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);
36 #define GLINFO_LOCATION (*gl_info)
38 static void surface_cleanup(IWineD3DSurfaceImpl *This)
40 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
41 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
42 renderbuffer_entry_t *entry, *entry2;
44 TRACE("(%p) : Cleaning up.\n", This);
46 /* Need a context to destroy the texture. Use the currently active render
47 * target, but only if the primary render target exists. Otherwise
48 * lastActiveRenderTarget is garbage. When destroying the primary render
49 * target, Uninit3D() will activate a context before doing anything. */
50 if (device->render_targets && device->render_targets[0])
52 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
57 if (This->texture_name)
59 /* Release the OpenGL texture. */
60 TRACE("Deleting texture %u.\n", This->texture_name);
61 glDeleteTextures(1, &This->texture_name);
64 if (This->Flags & SFLAG_PBO)
67 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
70 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
72 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
73 HeapFree(GetProcessHeap(), 0, entry);
78 if (This->Flags & SFLAG_DIBSECTION)
81 SelectObject(This->hDC, This->dib.holdbitmap);
83 /* Release the DIB section. */
84 DeleteObject(This->dib.DIBsection);
85 This->dib.bitmap_data = NULL;
86 This->resource.allocatedMemory = NULL;
89 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
90 if (This->overlay_dest) list_remove(&This->overlay_entry);
92 HeapFree(GetProcessHeap(), 0, This->palette9);
94 resource_cleanup((IWineD3DResource *)This);
97 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
101 if (format_desc->format == WINED3DFMT_UNKNOWN)
105 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
107 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
108 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
109 size = row_count * row_block_count * format_desc->block_byte_count;
113 /* The pitch is a multiple of 4 bytes. */
114 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
117 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
122 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
123 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
124 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
125 WINED3DPOOL pool, IUnknown *parent)
127 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
128 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &GLINFO_LOCATION);
129 void (*cleanup)(IWineD3DSurfaceImpl *This);
130 unsigned int resource_size;
133 if (multisample_quality > 0)
135 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
136 multisample_quality = 0;
139 /* FIXME: Check that the format is supported by the device. */
141 resource_size = surface_calculate_size(format_desc, alignment, width, height);
143 /* Look at the implementation and set the correct Vtable. */
144 switch (surface_type)
147 surface->lpVtbl = &IWineD3DSurface_Vtbl;
148 cleanup = surface_cleanup;
152 surface->lpVtbl = &IWineGDISurface_Vtbl;
153 cleanup = surface_gdi_cleanup;
157 ERR("Requested unknown surface implementation %#x.\n", surface_type);
158 return WINED3DERR_INVALIDCALL;
161 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
162 device, resource_size, usage, format_desc, pool, parent);
165 WARN("Failed to initialize resource, returning %#x.\n", hr);
169 /* "Standalone" surface. */
170 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
172 surface->currentDesc.Width = width;
173 surface->currentDesc.Height = height;
174 surface->currentDesc.MultiSampleType = multisample_type;
175 surface->currentDesc.MultiSampleQuality = multisample_quality;
176 surface->texture_level = level;
177 list_init(&surface->overlays);
180 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
181 if (discard) surface->Flags |= SFLAG_DISCARD;
182 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
184 /* Quick lockable sanity check.
185 * TODO: remove this after surfaces, usage and lockability have been debugged properly
186 * this function is too deep to need to care about things like this.
187 * Levels need to be checked too, since they all affect what can be done. */
190 case WINED3DPOOL_SCRATCH:
193 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
194 "which are mutually exclusive, setting lockable to TRUE.\n");
199 case WINED3DPOOL_SYSTEMMEM:
201 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
204 case WINED3DPOOL_MANAGED:
205 if (usage & WINED3DUSAGE_DYNAMIC)
206 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
209 case WINED3DPOOL_DEFAULT:
210 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
211 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
215 FIXME("Unknown pool %#x.\n", pool);
219 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
221 FIXME("Trying to create a render target that isn't in the default pool.\n");
224 /* Mark the texture as dirty so that it gets loaded first time around. */
225 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
226 list_init(&surface->renderbuffers);
228 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
230 /* Call the private setup routine */
231 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
234 ERR("Private setup failed, returning %#x\n", hr);
242 static void surface_force_reload(IWineD3DSurface *iface)
244 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
249 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
251 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
257 name = &This->texture_name_srgb;
258 flag = SFLAG_INSRGBTEX;
262 name = &This->texture_name;
263 flag = SFLAG_INTEXTURE;
266 TRACE("(%p) : setting texture name %u\n", This, new_name);
268 if (!*name && new_name)
270 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
271 * surface has no texture name yet. See if we can get rid of this. */
272 if (This->Flags & flag)
273 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
274 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
278 surface_force_reload(iface);
281 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
283 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
285 TRACE("(%p) : setting target %#x\n", This, target);
287 if (This->texture_target != target)
289 if (target == GL_TEXTURE_RECTANGLE_ARB)
291 This->Flags &= ~SFLAG_NORMCOORD;
293 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
295 This->Flags |= SFLAG_NORMCOORD;
298 This->texture_target = target;
299 surface_force_reload(iface);
302 /* Context activation is done by the caller. */
303 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
306 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
307 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
308 * gl states. The current texture unit should always be a valid one.
310 * To be more specific, this is tricky because we can implicitly be called
311 * from sampler() in state.c. This means we can't touch anything other than
312 * whatever happens to be the currently active texture, or we would risk
313 * marking already applied sampler states dirty again.
315 * TODO: Track the current active texture per GL context instead of using glGet
317 GLint active_texture;
319 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
321 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
323 if (active_sampler != -1) {
324 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
326 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
329 /* This function checks if the primary render target uses the 8bit paletted format. */
330 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
332 if (device->render_targets && device->render_targets[0]) {
333 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
334 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
335 && (render_target->resource.format_desc->format == WINED3DFMT_P8))
341 #undef GLINFO_LOCATION
343 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
345 /* This call just downloads data, the caller is responsible for binding the
346 * correct texture. */
347 /* Context activation is done by the caller. */
348 static void surface_download_data(IWineD3DSurfaceImpl *This) {
349 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
351 /* Only support read back of converted P8 surfaces */
352 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8)
354 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
360 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
362 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
363 This, This->texture_level, format_desc->glFormat, format_desc->glType,
364 This->resource.allocatedMemory);
366 if (This->Flags & SFLAG_PBO)
368 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
369 checkGLcall("glBindBufferARB");
370 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
371 checkGLcall("glGetCompressedTexImageARB()");
372 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
373 checkGLcall("glBindBufferARB");
377 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
378 This->texture_level, This->resource.allocatedMemory));
379 checkGLcall("glGetCompressedTexImageARB()");
385 GLenum format = format_desc->glFormat;
386 GLenum type = format_desc->glType;
390 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
391 if (format_desc->format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice))
394 type = GL_UNSIGNED_BYTE;
397 if (This->Flags & SFLAG_NONPOW2) {
398 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
399 src_pitch = format_desc->byte_count * This->pow2Width;
400 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
401 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
402 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
404 mem = This->resource.allocatedMemory;
407 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
408 This, This->texture_level, format, type, mem);
410 if(This->Flags & SFLAG_PBO) {
411 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
412 checkGLcall("glBindBufferARB");
414 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
415 checkGLcall("glGetTexImage()");
417 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
418 checkGLcall("glBindBufferARB");
420 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
421 checkGLcall("glGetTexImage()");
425 if (This->Flags & SFLAG_NONPOW2) {
426 const BYTE *src_data;
430 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
431 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
432 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
434 * We're doing this...
436 * instead of boxing the texture :
437 * |<-texture width ->| -->pow2width| /\
438 * |111111111111111111| | |
439 * |222 Texture 222222| boxed empty | texture height
440 * |3333 Data 33333333| | |
441 * |444444444444444444| | \/
442 * ----------------------------------- |
443 * | boxed empty | boxed empty | pow2height
445 * -----------------------------------
448 * we're repacking the data to the expected texture width
450 * |<-texture width ->| -->pow2width| /\
451 * |111111111111111111222222222222222| |
452 * |222333333333333333333444444444444| texture height
456 * | empty | pow2height
458 * -----------------------------------
462 * |<-texture width ->| /\
463 * |111111111111111111|
464 * |222222222222222222|texture height
465 * |333333333333333333|
466 * |444444444444444444| \/
467 * --------------------
469 * this also means that any references to allocatedMemory should work with the data as if were a
470 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
472 * internally the texture is still stored in a boxed format so any references to textureName will
473 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
475 * Performance should not be an issue, because applications normally do not lock the surfaces when
476 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
477 * and doesn't have to be re-read.
480 dst_data = This->resource.allocatedMemory;
481 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
482 for (y = 1 ; y < This->currentDesc.Height; y++) {
483 /* skip the first row */
484 src_data += src_pitch;
485 dst_data += dst_pitch;
486 memcpy(dst_data, src_data, dst_pitch);
489 HeapFree(GetProcessHeap(), 0, mem);
493 /* Surface has now been downloaded */
494 This->Flags |= SFLAG_INSYSMEM;
497 /* This call just uploads data, the caller is responsible for binding the
498 * correct texture. */
499 /* Context activation is done by the caller. */
500 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
501 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
503 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
504 This, internal, width, height, format, type, data);
505 TRACE("target %#x, level %u, resource size %u.\n",
506 This->texture_target, This->texture_level, This->resource.size);
508 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
512 if (This->Flags & SFLAG_PBO)
514 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
515 checkGLcall("glBindBufferARB");
517 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
521 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
523 TRACE("Calling glCompressedTexSubImage2DARB.\n");
525 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
526 0, 0, width, height, internal, This->resource.size, data));
527 checkGLcall("glCompressedTexSubImage2DARB");
531 TRACE("Calling glTexSubImage2D.\n");
533 glTexSubImage2D(This->texture_target, This->texture_level,
534 0, 0, width, height, format, type, data);
535 checkGLcall("glTexSubImage2D");
538 if (This->Flags & SFLAG_PBO)
540 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 checkGLcall("glBindBufferARB");
547 /* This call just allocates the texture, the caller is responsible for binding
548 * the correct texture. */
549 /* Context activation is done by the caller. */
550 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
551 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
552 BOOL enable_client_storage = FALSE;
553 const BYTE *mem = NULL;
555 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
557 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",
558 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
559 internal, width, height, format, type);
563 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
564 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
565 /* In some cases we want to disable client storage.
566 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
567 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
568 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
569 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
570 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
572 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
573 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
574 This->Flags &= ~SFLAG_CLIENT;
575 enable_client_storage = TRUE;
577 This->Flags |= SFLAG_CLIENT;
579 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
580 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
582 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
586 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
588 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
589 internal, width, height, 0, This->resource.size, mem));
593 glTexImage2D(This->texture_target, This->texture_level,
594 internal, width, height, 0, format, type, mem);
595 checkGLcall("glTexImage2D");
598 if(enable_client_storage) {
599 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
600 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
605 /* In D3D the depth stencil dimensions have to be greater than or equal to the
606 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
607 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
608 /* GL locking is done by the caller */
609 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
610 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
611 renderbuffer_entry_t *entry;
612 GLuint renderbuffer = 0;
613 unsigned int src_width, src_height;
615 src_width = This->pow2Width;
616 src_height = This->pow2Height;
618 /* A depth stencil smaller than the render target is not valid */
619 if (width > src_width || height > src_height) return;
621 /* Remove any renderbuffer set if the sizes match */
622 if (width == src_width && height == src_height) {
623 This->current_renderbuffer = NULL;
627 /* Look if we've already got a renderbuffer of the correct dimensions */
628 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
629 if (entry->width == width && entry->height == height) {
630 renderbuffer = entry->id;
631 This->current_renderbuffer = entry;
637 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
638 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
639 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
640 This->resource.format_desc->glInternal, width, height));
642 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
643 entry->width = width;
644 entry->height = height;
645 entry->id = renderbuffer;
646 list_add_head(&This->renderbuffers, &entry->entry);
648 This->current_renderbuffer = entry;
651 checkGLcall("set_compatible_renderbuffer");
654 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
655 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
656 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
658 TRACE("(%p) : swapchain %p\n", This, swapchain);
660 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
661 TRACE("Returning GL_BACK\n");
663 } else if (swapchain_impl->frontBuffer == iface) {
664 TRACE("Returning GL_FRONT\n");
668 FIXME("Higher back buffer, returning GL_BACK\n");
672 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
673 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
675 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
676 IWineD3DBaseTexture *baseTexture = NULL;
678 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
679 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
681 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
684 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
685 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
686 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
687 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
691 This->dirtyRect.left = 0;
692 This->dirtyRect.top = 0;
693 This->dirtyRect.right = This->currentDesc.Width;
694 This->dirtyRect.bottom = This->currentDesc.Height;
697 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
698 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
700 /* if the container is a basetexture then mark it dirty. */
701 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
703 TRACE("Passing to container\n");
704 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
705 IWineD3DBaseTexture_Release(baseTexture);
709 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
711 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
712 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
713 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
714 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
715 && (src->resource.format_desc->format == dst->resource.format_desc->format
716 || (is_identity_fixup(src->resource.format_desc->color_fixup)
717 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
720 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
722 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
723 ULONG ref = InterlockedDecrement(&This->resource.ref);
724 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
728 surface_cleanup(This);
730 TRACE("(%p) Released.\n", This);
731 HeapFree(GetProcessHeap(), 0, This);
737 /* ****************************************************
738 IWineD3DSurface IWineD3DResource parts follow
739 **************************************************** */
741 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
743 /* TODO: check for locks */
744 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
745 IWineD3DBaseTexture *baseTexture = NULL;
746 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
748 TRACE("(%p)Checking to see if the container is a base texture\n", This);
749 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
750 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
751 TRACE("Passing to container\n");
752 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
753 IWineD3DBaseTexture_Release(baseTexture);
755 TRACE("(%p) : About to load surface\n", This);
757 if(!device->isInDraw) {
758 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
761 if (This->resource.format_desc->format == WINED3DFMT_P8
762 || This->resource.format_desc->format == WINED3DFMT_A8P8)
764 if(palette9_changed(This)) {
765 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
766 /* TODO: This is not necessarily needed with hw palettized texture support */
767 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
768 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
769 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
773 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
775 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
776 /* Tell opengl to try and keep this texture in video ram (well mostly) */
780 glPrioritizeTextures(1, &This->texture_name, &tmp);
787 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
788 surface_internal_preload(iface, SRGB_ANY);
791 /* Context activation is done by the caller. */
792 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
793 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
794 This->resource.allocatedMemory =
795 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
800 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
801 checkGLcall("glGetBufferSubData");
802 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
803 checkGLcall("glDeleteBuffers");
807 This->Flags &= ~SFLAG_PBO;
810 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
811 IWineD3DBaseTexture *texture = NULL;
812 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
813 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
814 renderbuffer_entry_t *entry, *entry2;
815 TRACE("(%p)\n", iface);
817 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
818 /* Default pool resources are supposed to be destroyed before Reset is called.
