flags &= ~SFLAG_ALLOCATED;
2441 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2442 IWineD3DSurface_PreLoad(iface);
2448 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2449 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2450 IWineD3DSwapChainImpl *swapchain = NULL;
2452 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2454 /* Flipping is only supported on RenderTargets */
2455 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2458 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2459 * FIXME("(%p) Target override is not supported by now\n", This);
2460 * Additionally, it isn't really possible to support triple-buffering
2461 * properly on opengl at all
2465 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2467 ERR("Flipped surface is not on a swapchain\n");
2468 return WINEDDERR_NOTFLIPPABLE;
2471 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2472 * and only d3d8 and d3d9 apps specify the presentation interval
2474 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2475 /* Most common case first to avoid wasting time on all the other cases */
2476 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2477 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2478 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2479 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2480 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2481 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2482 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2484 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2487 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2488 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2489 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2493 /* Does a direct frame buffer -> texture copy. Stretching is done
2494 * with single pixel copy calls
2496 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2497 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2500 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2503 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2505 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2507 /* Bind the target texture */
2508 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2509 checkGLcall("glBindTexture");
2511 glReadBuffer(myDevice->offscreenBuffer);
2513 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2514 glReadBuffer(buffer);
2516 checkGLcall("glReadBuffer");
2518 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2519 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2521 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2522 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2524 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2525 ERR("Texture filtering not supported in direct blit\n");
2527 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2528 ERR("Texture filtering not supported in direct blit\n");
2532 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2533 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2534 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2536 glCopyTexSubImage2D(This->glDescription.target,
2537 This->glDescription.level,
2538 drect->x1, drect->y1, /* xoffset, yoffset */
2539 srect->x1, Src->currentDesc.Height - srect->y2,
2540 drect->x2 - drect->x1, drect->y2 - drect->y1);
2542 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2543 /* I have to process this row by row to swap the image,
2544 * otherwise it would be upside down, so stretching in y direction
2545 * doesn't cost extra time
2547 * However, stretching in x direction can be avoided if not necessary
2549 for(row = drect->y1; row < drect->y2; row++) {
2550 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2551 /* Well, that stuff works, but it's very slow.
2552 * find a better way instead
2556 for(col = drect->x1; col < drect->x2; col++) {
2557 glCopyTexSubImage2D(This->glDescription.target,
2558 This->glDescription.level,
2559 drect->x1 + col, row, /* xoffset, yoffset */
2560 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2564 glCopyTexSubImage2D(This->glDescription.target,
2565 This->glDescription.level,
2566 drect->x1, row, /* xoffset, yoffset */
2567 srect->x1, yoffset - (int) (row * yrel),
2568 drect->x2-drect->x1, 1);
2573 vcheckGLcall("glCopyTexSubImage2D");
2577 /* Uses the hardware to stretch and flip the image */
2578 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2579 GLuint src, backup = 0;
2580 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2581 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2582 float left, right, top, bottom; /* Texture coordinates */
2583 UINT fbwidth = Src->currentDesc.Width;
2584 UINT fbheight = Src->currentDesc.Height;
2585 GLenum drawBuffer = GL_BACK;
2587 TRACE("Using hwstretch blit\n");
2588 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2589 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2591 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2593 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2594 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2596 if(GL_LIMITS(aux_buffers) >= 2) {
2597 /* Got more than one aux buffer? Use the 2nd aux buffer */
2598 drawBuffer = GL_AUX1;
2599 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2600 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2601 drawBuffer = GL_AUX0;
2604 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2605 glGenTextures(1, &backup);
2606 checkGLcall("glGenTextures\n");
2607 glBindTexture(GL_TEXTURE_2D, backup);
2608 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2610 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2611 * we are reading from the back buffer, the backup can be used as source texture
2613 if(Src->glDescription.textureName == 0) {
2614 /* Get it a description */
2615 IWineD3DSurface_PreLoad(SrcSurface);
2617 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2618 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2620 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2621 Src->Flags &= ~SFLAG_INTEXTURE;
2624 glReadBuffer(GL_BACK);
2625 checkGLcall("glReadBuffer(GL_BACK)");
2627 /* TODO: Only back up the part that will be overwritten */
2628 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2629 0, 0 /* read offsets */,
2634 checkGLcall("glCopyTexSubImage2D");
2636 /* No issue with overriding these - the sampler is dirty due to blit usage */
2637 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2638 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2639 checkGLcall("glTexParameteri");
2640 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2641 minMipLookup[Filter][WINED3DTEXF_NONE]);
2642 checkGLcall("glTexParameteri");
