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
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 IWineD3DDeviceImpl *device = This->resource.device;
40 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
41 struct wined3d_context *context = NULL;
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 context = context_acquire(device, NULL);
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_info->fbo_ops.glDeleteRenderbuffers(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);
96 if (context) context_release(context);
99 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)
103 if (format_desc->format == WINED3DFMT_UNKNOWN)
107 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
109 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
110 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
111 size = row_count * row_block_count * format_desc->block_byte_count;
115 /* The pitch is a multiple of 4 bytes. */
116 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
119 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
128 enum tex_types tex_type;
129 GLfloat coords[4][3];
140 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
142 f->l = ((r->left * 2.0f) / w) - 1.0f;
143 f->t = ((r->top * 2.0f) / h) - 1.0f;
144 f->r = ((r->right * 2.0f) / w) - 1.0f;
145 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
148 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
150 GLfloat (*coords)[3] = info->coords;
167 FIXME("Unsupported texture target %#x\n", target);
168 /* Fall back to GL_TEXTURE_2D */
170 info->binding = GL_TEXTURE_BINDING_2D;
171 info->bind_target = GL_TEXTURE_2D;
172 info->tex_type = tex_2d;
173 coords[0][0] = (float)rect.left / w;
174 coords[0][1] = (float)rect.top / h;
177 coords[1][0] = (float)rect.right / w;
178 coords[1][1] = (float)rect.top / h;
181 coords[2][0] = (float)rect.left / w;
182 coords[2][1] = (float)rect.bottom / h;
185 coords[3][0] = (float)rect.right / w;
186 coords[3][1] = (float)rect.bottom / h;
190 case GL_TEXTURE_RECTANGLE_ARB:
191 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
192 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
193 info->tex_type = tex_rect;
194 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
195 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
196 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
197 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
200 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
201 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
202 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
203 info->tex_type = tex_cube;
204 cube_coords_float(&rect, w, h, &f);
206 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
207 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
208 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
209 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
212 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
213 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
214 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
215 info->tex_type = tex_cube;
216 cube_coords_float(&rect, w, h, &f);
218 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
219 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
220 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
221 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
224 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
225 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
226 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
227 info->tex_type = tex_cube;
228 cube_coords_float(&rect, w, h, &f);
230 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
231 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
232 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
233 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
236 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
237 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
238 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
239 info->tex_type = tex_cube;
240 cube_coords_float(&rect, w, h, &f);
242 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
243 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
244 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
245 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
248 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
249 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
250 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
251 info->tex_type = tex_cube;
252 cube_coords_float(&rect, w, h, &f);
254 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
255 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
256 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
257 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
260 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
261 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
262 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
263 info->tex_type = tex_cube;
264 cube_coords_float(&rect, w, h, &f);
266 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
267 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
268 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
269 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
274 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
277 *rect_out = *rect_in;
282 rect_out->right = This->currentDesc.Width;
283 rect_out->bottom = This->currentDesc.Height;
287 /* GL locking and context activation is done by the caller */
288 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
290 IWineD3DBaseTextureImpl *texture;
291 struct blt_info info;
293 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
295 glEnable(info.bind_target);
296 checkGLcall("glEnable(bind_target)");
298 /* Bind the texture */
299 glBindTexture(info.bind_target, src_surface->texture_name);
300 checkGLcall("glBindTexture");
302 /* Filtering for StretchRect */
303 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
304 wined3d_gl_mag_filter(magLookup, Filter));
305 checkGLcall("glTexParameteri");
306 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
307 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
310 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
311 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
312 checkGLcall("glTexEnvi");
315 glBegin(GL_TRIANGLE_STRIP);
316 glTexCoord3fv(info.coords[0]);
317 glVertex2i(dst_rect->left, dst_rect->top);
319 glTexCoord3fv(info.coords[1]);
320 glVertex2i(dst_rect->right, dst_rect->top);
322 glTexCoord3fv(info.coords[2]);
323 glVertex2i(dst_rect->left, dst_rect->bottom);
325 glTexCoord3fv(info.coords[3]);
326 glVertex2i(dst_rect->right, dst_rect->bottom);
329 /* Unbind the texture */
330 glBindTexture(info.bind_target, 0);
331 checkGLcall("glBindTexture(info->bind_target, 0)");
333 /* We changed the filtering settings on the texture. Inform the
334 * container about this to get the filters reset properly next draw. */
335 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
337 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
338 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
339 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
340 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
344 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
345 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
346 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
347 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
349 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
350 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
351 void (*cleanup)(IWineD3DSurfaceImpl *This);
352 unsigned int resource_size;
355 if (multisample_quality > 0)
357 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
358 multisample_quality = 0;
361 /* FIXME: Check that the format is supported by the device. */
363 resource_size = surface_calculate_size(format_desc, alignment, width, height);
365 /* Look at the implementation and set the correct Vtable. */
366 switch (surface_type)
369 surface->lpVtbl = &IWineD3DSurface_Vtbl;
370 cleanup = surface_cleanup;
374 surface->lpVtbl = &IWineGDISurface_Vtbl;
375 cleanup = surface_gdi_cleanup;
379 ERR("Requested unknown surface implementation %#x.\n", surface_type);
380 return WINED3DERR_INVALIDCALL;
383 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
384 device, resource_size, usage, format_desc, pool, parent, parent_ops);
387 WARN("Failed to initialize resource, returning %#x.\n", hr);
391 /* "Standalone" surface. */
392 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
394 surface->currentDesc.Width = width;
395 surface->currentDesc.Height = height;
396 surface->currentDesc.MultiSampleType = multisample_type;
397 surface->currentDesc.MultiSampleQuality = multisample_quality;
398 surface->texture_level = level;
399 list_init(&surface->overlays);
402 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
403 if (discard) surface->Flags |= SFLAG_DISCARD;
404 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
406 /* Quick lockable sanity check.
407 * TODO: remove this after surfaces, usage and lockability have been debugged properly
408 * this function is too deep to need to care about things like this.
409 * Levels need to be checked too, since they all affect what can be done. */
412 case WINED3DPOOL_SCRATCH:
415 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
416 "which are mutually exclusive, setting lockable to TRUE.\n");
421 case WINED3DPOOL_SYSTEMMEM:
423 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
426 case WINED3DPOOL_MANAGED:
427 if (usage & WINED3DUSAGE_DYNAMIC)
428 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
431 case WINED3DPOOL_DEFAULT:
432 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
433 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
437 FIXME("Unknown pool %#x.\n", pool);
441 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
443 FIXME("Trying to create a render target that isn't in the default pool.\n");
446 /* Mark the texture as dirty so that it gets loaded first time around. */
447 surface_add_dirty_rect(surface, NULL);
448 list_init(&surface->renderbuffers);
450 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
452 /* Call the private setup routine */
453 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
456 ERR("Private setup failed, returning %#x\n", hr);
464 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
466 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
469 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
474 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
478 name = &surface->texture_name_srgb;
479 flag = SFLAG_INSRGBTEX;
483 name = &surface->texture_name;
484 flag = SFLAG_INTEXTURE;
487 if (!*name && new_name)
489 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
490 * surface has no texture name yet. See if we can get rid of this. */
491 if (surface->Flags & flag)
492 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
493 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, flag, FALSE);
497 surface_force_reload(surface);
500 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
502 TRACE("surface %p, target %#x.\n", surface, target);
504 if (surface->texture_target != target)
506 if (target == GL_TEXTURE_RECTANGLE_ARB)
508 surface->Flags &= ~SFLAG_NORMCOORD;
510 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
512 surface->Flags |= SFLAG_NORMCOORD;
515 surface->texture_target = target;
516 surface_force_reload(surface);
519 /* Context activation is done by the caller. */
520 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
521 DWORD active_sampler;
523 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
524 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
525 * gl states. The current texture unit should always be a valid one.
527 * To be more specific, this is tricky because we can implicitly be called
528 * from sampler() in state.c. This means we can't touch anything other than
529 * whatever happens to be the currently active texture, or we would risk
530 * marking already applied sampler states dirty again.
532 * TODO: Track the current active texture per GL context instead of using glGet
534 GLint active_texture;
536 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
538 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
540 if (active_sampler != WINED3D_UNMAPPED_STAGE)
542 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
544 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
547 /* This function checks if the primary render target uses the 8bit paletted format. */
548 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
550 if (device->render_targets && device->render_targets[0])
552 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
553 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
554 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
560 /* This call just downloads data, the caller is responsible for binding the
561 * correct texture. */
562 /* Context activation is done by the caller. */
563 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
565 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
567 /* Only support read back of converted P8 surfaces */
568 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
570 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
576 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
578 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
579 This, This->texture_level, format_desc->glFormat, format_desc->glType,
580 This->resource.allocatedMemory);
582 if (This->Flags & SFLAG_PBO)
584 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
585 checkGLcall("glBindBufferARB");
586 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
587 checkGLcall("glGetCompressedTexImageARB");
588 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
589 checkGLcall("glBindBufferARB");
593 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
594 This->texture_level, This->resource.allocatedMemory));
595 checkGLcall("glGetCompressedTexImageARB");
601 GLenum format = format_desc->glFormat;
602 GLenum type = format_desc->glType;
606 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
607 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
610 type = GL_UNSIGNED_BYTE;
613 if (This->Flags & SFLAG_NONPOW2) {
614 unsigned char alignment = This->resource.device->surface_alignment;
615 src_pitch = format_desc->byte_count * This->pow2Width;
616 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
617 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
618 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
620 mem = This->resource.allocatedMemory;
623 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
624 This, This->texture_level, format, type, mem);
626 if(This->Flags & SFLAG_PBO) {
627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
628 checkGLcall("glBindBufferARB");
630 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
631 checkGLcall("glGetTexImage");
633 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
634 checkGLcall("glBindBufferARB");
636 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
637 checkGLcall("glGetTexImage");
641 if (This->Flags & SFLAG_NONPOW2) {
642 const BYTE *src_data;
646 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
647 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
648 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
650 * We're doing this...
652 * instead of boxing the texture :
653 * |<-texture width ->| -->pow2width| /\
654 * |111111111111111111| | |
655 * |222 Texture 222222| boxed empty | texture height
656 * |3333 Data 33333333| | |
657 * |444444444444444444| | \/
658 * ----------------------------------- |
659 * | boxed empty | boxed empty | pow2height
661 * -----------------------------------
664 * we're repacking the data to the expected texture width
666 * |<-texture width ->| -->pow2width| /\
667 * |111111111111111111222222222222222| |
668 * |222333333333333333333444444444444| texture height
672 * | empty | pow2height
674 * -----------------------------------
678 * |<-texture width ->| /\
679 * |111111111111111111|
680 * |222222222222222222|texture height
681 * |333333333333333333|
682 * |444444444444444444| \/
683 * --------------------
685 * this also means that any references to allocatedMemory should work with the data as if were a
686 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
688 * internally the texture is still stored in a boxed format so any references to textureName will
689 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
691 * Performance should not be an issue, because applications normally do not lock the surfaces when
692 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
693 * and doesn't have to be re-read.
696 dst_data = This->resource.allocatedMemory;
697 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
698 for (y = 1 ; y < This->currentDesc.Height; y++) {
699 /* skip the first row */
700 src_data += src_pitch;
701 dst_data += dst_pitch;
702 memcpy(dst_data, src_data, dst_pitch);
705 HeapFree(GetProcessHeap(), 0, mem);
709 /* Surface has now been downloaded */
710 This->Flags |= SFLAG_INSYSMEM;
713 /* This call just uploads data, the caller is responsible for binding the
714 * correct texture. */
715 /* Context activation is done by the caller. */
716 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
717 const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
719 GLsizei width = This->currentDesc.Width;
720 GLsizei height = This->currentDesc.Height;
725 internal = format_desc->glGammaInternal;
727 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
729 internal = format_desc->rtInternal;
733 internal = format_desc->glInternal;
736 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
737 This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
738 TRACE("target %#x, level %u, resource size %u.\n",
739 This->texture_target, This->texture_level, This->resource.size);
741 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
745 if (This->Flags & SFLAG_PBO)
747 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
748 checkGLcall("glBindBufferARB");
750 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
754 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
756 TRACE("Calling glCompressedTexSubImage2DARB.\n");
758 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
759 0, 0, width, height, internal, This->resource.size, data));
760 checkGLcall("glCompressedTexSubImage2DARB");
764 TRACE("Calling glTexSubImage2D.\n");
766 glTexSubImage2D(This->texture_target, This->texture_level,
767 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
768 checkGLcall("glTexSubImage2D");
771 if (This->Flags & SFLAG_PBO)
773 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
774 checkGLcall("glBindBufferARB");
779 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
781 IWineD3DDeviceImpl *device = This->resource.device;
784 for (i = 0; i < device->numContexts; ++i)
786 context_surface_update(device->contexts[i], This);
791 /* This call just allocates the texture, the caller is responsible for binding
792 * the correct texture. */
793 /* Context activation is done by the caller. */
794 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
795 const struct wined3d_format_desc *format_desc, BOOL srgb)
797 BOOL enable_client_storage = FALSE;
798 GLsizei width = This->pow2Width;
799 GLsizei height = This->pow2Height;
800 const BYTE *mem = NULL;
805 internal = format_desc->glGammaInternal;
807 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
809 internal = format_desc->rtInternal;
813 internal = format_desc->glInternal;
816 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
818 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",
819 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
820 internal, width, height, format_desc->glFormat, format_desc->glType);
824 if (gl_info->supported[APPLE_CLIENT_STORAGE])
826 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
827 /* In some cases we want to disable client storage.