819 * Implicit resources stay however. So this means we have an implicit render target
820 * or depth stencil. The content may be destroyed, but we still have to tear down
821 * opengl resources, so we cannot leave early.
823 * Put the most up to date surface location into the drawable. D3D-wise this content
824 * is undefined, so it would be nowhere, but that would make the location management
825 * more complicated. The drawable is a sane location, because if we mark sysmem or
826 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
827 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
830 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
831 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
833 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
836 /* Load the surface into system memory */
837 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
838 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
840 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
841 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
842 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
844 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
846 /* Destroy PBOs, but load them into real sysmem before */
847 if(This->Flags & SFLAG_PBO) {
848 surface_remove_pbo(This);
851 /* Destroy fbo render buffers. This is needed for implicit render targets, for
852 * all application-created targets the application has to release the surface
853 * before calling _Reset
855 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
857 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
859 list_remove(&entry->entry);
860 HeapFree(GetProcessHeap(), 0, entry);
862 list_init(&This->renderbuffers);
863 This->current_renderbuffer = NULL;
865 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
868 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
871 glDeleteTextures(1, &This->texture_name);
872 This->texture_name = 0;
873 glDeleteTextures(1, &This->texture_name_srgb);
874 This->texture_name_srgb = 0;
877 IWineD3DBaseTexture_Release(texture);
882 /* ******************************************************
883 IWineD3DSurface IWineD3DSurface parts follow
884 ****************************************************** */
886 /* Read the framebuffer back into the surface */
887 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
888 IWineD3DSwapChainImpl *swapchain;
889 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
893 BYTE *row, *top, *bottom;
897 BOOL srcIsUpsideDown;
902 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
903 static BOOL warned = FALSE;
905 ERR("The application tries to lock the render target, but render target locking is disabled\n");
911 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
912 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
913 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
914 * context->last_was_blit set on the unlock.
916 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
919 /* Select the correct read buffer, and give some debug output.
920 * There is no need to keep track of the current read buffer or reset it, every part of the code
921 * that reads sets the read buffer as desired.
923 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
925 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
926 TRACE("Locking %#x buffer\n", buffer);
927 glReadBuffer(buffer);
928 checkGLcall("glReadBuffer");
930 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
931 srcIsUpsideDown = FALSE;
933 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
934 * Read from the back buffer
936 TRACE("Locking offscreen render target\n");
937 glReadBuffer(myDevice->offscreenBuffer);
938 srcIsUpsideDown = TRUE;
941 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
945 local_rect.right = This->currentDesc.Width;
946 local_rect.bottom = This->currentDesc.Height;
950 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
952 switch(This->resource.format_desc->format)
956 if(primary_render_target_is_p8(myDevice)) {
957 /* In case of P8 render targets the index is stored in the alpha component */
959 type = GL_UNSIGNED_BYTE;
961 bpp = This->resource.format_desc->byte_count;
963 /* GL can't return palettized data, so read ARGB pixels into a
964 * separate block of memory and convert them into palettized format
965 * in software. Slow, but if the app means to use palettized render
966 * targets and locks it...
968 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
969 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
970 * for the color channels when palettizing the colors.
973 type = GL_UNSIGNED_BYTE;
975 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
977 ERR("Out of memory\n");
981 bpp = This->resource.format_desc->byte_count * 3;
988 fmt = This->resource.format_desc->glFormat;
989 type = This->resource.format_desc->glType;
990 bpp = This->resource.format_desc->byte_count;
993 if(This->Flags & SFLAG_PBO) {
994 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
995 checkGLcall("glBindBufferARB");
997 ERR("mem not null for pbo -- unexpected\n");
1002 /* Save old pixel store pack state */
1003 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1004 checkGLcall("glIntegerv");
1005 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1006 checkGLcall("glIntegerv");
1007 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1008 checkGLcall("glIntegerv");
1010 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1011 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1012 checkGLcall("glPixelStorei");
1013 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1014 checkGLcall("glPixelStorei");
1015 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1016 checkGLcall("glPixelStorei");
1018 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1019 local_rect.right - local_rect.left,
1020 local_rect.bottom - local_rect.top,
1022 checkGLcall("glReadPixels");
1024 /* Reset previous pixel store pack state */
1025 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1026 checkGLcall("glPixelStorei");
1027 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1028 checkGLcall("glPixelStorei");
1029 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1030 checkGLcall("glPixelStorei");
1032 if(This->Flags & SFLAG_PBO) {
1033 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1034 checkGLcall("glBindBufferARB");
1036 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1037 * to get a pointer to it and perform the flipping in software. This is a lot
1038 * faster than calling glReadPixels for each line. In case we want more speed
1039 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1040 if(!srcIsUpsideDown) {
1041 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1042 checkGLcall("glBindBufferARB");
1044 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1045 checkGLcall("glMapBufferARB");
1049 /* TODO: Merge this with the palettization loop below for P8 targets */
1050 if(!srcIsUpsideDown) {
1052 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1053 Flip the lines in software */
1054 len = (local_rect.right - local_rect.left) * bpp;
1055 off = local_rect.left * bpp;
1057 row = HeapAlloc(GetProcessHeap(), 0, len);
1059 ERR("Out of memory\n");
1060 if (This->resource.format_desc->format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
1065 top = mem + pitch * local_rect.top;
1066 bottom = mem + pitch * (local_rect.bottom - 1);
1067 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1068 memcpy(row, top + off, len);
1069 memcpy(top + off, bottom + off, len);
1070 memcpy(bottom + off, row, len);
1074 HeapFree(GetProcessHeap(), 0, row);
1076 /* Unmap the temp PBO buffer */
1077 if(This->Flags & SFLAG_PBO) {
1078 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1079 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1085 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1086 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1087 * the same color but we have no choice.
1088 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1090 if ((This->resource.format_desc->format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice))
1092 const PALETTEENTRY *pal = NULL;
1093 DWORD width = pitch / 3;
1097 pal = This->palette->palents;
1099 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1100 HeapFree(GetProcessHeap(), 0, mem);
1104 for(y = local_rect.top; y < local_rect.bottom; y++) {
1105 for(x = local_rect.left; x < local_rect.right; x++) {
1106 /* start lines pixels */
1107 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1108 const BYTE *green = blue + 1;
1109 const BYTE *red = green + 1;
1111 for(c = 0; c < 256; c++) {
1112 if(*red == pal[c].peRed &&
1113 *green == pal[c].peGreen &&
1114 *blue == pal[c].peBlue)
1116 *((BYTE *) dest + y * width + x) = c;
1122 HeapFree(GetProcessHeap(), 0, mem);
1126 /* Read the framebuffer contents into a texture */
1127 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1129 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1130 IWineD3DSwapChainImpl *swapchain;
1132 GLenum format, internal, type;
1133 CONVERT_TYPES convert;
1135 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1137 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1139 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1140 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1141 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1143 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1144 surface_bind_and_dirtify(This, srgb);
1147 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1150 /* Select the correct read buffer, and give some debug output.
1151 * There is no need to keep track of the current read buffer or reset it, every part of the code
1152 * that reads sets the read buffer as desired.
1154 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1156 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1157 TRACE("Locking %#x buffer\n", buffer);
1160 glReadBuffer(buffer);
1161 checkGLcall("glReadBuffer");
1164 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1166 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1167 * Read from the back buffer
1169 TRACE("Locking offscreen render target\n");
1171 glReadBuffer(device->offscreenBuffer);
1172 checkGLcall("glReadBuffer");
1176 if(!(This->Flags & alloc_flag)) {
1177 surface_allocate_surface(This, internal, This->pow2Width,
1178 This->pow2Height, format, type);
1179 This->Flags |= alloc_flag;
1183 /* If !SrcIsUpsideDown we should flip the surface.
1184 * This can be done using glCopyTexSubImage2D but this
1185 * is VERY slow, so don't do that. We should prevent
1186 * this code from getting called in such cases or perhaps
1187 * we can use FBOs */
1189 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1190 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1191 checkGLcall("glCopyTexSubImage2D");
1193 glReadBuffer(prevRead);
1194 checkGLcall("glReadBuffer");
1197 TRACE("Updated target %d\n", This->texture_target);
1200 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1201 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1202 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1205 if(!(This->Flags & SFLAG_DYNLOCK)) {
1207 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1208 if(This->lockCount > MAXLOCKCOUNT) {
1209 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1210 This->Flags |= SFLAG_DYNLOCK;
1214 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1215 * Also don't create a PBO for systemmem surfaces.
1217 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1219 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1221 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1224 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1225 error = glGetError();
1226 if(This->pbo == 0 || error != GL_NO_ERROR) {
1227 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1230 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1232 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1233 checkGLcall("glBindBufferARB");
1235 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1236 checkGLcall("glBufferDataARB");
1238 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1239 checkGLcall("glBindBufferARB");
1241 /* We don't need the system memory anymore and we can't even use it for PBOs */
1242 if(!(This->Flags & SFLAG_CLIENT)) {
1243 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1244 This->resource.heapMemory = NULL;
1246 This->resource.allocatedMemory = NULL;
1247 This->Flags |= SFLAG_PBO;
1249 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1250 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1253 if(!This->resource.heapMemory) {
1254 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1256 This->resource.allocatedMemory =
1257 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1258 if(This->Flags & SFLAG_INSYSMEM) {
1259 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1264 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1265 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1266 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1267 const RECT *pass_rect = pRect;
1269 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1271 /* This is also done in the base class, but we have to verify this before loading any data from
1272 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1273 * may interfere, and all other bad things may happen
1275 if (This->Flags & SFLAG_LOCKED) {
1276 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1277 return WINED3DERR_INVALIDCALL;
1279 This->Flags |= SFLAG_LOCKED;
1281 if (!(This->Flags & SFLAG_LOCKABLE))
1283 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1286 if (Flags & WINED3DLOCK_DISCARD) {
1287 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1288 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1289 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1290 This->Flags |= SFLAG_INSYSMEM;
1294 if (This->Flags & SFLAG_INSYSMEM) {
1295 TRACE("Local copy is up to date, not downloading data\n");
1296 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1300 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1301 * the full surface. Most callers don't need that, so do it here. */
1302 if (pRect && pRect->top == 0 && pRect->left == 0
1303 && pRect->right == This->currentDesc.Width
1304 && pRect->bottom == This->currentDesc.Height)
1309 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1310 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1312 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1316 if(This->Flags & SFLAG_PBO) {
1317 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1319 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1320 checkGLcall("glBindBufferARB");
1322 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1323 if(This->resource.allocatedMemory) {
1324 ERR("The surface already has PBO memory allocated!\n");
1327 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1328 checkGLcall("glMapBufferARB");
1330 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1331 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1332 checkGLcall("glBindBufferARB");
1337 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1340 IWineD3DBaseTexture *pBaseTexture;
1343 * as seen in msdn docs
1345 surface_add_dirty_rect(iface, pRect);
1347 /** Dirtify Container if needed */
1348 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1349 TRACE("Making container dirty\n");
1350 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1351 IWineD3DBaseTexture_Release(pBaseTexture);
1353 TRACE("Surface is standalone, no need to dirty the container\n");
1357 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1360 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1362 GLint prev_rasterpos[4];
1363 GLint skipBytes = 0;
1364 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1365 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1366 IWineD3DSwapChainImpl *swapchain;
1368 /* Activate the correct context for the render target */
1369 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1372 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1373 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1374 TRACE("Unlocking %#x buffer\n", buffer);
1375 glDrawBuffer(buffer);
1376 checkGLcall("glDrawBuffer");
1378 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1380 /* Primary offscreen render target */
1381 TRACE("Offscreen render target\n");
1382 glDrawBuffer(myDevice->offscreenBuffer);
1383 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1386 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1387 checkGLcall("glIntegerv");
1388 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1389 checkGLcall("glIntegerv");
1390 glPixelZoom(1.0f, -1.0f);
1391 checkGLcall("glPixelZoom");
1393 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1394 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1395 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1397 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1398 checkGLcall("glRasterPos2f");
1400 /* Some drivers(radeon dri, others?) don't like exceptions during
1401 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1402 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1403 * catch to put the dib section in InSync mode, which leads to a crash
1404 * and a blocked x server on my radeon card.