2644 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2645 src = backup ? backup : Src->glDescription.textureName;
2647 glReadBuffer(GL_FRONT);
2648 checkGLcall("glReadBuffer(GL_FRONT)");
2650 glGenTextures(1, &src);
2651 checkGLcall("glGenTextures(1, &src)");
2652 glBindTexture(GL_TEXTURE_2D, src);
2653 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2655 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2656 * out for power of 2 sizes
2658 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2659 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2660 checkGLcall("glTexImage2D");
2661 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2662 0, 0 /* read offsets */,
2667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2668 checkGLcall("glTexParameteri");
2669 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2670 checkGLcall("glTexParameteri");
2672 glReadBuffer(GL_BACK);
2673 checkGLcall("glReadBuffer(GL_BACK)");
2675 checkGLcall("glEnd and previous");
2677 left = (float) srect->x1 / (float) Src->pow2Width;
2678 right = (float) srect->x2 / (float) Src->pow2Width;
2681 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2682 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2684 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2685 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2688 /* draw the source texture stretched and upside down. The correct surface is bound already */
2689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2692 glDrawBuffer(drawBuffer);
2693 glReadBuffer(drawBuffer);
2697 glTexCoord2f(left, bottom);
2698 glVertex2i(0, fbheight);
2701 glTexCoord2f(left, top);
2702 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2705 glTexCoord2f(right, top);
2706 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2709 glTexCoord2f(right, bottom);
2710 glVertex2i(drect->x2 - drect->x1, fbheight);
2712 checkGLcall("glEnd and previous");
2714 /* Now read the stretched and upside down image into the destination texture */
2715 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2716 checkGLcall("glBindTexture");
2717 glCopyTexSubImage2D(This->glDescription.target,
2719 drect->x1, drect->y1, /* xoffset, yoffset */
2720 0, 0, /* We blitted the image to the origin */
2721 drect->x2 - drect->x1, drect->y2 - drect->y1);
2722 checkGLcall("glCopyTexSubImage2D");
2724 /* Write the back buffer backup back */
2725 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2726 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2728 if(drawBuffer == GL_BACK) {
2731 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2735 glTexCoord2f(0.0, 0.0);
2736 glVertex2i(0, fbheight);
2739 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2740 glVertex2i(fbwidth, Src->currentDesc.Height);
2743 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2744 glVertex2i(fbwidth, 0);
2747 /* Restore the old draw buffer */
2748 glDrawBuffer(GL_BACK);
2752 if(src != Src->glDescription.textureName && src != backup) {
2753 glDeleteTextures(1, &src);
2754 checkGLcall("glDeleteTextures(1, &src)");
2757 glDeleteTextures(1, &backup);
2758 checkGLcall("glDeleteTextures(1, &backup)");
2763 /* Not called from the VTable */
2764 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2766 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2767 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2768 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2770 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2772 /* Get the swapchain. One of the surfaces has to be a primary surface */
2773 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2774 WARN("Destination is in sysmem, rejecting gl blt\n");
2775 return WINED3DERR_INVALIDCALL;
2777 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2778 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2780 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2781 WARN("Src is in sysmem, rejecting gl blt\n");
2782 return WINED3DERR_INVALIDCALL;
2784 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2785 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2788 /* Early sort out of cases where no render target is used */
2789 if(!dstSwapchain && !srcSwapchain &&
2790 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2791 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2792 return WINED3DERR_INVALIDCALL;
2795 /* No destination color keying supported */
2796 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2797 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2798 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2799 return WINED3DERR_INVALIDCALL;
2803 rect.x1 = DestRect->left;
2804 rect.y1 = DestRect->top;
2805 rect.x2 = DestRect->right;
2806 rect.y2 = DestRect->bottom;
2810 rect.x2 = This->currentDesc.Width;
2811 rect.y2 = This->currentDesc.Height;
2814 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2815 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2816 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2817 /* Half-life does a Blt from the back buffer to the front buffer,
2818 * Full surface size, no flags... Use present instead
2820 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2823 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2827 TRACE("Looking if a Present can be done...\n");
2828 /* Source Rectangle must be full surface */
2830 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2831 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2832 TRACE("No, Source rectangle doesn't match\n");
2838 mySrcRect.right = Src->currentDesc.Width;
2839 mySrcRect.bottom = Src->currentDesc.Height;
2841 /* No stretching may occur */
2842 if(mySrcRect.right != rect.x2 - rect.x1 ||
2843 mySrcRect.bottom != rect.y2 - rect.y1) {
2844 TRACE("No, stretching is done\n");
2848 /* Destination must be full surface or match the clipping rectangle */
2849 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
2853 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
2858 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
2861 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
2862 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
2864 TRACE("No, dest rectangle doesn't match(clipper)\n");
2865 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
2866 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
2872 if(rect.x1 != 0 || rect.y1 != 0 ||
2873 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
2874 TRACE("No, dest rectangle doesn't match(surface size)\n");
2881 /* These flags are unimportant for the flag check, remove them */
2882 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
2883 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
2885 /* The idea behind this is that a glReadPixels and a glDrawPixels call
2886 * take very long, while a flip is fast.