828 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
829 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
830 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
831 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
833 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
834 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
835 This->Flags &= ~SFLAG_CLIENT;
836 enable_client_storage = TRUE;
838 This->Flags |= SFLAG_CLIENT;
840 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
841 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
843 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
847 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
849 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
850 internal, width, height, 0, This->resource.size, mem));
851 checkGLcall("glCompressedTexImage2DARB");
855 glTexImage2D(This->texture_target, This->texture_level,
856 internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
857 checkGLcall("glTexImage2D");
860 if(enable_client_storage) {
861 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
862 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
867 /* In D3D the depth stencil dimensions have to be greater than or equal to the
868 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
869 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
870 /* GL locking is done by the caller */
871 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
873 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
874 renderbuffer_entry_t *entry;
875 GLuint renderbuffer = 0;
876 unsigned int src_width, src_height;
878 src_width = surface->pow2Width;
879 src_height = surface->pow2Height;
881 /* A depth stencil smaller than the render target is not valid */
882 if (width > src_width || height > src_height) return;
884 /* Remove any renderbuffer set if the sizes match */
885 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
886 || (width == src_width && height == src_height))
888 surface->current_renderbuffer = NULL;
892 /* Look if we've already got a renderbuffer of the correct dimensions */
893 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
895 if (entry->width == width && entry->height == height)
897 renderbuffer = entry->id;
898 surface->current_renderbuffer = entry;
905 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
906 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
907 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
908 surface->resource.format_desc->glInternal, width, height);
910 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
911 entry->width = width;
912 entry->height = height;
913 entry->id = renderbuffer;
914 list_add_head(&surface->renderbuffers, &entry->entry);
916 surface->current_renderbuffer = entry;
919 checkGLcall("set_compatible_renderbuffer");
922 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
924 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
926 TRACE("surface %p.\n", surface);
928 if (!(surface->Flags & SFLAG_SWAPCHAIN))
930 ERR("Surface %p is not on a swapchain.\n", surface);
934 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
936 if (swapchain->render_to_fbo)
938 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
939 return GL_COLOR_ATTACHMENT0;
941 TRACE("Returning GL_BACK\n");
944 else if (surface == swapchain->front_buffer)
946 TRACE("Returning GL_FRONT\n");
950 FIXME("Higher back buffer, returning GL_BACK\n");
954 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
955 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
957 IWineD3DBaseTexture *baseTexture = NULL;
959 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
961 if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
962 /* No partial locking for textures yet. */
963 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
965 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
968 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
969 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
970 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
971 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
975 surface->dirtyRect.left = 0;
976 surface->dirtyRect.top = 0;
977 surface->dirtyRect.right = surface->currentDesc.Width;
978 surface->dirtyRect.bottom = surface->currentDesc.Height;
981 /* if the container is a basetexture then mark it dirty. */
982 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
983 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
985 TRACE("Passing to container\n");
986 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
987 IWineD3DBaseTexture_Release(baseTexture);
991 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
993 IWineD3DDeviceImpl *device = This->resource.device;
995 switch(This->resource.format_desc->format)
997 case WINED3DFMT_P8_UINT:
1001 if (primary_render_target_is_p8(device))
1002 alpha = color << 24;
1006 if (This->palette) {
1007 *argb_color = (alpha |
1008 (This->palette->palents[color].peRed << 16) |
1009 (This->palette->palents[color].peGreen << 8) |
1010 (This->palette->palents[color].peBlue));
1012 *argb_color = alpha;
1017 case WINED3DFMT_B5G6R5_UNORM:
1019 if (color == 0xFFFF) {
1020 *argb_color = 0xFFFFFFFF;
1022 *argb_color = ((0xFF000000) |
1023 ((color & 0xF800) << 8) |
1024 ((color & 0x07E0) << 5) |
1025 ((color & 0x001F) << 3));
1030 case WINED3DFMT_B8G8R8_UNORM:
1031 case WINED3DFMT_B8G8R8X8_UNORM:
1032 *argb_color = 0xFF000000 | color;
1035 case WINED3DFMT_B8G8R8A8_UNORM:
1036 *argb_color = color;
1040 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1046 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1048 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1049 ULONG ref = InterlockedDecrement(&This->resource.ref);
1050 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1054 surface_cleanup(This);
1055 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1057 TRACE("(%p) Released.\n", This);
1058 HeapFree(GetProcessHeap(), 0, This);
1064 /* ****************************************************
1065 IWineD3DSurface IWineD3DResource parts follow
1066 **************************************************** */
1068 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1070 /* TODO: check for locks */
1071 IWineD3DDeviceImpl *device = surface->resource.device;
1072 IWineD3DBaseTexture *baseTexture = NULL;
1074 TRACE("(%p)Checking to see if the container is a base texture\n", surface);
1075 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1076 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
1078 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *)baseTexture;
1079 TRACE("Passing to container\n");
1080 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1081 IWineD3DBaseTexture_Release(baseTexture);
1083 struct wined3d_context *context = NULL;
1085 TRACE("(%p) : About to load surface\n", surface);
1087 if (!device->isInDraw) context = context_acquire(device, NULL);
1089 if (surface->resource.format_desc->format == WINED3DFMT_P8_UINT
1090 || surface->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1092 if (palette9_changed(surface))
1094 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1095 /* TODO: This is not necessarily needed with hw palettized texture support */
1096 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
1097 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1098 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
1102 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1104 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1106 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1110 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1114 if (context) context_release(context);
1118 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1120 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1123 /* Context activation is done by the caller. */
1124 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1126 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1127 This->resource.allocatedMemory =
1128 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1131 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1132 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1133 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1134 checkGLcall("glGetBufferSubDataARB");
1135 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1136 checkGLcall("glDeleteBuffersARB");
1140 This->Flags &= ~SFLAG_PBO;
1143 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1145 if (!surface->resource.allocatedMemory)
1147 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1148 surface->resource.size + RESOURCE_ALIGNMENT);
1149 if (!surface->resource.heapMemory)
1151 ERR("Out of memory\n");
1154 surface->resource.allocatedMemory =
1155 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1159 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1162 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
1166 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1167 IWineD3DBaseTexture *texture = NULL;
1168 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1169 IWineD3DDeviceImpl *device = This->resource.device;
1170 const struct wined3d_gl_info *gl_info;
1171 renderbuffer_entry_t *entry, *entry2;
1172 struct wined3d_context *context;
1174 TRACE("(%p)\n", iface);
1176 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1177 /* Default pool resources are supposed to be destroyed before Reset is called.
1178 * Implicit resources stay however. So this means we have an implicit render target
1179 * or depth stencil. The content may be destroyed, but we still have to tear down
1180 * opengl resources, so we cannot leave early.
1182 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1183 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1184 * or the depth stencil into an FBO the texture or render buffer will be removed
1185 * and all flags get lost
1187 surface_init_sysmem(This);
1191 /* Load the surface into system memory */
1192 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1193 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
1195 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1196 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1197 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1199 context = context_acquire(device, NULL);
1200 gl_info = context->gl_info;
1202 /* Destroy PBOs, but load them into real sysmem before */
1203 if (This->Flags & SFLAG_PBO)
1204 surface_remove_pbo(This, gl_info);
1206 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1207 * all application-created targets the application has to release the surface
1208 * before calling _Reset
1210 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1212 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1214 list_remove(&entry->entry);
1215 HeapFree(GetProcessHeap(), 0, entry);
1217 list_init(&This->renderbuffers);
1218 This->current_renderbuffer = NULL;
1220 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1223 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1226 glDeleteTextures(1, &This->texture_name);
1227 This->texture_name = 0;
1228 glDeleteTextures(1, &This->texture_name_srgb);
1229 This->texture_name_srgb = 0;
1232 IWineD3DBaseTexture_Release(texture);
1235 context_release(context);
1238 /* ******************************************************
1239 IWineD3DSurface IWineD3DSurface parts follow
1240 ****************************************************** */
1242 /* Read the framebuffer back into the surface */
1243 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1245 IWineD3DDeviceImpl *device = This->resource.device;
1246 const struct wined3d_gl_info *gl_info;
1247 struct wined3d_context *context;
1251 BYTE *row, *top, *bottom;
1255 BOOL srcIsUpsideDown;
1260 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1261 static BOOL warned = FALSE;
1263 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1269 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1270 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1271 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1272 * context->last_was_blit set on the unlock.
1274 context = context_acquire(device, This);
1275 context_apply_blit_state(context, device);
1276 gl_info = context->gl_info;
1280 /* Select the correct read buffer, and give some debug output.
1281 * There is no need to keep track of the current read buffer or reset it, every part of the code
1282 * that reads sets the read buffer as desired.
1284 if (surface_is_offscreen(This))
1286 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1287 * Read from the back buffer
1289 TRACE("Locking offscreen render target\n");
1290 glReadBuffer(device->offscreenBuffer);
1291 srcIsUpsideDown = TRUE;
1295 /* Onscreen surfaces are always part of a swapchain */
1296 GLenum buffer = surface_get_gl_buffer(This);
1297 TRACE("Locking %#x buffer\n", buffer);
1298 glReadBuffer(buffer);
1299 checkGLcall("glReadBuffer");
1300 srcIsUpsideDown = FALSE;
1303 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1305 local_rect.left = 0;
1307 local_rect.right = This->currentDesc.Width;
1308 local_rect.bottom = This->currentDesc.Height;
1312 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1314 switch(This->resource.format_desc->format)
1316 case WINED3DFMT_P8_UINT:
1318 if (primary_render_target_is_p8(device))
1320 /* In case of P8 render targets the index is stored in the alpha component */
1322 type = GL_UNSIGNED_BYTE;
1324 bpp = This->resource.format_desc->byte_count;
1326 /* GL can't return palettized data, so read ARGB pixels into a
1327 * separate block of memory and convert them into palettized format
1328 * in software. Slow, but if the app means to use palettized render
1329 * targets and locks it...
1331 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1332 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1333 * for the color channels when palettizing the colors.
1336 type = GL_UNSIGNED_BYTE;
1338 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1340 ERR("Out of memory\n");
1344 bpp = This->resource.format_desc->byte_count * 3;
1351 fmt = This->resource.format_desc->glFormat;
1352 type = This->resource.format_desc->glType;
1353 bpp = This->resource.format_desc->byte_count;
1356 if(This->Flags & SFLAG_PBO) {
1357 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1358 checkGLcall("glBindBufferARB");
1360 ERR("mem not null for pbo -- unexpected\n");
1365 /* Save old pixel store pack state */
1366 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1367 checkGLcall("glGetIntegerv");
1368 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1369 checkGLcall("glGetIntegerv");
1370 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1371 checkGLcall("glGetIntegerv");
1373 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1374 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1375 checkGLcall("glPixelStorei");
1376 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1377 checkGLcall("glPixelStorei");
1378 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1379 checkGLcall("glPixelStorei");
1381 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1382 local_rect.right - local_rect.left,
1383 local_rect.bottom - local_rect.top,
1385 checkGLcall("glReadPixels");
1387 /* Reset previous pixel store pack state */
1388 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1389 checkGLcall("glPixelStorei");
1390 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1391 checkGLcall("glPixelStorei");
1392 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1393 checkGLcall("glPixelStorei");
1395 if(This->Flags & SFLAG_PBO) {
1396 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1397 checkGLcall("glBindBufferARB");
1399 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1400 * to get a pointer to it and perform the flipping in software. This is a lot
1401 * faster than calling glReadPixels for each line. In case we want more speed
1402 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1403 if(!srcIsUpsideDown) {
1404 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1405 checkGLcall("glBindBufferARB");
1407 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1408 checkGLcall("glMapBufferARB");
1412 /* TODO: Merge this with the palettization loop below for P8 targets */
1413 if(!srcIsUpsideDown) {
1415 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1416 Flip the lines in software */
1417 len = (local_rect.right - local_rect.left) * bpp;
1418 off = local_rect.left * bpp;
1420 row = HeapAlloc(GetProcessHeap(), 0, len);
1422 ERR("Out of memory\n");
1423 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1428 top = mem + pitch * local_rect.top;
1429 bottom = mem + pitch * (local_rect.bottom - 1);
1430 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1431 memcpy(row, top + off, len);
1432 memcpy(top + off, bottom + off, len);
1433 memcpy(bottom + off, row, len);
1437 HeapFree(GetProcessHeap(), 0, row);
1439 /* Unmap the temp PBO buffer */
1440 if(This->Flags & SFLAG_PBO) {
1441 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1442 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1447 context_release(context);
1449 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1450 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1451 * the same color but we have no choice.