1406 * The following lines read the dib section so it is put in InSync mode
1407 * before glDrawPixels is called and the crash is prevented. There won't
1408 * be any interfering gdi accesses, because UnlockRect is called from
1409 * ReleaseDC, and the app won't use the dc any more afterwards.
1411 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1413 read = This->resource.allocatedMemory[0];
1416 if(This->Flags & SFLAG_PBO) {
1417 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1418 checkGLcall("glBindBufferARB");
1421 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1422 if(This->Flags & SFLAG_LOCKED) {
1423 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1424 (This->lockedRect.bottom - This->lockedRect.top)-1,
1426 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1427 checkGLcall("glDrawPixels");
1429 glDrawPixels(This->currentDesc.Width,
1430 This->currentDesc.Height,
1432 checkGLcall("glDrawPixels");
1435 if(This->Flags & SFLAG_PBO) {
1436 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1437 checkGLcall("glBindBufferARB");
1440 glPixelZoom(1.0f, 1.0f);
1441 checkGLcall("glPixelZoom");
1443 glRasterPos3iv(&prev_rasterpos[0]);
1444 checkGLcall("glRasterPos3iv");
1446 /* Reset to previous pack row length */
1447 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1448 checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1451 glDrawBuffer(myDevice->offscreenBuffer);
1452 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1453 } else if(swapchain->backBuffer) {
1454 glDrawBuffer(GL_BACK);
1455 checkGLcall("glDrawBuffer(GL_BACK)");
1457 glDrawBuffer(GL_FRONT);
1458 checkGLcall("glDrawBuffer(GL_FRONT)");
1465 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1467 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1470 if (!(This->Flags & SFLAG_LOCKED)) {
1471 WARN("trying to Unlock an unlocked surf@%p\n", This);
1472 return WINEDDERR_NOTLOCKED;
1475 if (This->Flags & SFLAG_PBO) {
1476 TRACE("Freeing PBO memory\n");
1477 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1479 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1480 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1481 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1482 checkGLcall("glUnmapBufferARB");
1484 This->resource.allocatedMemory = NULL;
1487 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1489 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1490 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1494 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1496 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1497 static BOOL warned = FALSE;
1499 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1505 if(This->dirtyRect.left == 0 &&
1506 This->dirtyRect.top == 0 &&
1507 This->dirtyRect.right == This->currentDesc.Width &&
1508 This->dirtyRect.bottom == This->currentDesc.Height) {
1511 /* TODO: Proper partial rectangle tracking */
1512 fullsurface = FALSE;
1513 This->Flags |= SFLAG_INSYSMEM;
1516 switch(wined3d_settings.rendertargetlock_mode) {
1518 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1522 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1527 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1528 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1529 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1530 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1531 * not fully up to date because only a subrectangle was read in LockRect.
1533 This->Flags &= ~SFLAG_INSYSMEM;
1534 This->Flags |= SFLAG_INDRAWABLE;
1537 This->dirtyRect.left = This->currentDesc.Width;
1538 This->dirtyRect.top = This->currentDesc.Height;
1539 This->dirtyRect.right = 0;
1540 This->dirtyRect.bottom = 0;
1541 } else if(iface == myDevice->stencilBufferTarget) {
1542 FIXME("Depth Stencil buffer locking is not implemented\n");
1544 /* The rest should be a normal texture */
1545 IWineD3DBaseTextureImpl *impl;
1546 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1547 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1548 * states need resetting
1550 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1551 if(impl->baseTexture.bindCount) {
1552 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1554 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1559 This->Flags &= ~SFLAG_LOCKED;
1560 memset(&This->lockedRect, 0, sizeof(RECT));
1562 /* Overlays have to be redrawn manually after changes with the GL implementation */
1563 if(This->overlay_dest) {
1564 IWineD3DSurface_DrawOverlay(iface);
1569 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1571 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1572 WINED3DLOCKED_RECT lock;
1576 TRACE("(%p)->(%p)\n",This,pHDC);
1578 if(This->Flags & SFLAG_USERPTR) {
1579 ERR("Not supported on surfaces with an application-provided surfaces\n");
1580 return WINEDDERR_NODC;
1583 /* Give more detailed info for ddraw */
1584 if (This->Flags & SFLAG_DCINUSE)
1585 return WINEDDERR_DCALREADYCREATED;
1587 /* Can't GetDC if the surface is locked */
1588 if (This->Flags & SFLAG_LOCKED)
1589 return WINED3DERR_INVALIDCALL;
1591 /* According to Direct3D9 docs, only these formats are supported */
1592 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1593 if (This->resource.format_desc->format != WINED3DFMT_R5G6B5
1594 && This->resource.format_desc->format != WINED3DFMT_X1R5G5B5
1595 && This->resource.format_desc->format != WINED3DFMT_R8G8B8
1596 && This->resource.format_desc->format != WINED3DFMT_X8R8G8B8)
1597 return WINED3DERR_INVALIDCALL;
1600 memset(&lock, 0, sizeof(lock)); /* To be sure */
1602 /* Create a DIB section if there isn't a hdc yet */
1604 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1605 if(This->Flags & SFLAG_CLIENT) {
1606 surface_internal_preload(iface, SRGB_RGB);
1609 /* Use the dib section from now on if we are not using a PBO */
1610 if(!(This->Flags & SFLAG_PBO))
1611 This->resource.allocatedMemory = This->dib.bitmap_data;
1614 /* Lock the surface */
1615 hr = IWineD3DSurface_LockRect(iface,
1620 if(This->Flags & SFLAG_PBO) {
1621 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1622 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1626 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1627 /* keep the dib section */
1631 if (This->resource.format_desc->format == WINED3DFMT_P8
1632 || This->resource.format_desc->format == WINED3DFMT_A8P8)
1634 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1635 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1637 const PALETTEENTRY *pal = NULL;
1640 pal = This->palette->palents;
1642 IWineD3DSurfaceImpl *dds_primary;
1643 IWineD3DSwapChainImpl *swapchain;
1644 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1645 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1646 if (dds_primary && dds_primary->palette)
1647 pal = dds_primary->palette->palents;
1651 for (n=0; n<256; n++) {
1652 col[n].rgbRed = pal[n].peRed;
1653 col[n].rgbGreen = pal[n].peGreen;
1654 col[n].rgbBlue = pal[n].peBlue;
1655 col[n].rgbReserved = 0;
1657 SetDIBColorTable(This->hDC, 0, 256, col);
1662 TRACE("returning %p\n",*pHDC);
1663 This->Flags |= SFLAG_DCINUSE;
1668 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1670 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1672 TRACE("(%p)->(%p)\n",This,hDC);
1674 if (!(This->Flags & SFLAG_DCINUSE))
1675 return WINEDDERR_NODC;
1677 if (This->hDC !=hDC) {
1678 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1679 return WINEDDERR_NODC;
1682 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1683 /* Copy the contents of the DIB over to the PBO */
1684 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1687 /* we locked first, so unlock now */
1688 IWineD3DSurface_UnlockRect(iface);
1690 This->Flags &= ~SFLAG_DCINUSE;
1695 /* ******************************************************
1696 IWineD3DSurface Internal (No mapping to directx api) parts follow
1697 ****************************************************** */
1699 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) {
1700 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1701 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1702 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1704 /* Default values: From the surface */
1705 *format = glDesc->glFormat;
1706 *type = glDesc->glType;
1707 *convert = NO_CONVERSION;
1708 *target_bpp = glDesc->byte_count;
1711 *internal = glDesc->glGammaInternal;
1713 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1714 && !(This->Flags & SFLAG_SWAPCHAIN))
1716 *internal = glDesc->rtInternal;
1718 *internal = glDesc->glInternal;
1721 /* Ok, now look if we have to do any conversion */
1722 switch(This->resource.format_desc->format)
1729 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1730 * of the two is available make sure texturing is requested as neither of the two works in
1731 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1732 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1733 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1734 * conflicts with this.
1736 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1737 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1738 device->render_targets &&
1739 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1740 colorkey_active || !use_texturing ) {
1742 *internal = GL_RGBA;
1743 *type = GL_UNSIGNED_BYTE;
1745 if(colorkey_active) {
1746 *convert = CONVERT_PALETTED_CK;
1748 *convert = CONVERT_PALETTED;
1751 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1753 *type = GL_UNSIGNED_BYTE;
1759 case WINED3DFMT_R3G3B2:
1760 /* **********************
1761 GL_UNSIGNED_BYTE_3_3_2
1762 ********************** */
1763 if (colorkey_active) {
1764 /* This texture format will never be used.. So do not care about color keying
1765 up until the point in time it will be needed :-) */
1766 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1770 case WINED3DFMT_R5G6B5:
1771 if (colorkey_active) {
1772 *convert = CONVERT_CK_565;
1774 *internal = GL_RGB5_A1;
1775 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1779 case WINED3DFMT_X1R5G5B5:
1780 if (colorkey_active) {
1781 *convert = CONVERT_CK_5551;
1783 *internal = GL_RGB5_A1;
1784 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1788 case WINED3DFMT_R8G8B8:
1789 if (colorkey_active) {
1790 *convert = CONVERT_CK_RGB24;
1792 *internal = GL_RGBA8;
1793 *type = GL_UNSIGNED_INT_8_8_8_8;
1798 case WINED3DFMT_X8R8G8B8:
1799 if (colorkey_active) {
1800 *convert = CONVERT_RGB32_888;
1802 *internal = GL_RGBA8;
1803 *type = GL_UNSIGNED_INT_8_8_8_8;
1807 case WINED3DFMT_R8G8_SNORM:
1808 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1809 *convert = CONVERT_V8U8;
1811 *type = GL_UNSIGNED_BYTE;
1815 case WINED3DFMT_L6V5U5:
1816 *convert = CONVERT_L6V5U5;
1817 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1819 /* Use format and types from table */
1821 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1824 *type = GL_UNSIGNED_SHORT_5_6_5;
1828 case WINED3DFMT_X8L8V8U8:
1829 *convert = CONVERT_X8L8V8U8;
1831 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1832 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1833 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1834 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1835 * the needed type and format parameter, so the internal format contains a
1836 * 4th component, which is returned as alpha
1840 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1844 case WINED3DFMT_R8G8B8A8_SNORM:
1845 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1846 *convert = CONVERT_Q8W8V8U8;
1848 *type = GL_UNSIGNED_BYTE;
1852 case WINED3DFMT_R16G16_SNORM:
1853 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1854 *convert = CONVERT_V16U16;
1856 *type = GL_UNSIGNED_SHORT;
1860 case WINED3DFMT_A4L4:
1861 /* A4L4 exists as an internal gl format, but for some reason there is not
1862 * format+type combination to load it. Thus convert it to A8L8, then load it
1863 * with A4L4 internal, but A8L8 format+type
1865 *convert = CONVERT_A4L4;
1866 *format = GL_LUMINANCE_ALPHA;
1867 *type = GL_UNSIGNED_BYTE;
1871 case WINED3DFMT_R16G16_UNORM:
1872 *convert = CONVERT_G16R16;
1874 *type = GL_UNSIGNED_SHORT;
1878 case WINED3DFMT_R16G16_FLOAT:
1879 *convert = CONVERT_R16G16F;
1881 *type = GL_HALF_FLOAT_ARB;
1885 case WINED3DFMT_R32G32_FLOAT:
1886 *convert = CONVERT_R32G32F;
1892 case WINED3DFMT_D15S1:
1893 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1895 *convert = CONVERT_D15S1;
1900 case WINED3DFMT_D24X4S4:
1901 if (GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1903 *convert = CONVERT_D24X4S4;
1907 case WINED3DFMT_D24FS8:
1908 if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1910 *convert = CONVERT_D24FS8;
1922 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1924 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1925 IWineD3DPaletteImpl *pal = This->palette;
1926 BOOL index_in_alpha = FALSE;
1929 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1930 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1931 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1932 * duplicate entries. Store the color key in the unused alpha component to speed the
1933 * download up and to make conversion unneeded. */
1934 index_in_alpha = primary_render_target_is_p8(device);
1938 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1940 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1943 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1946 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1947 * there's no palette at this time. */
1948 for (i = 0; i < 256; i++) table[i][3] = i;
1953 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1954 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1955 * capability flag is present (wine does advertise this capability) */
1956 for (i = 0; i < 256; ++i)
1958 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1959 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1960 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1961 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1967 TRACE("Using surface palette %p\n", pal);
1968 /* Get the surface's palette */
1969 for (i = 0; i < 256; ++i)
1971 table[i][0] = pal->palents[i].peRed;
1972 table[i][1] = pal->palents[i].peGreen;
1973 table[i][2] = pal->palents[i].peBlue;
1975 /* When index_in_alpha is set the palette index is stored in the
1976 * alpha component. In case of a readback we can then read
1977 * GL_ALPHA. Color keying is handled in BltOverride using a
1978 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
1979 * color key itself is passed to glAlphaFunc in other cases the
1980 * alpha component of pixels that should be masked away is set to 0. */
1985 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
1986 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
1990 else if(pal->Flags & WINEDDPCAPS_ALPHA)
1992 table[i][3] = pal->palents[i].peFlags;
2002 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2003 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2007 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2012 memcpy(dst, src, pitch * height);
2015 case CONVERT_PALETTED:
2016 case CONVERT_PALETTED_CK:
2018 IWineD3DPaletteImpl* pal = This->palette;
2023 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2026 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2028 for (y = 0; y < height; y++)
2030 source = src + pitch * y;
2031 dest = dst + outpitch * y;
2032 /* This is an 1 bpp format, using the width here is fine */
2033 for (x = 0; x < width; x++) {
2034 BYTE color = *source++;
2035 *dest++ = table[color][0];
2036 *dest++ = table[color][1];
2037 *dest++ = table[color][2];
2038 *dest++ = table[color][3];
2044 case CONVERT_CK_565:
2046 /* Converting the 565 format in 5551 packed to emulate color-keying.
