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 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 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 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
41 void surface_force_reload(IWineD3DSurface *iface)
43 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
45 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
48 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
50 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
56 name = &This->glDescription.srgbTextureName;
57 flag = SFLAG_INSRGBTEX;
61 name = &This->glDescription.textureName;
62 flag = SFLAG_INTEXTURE;
65 TRACE("(%p) : setting texture name %u\n", This, new_name);
67 if (!*name && new_name)
69 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
70 * surface has no texture name yet. See if we can get rid of this. */
71 if (This->Flags & flag)
72 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
73 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
77 surface_force_reload(iface);
80 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
82 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
84 TRACE("(%p) : setting target %#x\n", This, target);
86 if (This->glDescription.target != target)
88 if (target == GL_TEXTURE_RECTANGLE_ARB)
90 This->Flags &= ~SFLAG_NORMCOORD;
92 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
94 This->Flags |= SFLAG_NORMCOORD;
97 This->glDescription.target = target;
98 surface_force_reload(iface);
101 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
104 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
105 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
106 * gl states. The current texture unit should always be a valid one.
108 * To be more specific, this is tricky because we can implicitly be called
109 * from sampler() in state.c. This means we can't touch anything other than
110 * whatever happens to be the currently active texture, or we would risk
111 * marking already applied sampler states dirty again.
113 * TODO: Track the current active texture per GL context instead of using glGet
115 GLint active_texture;
117 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
119 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
121 if (active_sampler != -1) {
122 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
124 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
127 /* This function checks if the primary render target uses the 8bit paletted format. */
128 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
130 if (device->render_targets && device->render_targets[0]) {
131 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
132 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
138 /* This call just downloads data, the caller is responsible for activating the
139 * right context and binding the correct texture. */
140 static void surface_download_data(IWineD3DSurfaceImpl *This) {
141 /* Only support read back of converted P8 surfaces */
142 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
143 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
149 if (This->resource.format == WINED3DFMT_DXT1 ||
150 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
151 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
152 This->resource.format == WINED3DFMT_ATI2N) {
153 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
154 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
156 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
157 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
159 if(This->Flags & SFLAG_PBO) {
160 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
161 checkGLcall("glBindBufferARB");
162 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
163 checkGLcall("glGetCompressedTexImageARB()");
164 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
165 checkGLcall("glBindBufferARB");
167 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
168 checkGLcall("glGetCompressedTexImageARB()");
174 GLenum format = This->glDescription.glFormat;
175 GLenum type = This->glDescription.glType;
179 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
180 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
182 type = GL_UNSIGNED_BYTE;
185 if (This->Flags & SFLAG_NONPOW2) {
186 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
187 src_pitch = This->bytesPerPixel * This->pow2Width;
188 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
189 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
190 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
192 mem = This->resource.allocatedMemory;
195 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
198 if(This->Flags & SFLAG_PBO) {
199 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
200 checkGLcall("glBindBufferARB");
202 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
204 checkGLcall("glGetTexImage()");
206 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
207 checkGLcall("glBindBufferARB");
209 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
211 checkGLcall("glGetTexImage()");
215 if (This->Flags & SFLAG_NONPOW2) {
216 const BYTE *src_data;
220 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
221 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
222 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
224 * We're doing this...
226 * instead of boxing the texture :
227 * |<-texture width ->| -->pow2width| /\
228 * |111111111111111111| | |
229 * |222 Texture 222222| boxed empty | texture height
230 * |3333 Data 33333333| | |
231 * |444444444444444444| | \/
232 * ----------------------------------- |
233 * | boxed empty | boxed empty | pow2height
235 * -----------------------------------
238 * we're repacking the data to the expected texture width
240 * |<-texture width ->| -->pow2width| /\
241 * |111111111111111111222222222222222| |
242 * |222333333333333333333444444444444| texture height
246 * | empty | pow2height
248 * -----------------------------------
252 * |<-texture width ->| /\
253 * |111111111111111111|
254 * |222222222222222222|texture height
255 * |333333333333333333|
256 * |444444444444444444| \/
257 * --------------------
259 * this also means that any references to allocatedMemory should work with the data as if were a
260 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
262 * internally the texture is still stored in a boxed format so any references to textureName will
263 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
265 * Performance should not be an issue, because applications normally do not lock the surfaces when
266 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
267 * and doesn't have to be re-read.
270 dst_data = This->resource.allocatedMemory;
271 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
272 for (y = 1 ; y < This->currentDesc.Height; y++) {
273 /* skip the first row */
274 src_data += src_pitch;
275 dst_data += dst_pitch;
276 memcpy(dst_data, src_data, dst_pitch);
279 HeapFree(GetProcessHeap(), 0, mem);
283 /* Surface has now been downloaded */
284 This->Flags |= SFLAG_INSYSMEM;
287 /* This call just uploads data, the caller is responsible for activating the
288 * right context and binding the correct texture. */
289 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
290 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
292 if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
294 if (This->resource.format == WINED3DFMT_DXT1 ||
295 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
296 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
297 This->resource.format == WINED3DFMT_ATI2N) {
298 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
299 FIXME("Using DXT1/3/5 without advertized support\n");
301 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
302 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
303 * function uses glCompressedTexImage2D instead of the SubImage call
305 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
308 if(This->Flags & SFLAG_PBO) {
309 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
310 checkGLcall("glBindBufferARB");
311 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
313 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
314 width, height, 0 /* border */, This->resource.size, NULL));
315 checkGLcall("glCompressedTexSubImage2D");
317 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
318 checkGLcall("glBindBufferARB");
320 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
321 width, height, 0 /* border */, This->resource.size, data));
322 checkGLcall("glCompressedTexSubImage2D");
327 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
330 if(This->Flags & SFLAG_PBO) {
331 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
332 checkGLcall("glBindBufferARB");
333 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
335 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
336 checkGLcall("glTexSubImage2D");
338 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
339 checkGLcall("glBindBufferARB");
342 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
343 checkGLcall("glTexSubImage2D");
350 /* This call just allocates the texture, the caller is responsible for
351 * activating the right context and binding the correct texture. */
352 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
353 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
354 BOOL enable_client_storage = FALSE;
355 const BYTE *mem = NULL;
357 if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
359 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,
360 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
362 if (This->resource.format == WINED3DFMT_DXT1 ||
363 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
364 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
365 This->resource.format == WINED3DFMT_ATI2N) {
366 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
367 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
369 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
370 * once, unfortunately
372 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
373 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
374 This->Flags |= SFLAG_CLIENT;
375 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
377 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
378 width, height, 0 /* border */, This->resource.size, mem));
387 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
388 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
389 /* In some cases we want to disable client storage.
390 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
391 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
392 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
393 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
394 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
396 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
397 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
398 This->Flags &= ~SFLAG_CLIENT;
399 enable_client_storage = TRUE;
401 This->Flags |= SFLAG_CLIENT;
403 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
404 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
406 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
409 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
410 checkGLcall("glTexImage2D");
412 if(enable_client_storage) {
413 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
414 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
419 /* In D3D the depth stencil dimensions have to be greater than or equal to the
420 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
421 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
422 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
423 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
424 renderbuffer_entry_t *entry;
425 GLuint renderbuffer = 0;
426 unsigned int src_width, src_height;
428 src_width = This->pow2Width;
429 src_height = This->pow2Height;
431 /* A depth stencil smaller than the render target is not valid */
432 if (width > src_width || height > src_height) return;
434 /* Remove any renderbuffer set if the sizes match */
435 if (width == src_width && height == src_height) {
436 This->current_renderbuffer = NULL;
440 /* Look if we've already got a renderbuffer of the correct dimensions */
441 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
442 if (entry->width == width && entry->height == height) {
443 renderbuffer = entry->id;
444 This->current_renderbuffer = entry;
450 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
451 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
452 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
453 This->resource.format_desc->glInternal, width, height));
455 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
456 entry->width = width;
457 entry->height = height;
458 entry->id = renderbuffer;
459 list_add_head(&This->renderbuffers, &entry->entry);
461 This->current_renderbuffer = entry;
464 checkGLcall("set_compatible_renderbuffer");
467 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
468 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
469 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
471 TRACE("(%p) : swapchain %p\n", This, swapchain);
473 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
474 TRACE("Returning GL_BACK\n");
476 } else if (swapchain_impl->frontBuffer == iface) {
477 TRACE("Returning GL_FRONT\n");
481 FIXME("Higher back buffer, returning GL_BACK\n");
485 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
486 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
488 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
489 IWineD3DBaseTexture *baseTexture = NULL;
491 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
492 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
494 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
497 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
498 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
499 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
500 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
504 This->dirtyRect.left = 0;
505 This->dirtyRect.top = 0;
506 This->dirtyRect.right = This->currentDesc.Width;
507 This->dirtyRect.bottom = This->currentDesc.Height;
510 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
511 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
513 /* if the container is a basetexture then mark it dirty. */
514 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
516 TRACE("Passing to container\n");
517 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
518 IWineD3DBaseTexture_Release(baseTexture);
522 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
524 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
525 ULONG ref = InterlockedDecrement(&This->resource.ref);
526 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
528 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
529 renderbuffer_entry_t *entry, *entry2;
530 TRACE("(%p) : cleaning up\n", This);
532 /* Need a context to destroy the texture. Use the currently active render target, but only if
533 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
534 * When destroying the primary rt, Uninit3D will activate a context before doing anything
536 if(device->render_targets && device->render_targets[0]) {
537 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
541 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
542 TRACE("Deleting texture %d\n", This->glDescription.textureName);
543 glDeleteTextures(1, &This->glDescription.textureName);
546 if(This->Flags & SFLAG_PBO) {
548 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
551 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
552 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
553 HeapFree(GetProcessHeap(), 0, entry);
557 if(This->Flags & SFLAG_DIBSECTION) {
559 SelectObject(This->hDC, This->dib.holdbitmap);
561 /* Release the DIB section */
562 DeleteObject(This->dib.DIBsection);
563 This->dib.bitmap_data = NULL;
564 This->resource.allocatedMemory = NULL;
566 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
568 HeapFree(GetProcessHeap(), 0, This->palette9);
570 resource_cleanup((IWineD3DResource *)iface);
572 if(This->overlay_dest) {
573 list_remove(&This->overlay_entry);
576 TRACE("(%p) Released\n", This);
577 HeapFree(GetProcessHeap(), 0, This);
583 /* ****************************************************
584 IWineD3DSurface IWineD3DResource parts follow
585 **************************************************** */
587 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
589 /* TODO: check for locks */
590 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
591 IWineD3DBaseTexture *baseTexture = NULL;
592 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
594 TRACE("(%p)Checking to see if the container is a base texture\n", This);
595 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
596 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
597 TRACE("Passing to container\n");
598 tex_impl->baseTexture.internal_preload(baseTexture, SRGB_RGB);
599 IWineD3DBaseTexture_Release(baseTexture);
601 TRACE("(%p) : About to load surface\n", This);
603 if(!device->isInDraw) {
604 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
607 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
608 if(palette9_changed(This)) {
609 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
610 /* TODO: This is not necessarily needed with hw palettized texture support */
611 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
612 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
613 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
617 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
619 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
620 /* Tell opengl to try and keep this texture in video ram (well mostly) */
624 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
631 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
632 surface_internal_preload(iface, SRGB_ANY);
635 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
636 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
637 This->resource.allocatedMemory =
638 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
641 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
642 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
643 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
644 checkGLcall("glGetBufferSubData");
645 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
646 checkGLcall("glDeleteBuffers");
650 This->Flags &= ~SFLAG_PBO;
653 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
654 IWineD3DBaseTexture *texture = NULL;
655 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
656 renderbuffer_entry_t *entry, *entry2;
657 TRACE("(%p)\n", iface);
659 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
660 /* Default pool resources are supposed to be destroyed before Reset is called.
661 * Implicit resources stay however. So this means we have an implicit render target
662 * or depth stencil. The content may be destroyed, but we still have to tear down
663 * opengl resources, so we cannot leave early.