2887 * This applies to Half-Life, which does such Blts every time it finished
2888 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
2889 * menu. This is also used by all apps when they do windowed rendering
2891 * The problem is that flipping is not really the same as copying. After a
2892 * Blt the front buffer is a copy of the back buffer, and the back buffer is
2893 * untouched. Therefore it's necessary to override the swap effect
2894 * and to set it back after the flip.
2896 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
2900 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
2901 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2903 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
2904 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
2906 dstSwapchain->presentParms.SwapEffect = orig_swap;
2913 TRACE("Unsupported blit between buffers on the same swapchain\n");
2914 return WINED3DERR_INVALIDCALL;
2915 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
2916 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
2917 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
2918 return WINED3DERR_INVALIDCALL;
2921 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
2922 /* Blit from render target to texture */
2924 BOOL upsideDown, stretchx;
2926 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
2927 TRACE("Color keying not supported by frame buffer to texture blit\n");
2928 return WINED3DERR_INVALIDCALL;
2929 /* Destination color key is checked above */
2932 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2933 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2936 if(SrcRect->top < SrcRect->bottom) {
2937 srect.y1 = SrcRect->top;
2938 srect.y2 = SrcRect->bottom;
2941 srect.y1 = SrcRect->bottom;
2942 srect.y2 = SrcRect->top;
2945 srect.x1 = SrcRect->left;
2946 srect.x2 = SrcRect->right;
2950 srect.x2 = Src->currentDesc.Width;
2951 srect.y2 = Src->currentDesc.Height;
2954 if(rect.x1 > rect.x2) {
2958 upsideDown = !upsideDown;
2961 TRACE("Reading from an offscreen target\n");
2962 upsideDown = !upsideDown;
2965 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
2971 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
2972 * flip the image nor scale it.
2974 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
2975 * -> If the app wants a image width an unscaled width, copy it line per line
2976 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
2977 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
2978 * back buffer. This is slower than reading line per line, thus not used for flipping
2979 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
2982 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
2983 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
2986 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
2987 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
2988 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
2989 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
2990 rect.y2 - rect.y1 > Src->currentDesc.Height) {
2991 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
2992 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2994 TRACE("Using hardware stretching to flip / stretch the texture\n");
2995 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
2998 if(!(This->Flags & SFLAG_DONOTFREE)) {
2999 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3000 This->resource.allocatedMemory = NULL;
3001 This->resource.heapMemory = NULL;
3003 This->Flags &= ~SFLAG_INSYSMEM;
3005 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3006 * path is never entered
3008 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3012 /* Blit from offscreen surface to render target */
3013 float glTexCoord[4];
3014 DWORD oldCKeyFlags = Src->CKeyFlags;
3015 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3016 RECT SourceRectangle;
3018 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3021 SourceRectangle.left = SrcRect->left;
3022 SourceRectangle.right = SrcRect->right;
3023 SourceRectangle.top = SrcRect->top;
3024 SourceRectangle.bottom = SrcRect->bottom;
3026 SourceRectangle.left = 0;
3027 SourceRectangle.right = Src->currentDesc.Width;
3028 SourceRectangle.top = 0;
3029 SourceRectangle.bottom = Src->currentDesc.Height;
3032 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3033 /* Fall back to software */
3034 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3035 SourceRectangle.left, SourceRectangle.top,
3036 SourceRectangle.right, SourceRectangle.bottom);
3037 return WINED3DERR_INVALIDCALL;
3040 /* Color keying: Check if we have to do a color keyed blt,
3041 * and if not check if a color key is activated.