1452 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1454 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1456 const PALETTEENTRY *pal = NULL;
1457 DWORD width = pitch / 3;
1461 pal = This->palette->palents;
1463 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1464 HeapFree(GetProcessHeap(), 0, mem);
1468 for(y = local_rect.top; y < local_rect.bottom; y++) {
1469 for(x = local_rect.left; x < local_rect.right; x++) {
1470 /* start lines pixels */
1471 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1472 const BYTE *green = blue + 1;
1473 const BYTE *red = green + 1;
1475 for(c = 0; c < 256; c++) {
1476 if(*red == pal[c].peRed &&
1477 *green == pal[c].peGreen &&
1478 *blue == pal[c].peBlue)
1480 *((BYTE *) dest + y * width + x) = c;
1486 HeapFree(GetProcessHeap(), 0, mem);
1490 /* Read the framebuffer contents into a texture */
1491 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1493 IWineD3DDeviceImpl *device = This->resource.device;
1494 const struct wined3d_gl_info *gl_info;
1495 struct wined3d_context *context;
1498 if (!surface_is_offscreen(This))
1500 /* We would need to flip onscreen surfaces, but there's no efficient
1501 * way to do that here. It makes more sense for the caller to
1502 * explicitly go through sysmem. */
1503 ERR("Not supported for onscreen targets.\n");
1507 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1508 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1509 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1511 context = context_acquire(device, This);
1512 gl_info = context->gl_info;
1514 surface_prepare_texture(This, gl_info, srgb);
1515 surface_bind_and_dirtify(This, srgb);
1517 TRACE("Reading back offscreen render target %p.\n", This);
1521 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1522 glReadBuffer(device->offscreenBuffer);
1523 checkGLcall("glReadBuffer");
1525 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1526 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1527 checkGLcall("glCopyTexSubImage2D");
1529 glReadBuffer(prevRead);
1530 checkGLcall("glReadBuffer");
1534 context_release(context);
1537 /* Context activation is done by the caller. */
1538 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1539 const struct wined3d_gl_info *gl_info, BOOL srgb)
1541 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1542 CONVERT_TYPES convert;
1543 struct wined3d_format_desc desc;
1545 if (surface->Flags & alloc_flag) return;
1547 d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
1548 if(convert != NO_CONVERSION || desc.convert) surface->Flags |= SFLAG_CONVERTED;
1549 else surface->Flags &= ~SFLAG_CONVERTED;
1551 surface_bind_and_dirtify(surface, srgb);
1552 surface_allocate_surface(surface, gl_info, &desc, srgb);
1553 surface->Flags |= alloc_flag;
1556 /* Context activation is done by the caller. */
1557 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1559 IWineD3DBaseTextureImpl *texture;
1561 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1562 &IID_IWineD3DBaseTexture, (void **)&texture)))
1564 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1567 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1569 for (i = 0; i < sub_count; ++i)
1571 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1572 surface_prepare_texture_internal(s, gl_info, srgb);
1575 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
1578 surface_prepare_texture_internal(surface, gl_info, srgb);
1581 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1583 IWineD3DDeviceImpl *device = This->resource.device;
1584 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1586 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1587 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1590 if(!(This->Flags & SFLAG_DYNLOCK)) {
1592 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1593 if(This->lockCount > MAXLOCKCOUNT) {
1594 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1595 This->Flags |= SFLAG_DYNLOCK;
1599 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1600 * Also don't create a PBO for systemmem surfaces.
1602 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1603 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1604 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1607 struct wined3d_context *context;
1609 context = context_acquire(device, NULL);
1612 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1613 error = glGetError();
1614 if(This->pbo == 0 || error != GL_NO_ERROR) {
1615 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1618 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1620 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1621 checkGLcall("glBindBufferARB");
1623 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1624 checkGLcall("glBufferDataARB");
1626 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1627 checkGLcall("glBindBufferARB");
1629 /* We don't need the system memory anymore and we can't even use it for PBOs */
1630 if(!(This->Flags & SFLAG_CLIENT)) {
1631 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1632 This->resource.heapMemory = NULL;
1634 This->resource.allocatedMemory = NULL;
1635 This->Flags |= SFLAG_PBO;
1637 context_release(context);
1639 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1641 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1644 if(!This->resource.heapMemory) {
1645 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1647 This->resource.allocatedMemory =
1648 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1649 if(This->Flags & SFLAG_INSYSMEM) {
1650 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1655 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1656 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1657 IWineD3DDeviceImpl *device = This->resource.device;
1658 const RECT *pass_rect = pRect;
1660 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1661 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1663 /* This is also done in the base class, but we have to verify this before loading any data from
1664 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1665 * may interfere, and all other bad things may happen
1667 if (This->Flags & SFLAG_LOCKED) {
1668 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1669 return WINED3DERR_INVALIDCALL;
1671 This->Flags |= SFLAG_LOCKED;
1673 if (!(This->Flags & SFLAG_LOCKABLE))
1675 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1678 if (Flags & WINED3DLOCK_DISCARD) {
1679 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1680 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1681 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1682 This->Flags |= SFLAG_INSYSMEM;
1686 if (This->Flags & SFLAG_INSYSMEM) {
1687 TRACE("Local copy is up to date, not downloading data\n");
1688 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1692 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1693 * the full surface. Most callers don't need that, so do it here. */
1694 if (pRect && pRect->top == 0 && pRect->left == 0
1695 && pRect->right == This->currentDesc.Width
1696 && pRect->bottom == This->currentDesc.Height)
1701 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1702 && ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
1704 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1708 if (This->Flags & SFLAG_PBO)
1710 const struct wined3d_gl_info *gl_info;
1711 struct wined3d_context *context;
1713 context = context_acquire(device, NULL);
1714 gl_info = context->gl_info;
1717 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1718 checkGLcall("glBindBufferARB");
1720 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1721 if(This->resource.allocatedMemory) {
1722 ERR("The surface already has PBO memory allocated!\n");
1725 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1726 checkGLcall("glMapBufferARB");
1728 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1729 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1730 checkGLcall("glBindBufferARB");
1733 context_release(context);
1736 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1739 IWineD3DBaseTexture *pBaseTexture;
1742 * as seen in msdn docs
1744 surface_add_dirty_rect(This, pRect);
1746 /** Dirtify Container if needed */
1747 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1748 TRACE("Making container dirty\n");
1749 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1750 IWineD3DBaseTexture_Release(pBaseTexture);
1752 TRACE("Surface is standalone, no need to dirty the container\n");
1756 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1759 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1761 GLint prev_rasterpos[4];
1762 GLint skipBytes = 0;
1763 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1764 IWineD3DDeviceImpl *device = This->resource.device;
1765 const struct wined3d_gl_info *gl_info;
1766 struct wined3d_context *context;
1768 /* Activate the correct context for the render target */
1769 context = context_acquire(device, This);
1770 context_apply_blit_state(context, device);
1771 gl_info = context->gl_info;
1775 if (!surface_is_offscreen(This))
1777 GLenum buffer = surface_get_gl_buffer(This);
1778 TRACE("Unlocking %#x buffer.\n", buffer);
1779 context_set_draw_buffer(context, buffer);
1783 /* Primary offscreen render target */
1784 TRACE("Offscreen render target.\n");
1785 context_set_draw_buffer(context, device->offscreenBuffer);
1788 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1789 checkGLcall("glGetIntegerv");
1790 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1791 checkGLcall("glGetIntegerv");
1792 glPixelZoom(1.0f, -1.0f);
1793 checkGLcall("glPixelZoom");
1795 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1796 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1797 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1799 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1800 checkGLcall("glRasterPos3i");
1802 /* Some drivers(radeon dri, others?) don't like exceptions during
1803 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1804 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1805 * catch to put the dib section in InSync mode, which leads to a crash
1806 * and a blocked x server on my radeon card.
1808 * The following lines read the dib section so it is put in InSync mode
1809 * before glDrawPixels is called and the crash is prevented. There won't
1810 * be any interfering gdi accesses, because UnlockRect is called from
1811 * ReleaseDC, and the app won't use the dc any more afterwards.
1813 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1815 read = This->resource.allocatedMemory[0];
1818 if(This->Flags & SFLAG_PBO) {
1819 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1820 checkGLcall("glBindBufferARB");
1823 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1824 if(This->Flags & SFLAG_LOCKED) {
1825 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1826 (This->lockedRect.bottom - This->lockedRect.top)-1,
1828 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1829 checkGLcall("glDrawPixels");
1831 glDrawPixels(This->currentDesc.Width,
1832 This->currentDesc.Height,
1834 checkGLcall("glDrawPixels");
1837 if(This->Flags & SFLAG_PBO) {
1838 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1839 checkGLcall("glBindBufferARB");
1842 glPixelZoom(1.0f, 1.0f);
1843 checkGLcall("glPixelZoom");
1845 glRasterPos3iv(&prev_rasterpos[0]);
1846 checkGLcall("glRasterPos3iv");
1848 /* Reset to previous pack row length */
1849 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1850 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1853 context_release(context);
1856 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1857 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1858 IWineD3DDeviceImpl *device = This->resource.device;
1861 if (!(This->Flags & SFLAG_LOCKED)) {
1862 WARN("trying to Unlock an unlocked surf@%p\n", This);
1863 return WINEDDERR_NOTLOCKED;
1866 if (This->Flags & SFLAG_PBO)
1868 const struct wined3d_gl_info *gl_info;
1869 struct wined3d_context *context;
1871 TRACE("Freeing PBO memory\n");
1873 context = context_acquire(device, NULL);
1874 gl_info = context->gl_info;
1877 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1878 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1879 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1880 checkGLcall("glUnmapBufferARB");
1882 context_release(context);
1884 This->resource.allocatedMemory = NULL;
1887 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1889 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1890 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1894 if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && This == device->render_targets[0]))
1896 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1897 static BOOL warned = FALSE;
1899 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1905 if(This->dirtyRect.left == 0 &&
1906 This->dirtyRect.top == 0 &&
1907 This->dirtyRect.right == This->currentDesc.Width &&
1908 This->dirtyRect.bottom == This->currentDesc.Height) {
1911 /* TODO: Proper partial rectangle tracking */
1912 fullsurface = FALSE;
1913 This->Flags |= SFLAG_INSYSMEM;
1916 switch(wined3d_settings.rendertargetlock_mode) {
1918 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1922 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1927 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1928 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1929 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1930 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1931 * not fully up to date because only a subrectangle was read in LockRect.