665 * Put the most up to date surface location into the drawable. D3D-wise this content
666 * is undefined, so it would be nowhere, but that would make the location management
667 * more complicated. The drawable is a sane location, because if we mark sysmem or
668 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
669 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
672 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
673 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
675 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
678 /* Load the surface into system memory */
679 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
680 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
682 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
683 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
685 /* Destroy PBOs, but load them into real sysmem before */
686 if(This->Flags & SFLAG_PBO) {
687 surface_remove_pbo(This);
690 /* Destroy fbo render buffers. This is needed for implicit render targets, for
691 * all application-created targets the application has to release the surface
692 * before calling _Reset
694 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
696 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
698 list_remove(&entry->entry);
699 HeapFree(GetProcessHeap(), 0, entry);
701 list_init(&This->renderbuffers);
702 This->current_renderbuffer = NULL;
704 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
707 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
710 glDeleteTextures(1, &This->glDescription.textureName);
711 This->glDescription.textureName = 0;
714 IWineD3DBaseTexture_Release(texture);
719 /* ******************************************************
720 IWineD3DSurface IWineD3DSurface parts follow
721 ****************************************************** */
723 static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
725 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
726 TRACE("(%p) : returning %p\n", This, &This->glDescription);
727 *glDescription = &This->glDescription;
730 /* Read the framebuffer back into the surface */
731 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
732 IWineD3DSwapChainImpl *swapchain;
733 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
737 BYTE *row, *top, *bottom;
741 BOOL srcIsUpsideDown;
746 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
747 static BOOL warned = FALSE;
749 ERR("The application tries to lock the render target, but render target locking is disabled\n");
755 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
756 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
757 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
758 * context->last_was_blit set on the unlock.
760 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
763 /* Select the correct read buffer, and give some debug output.
764 * There is no need to keep track of the current read buffer or reset it, every part of the code
765 * that reads sets the read buffer as desired.
767 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
769 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
770 TRACE("Locking %#x buffer\n", buffer);
771 glReadBuffer(buffer);
772 checkGLcall("glReadBuffer");
774 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
775 srcIsUpsideDown = FALSE;
777 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
778 * Read from the back buffer
780 TRACE("Locking offscreen render target\n");
781 glReadBuffer(myDevice->offscreenBuffer);
782 srcIsUpsideDown = TRUE;
785 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
789 local_rect.right = This->currentDesc.Width;
790 local_rect.bottom = This->currentDesc.Height;
794 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
796 switch(This->resource.format)
800 if(primary_render_target_is_p8(myDevice)) {
801 /* In case of P8 render targets the index is stored in the alpha component */
803 type = GL_UNSIGNED_BYTE;
805 bpp = This->bytesPerPixel;
807 /* GL can't return palettized data, so read ARGB pixels into a
808 * separate block of memory and convert them into palettized format
809 * in software. Slow, but if the app means to use palettized render
810 * targets and locks it...
812 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
813 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
814 * for the color channels when palettizing the colors.
817 type = GL_UNSIGNED_BYTE;
819 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
821 ERR("Out of memory\n");
825 bpp = This->bytesPerPixel * 3;
832 fmt = This->glDescription.glFormat;
833 type = This->glDescription.glType;
834 bpp = This->bytesPerPixel;
837 if(This->Flags & SFLAG_PBO) {
838 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
839 checkGLcall("glBindBufferARB");
841 ERR("mem not null for pbo -- unexpected\n");
846 /* Save old pixel store pack state */
847 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
848 checkGLcall("glIntegerv");
849 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
850 checkGLcall("glIntegerv");
851 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
852 checkGLcall("glIntegerv");
854 /* Setup pixel store pack state -- to glReadPixels into the correct place */
855 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
856 checkGLcall("glPixelStorei");
857 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
858 checkGLcall("glPixelStorei");
859 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
860 checkGLcall("glPixelStorei");
862 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
863 local_rect.right - local_rect.left,
864 local_rect.bottom - local_rect.top,
866 checkGLcall("glReadPixels");
868 /* Reset previous pixel store pack state */
869 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
870 checkGLcall("glPixelStorei");
871 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
872 checkGLcall("glPixelStorei");
873 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
874 checkGLcall("glPixelStorei");
876 if(This->Flags & SFLAG_PBO) {
877 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
878 checkGLcall("glBindBufferARB");
880 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
881 * to get a pointer to it and perform the flipping in software. This is a lot
882 * faster than calling glReadPixels for each line. In case we want more speed
883 * we should rerender it flipped in a FBO and read the data back from the FBO. */
884 if(!srcIsUpsideDown) {
885 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
886 checkGLcall("glBindBufferARB");
888 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
889 checkGLcall("glMapBufferARB");
893 /* TODO: Merge this with the palettization loop below for P8 targets */
894 if(!srcIsUpsideDown) {
896 /* glReadPixels returns the image upside down, and there is no way to prevent this.
897 Flip the lines in software */
898 len = (local_rect.right - local_rect.left) * bpp;
899 off = local_rect.left * bpp;
901 row = HeapAlloc(GetProcessHeap(), 0, len);
903 ERR("Out of memory\n");
904 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
909 top = mem + pitch * local_rect.top;
910 bottom = mem + pitch * (local_rect.bottom - 1);
911 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
912 memcpy(row, top + off, len);
913 memcpy(top + off, bottom + off, len);
914 memcpy(bottom + off, row, len);
918 HeapFree(GetProcessHeap(), 0, row);
920 /* Unmap the temp PBO buffer */
921 if(This->Flags & SFLAG_PBO) {
922 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
923 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
929 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
930 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
931 * the same color but we have no choice.
932 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
934 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
935 const PALETTEENTRY *pal = NULL;
936 DWORD width = pitch / 3;
940 pal = This->palette->palents;
942 ERR("Palette is missing, cannot perform inverse palette lookup\n");
943 HeapFree(GetProcessHeap(), 0, mem);
947 for(y = local_rect.top; y < local_rect.bottom; y++) {
948 for(x = local_rect.left; x < local_rect.right; x++) {
949 /* start lines pixels */
950 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
951 const BYTE *green = blue + 1;
952 const BYTE *red = green + 1;
954 for(c = 0; c < 256; c++) {
955 if(*red == pal[c].peRed &&
956 *green == pal[c].peGreen &&
957 *blue == pal[c].peBlue)
959 *((BYTE *) dest + y * width + x) = c;
965 HeapFree(GetProcessHeap(), 0, mem);
969 /* Read the framebuffer contents into a texture */
970 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
972 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
973 IWineD3DSwapChainImpl *swapchain;
975 GLenum format, internal, type;
976 CONVERT_TYPES convert;
978 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
980 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
982 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
983 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
984 * states in the stateblock, and no driver was found yet that had bugs in that regard.
986 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
987 surface_bind_and_dirtify(This, srgb);
990 glGetIntegerv(GL_READ_BUFFER, &prevRead);
993 /* Select the correct read buffer, and give some debug output.
994 * There is no need to keep track of the current read buffer or reset it, every part of the code
995 * that reads sets the read buffer as desired.
997 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
999 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1000 TRACE("Locking %#x buffer\n", buffer);
1003 glReadBuffer(buffer);
1004 checkGLcall("glReadBuffer");
1007 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1009 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1010 * Read from the back buffer
1012 TRACE("Locking offscreen render target\n");
1014 glReadBuffer(device->offscreenBuffer);
1015 checkGLcall("glReadBuffer");
1019 if(!(This->Flags & alloc_flag)) {
1020 surface_allocate_surface(This, internal, This->pow2Width,
1021 This->pow2Height, format, type);
1022 This->Flags |= alloc_flag;
1026 /* If !SrcIsUpsideDown we should flip the surface.
1027 * This can be done using glCopyTexSubImage2D but this
1028 * is VERY slow, so don't do that. We should prevent
1029 * this code from getting called in such cases or perhaps
1030 * we can use FBOs */
1032 glCopyTexSubImage2D(This->glDescription.target,
1033 This->glDescription.level,
1035 This->currentDesc.Width,
1036 This->currentDesc.Height);
1037 checkGLcall("glCopyTexSubImage2D");
1039 glReadBuffer(prevRead);
1040 checkGLcall("glReadBuffer");
1043 TRACE("Updated target %d\n", This->glDescription.target);
1046 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1047 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1048 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1051 if(!(This->Flags & SFLAG_DYNLOCK)) {
1053 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1054 if(This->lockCount > MAXLOCKCOUNT) {
1055 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1056 This->Flags |= SFLAG_DYNLOCK;
1060 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1061 * Also don't create a PBO for systemmem surfaces.
1063 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1065 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1067 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1070 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1071 error = glGetError();
1072 if(This->pbo == 0 || error != GL_NO_ERROR) {
1073 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1076 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1078 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1079 checkGLcall("glBindBufferARB");
1081 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1082 checkGLcall("glBufferDataARB");
1084 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1085 checkGLcall("glBindBufferARB");
1087 /* We don't need the system memory anymore and we can't even use it for PBOs */
1088 if(!(This->Flags & SFLAG_CLIENT)) {
1089 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1090 This->resource.heapMemory = NULL;
1092 This->resource.allocatedMemory = NULL;
1093 This->Flags |= SFLAG_PBO;
1095 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1096 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1099 if(!This->resource.heapMemory) {
1100 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1102 This->resource.allocatedMemory =
1103 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1104 if(This->Flags & SFLAG_INSYSMEM) {
1105 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1110 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1111 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1112 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1113 IWineD3DSwapChain *swapchain = NULL;
1115 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1117 /* This is also done in the base class, but we have to verify this before loading any data from
1118 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1119 * may interfere, and all other bad things may happen
1121 if (This->Flags & SFLAG_LOCKED) {
1122 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1123 return WINED3DERR_INVALIDCALL;
1125 This->Flags |= SFLAG_LOCKED;
1127 if (!(This->Flags & SFLAG_LOCKABLE))
1129 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1132 if (Flags & WINED3DLOCK_DISCARD) {
1133 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1134 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1135 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1136 This->Flags |= SFLAG_INSYSMEM;
1140 if (This->Flags & SFLAG_INSYSMEM) {
1141 TRACE("Local copy is up to date, not downloading data\n");
1142 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1146 /* Now download the surface content from opengl
1147 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1148 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1150 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1151 if(swapchain || iface == myDevice->render_targets[0]) {
1152 const RECT *pass_rect = pRect;
1154 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1155 * because most caller functions do not need that. So do that here
1160 pRect->right == This->currentDesc.Width &&
1161 pRect->bottom == This->currentDesc.Height) {
1165 switch(wined3d_settings.rendertargetlock_mode) {
1168 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1170 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1171 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1172 * This may be faster on some cards
1174 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1181 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1187 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1189 } else if(iface == myDevice->stencilBufferTarget) {
1190 /** the depth stencil in openGL has a format of GL_FLOAT
1191 * which should be good for WINED3DFMT_D16_LOCKABLE
1192 * and WINED3DFMT_D16
1193 * it is unclear what format the stencil buffer is in except.
1194 * 'Each index is converted to fixed point...
1195 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1196 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1197 * glReadPixels(This->lockedRect.left,
1198 * This->lockedRect.bottom - j - 1,
1199 * This->lockedRect.right - This->lockedRect.left,
1201 * GL_DEPTH_COMPONENT,
1203 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1205 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1206 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1207 * none of that is the case the problem is not in this function :-)
1208 ********************************************/
1209 FIXME("Depth stencil locking not supported yet\n");
1211 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1212 TRACE("locking an ordinary surface\n");
1213 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1217 if(This->Flags & SFLAG_PBO) {
1218 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1220 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1221 checkGLcall("glBindBufferARB");
1223 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1224 if(This->resource.allocatedMemory) {
1225 ERR("The surface already has PBO memory allocated!\n");
1228 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1229 checkGLcall("glMapBufferARB");
1231 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1232 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1233 checkGLcall("glBindBufferARB");
1238 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1241 IWineD3DBaseTexture *pBaseTexture;
1244 * as seen in msdn docs
1246 surface_add_dirty_rect(iface, pRect);
1248 /** Dirtify Container if needed */
1249 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1250 TRACE("Making container dirty\n");
1251 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1252 IWineD3DBaseTexture_Release(pBaseTexture);
1254 TRACE("Surface is standalone, no need to dirty the container\n");
1258 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1261 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1263 GLint prev_rasterpos[4];
1264 GLint skipBytes = 0;
1265 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1266 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1267 IWineD3DSwapChainImpl *swapchain;
1269 /* Activate the correct context for the render target */
1270 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1273 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1274 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1275 TRACE("Unlocking %#x buffer\n", buffer);
1276 glDrawBuffer(buffer);
1277 checkGLcall("glDrawBuffer");
1279 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1281 /* Primary offscreen render target */
1282 TRACE("Offscreen render target\n");
1283 glDrawBuffer(myDevice->offscreenBuffer);
1284 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1287 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1288 checkGLcall("glIntegerv");
1289 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1290 checkGLcall("glIntegerv");
1291 glPixelZoom(1.0, -1.0);
1292 checkGLcall("glPixelZoom");
1294 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1295 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1296 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1298 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1299 checkGLcall("glRasterPos2f");
1301 /* Some drivers(radeon dri, others?) don't like exceptions during
1302 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1303 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1304 * catch to put the dib section in InSync mode, which leads to a crash
1305 * and a blocked x server on my radeon card.