3043 * Just modify the color keying parameters in the surface and restore them afterwards
3044 * The surface keeps track of the color key last used to load the opengl surface.
3045 * PreLoad will catch the change to the flags and color key and reload if necessary.
3047 if(Flags & WINEDDBLT_KEYSRC) {
3048 /* Use color key from surface */
3049 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3050 /* Use color key from DDBltFx */
3051 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3052 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3054 /* Do not use color key */
3055 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3058 /* Now load the surface */
3059 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3062 /* Activate the destination context, set it up for blitting */
3063 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3067 TRACE("Drawing to offscreen buffer\n");
3068 glDrawBuffer(myDevice->offscreenBuffer);
3069 checkGLcall("glDrawBuffer");
3071 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3072 TRACE("Drawing to %#x buffer\n", buffer);
3073 glDrawBuffer(buffer);
3074 checkGLcall("glDrawBuffer");
3077 /* Bind the texture */
3078 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
3079 checkGLcall("glBindTexture");
3081 /* Filtering for StretchRect */
3082 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
3083 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3084 checkGLcall("glTexParameteri");
3085 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
3086 minMipLookup[Filter][WINED3DTEXF_NONE]);
3087 checkGLcall("glTexParameteri");
3088 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3089 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3090 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3091 checkGLcall("glTexEnvi");
3093 /* This is for color keying */
3094 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3095 glEnable(GL_ALPHA_TEST);
3096 checkGLcall("glEnable GL_ALPHA_TEST");
3097 glAlphaFunc(GL_NOTEQUAL, 0.0);
3098 checkGLcall("glAlphaFunc\n");
3100 glDisable(GL_ALPHA_TEST);
3101 checkGLcall("glDisable GL_ALPHA_TEST");
3104 /* Draw a textured quad
3108 glColor3d(1.0f, 1.0f, 1.0f);
3109 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3114 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3115 glVertex3f(rect.x1, rect.y2, 0.0);
3117 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3122 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3127 checkGLcall("glEnd");
3129 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3130 glDisable(GL_ALPHA_TEST);
3131 checkGLcall("glDisable(GL_ALPHA_TEST)");
3134 /* Flush in case the drawable is used by multiple GL contexts */
3135 if(dstSwapchain && (dstSwapchain->num_contexts >= 2))
3138 /* Unbind the texture */
3139 glBindTexture(GL_TEXTURE_2D, 0);
3140 checkGLcall("glEnable glBindTexture");
3142 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3143 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3145 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3146 glDrawBuffer(GL_BACK);
3147 checkGLcall("glDrawBuffer");
3149 /* Restore the color key parameters */
3150 Src->CKeyFlags = oldCKeyFlags;
3151 This->SrcBltCKey = oldBltCKey;
3155 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3156 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3159 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3160 /* TODO: This should be moved to ModifyLocation() */
3161 if(!(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO)) {
3162 This->Flags |= SFLAG_INTEXTURE;
3167 /* Source-Less Blit to render target */
3168 if (Flags & WINEDDBLT_COLORFILL) {
3169 /* This is easy to handle for the D3D Device... */
3172 TRACE("Colorfill\n");
3174 /* The color as given in the Blt function is in the format of the frame-buffer...