2048 Note : in all these conversion, it would be best to average the averaging
2049 pixels to get the color of the pixel that will be color-keyed to
2050 prevent 'color bleeding'. This will be done later on if ever it is
2053 Note2: Nvidia documents say that their driver does not support alpha + color keying
2054 on the same surface and disables color keying in such a case
2060 TRACE("Color keyed 565\n");
2062 for (y = 0; y < height; y++) {
2063 Source = (const WORD *)(src + y * pitch);
2064 Dest = (WORD *) (dst + y * outpitch);
2065 for (x = 0; x < width; x++ ) {
2066 WORD color = *Source++;
2067 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2068 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2069 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2078 case CONVERT_CK_5551:
2080 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2084 TRACE("Color keyed 5551\n");
2085 for (y = 0; y < height; y++) {
2086 Source = (const WORD *)(src + y * pitch);
2087 Dest = (WORD *) (dst + y * outpitch);
2088 for (x = 0; x < width; x++ ) {
2089 WORD color = *Source++;
2091 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2092 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2096 *Dest &= ~(1 << 15);
2104 case CONVERT_CK_RGB24:
2106 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2108 for (y = 0; y < height; y++)
2110 source = src + pitch * y;
2111 dest = dst + outpitch * y;
2112 for (x = 0; x < width; x++) {
2113 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2114 DWORD dstcolor = color << 8;
2115 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2116 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2119 *(DWORD*)dest = dstcolor;
2127 case CONVERT_RGB32_888:
2129 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2131 for (y = 0; y < height; y++)
2133 source = src + pitch * y;
2134 dest = dst + outpitch * y;
2135 for (x = 0; x < width; x++) {
2136 DWORD color = 0xffffff & *(const DWORD*)source;
2137 DWORD dstcolor = color << 8;
2138 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2139 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2142 *(DWORD*)dest = dstcolor;
2153 const short *Source;
2154 unsigned char *Dest;
2155 for(y = 0; y < height; y++) {
2156 Source = (const short *)(src + y * pitch);
2157 Dest = dst + y * outpitch;
2158 for (x = 0; x < width; x++ ) {
2159 long color = (*Source++);
2160 /* B */ Dest[0] = 0xff;
2161 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2162 /* R */ Dest[2] = (color) + 128; /* U */
2169 case CONVERT_V16U16:
2172 const DWORD *Source;
2173 unsigned short *Dest;
2174 for(y = 0; y < height; y++) {
2175 Source = (const DWORD *)(src + y * pitch);
2176 Dest = (unsigned short *) (dst + y * outpitch);
2177 for (x = 0; x < width; x++ ) {
2178 DWORD color = (*Source++);
2179 /* B */ Dest[0] = 0xffff;
2180 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2181 /* R */ Dest[2] = (color ) + 32768; /* U */
2188 case CONVERT_Q8W8V8U8:
2191 const DWORD *Source;
2192 unsigned char *Dest;
2193 for(y = 0; y < height; y++) {
2194 Source = (const DWORD *)(src + y * pitch);
2195 Dest = dst + y * outpitch;
2196 for (x = 0; x < width; x++ ) {
2197 long color = (*Source++);
2198 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2199 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2200 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2201 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2208 case CONVERT_L6V5U5:
2212 unsigned char *Dest;
2214 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2215 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2216 * fixed function and shaders without further conversion once the surface is
2219 for(y = 0; y < height; y++) {
2220 Source = (const WORD *)(src + y * pitch);
2221 Dest = dst + y * outpitch;
2222 for (x = 0; x < width; x++ ) {
2223 short color = (*Source++);
2224 unsigned char l = ((color >> 10) & 0xfc);
2225 char v = ((color >> 5) & 0x3e);
2226 char u = ((color ) & 0x1f);
2228 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2229 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2230 * shift. GL reads a signed value and converts it into an unsigned value.
2232 /* M */ Dest[2] = l << 1;
2234 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2235 * from 5 bit values to 8 bit values.
2237 /* V */ Dest[1] = v << 3;
2238 /* U */ Dest[0] = u << 3;
2243 for(y = 0; y < height; y++) {
2244 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2245 Source = (const WORD *)(src + y * pitch);
2246 for (x = 0; x < width; x++ ) {
2247 short color = (*Source++);
2248 unsigned char l = ((color >> 10) & 0xfc);
2249 short v = ((color >> 5) & 0x3e);
2250 short u = ((color ) & 0x1f);
2251 short v_conv = v + 16;
2252 short u_conv = u + 16;
2254 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2262 case CONVERT_X8L8V8U8:
2265 const DWORD *Source;
2266 unsigned char *Dest;
2268 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2269 /* This implementation works with the fixed function pipeline and shaders
2270 * without further modification after converting the surface.
2272 for(y = 0; y < height; y++) {
2273 Source = (const DWORD *)(src + y * pitch);
2274 Dest = dst + y * outpitch;
2275 for (x = 0; x < width; x++ ) {
2276 long color = (*Source++);
2277 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2278 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2279 /* U */ Dest[0] = (color & 0xff); /* U */
2280 /* I */ Dest[3] = 255; /* X */
2285 /* Doesn't work correctly with the fixed function pipeline, but can work in
2286 * shaders if the shader is adjusted. (There's no use for this format in gl's
2287 * standard fixed function pipeline anyway).
2289 for(y = 0; y < height; y++) {
2290 Source = (const DWORD *)(src + y * pitch);
2291 Dest = dst + y * outpitch;
2292 for (x = 0; x < width; x++ ) {
2293 long color = (*Source++);
2294 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2295 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2296 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2307 const unsigned char *Source;
2308 unsigned char *Dest;
2309 for(y = 0; y < height; y++) {
2310 Source = src + y * pitch;
2311 Dest = dst + y * outpitch;
2312 for (x = 0; x < width; x++ ) {
2313 unsigned char color = (*Source++);
2314 /* A */ Dest[1] = (color & 0xf0) << 0;
2315 /* L */ Dest[0] = (color & 0x0f) << 4;
2322 case CONVERT_G16R16:
2323 case CONVERT_R16G16F:
2329 for(y = 0; y < height; y++) {
2330 Source = (const WORD *)(src + y * pitch);
2331 Dest = (WORD *) (dst + y * outpitch);
2332 for (x = 0; x < width; x++ ) {
2333 WORD green = (*Source++);
2334 WORD red = (*Source++);
2337 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2338 * shader overwrites it anyway
2347 case CONVERT_R32G32F:
2350 const float *Source;
2352 for(y = 0; y < height; y++) {
2353 Source = (const float *)(src + y * pitch);
2354 Dest = (float *) (dst + y * outpitch);
2355 for (x = 0; x < width; x++ ) {
2356 float green = (*Source++);
2357 float red = (*Source++);
2371 for (y = 0; y < height; ++y)
2373 const WORD *source = (const WORD *)(src + y * pitch);
2374 DWORD *dest = (DWORD *)(dst + y * outpitch);
2376 for (x = 0; x < width; ++x)
2378 /* The depth data is normalized, so needs to be scaled,
2379 * the stencil data isn't. Scale depth data by
2380 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2381 WORD d15 = source[x] >> 1;
2382 DWORD d24 = (d15 << 9) + (d15 >> 6);
2383 dest[x] = (d24 << 8) | (source[x] & 0x1);
2389 case CONVERT_D24X4S4:
2393 for (y = 0; y < height; ++y)
2395 const DWORD *source = (const DWORD *)(src + y * pitch);
2396 DWORD *dest = (DWORD *)(dst + y * outpitch);
2398 for (x = 0; x < width; ++x)
2400 /* Just need to clear out the X4 part. */
2401 dest[x] = source[x] & ~0xf0;
2407 case CONVERT_D24FS8:
2411 for (y = 0; y < height; ++y)
2413 const DWORD *source = (const DWORD *)(src + y * pitch);
2414 float *dest_f = (float *)(dst + y * outpitch);
2415 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2417 for (x = 0; x < width; ++x)
2419 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2420 dest_s[x * 2 + 1] = source[x] & 0xff;
2427 ERR("Unsupported conversion type %#x.\n", convert);
2432 /* This function is used in case of 8bit paletted textures to upload the palette.
2433 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2434 extensions like ATI_fragment_shaders is possible.
2436 /* Context activation is done by the caller. */
2437 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2438 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2440 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2442 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2444 /* Try to use the paletted texture extension */
2445 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2447 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2449 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2454 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2455 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2456 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2460 /* Create the fragment program if we don't have it */
2461 if(!device->paletteConversionShader)
2463 const char *fragment_palette_conversion =
2466 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2467 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2468 /* The alpha-component contains the palette index */
2469 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2470 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2471 "MAD index.a, index.a, constants.x, constants.y;\n"
2472 /* Use the alpha-component as an index in the palette to get the final color */
2473 "TEX result.color, index.a, texture[1], 1D;\n"
2476 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2477 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2478 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2479 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2480 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2483 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2484 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2486 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2487 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2489 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2490 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2491 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2492 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2494 /* Switch back to unit 0 in which the 2D texture will be stored. */
2495 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2497 /* Rebind the texture because it isn't bound anymore */
2498 glBindTexture(This->texture_target, This->texture_name);
2504 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2505 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2507 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8
2508 && This->resource.format_desc->format != WINED3DFMT_A8P8))
2510 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2511 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2516 if(This->palette9) {
2517 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2521 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2523 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2527 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2528 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2529 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2531 if (!(This->Flags & flag)) {
2532 TRACE("Reloading because surface is dirty\n");
2533 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2534 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2535 /* Reload: vice versa OR */
2536 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2537 /* Also reload: Color key is active AND the color key has changed */
2538 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2539 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2540 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2541 TRACE("Reloading because of color keying\n");
2542 /* To perform the color key conversion we need a sysmem copy of
2543 * the surface. Make sure we have it
2546 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2547 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2548 /* TODO: This is not necessarily needed with hw palettized texture support */
2549 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2551 TRACE("surface is already in texture\n");
2555 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2556 * These resources are not bound by device size or format restrictions. Because of this,
2557 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2558 * However, these resources can always be created, locked, and copied.