1307 * The following lines read the dib section so it is put in InSync mode
1308 * before glDrawPixels is called and the crash is prevented. There won't
1309 * be any interfering gdi accesses, because UnlockRect is called from
1310 * ReleaseDC, and the app won't use the dc any more afterwards.
1312 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1314 read = This->resource.allocatedMemory[0];
1317 if(This->Flags & SFLAG_PBO) {
1318 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1319 checkGLcall("glBindBufferARB");
1322 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1323 if(This->Flags & SFLAG_LOCKED) {
1324 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1325 (This->lockedRect.bottom - This->lockedRect.top)-1,
1327 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1328 checkGLcall("glDrawPixels");
1330 glDrawPixels(This->currentDesc.Width,
1331 This->currentDesc.Height,
1333 checkGLcall("glDrawPixels");
1336 if(This->Flags & SFLAG_PBO) {
1337 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1338 checkGLcall("glBindBufferARB");
1341 glPixelZoom(1.0,1.0);
1342 checkGLcall("glPixelZoom");
1344 glRasterPos3iv(&prev_rasterpos[0]);
1345 checkGLcall("glRasterPos3iv");
1347 /* Reset to previous pack row length */
1348 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1349 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1352 glDrawBuffer(myDevice->offscreenBuffer);
1353 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1354 } else if(swapchain->backBuffer) {
1355 glDrawBuffer(GL_BACK);
1356 checkGLcall("glDrawBuffer(GL_BACK)");
1358 glDrawBuffer(GL_FRONT);
1359 checkGLcall("glDrawBuffer(GL_FRONT)");
1366 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1367 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1368 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1369 IWineD3DSwapChainImpl *swapchain = NULL;
1372 if (!(This->Flags & SFLAG_LOCKED)) {
1373 WARN("trying to Unlock an unlocked surf@%p\n", This);
1374 return WINEDDERR_NOTLOCKED;
1377 if (This->Flags & SFLAG_PBO) {
1378 TRACE("Freeing PBO memory\n");
1379 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1381 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1382 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1383 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1384 checkGLcall("glUnmapBufferARB");
1386 This->resource.allocatedMemory = NULL;
1389 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1391 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1392 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1396 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1397 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1398 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1400 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1401 static BOOL warned = FALSE;
1403 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1409 if(This->dirtyRect.left == 0 &&
1410 This->dirtyRect.top == 0 &&
1411 This->dirtyRect.right == This->currentDesc.Width &&
1412 This->dirtyRect.bottom == This->currentDesc.Height) {
1415 /* TODO: Proper partial rectangle tracking */
1416 fullsurface = FALSE;
1417 This->Flags |= SFLAG_INSYSMEM;
1420 switch(wined3d_settings.rendertargetlock_mode) {
1423 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1424 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1430 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1435 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1436 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1437 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1438 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1439 * not fully up to date because only a subrectangle was read in LockRect.
1441 This->Flags &= ~SFLAG_INSYSMEM;
1442 This->Flags |= SFLAG_INDRAWABLE;
1445 This->dirtyRect.left = This->currentDesc.Width;
1446 This->dirtyRect.top = This->currentDesc.Height;
1447 This->dirtyRect.right = 0;
1448 This->dirtyRect.bottom = 0;
1449 } else if(iface == myDevice->stencilBufferTarget) {
1450 FIXME("Depth Stencil buffer locking is not implemented\n");
1452 /* The rest should be a normal texture */
1453 IWineD3DBaseTextureImpl *impl;
1454 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1455 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1456 * states need resetting
1458 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1459 if(impl->baseTexture.bindCount) {
1460 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1462 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1467 This->Flags &= ~SFLAG_LOCKED;
1468 memset(&This->lockedRect, 0, sizeof(RECT));
1470 /* Overlays have to be redrawn manually after changes with the GL implementation */
1471 if(This->overlay_dest) {
1472 IWineD3DSurface_DrawOverlay(iface);
1477 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1479 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1480 WINED3DLOCKED_RECT lock;
1484 TRACE("(%p)->(%p)\n",This,pHDC);
1486 if(This->Flags & SFLAG_USERPTR) {
1487 ERR("Not supported on surfaces with an application-provided surfaces\n");
1488 return WINEDDERR_NODC;
1491 /* Give more detailed info for ddraw */
1492 if (This->Flags & SFLAG_DCINUSE)
1493 return WINEDDERR_DCALREADYCREATED;
1495 /* Can't GetDC if the surface is locked */
1496 if (This->Flags & SFLAG_LOCKED)
1497 return WINED3DERR_INVALIDCALL;
1499 /* According to Direct3D9 docs, only these formats are supported */
1500 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1501 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1502 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1503 This->resource.format != WINED3DFMT_R8G8B8 &&
1504 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1507 memset(&lock, 0, sizeof(lock)); /* To be sure */
1509 /* Create a DIB section if there isn't a hdc yet */
1511 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1512 if(This->Flags & SFLAG_CLIENT) {
1513 surface_internal_preload(iface, SRGB_RGB);
1516 /* Use the dib section from now on if we are not using a PBO */
1517 if(!(This->Flags & SFLAG_PBO))
1518 This->resource.allocatedMemory = This->dib.bitmap_data;
1521 /* Lock the surface */
1522 hr = IWineD3DSurface_LockRect(iface,
1527 if(This->Flags & SFLAG_PBO) {
1528 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1529 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1533 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1534 /* keep the dib section */
1538 if(This->resource.format == WINED3DFMT_P8 ||
1539 This->resource.format == WINED3DFMT_A8P8) {
1540 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1541 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1543 const PALETTEENTRY *pal = NULL;
1546 pal = This->palette->palents;
1548 IWineD3DSurfaceImpl *dds_primary;
1549 IWineD3DSwapChainImpl *swapchain;
1550 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1551 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1552 if (dds_primary && dds_primary->palette)
1553 pal = dds_primary->palette->palents;
1557 for (n=0; n<256; n++) {
1558 col[n].rgbRed = pal[n].peRed;
1559 col[n].rgbGreen = pal[n].peGreen;
1560 col[n].rgbBlue = pal[n].peBlue;
1561 col[n].rgbReserved = 0;
1563 SetDIBColorTable(This->hDC, 0, 256, col);
1568 TRACE("returning %p\n",*pHDC);
1569 This->Flags |= SFLAG_DCINUSE;
1574 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1576 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1578 TRACE("(%p)->(%p)\n",This,hDC);
1580 if (!(This->Flags & SFLAG_DCINUSE))
1581 return WINEDDERR_NODC;
1583 if (This->hDC !=hDC) {
1584 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1585 return WINEDDERR_NODC;
1588 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1589 /* Copy the contents of the DIB over to the PBO */
1590 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1593 /* we locked first, so unlock now */
1594 IWineD3DSurface_UnlockRect(iface);
1596 This->Flags &= ~SFLAG_DCINUSE;
1601 /* ******************************************************
1602 IWineD3DSurface Internal (No mapping to directx api) parts follow
1603 ****************************************************** */
1605 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) {
1606 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1607 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1608 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1610 /* Default values: From the surface */
1611 *format = glDesc->glFormat;
1612 *type = glDesc->glType;
1613 *convert = NO_CONVERSION;
1614 *target_bpp = This->bytesPerPixel;
1617 *internal = glDesc->glGammaInternal;
1618 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1619 *internal = glDesc->rtInternal;
1621 *internal = glDesc->glInternal;
1624 /* Ok, now look if we have to do any conversion */
1625 switch(This->resource.format) {
1631 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1632 * of the two is available make sure texturing is requested as neither of the two works in
1633 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1634 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1635 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1636 * conflicts with this.
1638 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1639 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1640 device->render_targets &&
1641 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1642 colorkey_active || !use_texturing ) {
1644 *internal = GL_RGBA;
1645 *type = GL_UNSIGNED_BYTE;
1647 if(colorkey_active) {
1648 *convert = CONVERT_PALETTED_CK;
1650 *convert = CONVERT_PALETTED;
1653 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1655 *internal = GL_RGBA;
1656 *type = GL_UNSIGNED_BYTE;
1662 case WINED3DFMT_R3G3B2:
1663 /* **********************
1664 GL_UNSIGNED_BYTE_3_3_2
1665 ********************** */
1666 if (colorkey_active) {
1667 /* This texture format will never be used.. So do not care about color keying
1668 up until the point in time it will be needed :-) */
1669 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1673 case WINED3DFMT_R5G6B5:
1674 if (colorkey_active) {
1675 *convert = CONVERT_CK_565;
1677 *internal = GL_RGBA;
1678 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1682 case WINED3DFMT_X1R5G5B5:
1683 if (colorkey_active) {
1684 *convert = CONVERT_CK_5551;
1686 *internal = GL_RGBA;
1687 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1691 case WINED3DFMT_R8G8B8:
1692 if (colorkey_active) {
1693 *convert = CONVERT_CK_RGB24;
1695 *internal = GL_RGBA;
1696 *type = GL_UNSIGNED_INT_8_8_8_8;
1701 case WINED3DFMT_X8R8G8B8:
1702 if (colorkey_active) {
1703 *convert = CONVERT_RGB32_888;
1705 *internal = GL_RGBA;
1706 *type = GL_UNSIGNED_INT_8_8_8_8;
1710 case WINED3DFMT_R8G8_SNORM:
1711 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1712 *convert = CONVERT_V8U8;
1714 *internal = GL_RGB8;
1715 *type = GL_UNSIGNED_BYTE;
1719 case WINED3DFMT_L6V5U5:
1720 *convert = CONVERT_L6V5U5;
1721 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1723 /* Use format and types from table */
1725 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1728 *internal = GL_RGB5;
1729 *type = GL_UNSIGNED_SHORT_5_6_5;
1733 case WINED3DFMT_X8L8V8U8:
1734 *convert = CONVERT_X8L8V8U8;
1736 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1737 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1738 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1739 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1740 * the needed type and format parameter, so the internal format contains a
1741 * 4th component, which is returned as alpha
1745 *internal = GL_RGB8;
1746 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1750 case WINED3DFMT_R8G8B8A8_SNORM:
1751 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1752 *convert = CONVERT_Q8W8V8U8;
1754 *internal = GL_RGBA8;
1755 *type = GL_UNSIGNED_BYTE;
1759 case WINED3DFMT_R16G16_SNORM:
1760 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1761 *convert = CONVERT_V16U16;
1763 *internal = GL_RGB16_EXT;
1764 *type = GL_UNSIGNED_SHORT;
1768 case WINED3DFMT_A4L4:
1769 /* A4L4 exists as an internal gl format, but for some reason there is not
1770 * format+type combination to load it. Thus convert it to A8L8, then load it
1771 * with A4L4 internal, but A8L8 format+type
1773 *convert = CONVERT_A4L4;
1774 *format = GL_LUMINANCE_ALPHA;
1775 *internal = GL_LUMINANCE4_ALPHA4;
1776 *type = GL_UNSIGNED_BYTE;
1780 case WINED3DFMT_R16G16_UNORM:
1781 *convert = CONVERT_G16R16;
1783 *internal = GL_RGB16_EXT;
1784 *type = GL_UNSIGNED_SHORT;
1795 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
1796 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
1800 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1805 memcpy(dst, src, pitch * height);
1808 case CONVERT_PALETTED:
1809 case CONVERT_PALETTED_CK:
1811 IWineD3DPaletteImpl* pal = This->palette;
1816 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1819 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1821 for (y = 0; y < height; y++)
1823 source = src + pitch * y;
1824 dest = dst + outpitch * y;
1825 /* This is an 1 bpp format, using the width here is fine */
1826 for (x = 0; x < width; x++) {
1827 BYTE color = *source++;
1828 *dest++ = table[color][0];
1829 *dest++ = table[color][1];
1830 *dest++ = table[color][2];
1831 *dest++ = table[color][3];
1837 case CONVERT_CK_565:
1839 /* Converting the 565 format in 5551 packed to emulate color-keying.