3175 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3177 if (This->resource.format == WINED3DFMT_P8) {
3178 if (This->palette) {
3179 color = ((0xFF000000) |
3180 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3181 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3182 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3187 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3188 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3191 color = ((0xFF000000) |
3192 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3193 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3194 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3197 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3198 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3199 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3201 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3202 color = DDBltFx->u5.dwFillColor;
3205 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3206 return WINED3DERR_INVALIDCALL;
3209 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3210 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3211 glDrawBuffer(GL_BACK);
3212 checkGLcall("glDrawBuffer(GL_BACK)");
3213 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3214 glDrawBuffer(GL_FRONT);
3215 checkGLcall("glDrawBuffer(GL_FRONT)");
3216 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3217 glDrawBuffer(myDevice->offscreenBuffer);
3218 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3220 TRACE("Surface is higher back buffer, falling back to software\n");
3221 return WINED3DERR_INVALIDCALL;
3224 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3226 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3227 1 /* Number of rectangles */,
3229 WINED3DCLEAR_TARGET,
3234 /* Restore the original draw buffer */
3236 glDrawBuffer(myDevice->offscreenBuffer);
3237 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3238 glDrawBuffer(GL_BACK);
3240 vcheckGLcall("glDrawBuffer");
3246 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3247 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3248 return WINED3DERR_INVALIDCALL;
3251 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3253 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3256 if (Flags & WINEDDBLT_DEPTHFILL) {
3257 switch(This->resource.format) {
3258 case WINED3DFMT_D16:
3259 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3261 case WINED3DFMT_D15S1:
3262 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3264 case WINED3DFMT_D24S8:
3265 case WINED3DFMT_D24X8:
3266 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3268 case WINED3DFMT_D32:
3269 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3273 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3276 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3277 DestRect == NULL ? 0 : 1,
3278 (WINED3DRECT *) DestRect,
3279 WINED3DCLEAR_ZBUFFER,
3285 FIXME("(%p): Unsupp depthstencil blit\n", This);
3286 return WINED3DERR_INVALIDCALL;
3289 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3290 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3291 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3292 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3293 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3294 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3296 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3297 * except depth blits, which seem to work
3299 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3300 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3301 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3302 return WINED3DERR_INVALIDCALL;
3303 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3304 TRACE("Z Blit override handled the blit\n");
3309 /* Special cases for RenderTargets */
3310 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3311 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3312 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3315 /* For the rest call the X11 surface implementation.
3316 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3317 * other Blts are rather rare
3319 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3322 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3323 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3324 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3325 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3326 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3328 if(myDevice->inScene &&
3329 (iface == myDevice->stencilBufferTarget ||
3330 (Source && Source == myDevice->stencilBufferTarget))) {
3331 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3332 return WINED3DERR_INVALIDCALL;
3335 /* Special cases for RenderTargets */
3336 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3337 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3339 RECT SrcRect, DstRect;
3343 SrcRect.left = rsrc->left;
3344 SrcRect.top= rsrc->top;
3345 SrcRect.bottom = rsrc->bottom;
3346 SrcRect.right = rsrc->right;
3350 SrcRect.right = srcImpl->currentDesc.Width;
3351 SrcRect.bottom = srcImpl->currentDesc.Height;
3354 DstRect.left = dstx;
3356 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3357 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3359 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3360 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3361 Flags |= WINEDDBLT_KEYSRC;
3362 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3363 Flags |= WINEDDBLT_KEYDEST;
3364 if(trans & WINEDDBLTFAST_WAIT)
3365 Flags |= WINEDDBLT_WAIT;
3366 if(trans & WINEDDBLTFAST_DONOTWAIT)
3367 Flags |= WINEDDBLT_DONOTWAIT;
3369 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3373 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3376 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3377 /** Check against the maximum texture sizes supported by the video card **/
3378 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3379 unsigned int pow2Width, pow2Height;
3380 const GlPixelFormatDesc *glDesc;
3382 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3383 /* Setup some glformat defaults */
3384 This->glDescription.glFormat = glDesc->glFormat;
3385 This->glDescription.glFormatInternal = glDesc->glInternal;
3386 This->glDescription.glType = glDesc->glType;
3388 This->glDescription.textureName = 0;
3389 This->glDescription.target = GL_TEXTURE_2D;
3391 /* Non-power2 support */
3392 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3393 pow2Width = This->currentDesc.Width;
3394 pow2Height = This->currentDesc.Height;
3396 /* Find the nearest pow2 match */
3397 pow2Width = pow2Height = 1;
3398 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3399 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3401 This->pow2Width = pow2Width;
3402 This->pow2Height = pow2Height;
3404 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3405 WINED3DFORMAT Format = This->resource.format;
3406 /** TODO: add support for non power two compressed textures **/
3407 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3408 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3409 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3410 This, This->currentDesc.Width, This->currentDesc.Height);
3411 return WINED3DERR_NOTAVAILABLE;
3415 if(pow2Width != This->currentDesc.Width ||
3416 pow2Height != This->currentDesc.Height) {
3417 This->Flags |= SFLAG_NONPOW2;
3420 TRACE("%p\n", This);
3421 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3422 /* one of three options
3423 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)
3424 2: Set the texture to the maximum size (bad idea)
3425 3: WARN and return WINED3DERR_NOTAVAILABLE;
3426 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.