2560 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2562 FIXME("(%p) Operation not supported for scratch textures\n",This);
2563 return WINED3DERR_INVALIDCALL;
2566 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2570 static unsigned int gen = 0;
2573 if ((gen % 10) == 0) {
2574 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2575 This, This->texture_target, This->texture_level, gen);
2576 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2579 * debugging crash code
2588 if (!(This->Flags & SFLAG_DONOTFREE)) {
2589 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2590 This->resource.allocatedMemory = NULL;
2591 This->resource.heapMemory = NULL;
2592 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2598 /* Context activation is done by the caller. */
2599 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2600 /* TODO: check for locks */
2601 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2602 IWineD3DBaseTexture *baseTexture = NULL;
2603 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2605 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2606 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2607 TRACE("Passing to container\n");
2608 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2609 IWineD3DBaseTexture_Release(baseTexture);
2612 TRACE("(%p) : Binding surface\n", This);
2614 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2615 if(!device->isInDraw) {
2616 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
2621 if (!This->texture_level)
2624 glGenTextures(1, name);
2625 checkGLcall("glGenTextures");
2626 TRACE("Surface %p given name %d\n", This, *name);
2628 glBindTexture(This->texture_target, *name);
2629 checkGLcall("glBindTexture");
2630 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2631 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2632 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2633 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2634 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2635 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2636 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2637 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2638 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2639 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2641 /* This is where we should be reducing the amount of GLMemoryUsed */
2643 /* Mipmap surfaces should have a base texture container */
2644 ERR("Mipmap surface has a glTexture bound to it!\n");
2647 glBindTexture(This->texture_target, *name);
2648 checkGLcall("glBindTexture");
2657 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2660 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2661 char *allocatedMemory;
2662 const char *textureRow;
2663 IWineD3DSwapChain *swapChain = NULL;
2664 int width, height, i, y;
2665 GLuint tmpTexture = 0;
2668 Textures may not be stored in ->allocatedgMemory and a GlTexture
2669 so we should lock the surface before saving a snapshot, or at least check that
2671 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2672 by calling GetTexImage and in compressed form by calling
2673 GetCompressedTexImageARB. Queried compressed images can be saved and
2674 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2675 texture images do not need to be processed by the GL and should
2676 significantly improve texture loading performance relative to uncompressed
2679 /* Setup the width and height to be the internal texture width and height. */
2680 width = This->pow2Width;
2681 height = This->pow2Height;
2682 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2683 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2685 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2686 /* if were not a real texture then read the back buffer into a real texture */
2687 /* we don't want to interfere with the back buffer so read the data into a temporary
2688 * texture and then save the data out of the temporary texture
2692 TRACE("(%p) Reading render target into texture\n", This);
2694 glGenTextures(1, &tmpTexture);
2695 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2697 glTexImage2D(GL_TEXTURE_2D,
2704 GL_UNSIGNED_INT_8_8_8_8_REV,
2707 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2708 checkGLcall("glGetIntegerv");
2709 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2710 checkGLcall("glReadBuffer");
2711 glCopyTexImage2D(GL_TEXTURE_2D,
2720 checkGLcall("glCopyTexImage2D");
2721 glReadBuffer(prevRead);
2724 } else { /* bind the real texture, and make sure it up to date */
2725 surface_internal_preload(iface, SRGB_RGB);
2726 surface_bind_and_dirtify(This, FALSE);
2728 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2730 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2731 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2732 checkGLcall("glTexImage2D");
2734 glBindTexture(GL_TEXTURE_2D, 0);
2735 glDeleteTextures(1, &tmpTexture);
2739 f = fopen(filename, "w+");
2741 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2742 return WINED3DERR_INVALIDCALL;
2744 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2745 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2760 fwrite(&width,2,1,f);
2762 fwrite(&height,2,1,f);
2767 /* 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 */
2769 textureRow = allocatedMemory + (width * (height - 1) *4);
2771 textureRow = allocatedMemory;
2772 for (y = 0 ; y < height; y++) {
2773 for (i = 0; i < width; i++) {
2774 color = *((const DWORD*)textureRow);
2775 fputc((color >> 16) & 0xFF, f); /* B */
2776 fputc((color >> 8) & 0xFF, f); /* G */
2777 fputc((color >> 0) & 0xFF, f); /* R */
2778 fputc((color >> 24) & 0xFF, f); /* A */
2781 /* take two rows of the pointer to the texture memory */
2783 (textureRow-= width << 3);
2786 TRACE("Closing file\n");
2790 IWineD3DSwapChain_Release(swapChain);
2792 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2796 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2797 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2800 TRACE("(%p) : Calling base function first\n", This);
2801 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2803 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2804 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2805 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2810 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2811 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2813 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2814 WARN("Surface is locked or the HDC is in use\n");
2815 return WINED3DERR_INVALIDCALL;
2818 if(Mem && Mem != This->resource.allocatedMemory) {
2819 void *release = NULL;
2821 /* Do I have to copy the old surface content? */
2822 if(This->Flags & SFLAG_DIBSECTION) {
2823 /* Release the DC. No need to hold the critical section for the update
2824 * Thread because this thread runs only on front buffers, but this method
2825 * fails for render targets in the check above.
2827 SelectObject(This->hDC, This->dib.holdbitmap);
2828 DeleteDC(This->hDC);
2829 /* Release the DIB section */
2830 DeleteObject(This->dib.DIBsection);
2831 This->dib.bitmap_data = NULL;
2832 This->resource.allocatedMemory = NULL;
2834 This->Flags &= ~SFLAG_DIBSECTION;
2835 } else if(!(This->Flags & SFLAG_USERPTR)) {
2836 release = This->resource.heapMemory;
2837 This->resource.heapMemory = NULL;
2839 This->resource.allocatedMemory = Mem;
2840 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2842 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2843 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2845 /* For client textures opengl has to be notified */
2846 if(This->Flags & SFLAG_CLIENT) {
2847 DWORD oldFlags = This->Flags;
2848 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2849 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2850 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2851 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2854 /* Now free the old memory if any */
2855 HeapFree(GetProcessHeap(), 0, release);
2856 } else if(This->Flags & SFLAG_USERPTR) {
2857 /* LockRect and GetDC will re-create the dib section and allocated memory */
2858 This->resource.allocatedMemory = NULL;
2859 /* HeapMemory should be NULL already */
2860 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2861 This->Flags &= ~SFLAG_USERPTR;
2863 if(This->Flags & SFLAG_CLIENT) {
2864 DWORD oldFlags = This->Flags;
2865 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2866 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2867 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2868 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2874 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2876 /* Flip the surface contents */
2881 front->hDC = back->hDC;
2885 /* Flip the DIBsection */
2888 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2889 tmp = front->dib.DIBsection;
2890 front->dib.DIBsection = back->dib.DIBsection;
2891 back->dib.DIBsection = tmp;
2893 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2894 else front->Flags &= ~SFLAG_DIBSECTION;
2895 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2896 else back->Flags &= ~SFLAG_DIBSECTION;
2899 /* Flip the surface data */
2903 tmp = front->dib.bitmap_data;
2904 front->dib.bitmap_data = back->dib.bitmap_data;
2905 back->dib.bitmap_data = tmp;
2907 tmp = front->resource.allocatedMemory;
2908 front->resource.allocatedMemory = back->resource.allocatedMemory;
2909 back->resource.allocatedMemory = tmp;
2911 tmp = front->resource.heapMemory;
2912 front->resource.heapMemory = back->resource.heapMemory;
2913 back->resource.heapMemory = tmp;
2918 GLuint tmp_pbo = front->pbo;
2919 front->pbo = back->pbo;
2920 back->pbo = tmp_pbo;
2923 /* client_memory should not be different, but just in case */
2926 tmp = front->dib.client_memory;
2927 front->dib.client_memory = back->dib.client_memory;
2928 back->dib.client_memory = tmp;
2931 /* Flip the opengl texture */
2935 tmp = back->texture_name;
2936 back->texture_name = front->texture_name;
2937 front->texture_name = tmp;
2939 tmp = back->texture_name_srgb;
2940 back->texture_name_srgb = front->texture_name_srgb;
2941 front->texture_name_srgb = tmp;
2945 DWORD tmp_flags = back->Flags;
2946 back->Flags = front->Flags;
2947 front->Flags = tmp_flags;
2951 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2952 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2953 IWineD3DSwapChainImpl *swapchain = NULL;
2955 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2957 /* Flipping is only supported on RenderTargets and overlays*/
2958 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2959 WARN("Tried to flip a non-render target, non-overlay surface\n");
2960 return WINEDDERR_NOTFLIPPABLE;
2963 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2964 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2966 /* Update the overlay if it is visible */
2967 if(This->overlay_dest) {
2968 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2975 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2976 * FIXME("(%p) Target override is not supported by now\n", This);
2977 * Additionally, it isn't really possible to support triple-buffering
2978 * properly on opengl at all
2982 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2984 ERR("Flipped surface is not on a swapchain\n");
2985 return WINEDDERR_NOTFLIPPABLE;
2988 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2989 * and only d3d8 and d3d9 apps specify the presentation interval
2991 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2992 /* Most common case first to avoid wasting time on all the other cases */
2993 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2994 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2995 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2996 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2997 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2998 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2999 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3001 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3004 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3005 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3006 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3010 /* Does a direct frame buffer -> texture copy. Stretching is done
3011 * with single pixel copy calls
3013 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3014 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3015 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3017 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3020 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3023 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3024 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3027 /* Bind the target texture */
3028 glBindTexture(This->texture_target, This->texture_name);
3029 checkGLcall("glBindTexture");
3031 TRACE("Reading from an offscreen target\n");
3032 upsidedown = !upsidedown;
3033 glReadBuffer(myDevice->offscreenBuffer);
3035 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3036 glReadBuffer(buffer);
3038 checkGLcall("glReadBuffer");
3040 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3041 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3043 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3045 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3047 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3048 ERR("Texture filtering not supported in direct blit\n");
3051 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3052 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3054 ERR("Texture filtering not supported in direct blit\n");
3058 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3059 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3061 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3063 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3064 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3065 srect->x1, Src->currentDesc.Height - srect->y2,
3066 drect->x2 - drect->x1, drect->y2 - drect->y1);
3068 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3069 /* I have to process this row by row to swap the image,
3070 * otherwise it would be upside down, so stretching in y direction
3071 * doesn't cost extra time
3073 * However, stretching in x direction can be avoided if not necessary
3075 for(row = drect->y1; row < drect->y2; row++) {
3076 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3078 /* Well, that stuff works, but it's very slow.
3079 * find a better way instead
3083 for(col = drect->x1; col < drect->x2; col++) {
3084 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3085 drect->x1 + col /* x offset */, row /* y offset */,
3086 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3089 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3090 drect->x1 /* x offset */, row /* y offset */,
3091 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3095 checkGLcall("glCopyTexSubImage2D");
3100 /* Uses the hardware to stretch and flip the image */
3101 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3102 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3103 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3105 GLuint src, backup = 0;
3106 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3107 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3108 float left, right, top, bottom; /* Texture coordinates */
3109 UINT fbwidth = Src->currentDesc.Width;
3110 UINT fbheight = Src->currentDesc.Height;
3111 struct wined3d_context *context;
3112 GLenum drawBuffer = GL_BACK;
3113 GLenum texture_target;
3114 BOOL noBackBufferBackup;
3116 TRACE("Using hwstretch blit\n");
3117 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3118 context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3119 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3121 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3122 if (!noBackBufferBackup && !Src->texture_name)
3124 /* Get it a description */
3125 surface_internal_preload(SrcSurface, SRGB_RGB);
3129 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3130 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3132 if (context->aux_buffers >= 2)
3134 /* Got more than one aux buffer? Use the 2nd aux buffer */
3135 drawBuffer = GL_AUX1;
3137 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3139 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3140 drawBuffer = GL_AUX0;
3143 if(noBackBufferBackup) {
3144 glGenTextures(1, &backup);
3145 checkGLcall("glGenTextures");
3146 glBindTexture(GL_TEXTURE_2D, backup);
3147 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3148 texture_target = GL_TEXTURE_2D;
3150 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3151 * we are reading from the back buffer, the backup can be used as source texture
3153 texture_target = Src->texture_target;
3154 glBindTexture(texture_target, Src->texture_name);
3155 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3156 glEnable(texture_target);
3157 checkGLcall("glEnable(texture_target)");
3159 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3160 Src->Flags &= ~SFLAG_INTEXTURE;
3164 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3166 TRACE("Reading from an offscreen target\n");
3167 upsidedown = !upsidedown;
3168 glReadBuffer(myDevice->offscreenBuffer);
3171 /* TODO: Only back up the part that will be overwritten */
3172 glCopyTexSubImage2D(texture_target, 0,
3173 0, 0 /* read offsets */,
3178 checkGLcall("glCopyTexSubImage2D");
3180 /* No issue with overriding these - the sampler is dirty due to blit usage */
3181 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3182 wined3d_gl_mag_filter(magLookup, Filter));
3183 checkGLcall("glTexParameteri");
3184 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3185 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3186 checkGLcall("glTexParameteri");
3188 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3189 src = backup ? backup : Src->texture_name;
3191 glReadBuffer(GL_FRONT);
3192 checkGLcall("glReadBuffer(GL_FRONT)");
3194 glGenTextures(1, &src);
3195 checkGLcall("glGenTextures(1, &src)");
3196 glBindTexture(GL_TEXTURE_2D, src);
3197 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3199 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3200 * out for power of 2 sizes
3202 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3203 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3204 checkGLcall("glTexImage2D");
3205 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3206 0, 0 /* read offsets */,
3211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3212 checkGLcall("glTexParameteri");
3213 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3214 checkGLcall("glTexParameteri");
3216 glReadBuffer(GL_BACK);