1841 Note : in all these conversion, it would be best to average the averaging
1842 pixels to get the color of the pixel that will be color-keyed to
1843 prevent 'color bleeding'. This will be done later on if ever it is
1846 Note2: Nvidia documents say that their driver does not support alpha + color keying
1847 on the same surface and disables color keying in such a case
1853 TRACE("Color keyed 565\n");
1855 for (y = 0; y < height; y++) {
1856 Source = (const WORD *)(src + y * pitch);
1857 Dest = (WORD *) (dst + y * outpitch);
1858 for (x = 0; x < width; x++ ) {
1859 WORD color = *Source++;
1860 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1861 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1862 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1871 case CONVERT_CK_5551:
1873 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1877 TRACE("Color keyed 5551\n");
1878 for (y = 0; y < height; y++) {
1879 Source = (const WORD *)(src + y * pitch);
1880 Dest = (WORD *) (dst + y * outpitch);
1881 for (x = 0; x < width; x++ ) {
1882 WORD color = *Source++;
1884 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1885 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1889 *Dest &= ~(1 << 15);
1897 case CONVERT_CK_RGB24:
1899 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
1901 for (y = 0; y < height; y++)
1903 source = src + pitch * y;
1904 dest = dst + outpitch * y;
1905 for (x = 0; x < width; x++) {
1906 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
1907 DWORD dstcolor = color << 8;
1908 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1909 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1912 *(DWORD*)dest = dstcolor;
1920 case CONVERT_RGB32_888:
1922 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1924 for (y = 0; y < height; y++)
1926 source = src + pitch * y;
1927 dest = dst + outpitch * y;
1928 for (x = 0; x < width; x++) {
1929 DWORD color = 0xffffff & *(const DWORD*)source;
1930 DWORD dstcolor = color << 8;
1931 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1932 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1935 *(DWORD*)dest = dstcolor;
1946 const short *Source;
1947 unsigned char *Dest;
1948 for(y = 0; y < height; y++) {
1949 Source = (const short *)(src + y * pitch);
1950 Dest = dst + y * outpitch;
1951 for (x = 0; x < width; x++ ) {
1952 long color = (*Source++);
1953 /* B */ Dest[0] = 0xff;
1954 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1955 /* R */ Dest[2] = (color) + 128; /* U */
1962 case CONVERT_V16U16:
1965 const DWORD *Source;
1966 unsigned short *Dest;
1967 for(y = 0; y < height; y++) {
1968 Source = (const DWORD *)(src + y * pitch);
1969 Dest = (unsigned short *) (dst + y * outpitch);
1970 for (x = 0; x < width; x++ ) {
1971 DWORD color = (*Source++);
1972 /* B */ Dest[0] = 0xffff;
1973 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1974 /* R */ Dest[2] = (color ) + 32768; /* U */
1981 case CONVERT_Q8W8V8U8:
1984 const DWORD *Source;
1985 unsigned char *Dest;
1986 for(y = 0; y < height; y++) {
1987 Source = (const DWORD *)(src + y * pitch);
1988 Dest = dst + y * outpitch;
1989 for (x = 0; x < width; x++ ) {
1990 long color = (*Source++);
1991 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1992 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1993 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1994 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2001 case CONVERT_L6V5U5:
2005 unsigned char *Dest;
2007 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2008 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2009 * fixed function and shaders without further conversion once the surface is
2012 for(y = 0; y < height; y++) {
2013 Source = (const WORD *)(src + y * pitch);
2014 Dest = dst + y * outpitch;
2015 for (x = 0; x < width; x++ ) {
2016 short color = (*Source++);
2017 unsigned char l = ((color >> 10) & 0xfc);
2018 char v = ((color >> 5) & 0x3e);
2019 char u = ((color ) & 0x1f);
2021 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2022 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2023 * shift. GL reads a signed value and converts it into an unsigned value.
2025 /* M */ Dest[2] = l << 1;
2027 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2028 * from 5 bit values to 8 bit values.
2030 /* V */ Dest[1] = v << 3;
2031 /* U */ Dest[0] = u << 3;
2036 for(y = 0; y < height; y++) {
2037 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2038 Source = (const WORD *)(src + y * pitch);
2039 for (x = 0; x < width; x++ ) {
2040 short color = (*Source++);
2041 unsigned char l = ((color >> 10) & 0xfc);
2042 short v = ((color >> 5) & 0x3e);
2043 short u = ((color ) & 0x1f);
2044 short v_conv = v + 16;
2045 short u_conv = u + 16;
2047 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2055 case CONVERT_X8L8V8U8:
2058 const DWORD *Source;
2059 unsigned char *Dest;
2061 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2062 /* This implementation works with the fixed function pipeline and shaders
2063 * without further modification after converting the surface.
2065 for(y = 0; y < height; y++) {
2066 Source = (const DWORD *)(src + y * pitch);
2067 Dest = dst + y * outpitch;
2068 for (x = 0; x < width; x++ ) {
2069 long color = (*Source++);
2070 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2071 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2072 /* U */ Dest[0] = (color & 0xff); /* U */
2073 /* I */ Dest[3] = 255; /* X */
2078 /* Doesn't work correctly with the fixed function pipeline, but can work in
2079 * shaders if the shader is adjusted. (There's no use for this format in gl's
2080 * standard fixed function pipeline anyway).
2082 for(y = 0; y < height; y++) {
2083 Source = (const DWORD *)(src + y * pitch);
2084 Dest = dst + y * outpitch;
2085 for (x = 0; x < width; x++ ) {
2086 long color = (*Source++);
2087 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2088 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2089 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2100 const unsigned char *Source;
2101 unsigned char *Dest;
2102 for(y = 0; y < height; y++) {
2103 Source = src + y * pitch;
2104 Dest = dst + y * outpitch;
2105 for (x = 0; x < width; x++ ) {
2106 unsigned char color = (*Source++);
2107 /* A */ Dest[1] = (color & 0xf0) << 0;
2108 /* L */ Dest[0] = (color & 0x0f) << 4;
2115 case CONVERT_G16R16:
2121 for(y = 0; y < height; y++) {
2122 Source = (const WORD *)(src + y * pitch);
2123 Dest = (WORD *) (dst + y * outpitch);
2124 for (x = 0; x < width; x++ ) {
2125 WORD green = (*Source++);
2126 WORD red = (*Source++);
2137 ERR("Unsupported conversation type %d\n", convert);
2142 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2143 IWineD3DPaletteImpl* pal = This->palette;
2144 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2145 BOOL index_in_alpha = FALSE;
2146 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2149 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2150 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2151 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2152 * duplicate entries. Store the color key in the unused alpha component to speed the
2153 * download up and to make conversion unneeded. */
2154 index_in_alpha = primary_render_target_is_p8(device);
2157 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2158 if(dxVersion <= 7) {
2159 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2160 if(index_in_alpha) {
2161 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2162 there's no palette at this time. */
2163 for (i = 0; i < 256; i++) table[i][3] = i;
2166 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2167 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2168 capability flag is present (wine does advertise this capability) */
2169 for (i = 0; i < 256; i++) {
2170 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2171 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2172 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2173 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2177 TRACE("Using surface palette %p\n", pal);
2178 /* Get the surface's palette */
2179 for (i = 0; i < 256; i++) {
2180 table[i][0] = pal->palents[i].peRed;
2181 table[i][1] = pal->palents[i].peGreen;
2182 table[i][2] = pal->palents[i].peBlue;
2184 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2185 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2186 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2187 of pixels that should be masked away is set to 0. */
2188 if(index_in_alpha) {
2190 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2192 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2193 table[i][3] = pal->palents[i].peFlags;
2201 /* This function is used in case of 8bit paletted textures to upload the palette.
2202 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2203 extensions like ATI_fragment_shaders is possible.
2205 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2206 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2208 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2210 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2212 /* Try to use the paletted texture extension */
2213 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2215 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2216 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2220 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2221 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2222 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2224 /* Create the fragment program if we don't have it */
2225 if(!device->paletteConversionShader)
2227 const char *fragment_palette_conversion =
2230 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2231 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2232 /* The alpha-component contains the palette index */
2233 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2234 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2235 "MAD index.a, index.a, constants.x, constants.y;\n"
2236 /* Use the alpha-component as an index in the palette to get the final color */
2237 "TEX result.color, index.a, texture[1], 1D;\n"
2240 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2241 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2242 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2243 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2244 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2247 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2248 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2250 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2251 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2253 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2254 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2255 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2256 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2258 /* Switch back to unit 0 in which the 2D texture will be stored. */
2259 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2261 /* Rebind the texture because it isn't bound anymore */
2262 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2266 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2267 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2269 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2270 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2271 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2276 if(This->palette9) {
2277 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2281 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2283 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2287 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2288 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2289 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2291 if (!(This->Flags & flag)) {
2292 TRACE("Reloading because surface is dirty\n");
2293 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2294 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2295 /* Reload: vice versa OR */
2296 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2297 /* Also reload: Color key is active AND the color key has changed */
2298 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2299 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2300 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2301 TRACE("Reloading because of color keying\n");
2302 /* To perform the color key conversion we need a sysmem copy of
2303 * the surface. Make sure we have it
2306 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2307 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2308 /* TODO: This is not necessarily needed with hw palettized texture support */
2309 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2311 TRACE("surface is already in texture\n");
2315 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2316 * These resources are not bound by device size or format restrictions. Because of this,
2317 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2318 * However, these resources can always be created, locked, and copied.
2320 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2322 FIXME("(%p) Operation not supported for scratch textures\n",This);
2323 return WINED3DERR_INVALIDCALL;
2326 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2330 static unsigned int gen = 0;
2333 if ((gen % 10) == 0) {
2334 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2335 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2338 * debugging crash code
2347 if (!(This->Flags & SFLAG_DONOTFREE)) {
2348 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2349 This->resource.allocatedMemory = NULL;
2350 This->resource.heapMemory = NULL;
2351 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2357 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2358 /* TODO: check for locks */
2359 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2360 IWineD3DBaseTexture *baseTexture = NULL;
2361 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2363 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2364 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2365 TRACE("Passing to container\n");
2366 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2367 IWineD3DBaseTexture_Release(baseTexture);
2370 TRACE("(%p) : Binding surface\n", This);
2372 name = srgb ? &This->glDescription.srgbTextureName : &This->glDescription.textureName;
2373 if(!device->isInDraw) {
2374 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2379 if (!This->glDescription.level) {
2381 glGenTextures(1, name);
2382 checkGLcall("glGenTextures");
2383 TRACE("Surface %p given name %d\n", This, *name);
2385 glBindTexture(This->glDescription.target, *name);
2386 checkGLcall("glBindTexture");
2387 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2388 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2389 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2390 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2391 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2392 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2393 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2394 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2395 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2396 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2398 /* This is where we should be reducing the amount of GLMemoryUsed */
2400 /* Mipmap surfaces should have a base texture container */
2401 ERR("Mipmap surface has a glTexture bound to it!\n");
2404 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2405 checkGLcall("glBindTexture");
2414 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2417 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2418 char *allocatedMemory;
2419 const char *textureRow;
2420 IWineD3DSwapChain *swapChain = NULL;
2421 int width, height, i, y;
2422 GLuint tmpTexture = 0;
2425 Textures may not be stored in ->allocatedgMemory and a GlTexture
2426 so we should lock the surface before saving a snapshot, or at least check that
2428 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2429 by calling GetTexImage and in compressed form by calling
2430 GetCompressedTexImageARB. Queried compressed images can be saved and
2431 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2432 texture images do not need to be processed by the GL and should
2433 significantly improve texture loading performance relative to uncompressed
2436 /* Setup the width and height to be the internal texture width and height. */
2437 width = This->pow2Width;
2438 height = This->pow2Height;
2439 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2440 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2442 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2443 /* if were not a real texture then read the back buffer into a real texture */
2444 /* we don't want to interfere with the back buffer so read the data into a temporary
2445 * texture and then save the data out of the temporary texture
2449 TRACE("(%p) Reading render target into texture\n", This);
2451 glGenTextures(1, &tmpTexture);
2452 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2454 glTexImage2D(GL_TEXTURE_2D,
2461 GL_UNSIGNED_INT_8_8_8_8_REV,
2464 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2465 checkGLcall("glGetIntegerv");
2466 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2467 checkGLcall("glReadBuffer");
2468 glCopyTexImage2D(GL_TEXTURE_2D,
2477 checkGLcall("glCopyTexImage2D");
2478 glReadBuffer(prevRead);
2481 } else { /* bind the real texture, and make sure it up to date */
2482 surface_internal_preload(iface, SRGB_RGB);
2483 surface_bind_and_dirtify(This, FALSE);
2485 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2487 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2488 glGetTexImage(GL_TEXTURE_2D,
2489 This->glDescription.level,
2491 GL_UNSIGNED_INT_8_8_8_8_REV,
2493 checkGLcall("glTexImage2D");
2495 glBindTexture(GL_TEXTURE_2D, 0);
2496 glDeleteTextures(1, &tmpTexture);
2500 f = fopen(filename, "w+");
2502 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2503 return WINED3DERR_INVALIDCALL;
2505 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2506 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2521 fwrite(&width,2,1,f);
2523 fwrite(&height,2,1,f);
2528 /* 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 */
2530 textureRow = allocatedMemory + (width * (height - 1) *4);
2532 textureRow = allocatedMemory;
2533 for (y = 0 ; y < height; y++) {
2534 for (i = 0; i < width; i++) {
2535 color = *((const DWORD*)textureRow);
2536 fputc((color >> 16) & 0xFF, f); /* B */
2537 fputc((color >> 8) & 0xFF, f); /* G */
2538 fputc((color >> 0) & 0xFF, f); /* R */
2539 fputc((color >> 24) & 0xFF, f); /* A */
2542 /* take two rows of the pointer to the texture memory */
2544 (textureRow-= width << 3);
2547 TRACE("Closing file\n");
2551 IWineD3DSwapChain_Release(swapChain);
2553 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2557 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2558 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2560 const struct GlPixelFormatDesc *glDesc;
2561 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2563 TRACE("(%p) : Calling base function first\n", This);
2564 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2566 /* Setup some glformat defaults */
2567 This->glDescription.glFormat = glDesc->glFormat;
2568 This->glDescription.glFormatInternal = glDesc->glInternal;
2569 This->glDescription.glType = glDesc->glType;
2571 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2572 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2573 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2578 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2579 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2581 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2582 WARN("Surface is locked or the HDC is in use\n");
2583 return WINED3DERR_INVALIDCALL;
2586 if(Mem && Mem != This->resource.allocatedMemory) {
2587 void *release = NULL;
2589 /* Do I have to copy the old surface content? */
2590 if(This->Flags & SFLAG_DIBSECTION) {
2591 /* Release the DC. No need to hold the critical section for the update
2592 * Thread because this thread runs only on front buffers, but this method
2593 * fails for render targets in the check above.