1933 This->Flags &= ~SFLAG_INSYSMEM;
1934 This->Flags |= SFLAG_INDRAWABLE;
1937 This->dirtyRect.left = This->currentDesc.Width;
1938 This->dirtyRect.top = This->currentDesc.Height;
1939 This->dirtyRect.right = 0;
1940 This->dirtyRect.bottom = 0;
1942 else if (This == device->depth_stencil)
1944 FIXME("Depth Stencil buffer locking is not implemented\n");
1946 /* The rest should be a normal texture */
1947 IWineD3DBaseTextureImpl *impl;
1948 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1949 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1950 * states need resetting
1952 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1953 if (impl->baseTexture.bindCount)
1954 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
1955 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1960 This->Flags &= ~SFLAG_LOCKED;
1961 memset(&This->lockedRect, 0, sizeof(RECT));
1963 /* Overlays have to be redrawn manually after changes with the GL implementation */
1964 if(This->overlay_dest) {
1965 IWineD3DSurface_DrawOverlay(iface);
1970 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1972 struct wined3d_context *context;
1974 context = context_acquire(surface->resource.device, NULL);
1977 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1978 if (surface->texture_name)
1980 surface_bind_and_dirtify(surface, FALSE);
1981 glTexImage2D(surface->texture_target, surface->texture_level,
1982 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1984 if (surface->texture_name_srgb)
1986 surface_bind_and_dirtify(surface, TRUE);
1987 glTexImage2D(surface->texture_target, surface->texture_level,
1988 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1990 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1993 context_release(context);
1995 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
1996 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
1997 surface_force_reload(surface);
2000 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2002 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2003 WINED3DLOCKED_RECT lock;
2007 TRACE("(%p)->(%p)\n",This,pHDC);
2009 if(This->Flags & SFLAG_USERPTR) {
2010 ERR("Not supported on surfaces with an application-provided surfaces\n");
2011 return WINEDDERR_NODC;
2014 /* Give more detailed info for ddraw */
2015 if (This->Flags & SFLAG_DCINUSE)
2016 return WINEDDERR_DCALREADYCREATED;
2018 /* Can't GetDC if the surface is locked */
2019 if (This->Flags & SFLAG_LOCKED)
2020 return WINED3DERR_INVALIDCALL;
2022 memset(&lock, 0, sizeof(lock)); /* To be sure */
2024 /* Create a DIB section if there isn't a hdc yet */
2026 if(This->Flags & SFLAG_CLIENT) {
2027 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2028 surface_release_client_storage(This);
2030 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2031 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2033 /* Use the dib section from now on if we are not using a PBO */
2034 if(!(This->Flags & SFLAG_PBO))
2035 This->resource.allocatedMemory = This->dib.bitmap_data;
2038 /* Lock the surface */
2039 hr = IWineD3DSurface_LockRect(iface,
2044 if(This->Flags & SFLAG_PBO) {
2045 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2046 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2050 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2051 /* keep the dib section */
2055 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2056 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2058 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2059 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2061 const PALETTEENTRY *pal = NULL;
2064 pal = This->palette->palents;
2066 IWineD3DSurfaceImpl *dds_primary;
2067 IWineD3DSwapChainImpl *swapchain;
2068 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2069 dds_primary = swapchain->front_buffer;
2070 if (dds_primary && dds_primary->palette)
2071 pal = dds_primary->palette->palents;
2075 for (n=0; n<256; n++) {
2076 col[n].rgbRed = pal[n].peRed;
2077 col[n].rgbGreen = pal[n].peGreen;
2078 col[n].rgbBlue = pal[n].peBlue;
2079 col[n].rgbReserved = 0;
2081 SetDIBColorTable(This->hDC, 0, 256, col);
2086 TRACE("returning %p\n",*pHDC);
2087 This->Flags |= SFLAG_DCINUSE;
2092 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2094 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2096 TRACE("(%p)->(%p)\n",This,hDC);
2098 if (!(This->Flags & SFLAG_DCINUSE))
2099 return WINEDDERR_NODC;
2101 if (This->hDC !=hDC) {
2102 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2103 return WINEDDERR_NODC;
2106 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2107 /* Copy the contents of the DIB over to the PBO */
2108 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2111 /* we locked first, so unlock now */
2112 IWineD3DSurface_UnlockRect(iface);
2114 This->Flags &= ~SFLAG_DCINUSE;
2119 /* ******************************************************
2120 IWineD3DSurface Internal (No mapping to directx api) parts follow
2121 ****************************************************** */
2123 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
2125 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2126 IWineD3DDeviceImpl *device = This->resource.device;
2127 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2128 BOOL blit_supported = FALSE;
2130 /* Copy the default values from the surface. Below we might perform fixups */
2131 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2132 *desc = *This->resource.format_desc;
2133 *convert = NO_CONVERSION;
2135 /* Ok, now look if we have to do any conversion */
2136 switch(This->resource.format_desc->format)
2138 case WINED3DFMT_P8_UINT:
2143 /* Below the call to blit_supported is disabled for Wine 1.2 because the function isn't operating correctly yet.
2144 * At the moment 8-bit blits are handled in software and if certain GL extensions are around, surface conversion
2145 * is performed at upload time. The blit_supported call recognizes it as a destination fixup. This type of upload 'fixup'
2146 * and 8-bit to 8-bit blits need to be handled by the blit_shader.
2147 * TODO: get rid of this #if 0
2150 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2151 &rect, This->resource.usage, This->resource.pool,
2152 This->resource.format_desc, &rect, This->resource.usage,
2153 This->resource.pool, This->resource.format_desc);
2155 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2157 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2158 * texturing. Further also use conversion in case of color keying.
2159 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2160 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2161 * conflicts with this.
2163 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2164 || colorkey_active || !use_texturing)
2166 desc->glFormat = GL_RGBA;
2167 desc->glInternal = GL_RGBA;
2168 desc->glType = GL_UNSIGNED_BYTE;
2169 desc->conv_byte_count = 4;
2170 if(colorkey_active) {
2171 *convert = CONVERT_PALETTED_CK;
2173 *convert = CONVERT_PALETTED;
2178 case WINED3DFMT_B2G3R3_UNORM:
2179 /* **********************
2180 GL_UNSIGNED_BYTE_3_3_2
2181 ********************** */
2182 if (colorkey_active) {
2183 /* This texture format will never be used.. So do not care about color keying
2184 up until the point in time it will be needed :-) */
2185 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2189 case WINED3DFMT_B5G6R5_UNORM:
2190 if (colorkey_active) {
2191 *convert = CONVERT_CK_565;
2192 desc->glFormat = GL_RGBA;
2193 desc->glInternal = GL_RGB5_A1;
2194 desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2195 desc->conv_byte_count = 2;
2199 case WINED3DFMT_B5G5R5X1_UNORM:
2200 if (colorkey_active) {
2201 *convert = CONVERT_CK_5551;
2202 desc->glFormat = GL_BGRA;
2203 desc->glInternal = GL_RGB5_A1;
2204 desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2205 desc->conv_byte_count = 2;
2209 case WINED3DFMT_B8G8R8_UNORM:
2210 if (colorkey_active) {
2211 *convert = CONVERT_CK_RGB24;
2212 desc->glFormat = GL_RGBA;
2213 desc->glInternal = GL_RGBA8;
2214 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2215 desc->conv_byte_count = 4;
2219 case WINED3DFMT_B8G8R8X8_UNORM:
2220 if (colorkey_active) {
2221 *convert = CONVERT_RGB32_888;
2222 desc->glFormat = GL_RGBA;
2223 desc->glInternal = GL_RGBA8;
2224 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2225 desc->conv_byte_count = 4;
2236 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2238 IWineD3DDeviceImpl *device = This->resource.device;
2239 IWineD3DPaletteImpl *pal = This->palette;
2240 BOOL index_in_alpha = FALSE;
2243 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2244 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2245 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2246 * duplicate entries. Store the color key in the unused alpha component to speed the
2247 * download up and to make conversion unneeded. */
2248 index_in_alpha = primary_render_target_is_p8(device);
2252 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2254 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2257 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2260 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2261 * there's no palette at this time. */
2262 for (i = 0; i < 256; i++) table[i][3] = i;
2267 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2268 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2269 * capability flag is present (wine does advertise this capability) */
2270 for (i = 0; i < 256; ++i)
2272 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2273 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2274 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2275 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2281 TRACE("Using surface palette %p\n", pal);
2282 /* Get the surface's palette */
2283 for (i = 0; i < 256; ++i)
2285 table[i][0] = pal->palents[i].peRed;
2286 table[i][1] = pal->palents[i].peGreen;
2287 table[i][2] = pal->palents[i].peBlue;
2289 /* When index_in_alpha is set the palette index is stored in the
2290 * alpha component. In case of a readback we can then read
2291 * GL_ALPHA. Color keying is handled in BltOverride using a
2292 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2293 * color key itself is passed to glAlphaFunc in other cases the
2294 * alpha component of pixels that should be masked away is set to 0. */
2299 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2300 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2304 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2306 table[i][3] = pal->palents[i].peFlags;
2316 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2317 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2321 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2326 memcpy(dst, src, pitch * height);
2329 case CONVERT_PALETTED:
2330 case CONVERT_PALETTED_CK:
2332 IWineD3DPaletteImpl* pal = This->palette;
2337 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2340 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2342 for (y = 0; y < height; y++)
2344 source = src + pitch * y;
2345 dest = dst + outpitch * y;
2346 /* This is an 1 bpp format, using the width here is fine */
2347 for (x = 0; x < width; x++) {
2348 BYTE color = *source++;
2349 *dest++ = table[color][0];
2350 *dest++ = table[color][1];
2351 *dest++ = table[color][2];
2352 *dest++ = table[color][3];
2358 case CONVERT_CK_565:
2360 /* Converting the 565 format in 5551 packed to emulate color-keying.
2362 Note : in all these conversion, it would be best to average the averaging
2363 pixels to get the color of the pixel that will be color-keyed to
2364 prevent 'color bleeding'. This will be done later on if ever it is
2367 Note2: Nvidia documents say that their driver does not support alpha + color keying
2368 on the same surface and disables color keying in such a case
2374 TRACE("Color keyed 565\n");
2376 for (y = 0; y < height; y++) {
2377 Source = (const WORD *)(src + y * pitch);
2378 Dest = (WORD *) (dst + y * outpitch);
2379 for (x = 0; x < width; x++ ) {
2380 WORD color = *Source++;
2381 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2382 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2383 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2392 case CONVERT_CK_5551:
2394 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2398 TRACE("Color keyed 5551\n");
2399 for (y = 0; y < height; y++) {
2400 Source = (const WORD *)(src + y * pitch);
2401 Dest = (WORD *) (dst + y * outpitch);
2402 for (x = 0; x < width; x++ ) {
2403 WORD color = *Source++;
2405 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2406 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2410 *Dest &= ~(1 << 15);
2418 case CONVERT_CK_RGB24:
2420 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2422 for (y = 0; y < height; y++)
2424 source = src + pitch * y;
2425 dest = dst + outpitch * y;
2426 for (x = 0; x < width; x++) {
2427 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2428 DWORD dstcolor = color << 8;
2429 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2430 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2433 *(DWORD*)dest = dstcolor;
2441 case CONVERT_RGB32_888:
2443 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2445 for (y = 0; y < height; y++)
2447 source = src + pitch * y;
2448 dest = dst + outpitch * y;
2449 for (x = 0; x < width; x++) {
2450 DWORD color = 0xffffff & *(const DWORD*)source;
2451 DWORD dstcolor = color << 8;
2452 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2453 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2456 *(DWORD*)dest = dstcolor;
2465 ERR("Unsupported conversion type %#x.\n", convert);
2470 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2472 IWineD3DDeviceImpl *device = This->resource.device;
2474 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2475 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2477 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2478 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2485 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2490 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2492 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2496 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2497 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2498 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2500 if (!(This->Flags & flag)) {
2501 TRACE("Reloading because surface is dirty\n");
2502 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2503 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2504 /* Reload: vice versa OR */
2505 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2506 /* Also reload: Color key is active AND the color key has changed */
2507 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2508 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2509 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2510 TRACE("Reloading because of color keying\n");
2511 /* To perform the color key conversion we need a sysmem copy of
2512 * the surface. Make sure we have it
2515 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2516 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2517 /* TODO: This is not necessarily needed with hw palettized texture support */
2518 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2520 TRACE("surface is already in texture\n");
2524 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2525 * These resources are not bound by device size or format restrictions. Because of this,
2526 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2527 * However, these resources can always be created, locked, and copied.