3217 checkGLcall("glReadBuffer(GL_BACK)");
3219 if(texture_target != GL_TEXTURE_2D) {
3220 glDisable(texture_target);
3221 glEnable(GL_TEXTURE_2D);
3222 texture_target = GL_TEXTURE_2D;
3225 checkGLcall("glEnd and previous");
3231 top = Src->currentDesc.Height - srect->y1;
3232 bottom = Src->currentDesc.Height - srect->y2;
3234 top = Src->currentDesc.Height - srect->y2;
3235 bottom = Src->currentDesc.Height - srect->y1;
3238 if(Src->Flags & SFLAG_NORMCOORD) {
3239 left /= Src->pow2Width;
3240 right /= Src->pow2Width;
3241 top /= Src->pow2Height;
3242 bottom /= Src->pow2Height;
3245 /* draw the source texture stretched and upside down. The correct surface is bound already */
3246 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3247 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3249 glDrawBuffer(drawBuffer);
3250 glReadBuffer(drawBuffer);
3254 glTexCoord2f(left, bottom);
3255 glVertex2i(0, fbheight);
3258 glTexCoord2f(left, top);
3259 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3262 glTexCoord2f(right, top);
3263 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3266 glTexCoord2f(right, bottom);
3267 glVertex2i(drect->x2 - drect->x1, fbheight);
3269 checkGLcall("glEnd and previous");
3271 if (texture_target != This->texture_target)
3273 glDisable(texture_target);
3274 glEnable(This->texture_target);
3275 texture_target = This->texture_target;
3278 /* Now read the stretched and upside down image into the destination texture */
3279 glBindTexture(texture_target, This->texture_name);
3280 checkGLcall("glBindTexture");
3281 glCopyTexSubImage2D(texture_target,
3283 drect->x1, drect->y1, /* xoffset, yoffset */
3284 0, 0, /* We blitted the image to the origin */
3285 drect->x2 - drect->x1, drect->y2 - drect->y1);
3286 checkGLcall("glCopyTexSubImage2D");
3288 if(drawBuffer == GL_BACK) {
3289 /* Write the back buffer backup back */
3291 if(texture_target != GL_TEXTURE_2D) {
3292 glDisable(texture_target);
3293 glEnable(GL_TEXTURE_2D);
3294 texture_target = GL_TEXTURE_2D;
3296 glBindTexture(GL_TEXTURE_2D, backup);
3297 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3299 if (texture_target != Src->texture_target)
3301 glDisable(texture_target);
3302 glEnable(Src->texture_target);
3303 texture_target = Src->texture_target;
3305 glBindTexture(Src->texture_target, Src->texture_name);
3306 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3311 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3315 glTexCoord2f(0.0f, 0.0f);
3316 glVertex2i(0, fbheight);
3319 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3320 glVertex2i(fbwidth, Src->currentDesc.Height);
3323 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3324 glVertex2i(fbwidth, 0);
3327 /* Restore the old draw buffer */
3328 glDrawBuffer(GL_BACK);
3330 glDisable(texture_target);
3331 checkGLcall("glDisable(texture_target)");
3334 if (src != Src->texture_name && src != backup)
3336 glDeleteTextures(1, &src);
3337 checkGLcall("glDeleteTextures(1, &src)");
3340 glDeleteTextures(1, &backup);
3341 checkGLcall("glDeleteTextures(1, &backup)");
3347 /* Not called from the VTable */
3348 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3349 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3350 WINED3DTEXTUREFILTERTYPE Filter)
3353 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3354 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3355 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3357 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3359 /* Get the swapchain. One of the surfaces has to be a primary surface */
3360 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3361 WARN("Destination is in sysmem, rejecting gl blt\n");
3362 return WINED3DERR_INVALIDCALL;
3364 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3365 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3367 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3368 WARN("Src is in sysmem, rejecting gl blt\n");
3369 return WINED3DERR_INVALIDCALL;
3371 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3372 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3375 /* Early sort out of cases where no render target is used */
3376 if(!dstSwapchain && !srcSwapchain &&
3377 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3378 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3379 return WINED3DERR_INVALIDCALL;
3382 /* No destination color keying supported */
3383 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3384 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3385 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3386 return WINED3DERR_INVALIDCALL;
3390 rect.x1 = DestRect->left;
3391 rect.y1 = DestRect->top;
3392 rect.x2 = DestRect->right;
3393 rect.y2 = DestRect->bottom;
3397 rect.x2 = This->currentDesc.Width;
3398 rect.y2 = This->currentDesc.Height;
3401 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3402 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3403 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3404 /* Half-life does a Blt from the back buffer to the front buffer,
3405 * Full surface size, no flags... Use present instead
3407 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3410 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3414 TRACE("Looking if a Present can be done...\n");
3415 /* Source Rectangle must be full surface */
3417 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3418 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3419 TRACE("No, Source rectangle doesn't match\n");
3425 mySrcRect.right = Src->currentDesc.Width;
3426 mySrcRect.bottom = Src->currentDesc.Height;
3428 /* No stretching may occur */
3429 if(mySrcRect.right != rect.x2 - rect.x1 ||
3430 mySrcRect.bottom != rect.y2 - rect.y1) {
3431 TRACE("No, stretching is done\n");
3435 /* Destination must be full surface or match the clipping rectangle */
3436 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3440 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3445 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3448 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3449 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3451 TRACE("No, dest rectangle doesn't match(clipper)\n");
3452 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3453 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3459 if(rect.x1 != 0 || rect.y1 != 0 ||
3460 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3461 TRACE("No, dest rectangle doesn't match(surface size)\n");
3468 /* These flags are unimportant for the flag check, remove them */
3469 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3470 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3472 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3473 * take very long, while a flip is fast.
3474 * This applies to Half-Life, which does such Blts every time it finished
3475 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3476 * menu. This is also used by all apps when they do windowed rendering
3478 * The problem is that flipping is not really the same as copying. After a
3479 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3480 * untouched. Therefore it's necessary to override the swap effect
3481 * and to set it back after the flip.
3483 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3487 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3488 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3490 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3491 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3493 dstSwapchain->presentParms.SwapEffect = orig_swap;
3500 TRACE("Unsupported blit between buffers on the same swapchain\n");
3501 return WINED3DERR_INVALIDCALL;
3502 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3503 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3504 return WINED3DERR_INVALIDCALL;
3505 } else if(dstSwapchain && srcSwapchain) {
3506 FIXME("Implement hardware blit between two different swapchains\n");
3507 return WINED3DERR_INVALIDCALL;
3508 } else if(dstSwapchain) {
3509 if(SrcSurface == myDevice->render_targets[0]) {
3510 TRACE("Blit from active render target to a swapchain\n");
3511 /* Handled with regular texture -> swapchain blit */
3513 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3514 FIXME("Implement blit from a swapchain to the active render target\n");
3515 return WINED3DERR_INVALIDCALL;
3518 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3519 /* Blit from render target to texture */
3521 BOOL upsideDown, stretchx;
3522 BOOL paletteOverride = FALSE;
3524 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3525 TRACE("Color keying not supported by frame buffer to texture blit\n");
3526 return WINED3DERR_INVALIDCALL;
3527 /* Destination color key is checked above */
3530 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3531 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3534 if(SrcRect->top < SrcRect->bottom) {
3535 srect.y1 = SrcRect->top;
3536 srect.y2 = SrcRect->bottom;
3539 srect.y1 = SrcRect->bottom;
3540 srect.y2 = SrcRect->top;
3543 srect.x1 = SrcRect->left;
3544 srect.x2 = SrcRect->right;
3548 srect.x2 = Src->currentDesc.Width;
3549 srect.y2 = Src->currentDesc.Height;
3552 if(rect.x1 > rect.x2) {
3556 upsideDown = !upsideDown;
3559 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3565 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3566 * In this case grab the palette from the render target. */
3567 if ((This->resource.format_desc->format == WINED3DFMT_P8) && (This->palette == NULL))
3569 paletteOverride = TRUE;
3570 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3571 This->palette = Src->palette;
3574 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3575 * flip the image nor scale it.
3577 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3578 * -> If the app wants a image width an unscaled width, copy it line per line
3579 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3580 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3581 * back buffer. This is slower than reading line per line, thus not used for flipping
3582 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3585 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3586 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3589 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3590 && surface_can_stretch_rect(Src, This))
3592 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3593 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3594 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3595 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3596 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3597 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3599 TRACE("Using hardware stretching to flip / stretch the texture\n");
3600 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3603 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3605 This->palette = NULL;
3607 if(!(This->Flags & SFLAG_DONOTFREE)) {
3608 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3609 This->resource.allocatedMemory = NULL;
3610 This->resource.heapMemory = NULL;
3612 This->Flags &= ~SFLAG_INSYSMEM;
3614 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3615 * path is never entered
3617 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3621 /* Blit from offscreen surface to render target */
3622 float glTexCoord[4];
3623 DWORD oldCKeyFlags = Src->CKeyFlags;
3624 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3625 RECT SourceRectangle;
3626 BOOL paletteOverride = FALSE;
3628 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3631 SourceRectangle.left = SrcRect->left;
3632 SourceRectangle.right = SrcRect->right;
3633 SourceRectangle.top = SrcRect->top;
3634 SourceRectangle.bottom = SrcRect->bottom;
3636 SourceRectangle.left = 0;
3637 SourceRectangle.right = Src->currentDesc.Width;
3638 SourceRectangle.top = 0;
3639 SourceRectangle.bottom = Src->currentDesc.Height;
3642 /* When blitting from an offscreen surface to a rendertarget, the source
3643 * surface is not required to have a palette. Our rendering / conversion
3644 * code further down the road retrieves the palette from the surface, so
3645 * it must have a palette set. */
3646 if ((Src->resource.format_desc->format == WINED3DFMT_P8) && (Src->palette == NULL))
3648 paletteOverride = TRUE;
3649 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3650 Src->palette = This->palette;
3653 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
3654 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3655 && surface_can_stretch_rect(Src, This))
3657 TRACE("Using stretch_rect_fbo\n");
3658 /* The source is always a texture, but never the currently active render target, and the texture
3659 * contents are never upside down
3661 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3662 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3664 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3666 Src->palette = NULL;
3670 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3671 /* Fall back to software */
3672 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3673 SourceRectangle.left, SourceRectangle.top,
3674 SourceRectangle.right, SourceRectangle.bottom);
3675 return WINED3DERR_INVALIDCALL;
3678 /* Color keying: Check if we have to do a color keyed blt,
3679 * and if not check if a color key is activated.
3681 * Just modify the color keying parameters in the surface and restore them afterwards
3682 * The surface keeps track of the color key last used to load the opengl surface.
3683 * PreLoad will catch the change to the flags and color key and reload if necessary.
3685 if(Flags & WINEDDBLT_KEYSRC) {
3686 /* Use color key from surface */
3687 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3688 /* Use color key from DDBltFx */
3689 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3690 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3692 /* Do not use color key */
3693 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3696 /* Now load the surface */
3697 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3699 /* Activate the destination context, set it up for blitting */
3700 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3702 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3703 * while OpenGL coordinates are window relative.
3704 * Also beware of the origin difference(top left vs bottom left).
3705 * Also beware that the front buffer's surface size is screen width x screen height,
3706 * whereas the real gl drawable size is the size of the window.
3708 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3710 POINT offset = {0,0};
3712 ClientToScreen(dstSwapchain->win_handle, &offset);
3713 GetClientRect(dstSwapchain->win_handle, &windowsize);
3714 h = windowsize.bottom - windowsize.top;
3715 rect.x1 -= offset.x; rect.x2 -=offset.x;
3716 rect.y1 -= offset.y; rect.y2 -=offset.y;
3717 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3720 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3722 FIXME("Destination format %s has a fixup, this is not supported.\n",
3723 debug_d3dformat(This->resource.format_desc->format));
3724 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3727 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3729 FIXME("Source format %s has an unsupported fixup:\n",
3730 debug_d3dformat(Src->resource.format_desc->format));
3731 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3734 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3735 Src->texture_target, Src->pow2Width, Src->pow2Height);
3739 /* Bind the texture */
3740 glBindTexture(Src->texture_target, Src->texture_name);
3741 checkGLcall("glBindTexture");
3743 /* Filtering for StretchRect */
3744 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3745 wined3d_gl_mag_filter(magLookup, Filter));
3746 checkGLcall("glTexParameteri");
3747 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3748 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3749 checkGLcall("glTexParameteri");
3750 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3751 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3752 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3753 checkGLcall("glTexEnvi");
3755 /* This is for color keying */
3756 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3757 glEnable(GL_ALPHA_TEST);
3758 checkGLcall("glEnable GL_ALPHA_TEST");
3760 /* When the primary render target uses P8, the alpha component contains the palette index.
3761 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3762 * should be masked away have alpha set to 0. */
3763 if(primary_render_target_is_p8(myDevice))
3764 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3766 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3767 checkGLcall("glAlphaFunc");
3769 glDisable(GL_ALPHA_TEST);
3770 checkGLcall("glDisable GL_ALPHA_TEST");
3773 /* Draw a textured quad
3777 glColor3f(1.0f, 1.0f, 1.0f);
3778 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3779 glVertex3f(rect.x1, rect.y1, 0.0f);
3781 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3782 glVertex3f(rect.x1, rect.y2, 0.0f);
3784 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3785 glVertex3f(rect.x2, rect.y2, 0.0f);
3787 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3788 glVertex3f(rect.x2, rect.y1, 0.0f);
3791 checkGLcall("glEnd");
3793 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3794 glDisable(GL_ALPHA_TEST);
3795 checkGLcall("glDisable(GL_ALPHA_TEST)");
3798 glBindTexture(Src->texture_target, 0);
3799 checkGLcall("glBindTexture(Src->texture_target, 0)");
3801 /* Restore the color key parameters */
3802 Src->CKeyFlags = oldCKeyFlags;
3803 Src->SrcBltCKey = oldBltCKey;
3805 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3807 Src->palette = NULL;
3811 /* Leave the opengl state valid for blitting */
3812 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3814 /* Flush in case the drawable is used by multiple GL contexts */
3815 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3818 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3819 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3822 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3826 /* Source-Less Blit to render target */
3827 if (Flags & WINEDDBLT_COLORFILL) {
3828 /* This is easy to handle for the D3D Device... */
3831 TRACE("Colorfill\n");
3833 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3834 must be true if we are here */
3835 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3836 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3837 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3838 TRACE("Surface is higher back buffer, falling back to software\n");
3839 return WINED3DERR_INVALIDCALL;
3842 /* The color as given in the Blt function is in the format of the frame-buffer...