2595 SelectObject(This->hDC, This->dib.holdbitmap);
2596 DeleteDC(This->hDC);
2597 /* Release the DIB section */
2598 DeleteObject(This->dib.DIBsection);
2599 This->dib.bitmap_data = NULL;
2600 This->resource.allocatedMemory = NULL;
2602 This->Flags &= ~SFLAG_DIBSECTION;
2603 } else if(!(This->Flags & SFLAG_USERPTR)) {
2604 release = This->resource.heapMemory;
2605 This->resource.heapMemory = NULL;
2607 This->resource.allocatedMemory = Mem;
2608 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2610 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2611 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2613 /* For client textures opengl has to be notified */
2614 if(This->Flags & SFLAG_CLIENT) {
2615 DWORD oldFlags = This->Flags;
2616 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2617 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2618 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2619 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2622 /* Now free the old memory if any */
2623 HeapFree(GetProcessHeap(), 0, release);
2624 } else if(This->Flags & SFLAG_USERPTR) {
2625 /* LockRect and GetDC will re-create the dib section and allocated memory */
2626 This->resource.allocatedMemory = NULL;
2627 /* HeapMemory should be NULL already */
2628 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2629 This->Flags &= ~SFLAG_USERPTR;
2631 if(This->Flags & SFLAG_CLIENT) {
2632 DWORD oldFlags = This->Flags;
2633 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2634 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2635 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2636 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2642 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2644 /* Flip the surface contents */
2649 front->hDC = back->hDC;
2653 /* Flip the DIBsection */
2656 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2657 tmp = front->dib.DIBsection;
2658 front->dib.DIBsection = back->dib.DIBsection;
2659 back->dib.DIBsection = tmp;
2661 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2662 else front->Flags &= ~SFLAG_DIBSECTION;
2663 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2664 else back->Flags &= ~SFLAG_DIBSECTION;
2667 /* Flip the surface data */
2671 tmp = front->dib.bitmap_data;
2672 front->dib.bitmap_data = back->dib.bitmap_data;
2673 back->dib.bitmap_data = tmp;
2675 tmp = front->resource.allocatedMemory;
2676 front->resource.allocatedMemory = back->resource.allocatedMemory;
2677 back->resource.allocatedMemory = tmp;
2679 tmp = front->resource.heapMemory;
2680 front->resource.heapMemory = back->resource.heapMemory;
2681 back->resource.heapMemory = tmp;
2686 GLuint tmp_pbo = front->pbo;
2687 front->pbo = back->pbo;
2688 back->pbo = tmp_pbo;
2691 /* client_memory should not be different, but just in case */
2694 tmp = front->dib.client_memory;
2695 front->dib.client_memory = back->dib.client_memory;
2696 back->dib.client_memory = tmp;
2699 /* Flip the opengl texture */
2701 glDescriptor tmp_desc = back->glDescription;
2702 back->glDescription = front->glDescription;
2703 front->glDescription = tmp_desc;
2707 DWORD tmp_flags = back->Flags;
2708 back->Flags = front->Flags;
2709 front->Flags = tmp_flags;
2713 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2714 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2715 IWineD3DSwapChainImpl *swapchain = NULL;
2717 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2719 /* Flipping is only supported on RenderTargets and overlays*/
2720 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2721 WARN("Tried to flip a non-render target, non-overlay surface\n");
2722 return WINEDDERR_NOTFLIPPABLE;
2725 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2726 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2728 /* Update the overlay if it is visible */
2729 if(This->overlay_dest) {
2730 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2737 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2738 * FIXME("(%p) Target override is not supported by now\n", This);
2739 * Additionally, it isn't really possible to support triple-buffering
2740 * properly on opengl at all
2744 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2746 ERR("Flipped surface is not on a swapchain\n");
2747 return WINEDDERR_NOTFLIPPABLE;
2750 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2751 * and only d3d8 and d3d9 apps specify the presentation interval
2753 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2754 /* Most common case first to avoid wasting time on all the other cases */
2755 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2756 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2757 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2758 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2759 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2760 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2761 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2763 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2766 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2767 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2768 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2772 /* Does a direct frame buffer -> texture copy. Stretching is done
2773 * with single pixel copy calls
2775 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2776 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2777 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2779 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2782 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2785 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2786 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2789 /* Bind the target texture */
2790 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2791 checkGLcall("glBindTexture");
2793 TRACE("Reading from an offscreen target\n");
2794 upsidedown = !upsidedown;
2795 glReadBuffer(myDevice->offscreenBuffer);
2797 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2798 glReadBuffer(buffer);
2800 checkGLcall("glReadBuffer");
2802 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2803 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2805 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2806 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2808 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2809 ERR("Texture filtering not supported in direct blit\n");
2811 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2812 ERR("Texture filtering not supported in direct blit\n");
2816 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2817 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2818 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2820 glCopyTexSubImage2D(This->glDescription.target,
2821 This->glDescription.level,
2822 drect->x1, drect->y1, /* xoffset, yoffset */
2823 srect->x1, Src->currentDesc.Height - srect->y2,
2824 drect->x2 - drect->x1, drect->y2 - drect->y1);
2826 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2827 /* I have to process this row by row to swap the image,
2828 * otherwise it would be upside down, so stretching in y direction
2829 * doesn't cost extra time
2831 * However, stretching in x direction can be avoided if not necessary
2833 for(row = drect->y1; row < drect->y2; row++) {
2834 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2835 /* Well, that stuff works, but it's very slow.
2836 * find a better way instead
2840 for(col = drect->x1; col < drect->x2; col++) {
2841 glCopyTexSubImage2D(This->glDescription.target,
2842 This->glDescription.level,
2843 drect->x1 + col, row, /* xoffset, yoffset */
2844 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2848 glCopyTexSubImage2D(This->glDescription.target,
2849 This->glDescription.level,
2850 drect->x1, row, /* xoffset, yoffset */
2851 srect->x1, yoffset - (int) (row * yrel),
2852 drect->x2-drect->x1, 1);
2856 checkGLcall("glCopyTexSubImage2D");
2861 /* Uses the hardware to stretch and flip the image */
2862 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
2863 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
2864 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
2866 GLuint src, backup = 0;
2867 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2868 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2869 float left, right, top, bottom; /* Texture coordinates */
2870 UINT fbwidth = Src->currentDesc.Width;
2871 UINT fbheight = Src->currentDesc.Height;
2872 GLenum drawBuffer = GL_BACK;
2873 GLenum texture_target;
2874 BOOL noBackBufferBackup;
2876 TRACE("Using hwstretch blit\n");
2877 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2878 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2879 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
2881 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2882 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2883 /* Get it a description */
2884 surface_internal_preload(SrcSurface, SRGB_RGB);
2888 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2889 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2891 if(myDevice->activeContext->aux_buffers >= 2) {
2892 /* Got more than one aux buffer? Use the 2nd aux buffer */
2893 drawBuffer = GL_AUX1;
2894 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2895 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2896 drawBuffer = GL_AUX0;
2899 if(noBackBufferBackup) {
2900 glGenTextures(1, &backup);
2901 checkGLcall("glGenTextures\n");
2902 glBindTexture(GL_TEXTURE_2D, backup);
2903 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2904 texture_target = GL_TEXTURE_2D;
2906 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2907 * we are reading from the back buffer, the backup can be used as source texture
2909 texture_target = Src->glDescription.target;
2910 glBindTexture(texture_target, Src->glDescription.textureName);
2911 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2912 glEnable(texture_target);
2913 checkGLcall("glEnable(texture_target)");
2915 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2916 Src->Flags &= ~SFLAG_INTEXTURE;
2920 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2922 TRACE("Reading from an offscreen target\n");
2923 upsidedown = !upsidedown;
2924 glReadBuffer(myDevice->offscreenBuffer);
2927 /* TODO: Only back up the part that will be overwritten */
2928 glCopyTexSubImage2D(texture_target, 0,
2929 0, 0 /* read offsets */,
2934 checkGLcall("glCopyTexSubImage2D");
2936 /* No issue with overriding these - the sampler is dirty due to blit usage */
2937 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2938 magLookup[Filter - WINED3DTEXF_NONE]);
2939 checkGLcall("glTexParameteri");
2940 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2941 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
2942 checkGLcall("glTexParameteri");
2944 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2945 src = backup ? backup : Src->glDescription.textureName;
2947 glReadBuffer(GL_FRONT);
2948 checkGLcall("glReadBuffer(GL_FRONT)");
2950 glGenTextures(1, &src);
2951 checkGLcall("glGenTextures(1, &src)");
2952 glBindTexture(GL_TEXTURE_2D, src);
2953 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2955 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2956 * out for power of 2 sizes
2958 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2959 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2960 checkGLcall("glTexImage2D");
2961 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2962 0, 0 /* read offsets */,
2967 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2968 checkGLcall("glTexParameteri");
2969 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2970 checkGLcall("glTexParameteri");
2972 glReadBuffer(GL_BACK);
2973 checkGLcall("glReadBuffer(GL_BACK)");
2975 if(texture_target != GL_TEXTURE_2D) {
2976 glDisable(texture_target);
2977 glEnable(GL_TEXTURE_2D);
2978 texture_target = GL_TEXTURE_2D;
2981 checkGLcall("glEnd and previous");
2987 top = Src->currentDesc.Height - srect->y1;
2988 bottom = Src->currentDesc.Height - srect->y2;
2990 top = Src->currentDesc.Height - srect->y2;
2991 bottom = Src->currentDesc.Height - srect->y1;
2994 if(Src->Flags & SFLAG_NORMCOORD) {
2995 left /= Src->pow2Width;
2996 right /= Src->pow2Width;
2997 top /= Src->pow2Height;
2998 bottom /= Src->pow2Height;
3001 /* draw the source texture stretched and upside down. The correct surface is bound already */
3002 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3003 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3005 glDrawBuffer(drawBuffer);
3006 glReadBuffer(drawBuffer);
3010 glTexCoord2f(left, bottom);
3011 glVertex2i(0, fbheight);
3014 glTexCoord2f(left, top);
3015 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3018 glTexCoord2f(right, top);
3019 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3022 glTexCoord2f(right, bottom);
3023 glVertex2i(drect->x2 - drect->x1, fbheight);
3025 checkGLcall("glEnd and previous");
3027 if(texture_target != This->glDescription.target) {
3028 glDisable(texture_target);
3029 glEnable(This->glDescription.target);
3030 texture_target = This->glDescription.target;
3033 /* Now read the stretched and upside down image into the destination texture */
3034 glBindTexture(texture_target, This->glDescription.textureName);
3035 checkGLcall("glBindTexture");
3036 glCopyTexSubImage2D(texture_target,
3038 drect->x1, drect->y1, /* xoffset, yoffset */
3039 0, 0, /* We blitted the image to the origin */
3040 drect->x2 - drect->x1, drect->y2 - drect->y1);
3041 checkGLcall("glCopyTexSubImage2D");
3043 if(drawBuffer == GL_BACK) {
3044 /* Write the back buffer backup back */
3046 if(texture_target != GL_TEXTURE_2D) {
3047 glDisable(texture_target);
3048 glEnable(GL_TEXTURE_2D);
3049 texture_target = GL_TEXTURE_2D;
3051 glBindTexture(GL_TEXTURE_2D, backup);
3052 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3054 if(texture_target != Src->glDescription.target) {
3055 glDisable(texture_target);
3056 glEnable(Src->glDescription.target);
3057 texture_target = Src->glDescription.target;
3059 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3060 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3065 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3069 glTexCoord2f(0.0, 0.0);
3070 glVertex2i(0, fbheight);
3073 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3074 glVertex2i(fbwidth, Src->currentDesc.Height);
3077 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3078 glVertex2i(fbwidth, 0);
3081 /* Restore the old draw buffer */
3082 glDrawBuffer(GL_BACK);
3084 glDisable(texture_target);
3085 checkGLcall("glDisable(texture_target)");
3088 if(src != Src->glDescription.textureName && src != backup) {
3089 glDeleteTextures(1, &src);
3090 checkGLcall("glDeleteTextures(1, &src)");
3093 glDeleteTextures(1, &backup);
3094 checkGLcall("glDeleteTextures(1, &backup)");
3100 /* Not called from the VTable */
3101 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3102 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3103 WINED3DTEXTUREFILTERTYPE Filter)
3106 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3107 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3108 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3110 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3112 /* Get the swapchain. One of the surfaces has to be a primary surface */
3113 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3114 WARN("Destination is in sysmem, rejecting gl blt\n");
3115 return WINED3DERR_INVALIDCALL;
3117 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3118 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3120 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3121 WARN("Src is in sysmem, rejecting gl blt\n");
3122 return WINED3DERR_INVALIDCALL;
3124 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3125 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3128 /* Early sort out of cases where no render target is used */
3129 if(!dstSwapchain && !srcSwapchain &&
3130 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3131 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3132 return WINED3DERR_INVALIDCALL;
3135 /* No destination color keying supported */
3136 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3137 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3138 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3139 return WINED3DERR_INVALIDCALL;
3143 rect.x1 = DestRect->left;
3144 rect.y1 = DestRect->top;
3145 rect.x2 = DestRect->right;
3146 rect.y2 = DestRect->bottom;
3150 rect.x2 = This->currentDesc.Width;
3151 rect.y2 = This->currentDesc.Height;
3154 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3155 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3156 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3157 /* Half-life does a Blt from the back buffer to the front buffer,
3158 * Full surface size, no flags... Use present instead
3160 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3163 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3167 TRACE("Looking if a Present can be done...\n");
3168 /* Source Rectangle must be full surface */
3170 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3171 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3172 TRACE("No, Source rectangle doesn't match\n");
3178 mySrcRect.right = Src->currentDesc.Width;
3179 mySrcRect.bottom = Src->currentDesc.Height;
3181 /* No stretching may occur */
3182 if(mySrcRect.right != rect.x2 - rect.x1 ||
3183 mySrcRect.bottom != rect.y2 - rect.y1) {
3184 TRACE("No, stretching is done\n");
3188 /* Destination must be full surface or match the clipping rectangle */
3189 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3193 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3198 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3201 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3202 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3204 TRACE("No, dest rectangle doesn't match(clipper)\n");
3205 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3206 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3212 if(rect.x1 != 0 || rect.y1 != 0 ||
3213 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3214 TRACE("No, dest rectangle doesn't match(surface size)\n");
3221 /* These flags are unimportant for the flag check, remove them */
3222 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3223 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3225 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3226 * take very long, while a flip is fast.