2529 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2531 FIXME("(%p) Operation not supported for scratch textures\n",This);
2532 return WINED3DERR_INVALIDCALL;
2535 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2537 if (!(This->Flags & SFLAG_DONOTFREE)) {
2538 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2539 This->resource.allocatedMemory = NULL;
2540 This->resource.heapMemory = NULL;
2541 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2547 /* Context activation is done by the caller. */
2548 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2549 /* TODO: check for locks */
2550 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2551 IWineD3DBaseTexture *baseTexture = NULL;
2553 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2554 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2555 TRACE("Passing to container\n");
2556 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2557 IWineD3DBaseTexture_Release(baseTexture);
2563 TRACE("(%p) : Binding surface\n", This);
2565 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2569 if (!This->texture_level)
2572 glGenTextures(1, name);
2573 checkGLcall("glGenTextures");
2574 TRACE("Surface %p given name %d\n", This, *name);
2576 glBindTexture(This->texture_target, *name);
2577 checkGLcall("glBindTexture");
2578 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2579 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2580 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2581 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2582 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2583 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2584 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2585 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2586 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2587 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2589 /* This is where we should be reducing the amount of GLMemoryUsed */
2591 /* Mipmap surfaces should have a base texture container */
2592 ERR("Mipmap surface has a glTexture bound to it!\n");
2595 glBindTexture(This->texture_target, *name);
2596 checkGLcall("glBindTexture");
2602 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2603 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2606 TRACE("(%p) : Calling base function first\n", This);
2607 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2609 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2610 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2611 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2616 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2617 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2619 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2620 WARN("Surface is locked or the HDC is in use\n");
2621 return WINED3DERR_INVALIDCALL;
2624 if(Mem && Mem != This->resource.allocatedMemory) {
2625 void *release = NULL;
2627 /* Do I have to copy the old surface content? */
2628 if(This->Flags & SFLAG_DIBSECTION) {
2629 /* Release the DC. No need to hold the critical section for the update
2630 * Thread because this thread runs only on front buffers, but this method
2631 * fails for render targets in the check above.
2633 SelectObject(This->hDC, This->dib.holdbitmap);
2634 DeleteDC(This->hDC);
2635 /* Release the DIB section */
2636 DeleteObject(This->dib.DIBsection);
2637 This->dib.bitmap_data = NULL;
2638 This->resource.allocatedMemory = NULL;
2640 This->Flags &= ~SFLAG_DIBSECTION;
2641 } else if(!(This->Flags & SFLAG_USERPTR)) {
2642 release = This->resource.heapMemory;
2643 This->resource.heapMemory = NULL;
2645 This->resource.allocatedMemory = Mem;
2646 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2648 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2649 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2651 /* For client textures opengl has to be notified */
2652 if (This->Flags & SFLAG_CLIENT)
2653 surface_release_client_storage(This);
2655 /* Now free the old memory if any */
2656 HeapFree(GetProcessHeap(), 0, release);
2657 } else if(This->Flags & SFLAG_USERPTR) {
2658 /* LockRect and GetDC will re-create the dib section and allocated memory */
2659 This->resource.allocatedMemory = NULL;
2660 /* HeapMemory should be NULL already */
2661 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2662 This->Flags &= ~SFLAG_USERPTR;
2664 if (This->Flags & SFLAG_CLIENT)
2665 surface_release_client_storage(This);
2670 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2672 /* Flip the surface contents */
2677 front->hDC = back->hDC;
2681 /* Flip the DIBsection */
2684 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2685 tmp = front->dib.DIBsection;
2686 front->dib.DIBsection = back->dib.DIBsection;
2687 back->dib.DIBsection = tmp;
2689 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2690 else front->Flags &= ~SFLAG_DIBSECTION;
2691 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2692 else back->Flags &= ~SFLAG_DIBSECTION;
2695 /* Flip the surface data */
2699 tmp = front->dib.bitmap_data;
2700 front->dib.bitmap_data = back->dib.bitmap_data;
2701 back->dib.bitmap_data = tmp;
2703 tmp = front->resource.allocatedMemory;
2704 front->resource.allocatedMemory = back->resource.allocatedMemory;
2705 back->resource.allocatedMemory = tmp;
2707 tmp = front->resource.heapMemory;
2708 front->resource.heapMemory = back->resource.heapMemory;
2709 back->resource.heapMemory = tmp;
2714 GLuint tmp_pbo = front->pbo;
2715 front->pbo = back->pbo;
2716 back->pbo = tmp_pbo;
2719 /* client_memory should not be different, but just in case */
2722 tmp = front->dib.client_memory;
2723 front->dib.client_memory = back->dib.client_memory;
2724 back->dib.client_memory = tmp;
2727 /* Flip the opengl texture */
2731 tmp = back->texture_name;
2732 back->texture_name = front->texture_name;
2733 front->texture_name = tmp;
2735 tmp = back->texture_name_srgb;
2736 back->texture_name_srgb = front->texture_name_srgb;
2737 front->texture_name_srgb = tmp;
2741 DWORD tmp_flags = back->Flags;
2742 back->Flags = front->Flags;
2743 front->Flags = tmp_flags;
2747 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2748 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2749 IWineD3DSwapChainImpl *swapchain = NULL;
2751 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2753 /* Flipping is only supported on RenderTargets and overlays*/
2754 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2755 WARN("Tried to flip a non-render target, non-overlay surface\n");
2756 return WINEDDERR_NOTFLIPPABLE;
2759 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2760 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2762 /* Update the overlay if it is visible */
2763 if(This->overlay_dest) {
2764 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2771 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2772 * FIXME("(%p) Target override is not supported by now\n", This);
2773 * Additionally, it isn't really possible to support triple-buffering
2774 * properly on opengl at all
2778 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2780 ERR("Flipped surface is not on a swapchain\n");
2781 return WINEDDERR_NOTFLIPPABLE;
2784 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2785 * and only d3d8 and d3d9 apps specify the presentation interval
2787 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2788 /* Most common case first to avoid wasting time on all the other cases */
2789 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2790 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2791 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2792 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2793 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2794 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2795 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2797 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2800 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2801 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2802 NULL, NULL, swapchain->win_handle, NULL, 0);
2803 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2807 /* Does a direct frame buffer -> texture copy. Stretching is done
2808 * with single pixel copy calls
2810 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2811 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2813 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2816 struct wined3d_context *context;
2817 BOOL upsidedown = FALSE;
2818 RECT dst_rect = *dst_rect_in;
2820 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2821 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2823 if(dst_rect.top > dst_rect.bottom) {
2824 UINT tmp = dst_rect.bottom;
2825 dst_rect.bottom = dst_rect.top;
2830 context = context_acquire(device, src_surface);
2831 context_apply_blit_state(context, device);
2832 surface_internal_preload(dst_surface, SRGB_RGB);
2835 /* Bind the target texture */
2836 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2837 checkGLcall("glBindTexture");
2838 if (surface_is_offscreen(src_surface))
2840 TRACE("Reading from an offscreen target\n");
2841 upsidedown = !upsidedown;
2842 glReadBuffer(device->offscreenBuffer);
2846 glReadBuffer(surface_get_gl_buffer(src_surface));
2848 checkGLcall("glReadBuffer");
2850 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2851 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2853 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2855 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2857 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2858 ERR("Texture filtering not supported in direct blit\n");
2861 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2862 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2864 ERR("Texture filtering not supported in direct blit\n");
2868 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2869 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2871 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2873 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2874 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2875 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2876 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2878 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2879 /* I have to process this row by row to swap the image,
2880 * otherwise it would be upside down, so stretching in y direction
2881 * doesn't cost extra time
2883 * However, stretching in x direction can be avoided if not necessary
2885 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2886 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2888 /* Well, that stuff works, but it's very slow.
2889 * find a better way instead
2893 for (col = dst_rect.left; col < dst_rect.right; ++col)
2895 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2896 dst_rect.left + col /* x offset */, row /* y offset */,
2897 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2902 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2903 dst_rect.left /* x offset */, row /* y offset */,
2904 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2908 checkGLcall("glCopyTexSubImage2D");
2911 context_release(context);
2913 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2914 * path is never entered
2916 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
2919 /* Uses the hardware to stretch and flip the image */
2920 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2921 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2923 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2924 GLuint src, backup = 0;
2925 IWineD3DSwapChainImpl *src_swapchain = NULL;
2926 float left, right, top, bottom; /* Texture coordinates */
2927 UINT fbwidth = src_surface->currentDesc.Width;
2928 UINT fbheight = src_surface->currentDesc.Height;
2929 struct wined3d_context *context;
2930 GLenum drawBuffer = GL_BACK;
2931 GLenum texture_target;
2932 BOOL noBackBufferBackup;
2934 BOOL upsidedown = FALSE;
2935 RECT dst_rect = *dst_rect_in;
2937 TRACE("Using hwstretch blit\n");
2938 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2939 context = context_acquire(device, src_surface);
2940 context_apply_blit_state(context, device);
2941 surface_internal_preload(dst_surface, SRGB_RGB);
2943 src_offscreen = surface_is_offscreen(src_surface);
2944 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2945 if (!noBackBufferBackup && !src_surface->texture_name)
2947 /* Get it a description */
2948 surface_internal_preload(src_surface, SRGB_RGB);
2952 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2953 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2955 if (context->aux_buffers >= 2)
2957 /* Got more than one aux buffer? Use the 2nd aux buffer */
2958 drawBuffer = GL_AUX1;
2960 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2962 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2963 drawBuffer = GL_AUX0;
2966 if(noBackBufferBackup) {
2967 glGenTextures(1, &backup);
2968 checkGLcall("glGenTextures");
2969 glBindTexture(GL_TEXTURE_2D, backup);
2970 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2971 texture_target = GL_TEXTURE_2D;
2973 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2974 * we are reading from the back buffer, the backup can be used as source texture
2976 texture_target = src_surface->texture_target;
2977 glBindTexture(texture_target, src_surface->texture_name);
2978 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2979 glEnable(texture_target);
2980 checkGLcall("glEnable(texture_target)");
2982 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2983 src_surface->Flags &= ~SFLAG_INTEXTURE;
2986 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2987 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2989 if(dst_rect.top > dst_rect.bottom) {
2990 UINT tmp = dst_rect.bottom;
2991 dst_rect.bottom = dst_rect.top;
2998 TRACE("Reading from an offscreen target\n");
2999 upsidedown = !upsidedown;
3000 glReadBuffer(device->offscreenBuffer);
3004 glReadBuffer(surface_get_gl_buffer(src_surface));
3007 /* TODO: Only back up the part that will be overwritten */
3008 glCopyTexSubImage2D(texture_target, 0,
3009 0, 0 /* read offsets */,
3014 checkGLcall("glCopyTexSubImage2D");
3016 /* No issue with overriding these - the sampler is dirty due to blit usage */
3017 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3018 wined3d_gl_mag_filter(magLookup, Filter));
3019 checkGLcall("glTexParameteri");
3020 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3021 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3022 checkGLcall("glTexParameteri");
3024 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
3025 if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
3026 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3028 src = backup ? backup : src_surface->texture_name;
3032 glReadBuffer(GL_FRONT);
3033 checkGLcall("glReadBuffer(GL_FRONT)");
3035 glGenTextures(1, &src);
3036 checkGLcall("glGenTextures(1, &src)");
3037 glBindTexture(GL_TEXTURE_2D, src);
3038 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3040 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3041 * out for power of 2 sizes
3043 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3044 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3045 checkGLcall("glTexImage2D");
3046 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3047 0, 0 /* read offsets */,
3052 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3053 checkGLcall("glTexParameteri");
3054 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3055 checkGLcall("glTexParameteri");
3057 glReadBuffer(GL_BACK);
3058 checkGLcall("glReadBuffer(GL_BACK)");
3060 if(texture_target != GL_TEXTURE_2D) {
3061 glDisable(texture_target);
3062 glEnable(GL_TEXTURE_2D);
3063 texture_target = GL_TEXTURE_2D;
3066 checkGLcall("glEnd and previous");
3068 left = src_rect->left;
3069 right = src_rect->right;
3073 top = src_surface->currentDesc.Height - src_rect->top;
3074 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3078 top = src_surface->currentDesc.Height - src_rect->bottom;
3079 bottom = src_surface->currentDesc.Height - src_rect->top;
3082 if (src_surface->Flags & SFLAG_NORMCOORD)
3084 left /= src_surface->pow2Width;
3085 right /= src_surface->pow2Width;
3086 top /= src_surface->pow2Height;
3087 bottom /= src_surface->pow2Height;
3090 /* draw the source texture stretched and upside down. The correct surface is bound already */
3091 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3092 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3094 context_set_draw_buffer(context, drawBuffer);
3095 glReadBuffer(drawBuffer);
3099 glTexCoord2f(left, bottom);
3100 glVertex2i(0, fbheight);
3103 glTexCoord2f(left, top);
3104 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3107 glTexCoord2f(right, top);
3108 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3111 glTexCoord2f(right, bottom);
3112 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3114 checkGLcall("glEnd and previous");
3116 if (texture_target != dst_surface->texture_target)
3118 glDisable(texture_target);
3119 glEnable(dst_surface->texture_target);
3120 texture_target = dst_surface->texture_target;
3123 /* Now read the stretched and upside down image into the destination texture */
3124 glBindTexture(texture_target, dst_surface->texture_name);
3125 checkGLcall("glBindTexture");
3126 glCopyTexSubImage2D(texture_target,
3128 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3129 0, 0, /* We blitted the image to the origin */
3130 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3131 checkGLcall("glCopyTexSubImage2D");
3133 if(drawBuffer == GL_BACK) {
3134 /* Write the back buffer backup back */
3136 if(texture_target != GL_TEXTURE_2D) {