3428 WARN("(%p) Creating an oversized surface\n", This);
3429 This->Flags |= SFLAG_OVERSIZE;
3431 /* This will be initialized on the first blt */
3432 This->glRect.left = 0;
3433 This->glRect.top = 0;
3434 This->glRect.right = 0;
3435 This->glRect.bottom = 0;
3437 /* No oversize, gl rect is the full texture size */
3438 This->Flags &= ~SFLAG_OVERSIZE;
3439 This->glRect.left = 0;
3440 This->glRect.top = 0;
3441 This->glRect.right = This->pow2Width;
3442 This->glRect.bottom = This->pow2Height;
3445 This->Flags |= SFLAG_INSYSMEM;
3450 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
3451 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3452 IWineD3DBaseTexture *texture;
3454 TRACE("(%p)->(%s, %s)\n", iface,
3455 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3456 persistent ? "TRUE" : "FALSE");
3458 /* TODO: For offscreen textures with fbo offscreen rendering the drawable is the same as the texture.*/
3460 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
3461 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
3462 TRACE("Passing to container\n");
3463 IWineD3DBaseTexture_SetDirty(texture, TRUE);
3464 IWineD3DBaseTexture_Release(texture);
3467 This->Flags &= ~SFLAG_LOCATIONS;
3468 This->Flags |= flag;
3470 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
3471 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
3472 TRACE("Passing to container\n");
3473 IWineD3DBaseTexture_SetDirty(texture, TRUE);
3474 IWineD3DBaseTexture_Release(texture);
3477 This->Flags &= ~flag;
3485 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
3486 struct coords coords[4];
3488 IWineD3DSwapChain *swapchain = NULL;
3490 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3497 rect.right = This->currentDesc.Width;
3498 rect.bottom = This->currentDesc.Height;
3501 ActivateContext(device, device->render_targets[0], CTXUSAGE_BLIT);
3504 if(This->glDescription.target == GL_TEXTURE_2D) {
3505 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
3506 checkGLcall("GL_TEXTURE_2D, This->glDescription.textureName)");
3507 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3508 checkGLcall("glTexParameteri");
3509 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3510 checkGLcall("glTexParameteri");
3512 coords[0].x = rect.left / This->pow2Width;
3515 coords[1].x = rect.left / This->pow2Width;
3518 coords[2].x = rect.right / This->pow2Width;
3521 coords[3].x = rect.right / This->pow2Width;
3524 coords[0].y = rect.top / This->pow2Height;
3525 coords[1].y = rect.bottom / This->pow2Height;
3526 coords[2].y = rect.bottom / This->pow2Height;
3527 coords[3].y = rect.top / This->pow2Height;
3529 /* Must be a cube map */
3530 glDisable(GL_TEXTURE_2D);
3531 checkGLcall("glDisable(GL_TEXTURE_2D)");
3532 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3533 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3534 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName);
3535 checkGLcall("GL_TEXTURE_CUBE_MAP_ARB, This->glDescription.textureName)");
3536 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3537 checkGLcall("glTexParameteri");
3538 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3539 checkGLcall("glTexParameteri");
3541 switch(This->glDescription.target) {
3542 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3543 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
3544 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
3545 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
3546 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
3549 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3550 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
3551 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
3552 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
3553 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
3556 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3557 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
3558 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
3559 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
3560 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
3563 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3564 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
3565 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
3566 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
3567 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
3570 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3571 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
3572 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
3573 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
3574 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
3577 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3578 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
3579 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
3580 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
3581 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
3584 ERR("Unexpected texture target\n");
3591 glTexCoord3iv((GLint *) &coords[0]);
3592 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
3594 glTexCoord3iv((GLint *) &coords[1]);
3595 glVertex2i(0, device->render_offscreen ? rect.top : rect.bottom);
3597 glTexCoord3iv((GLint *) &coords[2]);
3598 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
3600 glTexCoord3iv((GLint *) &coords[3]);
3601 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
3603 checkGLcall("glEnd");
3605 if(This->glDescription.target != GL_TEXTURE_2D) {
3606 glEnable(GL_TEXTURE_2D);
3607 checkGLcall("glEnable(GL_TEXTURE_2D)");
3608 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3609 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3612 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
3613 if(hr == WINED3D_OK && swapchain) {
3614 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
3615 if(((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
3618 IWineD3DSwapChain_Release(swapchain);
3623 /*****************************************************************************
3624 * IWineD3DSurface::LoadLocation
3626 * Copies the current surface data from wherever it is to the requested
3627 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
3628 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
3629 * multiple locations, the gl texture is prefered over the drawable, which is
3630 * prefered over system memory. The PBO counts as system memory. If rect is
3631 * not NULL, only the specified rectangle is copied(only supported for
3632 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
3633 * location is marked up to date after the copy.