3227 * This applies to Half-Life, which does such Blts every time it finished
3228 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3229 * menu. This is also used by all apps when they do windowed rendering
3231 * The problem is that flipping is not really the same as copying. After a
3232 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3233 * untouched. Therefore it's necessary to override the swap effect
3234 * and to set it back after the flip.
3236 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3240 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3241 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3243 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3244 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3246 dstSwapchain->presentParms.SwapEffect = orig_swap;
3253 TRACE("Unsupported blit between buffers on the same swapchain\n");
3254 return WINED3DERR_INVALIDCALL;
3255 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3256 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3257 return WINED3DERR_INVALIDCALL;
3258 } else if(dstSwapchain && srcSwapchain) {
3259 FIXME("Implement hardware blit between two different swapchains\n");
3260 return WINED3DERR_INVALIDCALL;
3261 } else if(dstSwapchain) {
3262 if(SrcSurface == myDevice->render_targets[0]) {
3263 TRACE("Blit from active render target to a swapchain\n");
3264 /* Handled with regular texture -> swapchain blit */
3266 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3267 FIXME("Implement blit from a swapchain to the active render target\n");
3268 return WINED3DERR_INVALIDCALL;
3271 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3272 /* Blit from render target to texture */
3274 BOOL upsideDown, stretchx;
3275 BOOL paletteOverride = FALSE;
3277 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3278 TRACE("Color keying not supported by frame buffer to texture blit\n");
3279 return WINED3DERR_INVALIDCALL;
3280 /* Destination color key is checked above */
3283 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3284 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3287 if(SrcRect->top < SrcRect->bottom) {
3288 srect.y1 = SrcRect->top;
3289 srect.y2 = SrcRect->bottom;
3292 srect.y1 = SrcRect->bottom;
3293 srect.y2 = SrcRect->top;
3296 srect.x1 = SrcRect->left;
3297 srect.x2 = SrcRect->right;
3301 srect.x2 = Src->currentDesc.Width;
3302 srect.y2 = Src->currentDesc.Height;
3305 if(rect.x1 > rect.x2) {
3309 upsideDown = !upsideDown;
3312 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3318 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3319 * In this case grab the palette from the render target. */
3320 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3321 paletteOverride = TRUE;
3322 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3323 This->palette = Src->palette;
3326 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3327 * flip the image nor scale it.
3329 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3330 * -> If the app wants a image width an unscaled width, copy it line per line
3331 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3332 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3333 * back buffer. This is slower than reading line per line, thus not used for flipping
3334 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3337 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3338 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3341 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3342 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3343 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3344 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3345 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3346 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3347 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3349 TRACE("Using hardware stretching to flip / stretch the texture\n");
3350 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3353 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3355 This->palette = NULL;
3357 if(!(This->Flags & SFLAG_DONOTFREE)) {
3358 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3359 This->resource.allocatedMemory = NULL;
3360 This->resource.heapMemory = NULL;
3362 This->Flags &= ~SFLAG_INSYSMEM;
3364 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3365 * path is never entered
3367 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3371 /* Blit from offscreen surface to render target */
3372 float glTexCoord[4];
3373 DWORD oldCKeyFlags = Src->CKeyFlags;
3374 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3375 RECT SourceRectangle;
3376 BOOL paletteOverride = FALSE;
3378 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3381 SourceRectangle.left = SrcRect->left;
3382 SourceRectangle.right = SrcRect->right;
3383 SourceRectangle.top = SrcRect->top;
3384 SourceRectangle.bottom = SrcRect->bottom;
3386 SourceRectangle.left = 0;
3387 SourceRectangle.right = Src->currentDesc.Width;
3388 SourceRectangle.top = 0;
3389 SourceRectangle.bottom = Src->currentDesc.Height;
3392 /* When blitting from an offscreen surface to a rendertarget, the source
3393 * surface is not required to have a palette. Our rendering / conversion
3394 * code further down the road retrieves the palette from the surface, so
3395 * it must have a palette set. */
3396 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3397 paletteOverride = TRUE;
3398 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3399 Src->palette = This->palette;
3402 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3403 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3404 TRACE("Using stretch_rect_fbo\n");
3405 /* The source is always a texture, but never the currently active render target, and the texture
3406 * contents are never upside down
3408 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3409 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3411 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3413 Src->palette = NULL;
3417 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3418 /* Fall back to software */
3419 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3420 SourceRectangle.left, SourceRectangle.top,
3421 SourceRectangle.right, SourceRectangle.bottom);
3422 return WINED3DERR_INVALIDCALL;
3425 /* Color keying: Check if we have to do a color keyed blt,
3426 * and if not check if a color key is activated.
3428 * Just modify the color keying parameters in the surface and restore them afterwards
3429 * The surface keeps track of the color key last used to load the opengl surface.
3430 * PreLoad will catch the change to the flags and color key and reload if necessary.
3432 if(Flags & WINEDDBLT_KEYSRC) {
3433 /* Use color key from surface */
3434 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3435 /* Use color key from DDBltFx */
3436 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3437 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3439 /* Do not use color key */
3440 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3443 /* Now load the surface */
3444 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3446 /* Activate the destination context, set it up for blitting */
3447 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3449 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3450 * while OpenGL coordinates are window relative.
3451 * Also beware of the origin difference(top left vs bottom left).
3452 * Also beware that the front buffer's surface size is screen width x screen height,
3453 * whereas the real gl drawable size is the size of the window.
3455 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3457 POINT offset = {0,0};
3459 ClientToScreen(dstSwapchain->win_handle, &offset);
3460 GetClientRect(dstSwapchain->win_handle, &windowsize);
3461 h = windowsize.bottom - windowsize.top;
3462 rect.x1 -= offset.x; rect.x2 -=offset.x;
3463 rect.y1 -= offset.y; rect.y2 -=offset.y;
3464 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3467 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3468 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3472 /* Bind the texture */
3473 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3474 checkGLcall("glBindTexture");
3476 /* Filtering for StretchRect */
3477 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3478 magLookup[Filter - WINED3DTEXF_NONE]);
3479 checkGLcall("glTexParameteri");
3480 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3481 minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
3482 checkGLcall("glTexParameteri");
3483 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3484 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3485 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3486 checkGLcall("glTexEnvi");
3488 /* This is for color keying */
3489 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3490 glEnable(GL_ALPHA_TEST);
3491 checkGLcall("glEnable GL_ALPHA_TEST");
3493 /* When the primary render target uses P8, the alpha component contains the palette index.
3494 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3495 * should be masked away have alpha set to 0. */
3496 if(primary_render_target_is_p8(myDevice))
3497 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3499 glAlphaFunc(GL_NOTEQUAL, 0.0);
3500 checkGLcall("glAlphaFunc\n");
3502 glDisable(GL_ALPHA_TEST);
3503 checkGLcall("glDisable GL_ALPHA_TEST");
3506 /* Draw a textured quad
3510 glColor3d(1.0f, 1.0f, 1.0f);
3511 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3516 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3517 glVertex3f(rect.x1, rect.y2, 0.0);
3519 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3524 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3529 checkGLcall("glEnd");
3531 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3532 glDisable(GL_ALPHA_TEST);
3533 checkGLcall("glDisable(GL_ALPHA_TEST)");
3536 glBindTexture(Src->glDescription.target, 0);
3537 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3539 /* Restore the color key parameters */
3540 Src->CKeyFlags = oldCKeyFlags;
3541 Src->SrcBltCKey = oldBltCKey;
3543 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3545 Src->palette = NULL;
3549 /* Leave the opengl state valid for blitting */
3550 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3552 /* Flush in case the drawable is used by multiple GL contexts */
3553 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3556 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3557 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3560 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3564 /* Source-Less Blit to render target */
3565 if (Flags & WINEDDBLT_COLORFILL) {
3566 /* This is easy to handle for the D3D Device... */
3569 TRACE("Colorfill\n");
3571 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3572 must be true if we are here */
3573 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3574 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3575 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3576 TRACE("Surface is higher back buffer, falling back to software\n");
3577 return WINED3DERR_INVALIDCALL;
3580 /* The color as given in the Blt function is in the format of the frame-buffer...
3581 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3583 if (This->resource.format == WINED3DFMT_P8) {
3586 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3587 else alpha = 0xFF000000;
3589 if (This->palette) {
3591 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3592 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3593 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3598 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3599 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3602 color = ((0xFF000000) |
3603 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3604 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3605 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3608 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3609 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3610 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3612 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3613 color = DDBltFx->u5.dwFillColor;
3616 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3617 return WINED3DERR_INVALIDCALL;
3620 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3621 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3622 1, /* Number of rectangles */
3623 &rect, WINED3DCLEAR_TARGET, color,
3630 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3631 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3632 return WINED3DERR_INVALIDCALL;
3635 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3636 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3638 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3641 if (Flags & WINEDDBLT_DEPTHFILL) {
3642 switch(This->resource.format) {
3643 case WINED3DFMT_D16_UNORM:
3644 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3646 case WINED3DFMT_D15S1:
3647 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3649 case WINED3DFMT_D24S8:
3650 case WINED3DFMT_D24X8:
3651 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3653 case WINED3DFMT_D32:
3654 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3658 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3661 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3662 DestRect == NULL ? 0 : 1,
3663 (const WINED3DRECT *)DestRect,
3664 WINED3DCLEAR_ZBUFFER,
3670 FIXME("(%p): Unsupp depthstencil blit\n", This);
3671 return WINED3DERR_INVALIDCALL;
3674 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3675 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3676 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3677 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3678 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3679 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3680 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3682 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3684 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3685 return WINEDDERR_SURFACEBUSY;
3688 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3689 * except depth blits, which seem to work
3691 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3692 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3693 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3694 return WINED3DERR_INVALIDCALL;
3695 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3696 TRACE("Z Blit override handled the blit\n");
3701 /* Special cases for RenderTargets */
3702 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3703 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3704 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3707 /* For the rest call the X11 surface implementation.