3137 glDisable(texture_target);
3138 glEnable(GL_TEXTURE_2D);
3139 texture_target = GL_TEXTURE_2D;
3141 glBindTexture(GL_TEXTURE_2D, backup);
3142 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3146 if (texture_target != src_surface->texture_target)
3148 glDisable(texture_target);
3149 glEnable(src_surface->texture_target);
3150 texture_target = src_surface->texture_target;
3152 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3153 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3158 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3162 glTexCoord2f(0.0f, 0.0f);
3163 glVertex2i(0, fbheight);
3166 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3167 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3170 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3171 (float)fbheight / (float)src_surface->pow2Height);
3172 glVertex2i(fbwidth, 0);
3175 glDisable(texture_target);
3176 checkGLcall("glDisable(texture_target)");
3179 if (src != src_surface->texture_name && src != backup)
3181 glDeleteTextures(1, &src);
3182 checkGLcall("glDeleteTextures(1, &src)");
3185 glDeleteTextures(1, &backup);
3186 checkGLcall("glDeleteTextures(1, &backup)");
3191 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3193 context_release(context);
3195 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3196 * path is never entered
3198 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
3201 /* Until the blit_shader is ready, define some prototypes here. */
3202 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3203 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
3204 const struct wined3d_format_desc *src_format_desc,
3205 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
3206 const struct wined3d_format_desc *dst_format_desc);
3208 /* Front buffer coordinates are always full screen coordinates, but our GL
3209 * drawable is limited to the window's client area. The sysmem and texture
3210 * copies do have the full screen size. Note that GL has a bottom-left
3211 * origin, while D3D has a top-left origin. */
3212 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3214 POINT offset = {0, surface->currentDesc.Height};
3217 GetClientRect(window, &windowsize);
3218 offset.y -= windowsize.bottom - windowsize.top;
3219 ScreenToClient(window, &offset);
3220 OffsetRect(rect, offset.x, offset.y);
3223 /* Not called from the VTable */
3224 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3225 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3226 WINED3DTEXTUREFILTERTYPE Filter)
3228 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3229 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3230 RECT dst_rect, src_rect;
3232 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3233 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3234 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3236 /* Get the swapchain. One of the surfaces has to be a primary surface */
3237 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3239 WARN("Destination is in sysmem, rejecting gl blt\n");
3240 return WINED3DERR_INVALIDCALL;
3242 IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3243 if (dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dstSwapchain);
3246 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3248 WARN("Src is in sysmem, rejecting gl blt\n");
3249 return WINED3DERR_INVALIDCALL;
3251 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3252 if (srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)srcSwapchain);
3255 /* Early sort out of cases where no render target is used */
3256 if (!dstSwapchain && !srcSwapchain
3257 && src_surface != device->render_targets[0]
3258 && dst_surface != device->render_targets[0])
3260 TRACE("No surface is render target, not using hardware blit.\n");
3261 return WINED3DERR_INVALIDCALL;
3264 /* No destination color keying supported */
3265 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3266 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3267 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3268 return WINED3DERR_INVALIDCALL;
3271 surface_get_rect(dst_surface, DestRect, &dst_rect);
3272 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3274 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3275 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3276 && dst_surface == dstSwapchain->front_buffer
3277 && src_surface == dstSwapchain->back_buffers[0])
3279 /* Half-life does a Blt from the back buffer to the front buffer,
3280 * Full surface size, no flags... Use present instead
3282 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3285 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3288 TRACE("Looking if a Present can be done...\n");
3289 /* Source Rectangle must be full surface */
3290 if (src_rect.left || src_rect.top
3291 || src_rect.right != src_surface->currentDesc.Width
3292 || src_rect.bottom != src_surface->currentDesc.Height)
3294 TRACE("No, Source rectangle doesn't match\n");
3298 /* No stretching may occur */
3299 if(src_rect.right != dst_rect.right - dst_rect.left ||
3300 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3301 TRACE("No, stretching is done\n");
3305 /* Destination must be full surface or match the clipping rectangle */
3306 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3310 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3311 pos[0].x = dst_rect.left;
3312 pos[0].y = dst_rect.top;
3313 pos[1].x = dst_rect.right;
3314 pos[1].y = dst_rect.bottom;
3315 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3317 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3318 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3320 TRACE("No, dest rectangle doesn't match(clipper)\n");
3321 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3322 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3326 else if (dst_rect.left || dst_rect.top
3327 || dst_rect.right != dst_surface->currentDesc.Width
3328 || dst_rect.bottom != dst_surface->currentDesc.Height)
3330 TRACE("No, dest rectangle doesn't match(surface size)\n");
3336 /* These flags are unimportant for the flag check, remove them */
3337 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3338 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3340 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3341 * take very long, while a flip is fast.
3342 * This applies to Half-Life, which does such Blts every time it finished
3343 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3344 * menu. This is also used by all apps when they do windowed rendering
3346 * The problem is that flipping is not really the same as copying. After a
3347 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3348 * untouched. Therefore it's necessary to override the swap effect
3349 * and to set it back after the flip.
3351 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3355 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3356 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3358 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3359 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3360 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3362 dstSwapchain->presentParms.SwapEffect = orig_swap;
3369 TRACE("Unsupported blit between buffers on the same swapchain\n");
3370 return WINED3DERR_INVALIDCALL;
3371 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3372 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3373 return WINED3DERR_INVALIDCALL;
3374 } else if(dstSwapchain && srcSwapchain) {
3375 FIXME("Implement hardware blit between two different swapchains\n");
3376 return WINED3DERR_INVALIDCALL;
3378 else if (dstSwapchain)
3380 /* Handled with regular texture -> swapchain blit */
3381 if (src_surface == device->render_targets[0])
3382 TRACE("Blit from active render target to a swapchain\n");
3384 else if (srcSwapchain && dst_surface == device->render_targets[0])
3386 FIXME("Implement blit from a swapchain to the active render target\n");
3387 return WINED3DERR_INVALIDCALL;
3390 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3392 /* Blit from render target to texture */
3395 /* P8 read back is not implemented */
3396 if (src_surface->resource.format_desc->format == WINED3DFMT_P8_UINT
3397 || dst_surface->resource.format_desc->format == WINED3DFMT_P8_UINT)
3399 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3400 return WINED3DERR_INVALIDCALL;
3403 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3404 TRACE("Color keying not supported by frame buffer to texture blit\n");
3405 return WINED3DERR_INVALIDCALL;
3406 /* Destination color key is checked above */
3409 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3415 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3416 * flip the image nor scale it.
3418 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3419 * -> If the app wants a image width an unscaled width, copy it line per line
3420 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3421 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3422 * back buffer. This is slower than reading line per line, thus not used for flipping
3423 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3426 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3427 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3430 if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3431 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3432 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3434 stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
3436 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3437 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3439 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3440 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3442 TRACE("Using hardware stretching to flip / stretch the texture\n");
3443 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3446 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3448 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3449 dst_surface->resource.allocatedMemory = NULL;
3450 dst_surface->resource.heapMemory = NULL;
3454 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3459 else if (src_surface)
3461 /* Blit from offscreen surface to render target */
3462 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3463 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3464 struct wined3d_context *context;
3466 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3468 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3469 && fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3470 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3471 src_surface->resource.format_desc,
3472 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3473 dst_surface->resource.format_desc))
3475 TRACE("Using stretch_rect_fbo\n");
3476 /* The source is always a texture, but never the currently active render target, and the texture
3477 * contents are never upside down. */
3478 stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
3482 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3483 && arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3484 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3485 src_surface->resource.format_desc,
3486 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3487 dst_surface->resource.format_desc))
3489 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3492 /* Color keying: Check if we have to do a color keyed blt,
3493 * and if not check if a color key is activated.
3495 * Just modify the color keying parameters in the surface and restore them afterwards
3496 * The surface keeps track of the color key last used to load the opengl surface.
3497 * PreLoad will catch the change to the flags and color key and reload if necessary.
3499 if(Flags & WINEDDBLT_KEYSRC) {
3500 /* Use color key from surface */
3501 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3502 /* Use color key from DDBltFx */
3503 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3504 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3506 /* Do not use color key */
3507 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3510 /* Now load the surface */
3511 surface_internal_preload(src_surface, SRGB_RGB);
3513 /* Activate the destination context, set it up for blitting */
3514 context = context_acquire(device, dst_surface);
3515 context_apply_blit_state(context, device);
3517 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3518 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3520 if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3521 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3522 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3524 FIXME("Unsupported blit operation falling back to software\n");
3525 return WINED3DERR_INVALIDCALL;
3528 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3532 /* This is for color keying */
3533 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3534 glEnable(GL_ALPHA_TEST);
3535 checkGLcall("glEnable(GL_ALPHA_TEST)");
3537 /* When the primary render target uses P8, the alpha component contains the palette index.
3538 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3539 * should be masked away have alpha set to 0. */
3540 if (primary_render_target_is_p8(device))
3541 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3543 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3544 checkGLcall("glAlphaFunc");
3546 glDisable(GL_ALPHA_TEST);
3547 checkGLcall("glDisable(GL_ALPHA_TEST)");
3550 /* Draw a textured quad
3552 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3554 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3555 glDisable(GL_ALPHA_TEST);
3556 checkGLcall("glDisable(GL_ALPHA_TEST)");
3559 /* Restore the color key parameters */
3560 src_surface->CKeyFlags = oldCKeyFlags;
3561 src_surface->SrcBltCKey = oldBltCKey;
3565 /* Leave the opengl state valid for blitting */
3566 device->blitter->unset_shader((IWineD3DDevice *)device);
3568 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3569 && (dst_surface == dstSwapchain->front_buffer
3570 || dstSwapchain->num_contexts > 1)))
3571 wglFlush(); /* Flush to ensure ordering across contexts. */
3573 context_release(context);
3575 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3576 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3579 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
3583 /* Source-Less Blit to render target */
3584 if (Flags & WINEDDBLT_COLORFILL) {
3587 TRACE("Colorfill\n");
3589 /* The color as given in the Blt function is in the format of the frame-buffer...
3590 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3592 if (!surface_convert_color_to_argb(dst_surface, DDBltFx->u5.dwFillColor, &color))
3594 /* The color conversion function already prints an error, so need to do it here */
3595 return WINED3DERR_INVALIDCALL;
3598 if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3600 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3601 dst_surface->resource.format_desc))
3603 return ffp_blit.color_fill(device, dst_surface, &dst_rect, color);
3605 else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3607 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3608 dst_surface->resource.format_desc))
3610 return cpu_blit.color_fill(device, dst_surface, &dst_rect, color);
3612 return WINED3DERR_INVALIDCALL;
3616 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3617 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3618 return WINED3DERR_INVALIDCALL;
3621 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3622 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3624 IWineD3DDeviceImpl *device = This->resource.device;
3627 if (Flags & WINEDDBLT_DEPTHFILL) {
3628 switch(This->resource.format_desc->format)
3630 case WINED3DFMT_D16_UNORM:
3631 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3633 case WINED3DFMT_S1_UINT_D15_UNORM:
3634 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3636 case WINED3DFMT_D24_UNORM_S8_UINT:
3637 case WINED3DFMT_X8D24_UNORM:
3638 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3640 case WINED3DFMT_D32_UNORM:
3641 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3645 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3648 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
3649 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3652 FIXME("(%p): Unsupp depthstencil blit\n", This);
3653 return WINED3DERR_INVALIDCALL;
3656 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3657 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3658 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3659 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3660 IWineD3DDeviceImpl *device = This->resource.device;
3662 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3663 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3665 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3667 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3668 return WINEDDERR_SURFACEBUSY;
3671 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3672 * except depth blits, which seem to work
3674 if (This == device->depth_stencil || (Src && Src == device->depth_stencil))
3676 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3678 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3679 return WINED3DERR_INVALIDCALL;
3680 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3681 TRACE("Z Blit override handled the blit\n");
3686 /* Special cases for RenderTargets */
3687 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3688 || (Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3690 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, Src, SrcRect, Flags, DDBltFx, Filter)))
3694 /* For the rest call the X11 surface implementation.