3843 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3845 if (This->resource.format_desc->format == WINED3DFMT_P8)
3849 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3850 else alpha = 0xFF000000;
3852 if (This->palette) {
3854 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3855 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3856 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3861 else if (This->resource.format_desc->format == WINED3DFMT_R5G6B5)
3863 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3866 color = ((0xFF000000) |
3867 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3868 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3869 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3872 else if ((This->resource.format_desc->format == WINED3DFMT_R8G8B8)
3873 || (This->resource.format_desc->format == WINED3DFMT_X8R8G8B8))
3875 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3877 else if (This->resource.format_desc->format == WINED3DFMT_A8R8G8B8)
3879 color = DDBltFx->u5.dwFillColor;
3882 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3883 return WINED3DERR_INVALIDCALL;
3886 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3887 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3888 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3893 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3894 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3895 return WINED3DERR_INVALIDCALL;
3898 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3899 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3901 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3904 if (Flags & WINEDDBLT_DEPTHFILL) {
3905 switch(This->resource.format_desc->format)
3907 case WINED3DFMT_D16_UNORM:
3908 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3910 case WINED3DFMT_D15S1:
3911 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3913 case WINED3DFMT_D24S8:
3914 case WINED3DFMT_D24X8:
3915 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3917 case WINED3DFMT_D32:
3918 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3922 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3925 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3926 DestRect == NULL ? 0 : 1,
3927 (const WINED3DRECT *)DestRect,
3928 WINED3DCLEAR_ZBUFFER,
3934 FIXME("(%p): Unsupp depthstencil blit\n", This);
3935 return WINED3DERR_INVALIDCALL;
3938 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3939 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3940 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3941 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3942 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3943 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3944 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3946 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3948 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3949 return WINEDDERR_SURFACEBUSY;
3952 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3953 * except depth blits, which seem to work
3955 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3956 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3957 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3958 return WINED3DERR_INVALIDCALL;
3959 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3960 TRACE("Z Blit override handled the blit\n");
3965 /* Special cases for RenderTargets */
3966 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3967 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3968 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3971 /* For the rest call the X11 surface implementation.
3972 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3973 * other Blts are rather rare
3975 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3978 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3979 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3981 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3982 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3983 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3984 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3986 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3988 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3989 return WINEDDERR_SURFACEBUSY;
3992 if(myDevice->inScene &&
3993 (iface == myDevice->stencilBufferTarget ||
3994 (Source && Source == myDevice->stencilBufferTarget))) {
3995 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3996 return WINED3DERR_INVALIDCALL;
3999 /* Special cases for RenderTargets */
4000 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4001 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4003 RECT SrcRect, DstRect;
4007 SrcRect.left = rsrc->left;
4008 SrcRect.top= rsrc->top;
4009 SrcRect.bottom = rsrc->bottom;
4010 SrcRect.right = rsrc->right;
4014 SrcRect.right = srcImpl->currentDesc.Width;
4015 SrcRect.bottom = srcImpl->currentDesc.Height;
4018 DstRect.left = dstx;
4020 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4021 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4023 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4024 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4025 Flags |= WINEDDBLT_KEYSRC;
4026 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4027 Flags |= WINEDDBLT_KEYDEST;
4028 if(trans & WINEDDBLTFAST_WAIT)
4029 Flags |= WINEDDBLT_WAIT;
4030 if(trans & WINEDDBLTFAST_DONOTWAIT)
4031 Flags |= WINEDDBLT_DONOTWAIT;
4033 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4037 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4040 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4042 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4044 IWineD3DPaletteImpl *pal = This->palette;
4046 TRACE("(%p)\n", This);
4048 if (!pal) return WINED3D_OK;
4050 if (This->resource.format_desc->format == WINED3DFMT_P8
4051 || This->resource.format_desc->format == WINED3DFMT_A8P8)
4054 GLenum format, internal, type;
4055 CONVERT_TYPES convert;
4057 /* Check if we are using a RTL mode which uses texturing for uploads */
4058 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4060 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4061 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4063 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4065 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4067 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4068 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4070 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4071 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4073 /* Re-upload the palette */
4074 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4075 d3dfmt_p8_upload_palette(iface, convert);
4077 if(!(This->Flags & SFLAG_INSYSMEM)) {
4078 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4079 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4081 TRACE("Dirtifying surface\n");
4082 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4086 if(This->Flags & SFLAG_DIBSECTION) {
4087 TRACE("(%p): Updating the hdc's palette\n", This);
4088 for (n=0; n<256; n++) {
4089 col[n].rgbRed = pal->palents[n].peRed;
4090 col[n].rgbGreen = pal->palents[n].peGreen;
4091 col[n].rgbBlue = pal->palents[n].peBlue;
4092 col[n].rgbReserved = 0;
4094 SetDIBColorTable(This->hDC, 0, 256, col);
4097 /* Propagate the changes to the drawable when we have a palette. */
4098 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4099 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4104 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4105 /** Check against the maximum texture sizes supported by the video card **/
4106 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4107 unsigned int pow2Width, pow2Height;
4109 This->texture_name = 0;
4110 This->texture_target = GL_TEXTURE_2D;
4112 /* Non-power2 support */
4113 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4114 pow2Width = This->currentDesc.Width;
4115 pow2Height = This->currentDesc.Height;
4117 /* Find the nearest pow2 match */
4118 pow2Width = pow2Height = 1;
4119 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4120 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4122 This->pow2Width = pow2Width;
4123 This->pow2Height = pow2Height;
4125 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4126 /** TODO: add support for non power two compressed textures **/
4127 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4129 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4130 This, This->currentDesc.Width, This->currentDesc.Height);
4131 return WINED3DERR_NOTAVAILABLE;
4135 if(pow2Width != This->currentDesc.Width ||
4136 pow2Height != This->currentDesc.Height) {
4137 This->Flags |= SFLAG_NONPOW2;
4140 TRACE("%p\n", This);
4141 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
4142 /* one of three options
4143 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)
4144 2: Set the texture to the maximum size (bad idea)
4145 3: WARN and return WINED3DERR_NOTAVAILABLE;
4146 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.
4148 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4149 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4150 This->Flags |= SFLAG_OVERSIZE;
4152 /* This will be initialized on the first blt */
4153 This->glRect.left = 0;
4154 This->glRect.top = 0;
4155 This->glRect.right = 0;
4156 This->glRect.bottom = 0;
4158 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4159 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4160 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4161 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4163 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4164 && !((This->resource.format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4165 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX)))
4167 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4168 This->pow2Width = This->currentDesc.Width;
4169 This->pow2Height = This->currentDesc.Height;
4170 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4173 /* No oversize, gl rect is the full texture size */
4174 This->Flags &= ~SFLAG_OVERSIZE;
4175 This->glRect.left = 0;
4176 This->glRect.top = 0;
4177 This->glRect.right = This->pow2Width;
4178 This->glRect.bottom = This->pow2Height;
4181 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4182 switch(wined3d_settings.offscreen_rendering_mode) {
4183 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4184 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4185 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4189 This->Flags |= SFLAG_INSYSMEM;
4194 struct depth_blt_info
4198 enum tex_types tex_type;
4199 GLfloat coords[4][3];
4202 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4204 GLfloat (*coords)[3] = info->coords;
4209 FIXME("Unsupported texture target %#x\n", target);
4210 /* Fall back to GL_TEXTURE_2D */
4212 info->binding = GL_TEXTURE_BINDING_2D;
4213 info->bind_target = GL_TEXTURE_2D;
4214 info->tex_type = tex_2d;
4215 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4216 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4217 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4218 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4221 case GL_TEXTURE_RECTANGLE_ARB:
4222 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4223 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4224 info->tex_type = tex_rect;
4225 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4226 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4227 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4228 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4231 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4232 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4233 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4234 info->tex_type = tex_cube;
4235 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4236 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4237 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4238 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4240 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4241 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4242 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4243 info->tex_type = tex_cube;
4244 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4245 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4246 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4247 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4249 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4250 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4251 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4252 info->tex_type = tex_cube;
4253 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4254 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4255 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4256 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4258 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4259 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4260 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4261 info->tex_type = tex_cube;
4262 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4263 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4264 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4265 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4267 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4268 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4269 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4270 info->tex_type = tex_cube;
4271 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4272 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4273 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4274 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4276 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4277 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4278 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4279 info->tex_type = tex_cube;
4280 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4281 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4282 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4283 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4287 /* GL locking is done by the caller */
4288 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4290 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4291 struct depth_blt_info info;
4292 GLint old_binding = 0;
4294 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4296 glDisable(GL_CULL_FACE);
4297 glDisable(GL_BLEND);
4298 glDisable(GL_ALPHA_TEST);
4299 glDisable(GL_SCISSOR_TEST);
4300 glDisable(GL_STENCIL_TEST);
4301 glEnable(GL_DEPTH_TEST);
4302 glDepthFunc(GL_ALWAYS);
4303 glDepthMask(GL_TRUE);
4304 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4305 glViewport(0, 0, w, h);
4307 surface_get_depth_blt_info(target, w, h, &info);
4308 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4309 glGetIntegerv(info.binding, &old_binding);
4310 glBindTexture(info.bind_target, texture);
4312 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4314 glBegin(GL_TRIANGLE_STRIP);
4315 glTexCoord3fv(info.coords[0]);
4316 glVertex2f(-1.0f, -1.0f);
4317 glTexCoord3fv(info.coords[1]);
4318 glVertex2f(1.0f, -1.0f);
4319 glTexCoord3fv(info.coords[2]);
4320 glVertex2f(-1.0f, 1.0f);
4321 glTexCoord3fv(info.coords[3]);
4322 glVertex2f(1.0f, 1.0f);
4325 glBindTexture(info.bind_target, old_binding);
4329 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4332 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4333 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4335 TRACE("(%p) New location %#x\n", This, location);
4337 if (location & ~SFLAG_DS_LOCATIONS) {
4338 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4341 This->Flags &= ~SFLAG_DS_LOCATIONS;
4342 This->Flags |= location;
4345 /* Context activation is done by the caller. */
4346 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4348 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4349 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4351 TRACE("(%p) New location %#x\n", This, location);
4353 /* TODO: Make this work for modes other than FBO */
4354 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4356 if (This->Flags & location) {
4357 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4361 if (This->current_renderbuffer) {
4362 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4366 if (location == SFLAG_DS_OFFSCREEN) {
4367 if (This->Flags & SFLAG_DS_ONSCREEN) {
4368 GLint old_binding = 0;
4371 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4375 if (!device->depth_blt_texture) {
4376 glGenTextures(1, &device->depth_blt_texture);
4379 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4380 * directly on the FBO texture. That's because we need to flip. */
4381 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4382 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4384 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4385 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4387 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4388 bind_target = GL_TEXTURE_2D;
4390 glBindTexture(bind_target, device->depth_blt_texture);
4391 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4392 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4393 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4394 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4395 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4396 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4397 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4398 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4399 glBindTexture(bind_target, old_binding);
4401 /* Setup the destination */
4402 if (!device->depth_blt_rb) {
4403 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4404 checkGLcall("glGenRenderbuffersEXT");
4406 if (device->depth_blt_rb_w != This->currentDesc.Width
4407 || device->depth_blt_rb_h != This->currentDesc.Height) {
4408 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4409 checkGLcall("glBindRenderbufferEXT");
4410 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4411 checkGLcall("glRenderbufferStorageEXT");
4412 device->depth_blt_rb_w = This->currentDesc.Width;
4413 device->depth_blt_rb_h = This->currentDesc.Height;
4416 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
4417 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4418 checkGLcall("glFramebufferRenderbufferEXT");
4419 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, iface, FALSE);
4421 /* Do the actual blit */
4422 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4423 checkGLcall("depth_blt");
4425 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4426 else context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4430 FIXME("No up to date depth stencil location\n");
4432 } else if (location == SFLAG_DS_ONSCREEN) {
4433 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4434 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4438 context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
4439 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4440 This->currentDesc.Height, This->texture_target);
4441 checkGLcall("depth_blt");
4443 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->current_fbo->id);
4447 FIXME("No up to date depth stencil location\n");
4450 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4453 This->Flags |= location;
4456 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4457 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4458 IWineD3DBaseTexture *texture;
4459 IWineD3DSurfaceImpl *overlay;
4461 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4462 persistent ? "TRUE" : "FALSE");
4464 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4465 if (This->Flags & SFLAG_SWAPCHAIN)
4467 TRACE("Surface %p is an onscreen surface\n", iface);
4469 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4470 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4475 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4476 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4477 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4478 TRACE("Passing to container\n");
4479 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4480 IWineD3DBaseTexture_Release(texture);
4483 This->Flags &= ~SFLAG_LOCATIONS;
4484 This->Flags |= flag;
4486 /* Redraw emulated overlays, if any */
4487 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4488 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4489 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4493 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4494 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4495 TRACE("Passing to container\n");
4496 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4497 IWineD3DBaseTexture_Release(texture);
4500 This->Flags &= ~flag;
4503 if(!(This->Flags & SFLAG_LOCATIONS)) {
4504 ERR("%p: Surface does not have any up to date location\n", This);
4520 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4522 f->l = ((r->left * 2.0f) / w) - 1.0f;
4523 f->t = ((r->top * 2.0f) / h) - 1.0f;
4524 f->r = ((r->right * 2.0f) / w) - 1.0f;
4525 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4528 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4530 const struct wined3d_context *context;
4531 struct coords coords[4];
4533 IWineD3DSwapChain *swapchain;
4534 IWineD3DBaseTexture *texture;
4535 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4537 struct float_rect f;
4544 rect.right = This->currentDesc.Width;
4545 rect.bottom = This->currentDesc.Height;
4548 switch (This->texture_target)
4551 bind_target = GL_TEXTURE_2D;
4553 coords[0].x = (float)rect.left / This->pow2Width;
4554 coords[0].y = (float)rect.top / This->pow2Height;
4557 coords[1].x = (float)rect.left / This->pow2Width;
4558 coords[1].y = (float)rect.bottom / This->pow2Height;
4561 coords[2].x = (float)rect.right / This->pow2Width;
4562 coords[2].y = (float)rect.bottom / This->pow2Height;
4565 coords[3].x = (float)rect.right / This->pow2Width;
4566 coords[3].y = (float)rect.top / This->pow2Height;
4570 case GL_TEXTURE_RECTANGLE_ARB:
4571 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4572 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4573 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4574 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4575 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4578 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4579 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4580 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4581 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4582 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4583 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4584 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4587 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4588 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4589 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4590 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4591 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4592 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4593 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4596 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4597 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4598 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4599 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4600 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4601 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4602 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4605 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4606 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4607 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4608 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4609 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4610 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4611 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4614 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4615 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4616 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4617 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4618 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4619 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4620 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4623 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4624 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4625 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4626 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4627 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4628 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4629 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4633 ERR("Unexpected texture target %#x\n", This->texture_target);
4637 context = ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4641 glEnable(bind_target);
4642 checkGLcall("glEnable(bind_target)");
4643 glBindTexture(bind_target, This->texture_name);
4644 checkGLcall("bind_target, This->texture_name)");
4645 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4646 checkGLcall("glTexParameteri");
4647 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4648 checkGLcall("glTexParameteri");
4650 if (context->render_offscreen)
4652 LONG tmp = rect.top;
4653 rect.top = rect.bottom;
4658 glTexCoord3fv(&coords[0].x);
4659 glVertex2i(rect.left, rect.top);
4661 glTexCoord3fv(&coords[1].x);
4662 glVertex2i(rect.left, rect.bottom);
4664 glTexCoord3fv(&coords[2].x);
4665 glVertex2i(rect.right, rect.bottom);
4667 glTexCoord3fv(&coords[3].x);
4668 glVertex2i(rect.right, rect.top);
4670 checkGLcall("glEnd");
4672 glDisable(bind_target);
4673 checkGLcall("glDisable(bind_target)");
4677 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4679 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4680 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4681 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4684 IWineD3DSwapChain_Release(swapchain);
4686 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4687 * reset properly next draw
4689 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4691 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4692 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4693 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4694 IWineD3DBaseTexture_Release(texture);
4699 /*****************************************************************************
4700 * IWineD3DSurface::LoadLocation
4702 * Copies the current surface data from wherever it is to the requested
4703 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4704 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4705 * multiple locations, the gl texture is preferred over the drawable, which is
4706 * preferred over system memory. The PBO counts as system memory. If rect is
4707 * not NULL, only the specified rectangle is copied (only supported for
4708 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4709 * location is marked up to date after the copy.