3708 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3709 * other Blts are rather rare
3711 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3714 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3715 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3717 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3718 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3719 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3720 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3722 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3724 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3725 return WINEDDERR_SURFACEBUSY;
3728 if(myDevice->inScene &&
3729 (iface == myDevice->stencilBufferTarget ||
3730 (Source && Source == myDevice->stencilBufferTarget))) {
3731 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3732 return WINED3DERR_INVALIDCALL;
3735 /* Special cases for RenderTargets */
3736 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3737 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3739 RECT SrcRect, DstRect;
3743 SrcRect.left = rsrc->left;
3744 SrcRect.top= rsrc->top;
3745 SrcRect.bottom = rsrc->bottom;
3746 SrcRect.right = rsrc->right;
3750 SrcRect.right = srcImpl->currentDesc.Width;
3751 SrcRect.bottom = srcImpl->currentDesc.Height;
3754 DstRect.left = dstx;
3756 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3757 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3759 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3760 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3761 Flags |= WINEDDBLT_KEYSRC;
3762 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3763 Flags |= WINEDDBLT_KEYDEST;
3764 if(trans & WINEDDBLTFAST_WAIT)
3765 Flags |= WINEDDBLT_WAIT;
3766 if(trans & WINEDDBLTFAST_DONOTWAIT)
3767 Flags |= WINEDDBLT_DONOTWAIT;
3769 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3773 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3776 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3778 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3780 IWineD3DPaletteImpl *pal = This->palette;
3782 TRACE("(%p)\n", This);
3784 if (!pal) return WINED3D_OK;
3786 if(This->resource.format == WINED3DFMT_P8 ||
3787 This->resource.format == WINED3DFMT_A8P8)
3790 GLenum format, internal, type;
3791 CONVERT_TYPES convert;
3793 /* Check if we are using a RTL mode which uses texturing for uploads */
3794 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3796 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3797 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
3799 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3801 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3802 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3804 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3805 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3807 /* Re-upload the palette */
3808 d3dfmt_p8_upload_palette(iface, convert);
3810 if(!(This->Flags & SFLAG_INSYSMEM)) {
3811 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3812 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3814 TRACE("Dirtifying surface\n");
3815 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3819 if(This->Flags & SFLAG_DIBSECTION) {
3820 TRACE("(%p): Updating the hdc's palette\n", This);
3821 for (n=0; n<256; n++) {
3822 col[n].rgbRed = pal->palents[n].peRed;
3823 col[n].rgbGreen = pal->palents[n].peGreen;
3824 col[n].rgbBlue = pal->palents[n].peBlue;
3825 col[n].rgbReserved = 0;
3827 SetDIBColorTable(This->hDC, 0, 256, col);
3830 /* Propagate the changes to the drawable when we have a palette. */
3831 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3832 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3837 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3838 /** Check against the maximum texture sizes supported by the video card **/
3839 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3840 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
3841 unsigned int pow2Width, pow2Height;
3843 /* Setup some glformat defaults */
3844 This->glDescription.glFormat = glDesc->glFormat;
3845 This->glDescription.glFormatInternal = glDesc->glInternal;
3846 This->glDescription.glType = glDesc->glType;
3848 This->glDescription.textureName = 0;
3849 This->glDescription.target = GL_TEXTURE_2D;
3851 /* Non-power2 support */
3852 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3853 pow2Width = This->currentDesc.Width;
3854 pow2Height = This->currentDesc.Height;
3856 /* Find the nearest pow2 match */
3857 pow2Width = pow2Height = 1;
3858 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3859 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3861 This->pow2Width = pow2Width;
3862 This->pow2Height = pow2Height;
3864 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3865 WINED3DFORMAT Format = This->resource.format;
3866 /** TODO: add support for non power two compressed textures **/
3867 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3868 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3869 || This->resource.format == WINED3DFMT_ATI2N) {
3870 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3871 This, This->currentDesc.Width, This->currentDesc.Height);
3872 return WINED3DERR_NOTAVAILABLE;
3876 if(pow2Width != This->currentDesc.Width ||
3877 pow2Height != This->currentDesc.Height) {
3878 This->Flags |= SFLAG_NONPOW2;
3881 TRACE("%p\n", This);
3882 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3883 /* one of three options
3884 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)
3885 2: Set the texture to the maximum size (bad idea)
3886 3: WARN and return WINED3DERR_NOTAVAILABLE;
3887 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.
3889 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
3890 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
3891 This->Flags |= SFLAG_OVERSIZE;
3893 /* This will be initialized on the first blt */
3894 This->glRect.left = 0;
3895 This->glRect.top = 0;
3896 This->glRect.right = 0;
3897 This->glRect.bottom = 0;
3899 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3900 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3901 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3902 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3904 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3905 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3907 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3908 This->pow2Width = This->currentDesc.Width;
3909 This->pow2Height = This->currentDesc.Height;
3910 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3913 /* No oversize, gl rect is the full texture size */
3914 This->Flags &= ~SFLAG_OVERSIZE;
3915 This->glRect.left = 0;
3916 This->glRect.top = 0;
3917 This->glRect.right = This->pow2Width;
3918 This->glRect.bottom = This->pow2Height;
3921 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3922 switch(wined3d_settings.offscreen_rendering_mode) {
3923 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3924 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3925 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3929 This->Flags |= SFLAG_INSYSMEM;
3934 struct depth_blt_info
3938 enum tex_types tex_type;
3939 GLfloat coords[4][3];
3942 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3944 GLfloat (*coords)[3] = info->coords;
3949 FIXME("Unsupported texture target %#x\n", target);
3950 /* Fall back to GL_TEXTURE_2D */
3952 info->binding = GL_TEXTURE_BINDING_2D;
3953 info->bind_target = GL_TEXTURE_2D;
3954 info->tex_type = tex_2d;
3955 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
3956 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
3957 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3958 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3961 case GL_TEXTURE_RECTANGLE_ARB:
3962 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3963 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3964 info->tex_type = tex_rect;
3965 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
3966 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
3967 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
3968 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
3971 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3972 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3973 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3974 info->tex_type = tex_cube;
3975 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
3976 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
3977 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
3978 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3980 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3981 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3982 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3983 info->tex_type = tex_cube;
3984 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
3985 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
3986 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3987 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
3989 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3990 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3991 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3992 info->tex_type = tex_cube;
3993 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
3994 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
3995 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
3996 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
3998 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3999 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4000 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4001 info->tex_type = tex_cube;
4002 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4003 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4004 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4005 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4007 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4008 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4009 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4010 info->tex_type = tex_cube;
4011 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4012 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4013 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4014 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4016 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4017 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4018 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4019 info->tex_type = tex_cube;
4020 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4021 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4022 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4023 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4027 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4029 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4030 struct depth_blt_info info;
4031 GLint old_binding = 0;
4033 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4035 glDisable(GL_CULL_FACE);
4037 glDisable(GL_ALPHA_TEST);
4038 glDisable(GL_SCISSOR_TEST);
4039 glDisable(GL_STENCIL_TEST);
4040 glEnable(GL_DEPTH_TEST);
4041 glDepthFunc(GL_ALWAYS);
4042 glDepthMask(GL_TRUE);
4043 glBlendFunc(GL_ZERO, GL_ONE);
4044 glViewport(0, 0, w, h);
4046 surface_get_depth_blt_info(target, w, h, &info);
4047 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4048 glGetIntegerv(info.binding, &old_binding);
4049 glBindTexture(info.bind_target, texture);
4051 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4053 glBegin(GL_TRIANGLE_STRIP);
4054 glTexCoord3fv(info.coords[0]);
4055 glVertex2f(-1.0f, -1.0f);
4056 glTexCoord3fv(info.coords[1]);
4057 glVertex2f(1.0f, -1.0f);
4058 glTexCoord3fv(info.coords[2]);
4059 glVertex2f(-1.0f, 1.0f);
4060 glTexCoord3fv(info.coords[3]);
4061 glVertex2f(1.0f, 1.0f);
4064 glBindTexture(info.bind_target, old_binding);
4068 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4071 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4072 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4074 TRACE("(%p) New location %#x\n", This, location);
4076 if (location & ~SFLAG_DS_LOCATIONS) {
4077 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4080 This->Flags &= ~SFLAG_DS_LOCATIONS;
4081 This->Flags |= location;
4084 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4085 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4086 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4088 TRACE("(%p) New location %#x\n", This, location);
4090 /* TODO: Make this work for modes other than FBO */
4091 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4093 if (This->Flags & location) {
4094 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4098 if (This->current_renderbuffer) {
4099 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4103 if (location == SFLAG_DS_OFFSCREEN) {
4104 if (This->Flags & SFLAG_DS_ONSCREEN) {
4105 GLint old_binding = 0;
4108 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4112 if (!device->depth_blt_texture) {
4113 glGenTextures(1, &device->depth_blt_texture);
4116 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4117 * directly on the FBO texture. That's because we need to flip. */
4118 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4119 if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4120 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4121 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4123 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4124 bind_target = GL_TEXTURE_2D;
4126 glBindTexture(bind_target, device->depth_blt_texture);
4127 glCopyTexImage2D(bind_target,
4128 This->glDescription.level,
4129 This->glDescription.glFormatInternal,
4132 This->currentDesc.Width,
4133 This->currentDesc.Height,
4135 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4136 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4137 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4138 glBindTexture(bind_target, old_binding);
4140 /* Setup the destination */
4141 if (!device->depth_blt_rb) {
4142 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4143 checkGLcall("glGenRenderbuffersEXT");
4145 if (device->depth_blt_rb_w != This->currentDesc.Width
4146 || device->depth_blt_rb_h != This->currentDesc.Height) {
4147 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4148 checkGLcall("glBindRenderbufferEXT");
4149 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4150 checkGLcall("glRenderbufferStorageEXT");
4151 device->depth_blt_rb_w = This->currentDesc.Width;
4152 device->depth_blt_rb_h = This->currentDesc.Height;
4155 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4156 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4157 checkGLcall("glFramebufferRenderbufferEXT");
4158 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4160 /* Do the actual blit */
4161 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4162 checkGLcall("depth_blt");
4164 if (device->activeContext->current_fbo) {
4165 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4167 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4168 checkGLcall("glBindFramebuffer()");
4173 FIXME("No up to date depth stencil location\n");
4175 } else if (location == SFLAG_DS_ONSCREEN) {
4176 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4177 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4181 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4182 checkGLcall("glBindFramebuffer()");
4183 surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4184 checkGLcall("depth_blt");
4186 if (device->activeContext->current_fbo) {
4187 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4188 checkGLcall("glBindFramebuffer()");
4193 FIXME("No up to date depth stencil location\n");
4196 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4199 This->Flags |= location;
4202 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4203 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4204 IWineD3DBaseTexture *texture;
4205 IWineD3DSurfaceImpl *overlay;
4207 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4208 persistent ? "TRUE" : "FALSE");
4210 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4211 IWineD3DSwapChain *swapchain = NULL;
4213 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4214 TRACE("Surface %p is an onscreen surface\n", iface);
4216 IWineD3DSwapChain_Release(swapchain);
4218 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4219 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4224 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4225 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4226 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4227 TRACE("Passing to container\n");
4228 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4229 IWineD3DBaseTexture_Release(texture);
4232 This->Flags &= ~SFLAG_LOCATIONS;
4233 This->Flags |= flag;
4235 /* Redraw emulated overlays, if any */
4236 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4237 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4238 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4242 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4243 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4244 TRACE("Passing to container\n");
4245 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4246 IWineD3DBaseTexture_Release(texture);
4249 This->Flags &= ~flag;
4252 if(!(This->Flags & SFLAG_LOCATIONS)) {
4253 ERR("%p: Surface does not have any up to date location\n", This);
4269 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4271 f->l = ((r->left * 2.0f) / w) - 1.0f;
4272 f->t = ((r->top * 2.0f) / h) - 1.0f;
4273 f->r = ((r->right * 2.0f) / w) - 1.0f;
4274 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4277 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4278 struct coords coords[4];
4280 IWineD3DSwapChain *swapchain;
4281 IWineD3DBaseTexture *texture;
4282 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4284 struct float_rect f;
4291 rect.right = This->currentDesc.Width;
4292 rect.bottom = This->currentDesc.Height;
4295 switch(This->glDescription.target)
4298 bind_target = GL_TEXTURE_2D;
4300 coords[0].x = (float)rect.left / This->pow2Width;
4301 coords[0].y = (float)rect.top / This->pow2Height;
4304 coords[1].x = (float)rect.left / This->pow2Width;
4305 coords[1].y = (float)rect.bottom / This->pow2Height;
4308 coords[2].x = (float)rect.right / This->pow2Width;
4309 coords[2].y = (float)rect.bottom / This->pow2Height;
4312 coords[3].x = (float)rect.right / This->pow2Width;
4313 coords[3].y = (float)rect.top / This->pow2Height;
4317 case GL_TEXTURE_RECTANGLE_ARB:
4318 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4319 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4320 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4321 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4322 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4325 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4326 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4327 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4328 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4329 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4330 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4331 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4334 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4335 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4336 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4337 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4338 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4339 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4340 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4343 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4344 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4345 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4346 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4347 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4348 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4349 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4352 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4353 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4354 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4355 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4356 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4357 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4358 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4361 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4362 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4363 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4364 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4365 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4366 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4367 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4370 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4371 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4372 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4373 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4374 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4375 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4376 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4380 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4384 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4387 glEnable(bind_target);
4388 checkGLcall("glEnable(bind_target)");
4389 glBindTexture(bind_target, This->glDescription.textureName);
4390 checkGLcall("bind_target, This->glDescription.textureName)");
4391 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4392 checkGLcall("glTexParameteri");
4393 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4394 checkGLcall("glTexParameteri");
4396 if (device->render_offscreen)
4398 LONG tmp = rect.top;
4399 rect.top = rect.bottom;
4404 glTexCoord3fv(&coords[0].x);
4405 glVertex2i(rect.left, rect.top);
4407 glTexCoord3fv(&coords[1].x);
4408 glVertex2i(rect.left, rect.bottom);
4410 glTexCoord3fv(&coords[2].x);
4411 glVertex2i(rect.right, rect.bottom);
4413 glTexCoord3fv(&coords[3].x);
4414 glVertex2i(rect.right, rect.top);
4416 checkGLcall("glEnd");
4418 glDisable(bind_target);
4419 checkGLcall("glDisable(bind_target)");
4423 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4425 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4426 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4427 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4430 IWineD3DSwapChain_Release(swapchain);
4432 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4433 * reset properly next draw
4435 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4437 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4438 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4439 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4440 IWineD3DBaseTexture_Release(texture);
4445 /*****************************************************************************
4446 * IWineD3DSurface::LoadLocation
4448 * Copies the current surface data from wherever it is to the requested
4449 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4450 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4451 * multiple locations, the gl texture is preferred over the drawable, which is
4452 * preferred over system memory. The PBO counts as system memory. If rect is
4453 * not NULL, only the specified rectangle is copied (only supported for
4454 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4455 * location is marked up to date after the copy.