3695 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3696 * other Blts are rather rare
3698 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3701 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3702 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3704 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3705 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3706 IWineD3DDeviceImpl *device = This->resource.device;
3708 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3710 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
3712 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3713 return WINEDDERR_SURFACEBUSY;
3716 if (device->inScene && (This == device->depth_stencil || srcImpl == device->depth_stencil))
3718 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3719 return WINED3DERR_INVALIDCALL;
3722 /* Special cases for RenderTargets */
3723 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3724 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
3726 RECT SrcRect, DstRect;
3729 surface_get_rect(srcImpl, rsrc, &SrcRect);
3731 DstRect.left = dstx;
3733 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3734 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3736 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3737 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3738 Flags |= WINEDDBLT_KEYSRC;
3739 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3740 Flags |= WINEDDBLT_KEYDEST;
3741 if(trans & WINEDDBLTFAST_WAIT)
3742 Flags |= WINEDDBLT_WAIT;
3743 if(trans & WINEDDBLTFAST_DONOTWAIT)
3744 Flags |= WINEDDBLT_DONOTWAIT;
3746 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3747 &DstRect, srcImpl, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3752 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3755 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3757 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3759 IWineD3DPaletteImpl *pal = This->palette;
3761 TRACE("(%p)\n", This);
3763 if (!pal) return WINED3D_OK;
3765 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
3766 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
3768 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3770 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3771 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3773 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3774 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3776 if(!(This->Flags & SFLAG_INSYSMEM)) {
3777 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3778 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3780 TRACE("Dirtifying surface\n");
3781 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3785 if(This->Flags & SFLAG_DIBSECTION) {
3786 TRACE("(%p): Updating the hdc's palette\n", This);
3787 for (n=0; n<256; n++) {
3788 col[n].rgbRed = pal->palents[n].peRed;
3789 col[n].rgbGreen = pal->palents[n].peGreen;
3790 col[n].rgbBlue = pal->palents[n].peBlue;
3791 col[n].rgbReserved = 0;
3793 SetDIBColorTable(This->hDC, 0, 256, col);
3796 /* Propagate the changes to the drawable when we have a palette. */
3797 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3798 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3803 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3804 /** Check against the maximum texture sizes supported by the video card **/
3805 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3806 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3807 unsigned int pow2Width, pow2Height;
3809 This->texture_name = 0;
3810 This->texture_target = GL_TEXTURE_2D;
3812 /* Non-power2 support */
3813 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
3815 pow2Width = This->currentDesc.Width;
3816 pow2Height = This->currentDesc.Height;
3820 /* Find the nearest pow2 match */
3821 pow2Width = pow2Height = 1;
3822 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3823 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3825 This->pow2Width = pow2Width;
3826 This->pow2Height = pow2Height;
3828 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3829 /** TODO: add support for non power two compressed textures **/
3830 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
3832 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3833 This, This->currentDesc.Width, This->currentDesc.Height);
3834 return WINED3DERR_NOTAVAILABLE;
3838 if(pow2Width != This->currentDesc.Width ||
3839 pow2Height != This->currentDesc.Height) {
3840 This->Flags |= SFLAG_NONPOW2;
3843 TRACE("%p\n", This);
3844 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
3845 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
3847 /* one of three options
3848 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)
3849 2: Set the texture to the maximum size (bad idea)
3850 3: WARN and return WINED3DERR_NOTAVAILABLE;
3851 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.
3853 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
3855 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
3856 return WINED3DERR_NOTAVAILABLE;
3859 /* We should never use this surface in combination with OpenGL! */
3860 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
3864 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3865 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3866 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3868 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
3869 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
3870 && gl_info->supported[EXT_PALETTED_TEXTURE]
3871 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
3873 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
3874 This->pow2Width = This->currentDesc.Width;
3875 This->pow2Height = This->currentDesc.Height;
3876 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3880 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3881 switch(wined3d_settings.offscreen_rendering_mode) {
3882 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3883 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3887 This->Flags |= SFLAG_INSYSMEM;
3892 /* GL locking is done by the caller */
3893 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
3894 GLuint texture, GLsizei w, GLsizei h, GLenum target)
3896 IWineD3DDeviceImpl *device = This->resource.device;
3897 GLint compare_mode = GL_NONE;
3898 struct blt_info info;
3899 GLint old_binding = 0;
3901 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
3903 glDisable(GL_CULL_FACE);
3904 glDisable(GL_BLEND);
3905 glDisable(GL_ALPHA_TEST);
3906 glDisable(GL_SCISSOR_TEST);
3907 glDisable(GL_STENCIL_TEST);
3908 glEnable(GL_DEPTH_TEST);
3909 glDepthFunc(GL_ALWAYS);
3910 glDepthMask(GL_TRUE);
3911 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
3912 glViewport(0, 0, w, h);
3914 surface_get_blt_info(target, NULL, w, h, &info);
3915 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
3916 glGetIntegerv(info.binding, &old_binding);
3917 glBindTexture(info.bind_target, texture);
3918 if (gl_info->supported[ARB_SHADOW])
3920 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
3921 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
3924 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
3925 info.tex_type, &This->ds_current_size);
3927 glBegin(GL_TRIANGLE_STRIP);
3928 glTexCoord3fv(info.coords[0]);
3929 glVertex2f(-1.0f, -1.0f);
3930 glTexCoord3fv(info.coords[1]);
3931 glVertex2f(1.0f, -1.0f);
3932 glTexCoord3fv(info.coords[2]);
3933 glVertex2f(-1.0f, 1.0f);
3934 glTexCoord3fv(info.coords[3]);
3935 glVertex2f(1.0f, 1.0f);
3938 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
3939 glBindTexture(info.bind_target, old_binding);
3943 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
3946 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
3947 DWORD location, UINT w, UINT h)
3949 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
3951 if (location & ~SFLAG_DS_LOCATIONS)
3952 FIXME("Invalid location (%#x) specified.\n", location);
3954 surface->ds_current_size.cx = w;
3955 surface->ds_current_size.cy = h;
3956 surface->Flags &= ~SFLAG_DS_LOCATIONS;
3957 surface->Flags |= location;
3960 /* Context activation is done by the caller. */
3961 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
3963 IWineD3DDeviceImpl *device = surface->resource.device;
3964 const struct wined3d_gl_info *gl_info = context->gl_info;
3966 TRACE("surface %p, new location %#x.\n", surface, location);
3968 /* TODO: Make this work for modes other than FBO */
3969 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3971 if (!(surface->Flags & location))
3973 surface->ds_current_size.cx = 0;
3974 surface->ds_current_size.cy = 0;
3977 if (surface->ds_current_size.cx == surface->currentDesc.Width
3978 && surface->ds_current_size.cy == surface->currentDesc.Height)
3980 TRACE("Location (%#x) is already up to date.\n", location);
3984 if (surface->current_renderbuffer)
3986 FIXME("Not supported with fixed up depth stencil.\n");
3990 if (!(surface->Flags & SFLAG_LOCATIONS))
3992 FIXME("No up to date depth stencil location.\n");
3993 surface->Flags |= location;
3997 if (location == SFLAG_DS_OFFSCREEN)
3999 GLint old_binding = 0;
4002 TRACE("Copying onscreen depth buffer to depth texture.\n");
4006 if (!device->depth_blt_texture)
4008 glGenTextures(1, &device->depth_blt_texture);
4011 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4012 * directly on the FBO texture. That's because we need to flip. */
4013 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4014 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4016 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4017 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4021 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4022 bind_target = GL_TEXTURE_2D;
4024 glBindTexture(bind_target, device->depth_blt_texture);
4025 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
4026 0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
4027 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4028 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4029 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4030 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4031 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4032 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4033 glBindTexture(bind_target, old_binding);
4035 /* Setup the destination */
4036 if (!device->depth_blt_rb)
4038 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4039 checkGLcall("glGenRenderbuffersEXT");
4041 if (device->depth_blt_rb_w != surface->currentDesc.Width
4042 || device->depth_blt_rb_h != surface->currentDesc.Height)
4044 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4045 checkGLcall("glBindRenderbufferEXT");
4046 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4047 surface->currentDesc.Width, surface->currentDesc.Height);
4048 checkGLcall("glRenderbufferStorageEXT");
4049 device->depth_blt_rb_w = surface->currentDesc.Width;
4050 device->depth_blt_rb_h = surface->currentDesc.Height;
4053 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4054 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4055 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4056 checkGLcall("glFramebufferRenderbufferEXT");
4057 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4059 /* Do the actual blit */
4060 surface_depth_blt(surface, gl_info, device->depth_blt_texture,
4061 surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
4062 checkGLcall("depth_blt");
4064 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4065 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4069 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4071 else if (location == SFLAG_DS_ONSCREEN)
4073 TRACE("Copying depth texture to onscreen depth buffer.\n");
4077 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4078 surface_depth_blt(surface, gl_info, surface->texture_name,
4079 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4080 checkGLcall("depth_blt");
4082 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4086 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4090 ERR("Invalid location (%#x) specified.\n", location);
4093 surface->Flags |= location;
4094 surface->ds_current_size.cx = surface->currentDesc.Width;
4095 surface->ds_current_size.cy = surface->currentDesc.Height;
4098 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4099 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4100 IWineD3DBaseTexture *texture;
4101 IWineD3DSurfaceImpl *overlay;
4103 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4104 persistent ? "TRUE" : "FALSE");
4106 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4108 if (surface_is_offscreen(This))
4110 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4111 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4115 TRACE("Surface %p is an onscreen surface\n", iface);
4120 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4121 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4122 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4123 TRACE("Passing to container\n");
4124 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4125 IWineD3DBaseTexture_Release(texture);
4128 This->Flags &= ~SFLAG_LOCATIONS;
4129 This->Flags |= flag;
4131 /* Redraw emulated overlays, if any */
4132 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4133 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4134 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4138 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4139 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4140 TRACE("Passing to container\n");
4141 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4142 IWineD3DBaseTexture_Release(texture);
4145 This->Flags &= ~flag;
4148 if(!(This->Flags & SFLAG_LOCATIONS)) {
4149 ERR("%p: Surface does not have any up to date location\n", This);
4153 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4155 IWineD3DDeviceImpl *device = This->resource.device;
4156 IWineD3DSwapChainImpl *swapchain;
4157 struct wined3d_context *context;
4158 RECT src_rect, dst_rect;
4160 surface_get_rect(This, rect_in, &src_rect);
4162 context = context_acquire(device, This);
4163 context_apply_blit_state(context, device);
4164 if (context->render_offscreen)
4166 dst_rect.left = src_rect.left;
4167 dst_rect.right = src_rect.right;
4168 dst_rect.top = src_rect.bottom;
4169 dst_rect.bottom = src_rect.top;
4173 dst_rect = src_rect;
4176 if ((This->Flags & SFLAG_SWAPCHAIN) && This == ((IWineD3DSwapChainImpl *)This->container)->front_buffer)
4177 surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
4179 device->blitter->set_shader((IWineD3DDevice *) device, This);
4182 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4185 device->blitter->unset_shader((IWineD3DDevice *) device);
4187 swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
4188 if (wined3d_settings.strict_draw_ordering || (swapchain
4189 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4190 wglFlush(); /* Flush to ensure ordering across contexts. */
4192 context_release(context);
4195 /*****************************************************************************
4196 * IWineD3DSurface::LoadLocation
4198 * Copies the current surface data from wherever it is to the requested
4199 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4200 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4201 * multiple locations, the gl texture is preferred over the drawable, which is
4202 * preferred over system memory. The PBO counts as system memory. If rect is
4203 * not NULL, only the specified rectangle is copied (only supported for
4204 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4205 * location is marked up to date after the copy.