3636 * flag: Surface location flag to be updated
3637 * rect: rectangle to be copied
3640 * WINED3D_OK on success
3641 * WINED3DERR_DEVICELOST on an internal error
3643 *****************************************************************************/
3644 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
3645 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3646 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3647 GLenum format, internal, type;
3648 CONVERT_TYPES convert;
3650 int width, pitch, outpitch;
3653 TRACE("(%p)->(%s, %p)\n", iface,
3654 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
3657 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
3660 /* TODO: For fbo targets, texture == drawable */
3661 if(This->Flags & flag) {
3662 TRACE("Location already up to date\n");
3666 if(!(This->Flags & SFLAG_LOCATIONS)) {
3667 ERR("Surface does not have any up to date location\n");
3668 This->Flags |= SFLAG_LOST;
3669 return WINED3DERR_DEVICELOST;
3672 if(flag == SFLAG_INSYSMEM) {
3673 surface_prepare_system_memory(This);
3675 /* Download the surface to system memory */
3676 if(This->Flags & SFLAG_INTEXTURE) {
3677 surface_download_data(This);
3679 read_from_framebuffer(This, rect,
3680 This->resource.allocatedMemory,
3681 IWineD3DSurface_GetPitch(iface));
3683 } else if(flag == SFLAG_INDRAWABLE) {
3684 if(This->Flags & SFLAG_INTEXTURE) {
3685 surface_blt_to_drawable(This, rect);
3687 flush_to_framebuffer_drawpixels(This);
3689 } else /* if(flag == SFLAG_INTEXTURE) */ {
3690 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
3692 if (This->Flags & SFLAG_INDRAWABLE) {
3696 glGetIntegerv(GL_READ_BUFFER, &prevRead);
3697 vcheckGLcall("glGetIntegerv");
3698 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
3699 vcheckGLcall("glReadBuffer");
3701 if(!(This->Flags & SFLAG_ALLOCATED)) {
3702 surface_allocate_surface(This, internal, This->pow2Width,
3703 This->pow2Height, format, type);
3706 clear_unused_channels(This);
3708 glCopyTexSubImage2D(This->glDescription.target,
3709 This->glDescription.level,
3711 This->currentDesc.Width,
3712 This->currentDesc.Height);
3713 checkGLcall("glCopyTexSubImage2D");
3715 glReadBuffer(prevRead);
3716 vcheckGLcall("glReadBuffer");
3720 TRACE("Updated target %d\n", This->glDescription.target);
3722 /* The only place where LoadTexture() might get called when isInDraw=1
3723 * is ActivateContext where lastActiveRenderTarget is preloaded.