4458 * flag: Surface location flag to be updated
4459 * rect: rectangle to be copied
4462 * WINED3D_OK on success
4463 * WINED3DERR_DEVICELOST on an internal error
4465 *****************************************************************************/
4466 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4467 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4468 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4469 IWineD3DSwapChain *swapchain = NULL;
4470 GLenum format, internal, type;
4471 CONVERT_TYPES convert;
4473 int width, pitch, outpitch;
4475 BOOL drawable_read_ok = TRUE;
4477 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4478 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4479 TRACE("Surface %p is an onscreen surface\n", iface);
4481 IWineD3DSwapChain_Release(swapchain);
4483 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4484 * Prefer SFLAG_INTEXTURE. */
4485 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4486 drawable_read_ok = FALSE;
4490 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4492 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4495 if(This->Flags & flag) {
4496 TRACE("Location already up to date\n");
4500 if(!(This->Flags & SFLAG_LOCATIONS)) {
4501 ERR("%p: Surface does not have any up to date location\n", This);
4502 This->Flags |= SFLAG_LOST;
4503 return WINED3DERR_DEVICELOST;
4506 if(flag == SFLAG_INSYSMEM) {
4507 surface_prepare_system_memory(This);
4509 /* Download the surface to system memory */
4510 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4511 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4512 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4514 surface_download_data(This);
4516 read_from_framebuffer(This, rect,
4517 This->resource.allocatedMemory,
4518 IWineD3DSurface_GetPitch(iface));
4520 } else if(flag == SFLAG_INDRAWABLE) {
4521 if(This->Flags & SFLAG_INTEXTURE) {
4522 surface_blt_to_drawable(This, rect);
4524 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4525 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4526 * values, otherwise we get incorrect values in the target. For now go the slow way
4527 * via a system memory copy
4529 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4532 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4534 /* The width is in 'length' not in bytes */
4535 width = This->currentDesc.Width;
4536 pitch = IWineD3DSurface_GetPitch(iface);
4538 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4539 * but it isn't set (yet) in all cases it is getting called. */
4540 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4541 TRACE("Removing the pbo attached to surface %p\n", This);
4542 surface_remove_pbo(This);
4545 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4546 int height = This->currentDesc.Height;
4548 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4549 outpitch = width * bpp;
4550 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4552 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4554 ERR("Out of memory %d, %d!\n", outpitch, height);
4555 return WINED3DERR_OUTOFVIDEOMEMORY;
4557 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4559 This->Flags |= SFLAG_CONVERTED;
4561 This->Flags &= ~SFLAG_CONVERTED;
4562 mem = This->resource.allocatedMemory;
4565 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4567 /* Don't delete PBO memory */
4568 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4569 HeapFree(GetProcessHeap(), 0, mem);
4571 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4572 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4573 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4574 } else { /* Upload from system memory */
4575 BOOL srgb = flag == SFLAG_INSRGBTEX;
4576 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4577 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4580 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4581 /* Performance warning ... */
4582 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4583 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4586 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4587 /* Performance warning ... */
4588 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4589 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4593 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4594 surface_bind_and_dirtify(This, srgb);
4596 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4597 This->Flags |= SFLAG_GLCKEY;
4598 This->glCKey = This->SrcBltCKey;
4600 else This->Flags &= ~SFLAG_GLCKEY;
4602 /* The width is in 'length' not in bytes */
4603 width = This->currentDesc.Width;
4604 pitch = IWineD3DSurface_GetPitch(iface);
4606 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4607 * but it isn't set (yet) in all cases it is getting called. */
4608 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4609 TRACE("Removing the pbo attached to surface %p\n", This);
4610 surface_remove_pbo(This);
4613 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4614 int height = This->currentDesc.Height;
4616 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4617 outpitch = width * bpp;
4618 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4620 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4622 ERR("Out of memory %d, %d!\n", outpitch, height);
4623 return WINED3DERR_OUTOFVIDEOMEMORY;
4625 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4627 This->Flags |= SFLAG_CONVERTED;
4628 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4629 d3dfmt_p8_upload_palette(iface, convert);
4630 This->Flags &= ~SFLAG_CONVERTED;
4631 mem = This->resource.allocatedMemory;
4633 This->Flags &= ~SFLAG_CONVERTED;
4634 mem = This->resource.allocatedMemory;
4637 /* Make sure the correct pitch is used */
4639 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4642 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4643 TRACE("non power of two support\n");
4644 if(!(This->Flags & alloc_flag)) {
4645 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4646 This->Flags |= alloc_flag;
4648 if (mem || (This->Flags & SFLAG_PBO)) {
4649 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4652 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4653 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4655 if(!(This->Flags & alloc_flag)) {
4656 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4657 This->Flags |= alloc_flag;
4659 if (mem || (This->Flags & SFLAG_PBO)) {
4660 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4664 /* Restore the default pitch */
4666 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4669 /* Don't delete PBO memory */
4670 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4671 HeapFree(GetProcessHeap(), 0, mem);
4676 This->Flags |= flag;
4679 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4680 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4681 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4682 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4688 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4690 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4691 IWineD3DSwapChain *swapchain = NULL;
4693 /* Update the drawable size method */
4695 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4698 This->get_drawable_size = get_drawable_size_swapchain;
4699 IWineD3DSwapChain_Release(swapchain);
4700 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4701 switch(wined3d_settings.offscreen_rendering_mode) {
4702 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4703 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4704 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4708 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4711 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4712 return SURFACE_OPENGL;
4715 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4716 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4719 /* If there's no destination surface there is nothing to do */
4720 if(!This->overlay_dest) return WINED3D_OK;
4722 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4723 * update the overlay. Prevent an endless recursion
4725 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4728 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4729 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4730 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4731 NULL, WINED3DTEXF_LINEAR);
4732 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4737 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4740 IWineD3DBaseSurfaceImpl_QueryInterface,
4741 IWineD3DBaseSurfaceImpl_AddRef,
4742 IWineD3DSurfaceImpl_Release,
4743 /* IWineD3DResource */
4744 IWineD3DBaseSurfaceImpl_GetParent,
4745 IWineD3DBaseSurfaceImpl_GetDevice,
4746 IWineD3DBaseSurfaceImpl_SetPrivateData,
4747 IWineD3DBaseSurfaceImpl_GetPrivateData,
4748 IWineD3DBaseSurfaceImpl_FreePrivateData,
4749 IWineD3DBaseSurfaceImpl_SetPriority,
4750 IWineD3DBaseSurfaceImpl_GetPriority,
4751 IWineD3DSurfaceImpl_PreLoad,
4752 IWineD3DSurfaceImpl_UnLoad,
4753 IWineD3DBaseSurfaceImpl_GetType,
4754 /* IWineD3DSurface */
4755 IWineD3DBaseSurfaceImpl_GetContainer,
4756 IWineD3DBaseSurfaceImpl_GetDesc,
4757 IWineD3DSurfaceImpl_LockRect,
4758 IWineD3DSurfaceImpl_UnlockRect,
4759 IWineD3DSurfaceImpl_GetDC,
4760 IWineD3DSurfaceImpl_ReleaseDC,
4761 IWineD3DSurfaceImpl_Flip,
4762 IWineD3DSurfaceImpl_Blt,
4763 IWineD3DBaseSurfaceImpl_GetBltStatus,
4764 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4765 IWineD3DBaseSurfaceImpl_IsLost,
4766 IWineD3DBaseSurfaceImpl_Restore,
4767 IWineD3DSurfaceImpl_BltFast,
4768 IWineD3DBaseSurfaceImpl_GetPalette,
4769 IWineD3DBaseSurfaceImpl_SetPalette,
4770 IWineD3DSurfaceImpl_RealizePalette,
4771 IWineD3DBaseSurfaceImpl_SetColorKey,
4772 IWineD3DBaseSurfaceImpl_GetPitch,
4773 IWineD3DSurfaceImpl_SetMem,
4774 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4775 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4776 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4777 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4778 IWineD3DBaseSurfaceImpl_SetClipper,
4779 IWineD3DBaseSurfaceImpl_GetClipper,
4781 IWineD3DSurfaceImpl_LoadTexture,
4782 IWineD3DSurfaceImpl_BindTexture,
4783 IWineD3DSurfaceImpl_SaveSnapshot,
4784 IWineD3DSurfaceImpl_SetContainer,
4785 IWineD3DSurfaceImpl_GetGlDesc,
4786 IWineD3DBaseSurfaceImpl_GetData,
4787 IWineD3DSurfaceImpl_SetFormat,
4788 IWineD3DSurfaceImpl_PrivateSetup,
4789 IWineD3DSurfaceImpl_ModifyLocation,
4790 IWineD3DSurfaceImpl_LoadLocation,
4791 IWineD3DSurfaceImpl_GetImplType,
4792 IWineD3DSurfaceImpl_DrawOverlay
4794 #undef GLINFO_LOCATION
4796 #define GLINFO_LOCATION device->adapter->gl_info
4797 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4798 static void ffp_blit_free(IWineD3DDevice *iface) { }
4800 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4802 checkGLcall("glEnable(textype)");
4806 static void ffp_blit_unset(IWineD3DDevice *iface) {
4807 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4808 glDisable(GL_TEXTURE_2D);
4809 checkGLcall("glDisable(GL_TEXTURE_2D)");
4810 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4811 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4812 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4814 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4815 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4816 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4820 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
4822 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4824 TRACE("Checking support for fixup:\n");
4825 dump_color_fixup_desc(fixup);
4828 /* We only support identity conversions. */
4829 if (is_identity_fixup(fixup))
4835 TRACE("[FAILED]\n");
4839 const struct blit_shader ffp_blit = {
4844 ffp_blit_color_fixup_supported