4712 * flag: Surface location flag to be updated
4713 * rect: rectangle to be copied
4716 * WINED3D_OK on success
4717 * WINED3DERR_DEVICELOST on an internal error
4719 *****************************************************************************/
4720 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4721 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4722 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4723 GLenum format, internal, type;
4724 CONVERT_TYPES convert;
4726 int width, pitch, outpitch;
4728 BOOL drawable_read_ok = TRUE;
4730 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4731 if (This->Flags & SFLAG_SWAPCHAIN)
4733 TRACE("Surface %p is an onscreen surface\n", iface);
4735 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4736 * Prefer SFLAG_INTEXTURE. */
4737 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4738 drawable_read_ok = FALSE;
4742 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4744 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4747 if(This->Flags & flag) {
4748 TRACE("Location already up to date\n");
4752 if(!(This->Flags & SFLAG_LOCATIONS)) {
4753 ERR("%p: Surface does not have any up to date location\n", This);
4754 This->Flags |= SFLAG_LOST;
4755 return WINED3DERR_DEVICELOST;
4758 if(flag == SFLAG_INSYSMEM) {
4759 surface_prepare_system_memory(This);
4761 /* Download the surface to system memory */
4762 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4763 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4764 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4766 surface_download_data(This);
4768 /* Note: It might be faster to download into a texture first. */
4769 read_from_framebuffer(This, rect,
4770 This->resource.allocatedMemory,
4771 IWineD3DSurface_GetPitch(iface));
4773 } else if(flag == SFLAG_INDRAWABLE) {
4774 if(This->Flags & SFLAG_INTEXTURE) {
4775 surface_blt_to_drawable(This, rect);
4777 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4778 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4779 * values, otherwise we get incorrect values in the target. For now go the slow way
4780 * via a system memory copy
4782 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4785 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4787 /* The width is in 'length' not in bytes */
4788 width = This->currentDesc.Width;
4789 pitch = IWineD3DSurface_GetPitch(iface);
4791 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4792 * but it isn't set (yet) in all cases it is getting called. */
4793 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4794 TRACE("Removing the pbo attached to surface %p\n", This);
4795 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4796 surface_remove_pbo(This);
4799 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4800 int height = This->currentDesc.Height;
4802 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4803 outpitch = width * bpp;
4804 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4806 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4808 ERR("Out of memory %d, %d!\n", outpitch, height);
4809 return WINED3DERR_OUTOFVIDEOMEMORY;
4811 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4813 This->Flags |= SFLAG_CONVERTED;
4815 This->Flags &= ~SFLAG_CONVERTED;
4816 mem = This->resource.allocatedMemory;
4819 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4821 /* Don't delete PBO memory */
4822 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4823 HeapFree(GetProcessHeap(), 0, mem);
4825 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4826 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4827 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4828 } else { /* Upload from system memory */
4829 BOOL srgb = flag == SFLAG_INSRGBTEX;
4830 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4831 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4834 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4835 /* Performance warning ... */
4836 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4837 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4840 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4841 /* Performance warning ... */
4842 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4843 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4847 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4848 surface_bind_and_dirtify(This, srgb);
4850 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4851 This->Flags |= SFLAG_GLCKEY;
4852 This->glCKey = This->SrcBltCKey;
4854 else This->Flags &= ~SFLAG_GLCKEY;
4856 /* The width is in 'length' not in bytes */
4857 width = This->currentDesc.Width;
4858 pitch = IWineD3DSurface_GetPitch(iface);
4860 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4861 * but it isn't set (yet) in all cases it is getting called. */
4862 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4863 TRACE("Removing the pbo attached to surface %p\n", This);
4864 surface_remove_pbo(This);
4867 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4868 int height = This->currentDesc.Height;
4870 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4871 outpitch = width * bpp;
4872 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4874 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4876 ERR("Out of memory %d, %d!\n", outpitch, height);
4877 return WINED3DERR_OUTOFVIDEOMEMORY;
4879 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4881 This->Flags |= SFLAG_CONVERTED;
4883 else if ((This->resource.format_desc->format == WINED3DFMT_P8)
4884 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4886 d3dfmt_p8_upload_palette(iface, convert);
4887 This->Flags &= ~SFLAG_CONVERTED;
4888 mem = This->resource.allocatedMemory;
4890 This->Flags &= ~SFLAG_CONVERTED;
4891 mem = This->resource.allocatedMemory;
4894 /* Make sure the correct pitch is used */
4896 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4899 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4900 TRACE("non power of two support\n");
4901 if(!(This->Flags & alloc_flag)) {
4902 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4903 This->Flags |= alloc_flag;
4905 if (mem || (This->Flags & SFLAG_PBO)) {
4906 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4909 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4910 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4912 if(!(This->Flags & alloc_flag)) {
4913 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4914 This->Flags |= alloc_flag;
4916 if (mem || (This->Flags & SFLAG_PBO)) {
4917 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4921 /* Restore the default pitch */
4923 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4926 /* Don't delete PBO memory */
4927 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4928 HeapFree(GetProcessHeap(), 0, mem);
4933 This->Flags |= flag;
4936 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4937 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4938 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4939 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4945 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4947 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4948 IWineD3DSwapChain *swapchain = NULL;
4950 /* Update the drawable size method */
4952 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4955 This->get_drawable_size = get_drawable_size_swapchain;
4956 IWineD3DSwapChain_Release(swapchain);
4957 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4958 switch(wined3d_settings.offscreen_rendering_mode) {
4959 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4960 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4961 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4965 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4968 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4969 return SURFACE_OPENGL;
4972 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4973 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4976 /* If there's no destination surface there is nothing to do */
4977 if(!This->overlay_dest) return WINED3D_OK;
4979 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4980 * update the overlay. Prevent an endless recursion
4982 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4985 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4986 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4987 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4988 NULL, WINED3DTEXF_LINEAR);
4989 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4994 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4997 IWineD3DBaseSurfaceImpl_QueryInterface,
4998 IWineD3DBaseSurfaceImpl_AddRef,
4999 IWineD3DSurfaceImpl_Release,
5000 /* IWineD3DResource */
5001 IWineD3DBaseSurfaceImpl_GetParent,
5002 IWineD3DBaseSurfaceImpl_GetDevice,
5003 IWineD3DBaseSurfaceImpl_SetPrivateData,
5004 IWineD3DBaseSurfaceImpl_GetPrivateData,
5005 IWineD3DBaseSurfaceImpl_FreePrivateData,
5006 IWineD3DBaseSurfaceImpl_SetPriority,
5007 IWineD3DBaseSurfaceImpl_GetPriority,
5008 IWineD3DSurfaceImpl_PreLoad,
5009 IWineD3DSurfaceImpl_UnLoad,
5010 IWineD3DBaseSurfaceImpl_GetType,
5011 /* IWineD3DSurface */
5012 IWineD3DBaseSurfaceImpl_GetContainer,
5013 IWineD3DBaseSurfaceImpl_GetDesc,
5014 IWineD3DSurfaceImpl_LockRect,
5015 IWineD3DSurfaceImpl_UnlockRect,
5016 IWineD3DSurfaceImpl_GetDC,
5017 IWineD3DSurfaceImpl_ReleaseDC,
5018 IWineD3DSurfaceImpl_Flip,
5019 IWineD3DSurfaceImpl_Blt,
5020 IWineD3DBaseSurfaceImpl_GetBltStatus,
5021 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5022 IWineD3DBaseSurfaceImpl_IsLost,
5023 IWineD3DBaseSurfaceImpl_Restore,
5024 IWineD3DSurfaceImpl_BltFast,
5025 IWineD3DBaseSurfaceImpl_GetPalette,
5026 IWineD3DBaseSurfaceImpl_SetPalette,
5027 IWineD3DSurfaceImpl_RealizePalette,
5028 IWineD3DBaseSurfaceImpl_SetColorKey,
5029 IWineD3DBaseSurfaceImpl_GetPitch,
5030 IWineD3DSurfaceImpl_SetMem,
5031 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5032 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5033 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5034 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5035 IWineD3DBaseSurfaceImpl_SetClipper,
5036 IWineD3DBaseSurfaceImpl_GetClipper,
5038 IWineD3DSurfaceImpl_LoadTexture,
5039 IWineD3DSurfaceImpl_BindTexture,
5040 IWineD3DSurfaceImpl_SaveSnapshot,
5041 IWineD3DSurfaceImpl_SetContainer,
5042 IWineD3DBaseSurfaceImpl_GetData,
5043 IWineD3DSurfaceImpl_SetFormat,
5044 IWineD3DSurfaceImpl_PrivateSetup,
5045 IWineD3DSurfaceImpl_ModifyLocation,
5046 IWineD3DSurfaceImpl_LoadLocation,
5047 IWineD3DSurfaceImpl_GetImplType,
5048 IWineD3DSurfaceImpl_DrawOverlay
5050 #undef GLINFO_LOCATION
5052 #define GLINFO_LOCATION device->adapter->gl_info
5053 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5054 /* Context activation is done by the caller. */
5055 static void ffp_blit_free(IWineD3DDevice *iface) { }
5057 /* Context activation is done by the caller. */
5058 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5059 GLenum textype, UINT width, UINT height)
5063 checkGLcall("glEnable(textype)");
5068 /* Context activation is done by the caller. */
5069 static void ffp_blit_unset(IWineD3DDevice *iface) {
5070 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5072 glDisable(GL_TEXTURE_2D);
5073 checkGLcall("glDisable(GL_TEXTURE_2D)");
5074 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5075 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5076 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5078 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5079 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5080 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5085 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5087 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5089 TRACE("Checking support for fixup:\n");
5090 dump_color_fixup_desc(fixup);
5093 /* We only support identity conversions. */
5094 if (is_identity_fixup(fixup))
5100 TRACE("[FAILED]\n");
5104 const struct blit_shader ffp_blit = {
5109 ffp_blit_color_fixup_supported