3725 if(iface == device->lastActiveRenderTarget && device->isInDraw)
3726 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
3728 /* Otherwise: System memory copy must be most up to date */
3730 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
3731 This->Flags |= SFLAG_GLCKEY;
3732 This->glCKey = This->SrcBltCKey;
3734 else This->Flags &= ~SFLAG_GLCKEY;
3736 /* The width is in 'length' not in bytes */
3737 width = This->currentDesc.Width;
3738 pitch = IWineD3DSurface_GetPitch(iface);
3740 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
3741 int height = This->currentDesc.Height;
3743 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
3744 outpitch = width * bpp;
3745 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
3747 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
3749 ERR("Out of memory %d, %d!\n", outpitch, height);
3750 return WINED3DERR_OUTOFVIDEOMEMORY;
3752 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
3754 This->Flags |= SFLAG_CONVERTED;
3755 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
3756 d3dfmt_p8_upload_palette(iface, convert);
3757 This->Flags &= ~SFLAG_CONVERTED;
3758 mem = This->resource.allocatedMemory;
3760 This->Flags &= ~SFLAG_CONVERTED;
3761 mem = This->resource.allocatedMemory;
3764 /* Make sure the correct pitch is used */
3765 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
3767 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
3768 TRACE("non power of two support\n");
3769 if(!(This->Flags & SFLAG_ALLOCATED)) {
3770 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
3772 if (mem || (This->Flags & SFLAG_PBO)) {
3773 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
3776 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
3777 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
3779 if(!(This->Flags & SFLAG_ALLOCATED)) {
3780 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
3782 if (mem || (This->Flags & SFLAG_PBO)) {
3783 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
3787 /* Restore the default pitch */
3788 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
3790 /* Don't delete PBO memory */
3791 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
3792 HeapFree(GetProcessHeap(), 0, mem);
3797 This->Flags |= flag;
3803 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3806 IWineD3DBaseSurfaceImpl_QueryInterface,
3807 IWineD3DBaseSurfaceImpl_AddRef,
3808 IWineD3DSurfaceImpl_Release,
3809 /* IWineD3DResource */
3810 IWineD3DBaseSurfaceImpl_GetParent,
3811 IWineD3DBaseSurfaceImpl_GetDevice,
3812 IWineD3DBaseSurfaceImpl_SetPrivateData,
3813 IWineD3DBaseSurfaceImpl_GetPrivateData,
3814 IWineD3DBaseSurfaceImpl_FreePrivateData,
3815 IWineD3DBaseSurfaceImpl_SetPriority,
3816 IWineD3DBaseSurfaceImpl_GetPriority,
3817 IWineD3DSurfaceImpl_PreLoad,
3818 IWineD3DBaseSurfaceImpl_GetType,
3819 /* IWineD3DSurface */
3820 IWineD3DBaseSurfaceImpl_GetContainer,
3821 IWineD3DBaseSurfaceImpl_GetDesc,
3822 IWineD3DSurfaceImpl_LockRect,
3823 IWineD3DSurfaceImpl_UnlockRect,
3824 IWineD3DSurfaceImpl_GetDC,
3825 IWineD3DSurfaceImpl_ReleaseDC,
3826 IWineD3DSurfaceImpl_Flip,
3827 IWineD3DSurfaceImpl_Blt,
3828 IWineD3DBaseSurfaceImpl_GetBltStatus,
3829 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3830 IWineD3DBaseSurfaceImpl_IsLost,
3831 IWineD3DBaseSurfaceImpl_Restore,
3832 IWineD3DSurfaceImpl_BltFast,
3833 IWineD3DBaseSurfaceImpl_GetPalette,
3834 IWineD3DBaseSurfaceImpl_SetPalette,
3835 IWineD3DBaseSurfaceImpl_RealizePalette,
3836 IWineD3DBaseSurfaceImpl_SetColorKey,
3837 IWineD3DBaseSurfaceImpl_GetPitch,
3838 IWineD3DSurfaceImpl_SetMem,
3839 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3840 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3841 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3842 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3843 IWineD3DBaseSurfaceImpl_SetClipper,
3844 IWineD3DBaseSurfaceImpl_GetClipper,
3846 IWineD3DSurfaceImpl_AddDirtyRect,
3847 IWineD3DSurfaceImpl_LoadTexture,
3848 IWineD3DSurfaceImpl_SaveSnapshot,
3849 IWineD3DBaseSurfaceImpl_SetContainer,
3850 IWineD3DSurfaceImpl_SetGlTextureDesc,
3851 IWineD3DSurfaceImpl_GetGlDesc,
3852 IWineD3DSurfaceImpl_GetData,
3853 IWineD3DSurfaceImpl_SetFormat,
3854 IWineD3DSurfaceImpl_PrivateSetup,
3855 IWineD3DSurfaceImpl_ModifyLocation,
3856 IWineD3DSurfaceImpl_LoadLocation