4208 * flag: Surface location flag to be updated
4209 * rect: rectangle to be copied
4212 * WINED3D_OK on success
4213 * WINED3DERR_DEVICELOST on an internal error
4215 *****************************************************************************/
4216 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4217 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4218 IWineD3DDeviceImpl *device = This->resource.device;
4219 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4220 BOOL drawable_read_ok = surface_is_offscreen(This);
4221 struct wined3d_format_desc desc;
4222 CONVERT_TYPES convert;
4223 int width, pitch, outpitch;
4225 BOOL in_fbo = FALSE;
4227 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4229 if (flag == SFLAG_INTEXTURE)
4231 struct wined3d_context *context = context_acquire(device, NULL);
4232 surface_load_ds_location(This, context, SFLAG_DS_OFFSCREEN);
4233 context_release(context);
4238 FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag);
4239 return WINED3DERR_INVALIDCALL;
4243 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4245 if (surface_is_offscreen(This))
4247 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4248 * Prefer SFLAG_INTEXTURE. */
4249 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4250 drawable_read_ok = FALSE;
4255 TRACE("Surface %p is an onscreen surface\n", iface);
4259 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4261 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4264 if(This->Flags & flag) {
4265 TRACE("Location already up to date\n");
4269 if(!(This->Flags & SFLAG_LOCATIONS)) {
4270 ERR("%p: Surface does not have any up to date location\n", This);
4271 This->Flags |= SFLAG_LOST;
4272 return WINED3DERR_DEVICELOST;
4275 if(flag == SFLAG_INSYSMEM) {
4276 surface_prepare_system_memory(This);
4278 /* Download the surface to system memory */
4279 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4281 struct wined3d_context *context = NULL;
4283 if (!device->isInDraw) context = context_acquire(device, NULL);
4285 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4286 surface_download_data(This, gl_info);
4288 if (context) context_release(context);
4292 /* Note: It might be faster to download into a texture first. */
4293 read_from_framebuffer(This, rect,
4294 This->resource.allocatedMemory,
4295 IWineD3DSurface_GetPitch(iface));
4297 } else if(flag == SFLAG_INDRAWABLE) {
4298 if(This->Flags & SFLAG_INTEXTURE) {
4299 surface_blt_to_drawable(This, rect);
4302 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4303 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4304 * values, otherwise we get incorrect values in the target. For now go the slow way
4305 * via a system memory copy
4307 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4310 d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
4312 /* The width is in 'length' not in bytes */
4313 width = This->currentDesc.Width;
4314 pitch = IWineD3DSurface_GetPitch(iface);
4316 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4317 * but it isn't set (yet) in all cases it is getting called. */
4318 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4320 struct wined3d_context *context = NULL;
4322 TRACE("Removing the pbo attached to surface %p\n", This);
4324 if (!device->isInDraw) context = context_acquire(device, NULL);
4325 surface_remove_pbo(This, gl_info);
4326 if (context) context_release(context);
4329 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4330 int height = This->currentDesc.Height;
4331 byte_count = desc.conv_byte_count;
4333 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4334 outpitch = width * byte_count;
4335 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4337 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4339 ERR("Out of memory %d, %d!\n", outpitch, height);
4340 return WINED3DERR_OUTOFVIDEOMEMORY;
4342 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4344 This->Flags |= SFLAG_CONVERTED;
4346 This->Flags &= ~SFLAG_CONVERTED;
4347 mem = This->resource.allocatedMemory;
4348 byte_count = desc.byte_count;
4351 flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
4353 /* Don't delete PBO memory */
4354 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4355 HeapFree(GetProcessHeap(), 0, mem);
4357 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4358 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4359 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4363 /* Upload from system memory */
4364 BOOL srgb = flag == SFLAG_INSRGBTEX;
4365 struct wined3d_context *context = NULL;
4367 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4371 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4372 /* Performance warning ... */
4373 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4374 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4377 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4378 /* Performance warning ... */
4379 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4380 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4383 if (!(This->Flags & SFLAG_INSYSMEM))
4385 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4386 /* Lets hope we get it from somewhere... */
4387 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4390 if (!device->isInDraw) context = context_acquire(device, NULL);
4392 surface_prepare_texture(This, gl_info, srgb);
4393 surface_bind_and_dirtify(This, srgb);
4395 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4396 This->Flags |= SFLAG_GLCKEY;
4397 This->glCKey = This->SrcBltCKey;
4399 else This->Flags &= ~SFLAG_GLCKEY;
4401 /* The width is in 'length' not in bytes */
4402 width = This->currentDesc.Width;
4403 pitch = IWineD3DSurface_GetPitch(iface);
4405 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4406 * but it isn't set (yet) in all cases it is getting called. */
4407 if(((convert != NO_CONVERSION) || desc.convert) && (This->Flags & SFLAG_PBO)) {
4408 TRACE("Removing the pbo attached to surface %p\n", This);
4409 surface_remove_pbo(This, gl_info);
4413 /* This code is entered for texture formats which need a fixup. */
4414 int height = This->currentDesc.Height;
4416 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4417 outpitch = width * desc.conv_byte_count;
4418 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4420 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4422 ERR("Out of memory %d, %d!\n", outpitch, height);
4423 if (context) context_release(context);
4424 return WINED3DERR_OUTOFVIDEOMEMORY;
4426 desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
4427 } else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4428 /* This code is only entered for color keying fixups */
4429 int height = This->currentDesc.Height;
4431 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4432 outpitch = width * desc.conv_byte_count;
4433 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4435 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4437 ERR("Out of memory %d, %d!\n", outpitch, height);
4438 if (context) context_release(context);
4439 return WINED3DERR_OUTOFVIDEOMEMORY;
4441 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4443 mem = This->resource.allocatedMemory;
4446 /* Make sure the correct pitch is used */
4448 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4451 if (mem || (This->Flags & SFLAG_PBO))
4452 surface_upload_data(This, gl_info, &desc, srgb, mem);
4454 /* Restore the default pitch */
4456 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4459 if (context) context_release(context);
4461 /* Don't delete PBO memory */
4462 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4463 HeapFree(GetProcessHeap(), 0, mem);
4468 This->Flags |= flag;
4471 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4472 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4473 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4479 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4481 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4482 IWineD3DSwapChain *swapchain = NULL;
4484 /* Update the drawable size method */
4486 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4489 This->get_drawable_size = get_drawable_size_swapchain;
4490 IWineD3DSwapChain_Release(swapchain);
4491 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4492 switch(wined3d_settings.offscreen_rendering_mode) {
4493 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4494 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4498 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4501 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4502 return SURFACE_OPENGL;
4505 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4506 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4509 /* If there's no destination surface there is nothing to do */
4510 if(!This->overlay_dest) return WINED3D_OK;
4512 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4513 * update the overlay. Prevent an endless recursion
4515 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4518 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4519 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4520 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4521 NULL, WINED3DTEXF_LINEAR);
4522 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4527 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4529 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
4531 /* Not on a swapchain - must be offscreen */
4532 if (!(surface->Flags & SFLAG_SWAPCHAIN)) return TRUE;
4534 /* The front buffer is always onscreen */
4535 if (surface == swapchain->front_buffer) return FALSE;
4537 /* If the swapchain is rendered to an FBO, the backbuffer is
4538 * offscreen, otherwise onscreen */
4539 return swapchain->render_to_fbo;
4542 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4545 IWineD3DBaseSurfaceImpl_QueryInterface,
4546 IWineD3DBaseSurfaceImpl_AddRef,
4547 IWineD3DSurfaceImpl_Release,
4548 /* IWineD3DResource */
4549 IWineD3DBaseSurfaceImpl_GetParent,
4550 IWineD3DBaseSurfaceImpl_SetPrivateData,
4551 IWineD3DBaseSurfaceImpl_GetPrivateData,
4552 IWineD3DBaseSurfaceImpl_FreePrivateData,
4553 IWineD3DBaseSurfaceImpl_SetPriority,
4554 IWineD3DBaseSurfaceImpl_GetPriority,
4555 IWineD3DSurfaceImpl_PreLoad,
4556 IWineD3DSurfaceImpl_UnLoad,
4557 IWineD3DBaseSurfaceImpl_GetType,
4558 /* IWineD3DSurface */
4559 IWineD3DBaseSurfaceImpl_GetContainer,
4560 IWineD3DBaseSurfaceImpl_GetDesc,
4561 IWineD3DSurfaceImpl_LockRect,
4562 IWineD3DSurfaceImpl_UnlockRect,
4563 IWineD3DSurfaceImpl_GetDC,
4564 IWineD3DSurfaceImpl_ReleaseDC,
4565 IWineD3DSurfaceImpl_Flip,
4566 IWineD3DSurfaceImpl_Blt,
4567 IWineD3DBaseSurfaceImpl_GetBltStatus,
4568 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4569 IWineD3DBaseSurfaceImpl_IsLost,
4570 IWineD3DBaseSurfaceImpl_Restore,
4571 IWineD3DSurfaceImpl_BltFast,
4572 IWineD3DBaseSurfaceImpl_GetPalette,
4573 IWineD3DBaseSurfaceImpl_SetPalette,
4574 IWineD3DSurfaceImpl_RealizePalette,
4575 IWineD3DBaseSurfaceImpl_SetColorKey,
4576 IWineD3DBaseSurfaceImpl_GetPitch,
4577 IWineD3DSurfaceImpl_SetMem,
4578 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4579 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4580 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4581 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4582 IWineD3DBaseSurfaceImpl_SetClipper,
4583 IWineD3DBaseSurfaceImpl_GetClipper,
4585 IWineD3DSurfaceImpl_LoadTexture,
4586 IWineD3DSurfaceImpl_BindTexture,
4587 IWineD3DSurfaceImpl_SetContainer,
4588 IWineD3DBaseSurfaceImpl_GetData,
4589 IWineD3DSurfaceImpl_SetFormat,
4590 IWineD3DSurfaceImpl_PrivateSetup,
4591 IWineD3DSurfaceImpl_ModifyLocation,
4592 IWineD3DSurfaceImpl_LoadLocation,
4593 IWineD3DSurfaceImpl_GetImplType,
4594 IWineD3DSurfaceImpl_DrawOverlay
4597 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4598 /* Context activation is done by the caller. */
4599 static void ffp_blit_free(IWineD3DDevice *iface) { }
4601 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4602 /* Context activation is done by the caller. */
4603 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4606 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4608 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4610 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4612 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4616 /* Context activation is done by the caller. */
4617 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4619 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4620 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4621 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
4623 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4624 * else the surface is converted in software at upload time in LoadLocation.
4626 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4627 ffp_blit_p8_upload_palette(surface, gl_info);
4630 glEnable(surface->texture_target);
4631 checkGLcall("glEnable(surface->texture_target)");
4636 /* Context activation is done by the caller. */
4637 static void ffp_blit_unset(IWineD3DDevice *iface)
4639 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4640 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4643 glDisable(GL_TEXTURE_2D);
4644 checkGLcall("glDisable(GL_TEXTURE_2D)");
4645 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4647 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4648 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4650 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4652 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4653 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4658 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4659 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4660 const struct wined3d_format_desc *src_format_desc,
4661 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4662 const struct wined3d_format_desc *dst_format_desc)
4664 enum complex_fixup src_fixup;
4666 if (blit_op == BLIT_OP_COLOR_FILL)
4668 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4670 TRACE("Color fill not supported\n");
4677 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
4678 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4680 TRACE("Checking support for fixup:\n");
4681 dump_color_fixup_desc(src_format_desc->color_fixup);
4684 if (blit_op != BLIT_OP_BLIT)
4686 TRACE("Unsupported blit_op=%d\n", blit_op);
4690 if (!is_identity_fixup(dst_format_desc->color_fixup))
4692 TRACE("Destination fixups are not supported\n");
4696 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4698 TRACE("P8 fixup supported\n");
4702 /* We only support identity conversions. */
4703 if (is_identity_fixup(src_format_desc->color_fixup))
4709 TRACE("[FAILED]\n");
4713 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4715 return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
4716 (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
4719 const struct blit_shader ffp_blit = {
4728 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4733 /* Context activation is done by the caller. */
4734 static void cpu_blit_free(IWineD3DDevice *iface)
4738 /* Context activation is done by the caller. */
4739 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4744 /* Context activation is done by the caller. */
4745 static void cpu_blit_unset(IWineD3DDevice *iface)
4749 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4750 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4751 const struct wined3d_format_desc *src_format_desc,
4752 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4753 const struct wined3d_format_desc *dst_format_desc)
4755 if (blit_op == BLIT_OP_COLOR_FILL)
4763 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4766 memset(&BltFx, 0, sizeof(BltFx));
4767 BltFx.dwSize = sizeof(BltFx);
4768 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
4769 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4772 const struct blit_shader cpu_blit = {
4781 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4782 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4783 const struct wined3d_format_desc *src_format_desc,
4784 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4785 const struct wined3d_format_desc *dst_format_desc)
4787 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4790 /* We only support blitting. Things like color keying / color fill should
4791 * be handled by other blitters.
4793 if (blit_op != BLIT_OP_BLIT)
4796 /* Source and/or destination need to be on the GL side */
4797 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4800 if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4801 && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4804 if (!is_identity_fixup(src_format_desc->color_fixup) ||
4805 !is_identity_fixup(dst_format_desc->color_fixup))
4808 if (!(src_format_desc->format == dst_format_desc->format
4809 || (is_identity_fixup(src_format_desc->color_fixup)
4810 && is_identity_fixup(dst_format_desc->color_fixup))))