urlmon: Sign-compare warnings fix.
[wine] / dlls / wined3d / surface.c
1 /*
2  * IWineD3DSurface Implementation
3  *
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  *
14  * This library is free software; you can redistribute it and/or
15  * modify it under the terms of the GNU Lesser General Public
16  * License as published by the Free Software Foundation; either
17  * version 2.1 of the License, or (at your option) any later version.
18  *
19  * This library is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
22  * Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public
25  * License along with this library; if not, write to the Free Software
26  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27  */
28
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
35
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
41
42 void surface_force_reload(IWineD3DSurface *iface)
43 {
44     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
45
46     This->Flags &= ~SFLAG_ALLOCATED;
47 }
48
49 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
50 {
51     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
52
53     TRACE("(%p) : setting texture name %u\n", This, name);
54
55     if (!This->glDescription.textureName && name)
56     {
57         /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
58          * surface has no texture name yet. See if we can get rid of this. */
59         if (This->Flags & SFLAG_INTEXTURE)
60             ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
61         IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
62     }
63
64     This->glDescription.textureName = name;
65     surface_force_reload(iface);
66 }
67
68 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
69 {
70     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
71
72     TRACE("(%p) : setting target %#x\n", This, target);
73
74     if (This->glDescription.target != target)
75     {
76         if (target == GL_TEXTURE_RECTANGLE_ARB)
77         {
78             This->Flags &= ~SFLAG_NORMCOORD;
79         }
80         else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
81         {
82             This->Flags |= SFLAG_NORMCOORD;
83         }
84     }
85     This->glDescription.target = target;
86     surface_force_reload(iface);
87 }
88
89 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
90     int active_sampler;
91
92     /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
93      * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
94      * gl states. The current texture unit should always be a valid one.
95      *
96      * To be more specific, this is tricky because we can implicitly be called
97      * from sampler() in state.c. This means we can't touch anything other than
98      * whatever happens to be the currently active texture, or we would risk
99      * marking already applied sampler states dirty again.
100      *
101      * TODO: Track the current active texture per GL context instead of using glGet
102      */
103     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
104         GLint active_texture;
105         ENTER_GL();
106         glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
107         LEAVE_GL();
108         active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
109     } else {
110         active_sampler = 0;
111     }
112
113     if (active_sampler != -1) {
114         IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
115     }
116     IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
117 }
118
119 /* This function checks if the primary render target uses the 8bit paletted format. */
120 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
121 {
122     if (device->render_targets && device->render_targets[0]) {
123         IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
124         if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
125             return TRUE;
126     }
127     return FALSE;
128 }
129
130 /* This call just downloads data, the caller is responsible for activating the
131  * right context and binding the correct texture. */
132 static void surface_download_data(IWineD3DSurfaceImpl *This) {
133     if (0 == This->glDescription.textureName) {
134         ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
135         return;
136     }
137
138     /* Only support read back of converted P8 surfaces */
139     if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
140         FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
141         return;
142     }
143
144     ENTER_GL();
145
146     if (This->resource.format == WINED3DFMT_DXT1 ||
147             This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
148             This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
149             This->resource.format == WINED3DFMT_ATI2N) {
150         if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
151             FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
152         } else {
153             TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
154                 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
155
156             if(This->Flags & SFLAG_PBO) {
157                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
158                 checkGLcall("glBindBufferARB");
159                 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
160                 checkGLcall("glGetCompressedTexImageARB()");
161                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
162                 checkGLcall("glBindBufferARB");
163             } else {
164                 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
165                 checkGLcall("glGetCompressedTexImageARB()");
166             }
167         }
168         LEAVE_GL();
169     } else {
170         void *mem;
171         GLenum format = This->glDescription.glFormat;
172         GLenum type = This->glDescription.glType;
173         int src_pitch = 0;
174         int dst_pitch = 0;
175
176         /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
177         if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
178             format = GL_ALPHA;
179             type = GL_UNSIGNED_BYTE;
180         }
181
182         if (This->Flags & SFLAG_NONPOW2) {
183             unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
184             src_pitch = This->bytesPerPixel * This->pow2Width;
185             dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
186             src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
187             mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
188         } else {
189             mem = This->resource.allocatedMemory;
190         }
191
192         TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
193                 format, type, mem);
194
195         if(This->Flags & SFLAG_PBO) {
196             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
197             checkGLcall("glBindBufferARB");
198
199             glGetTexImage(This->glDescription.target, This->glDescription.level, format,
200                           type, NULL);
201             checkGLcall("glGetTexImage()");
202
203             GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
204             checkGLcall("glBindBufferARB");
205         } else {
206             glGetTexImage(This->glDescription.target, This->glDescription.level, format,
207                           type, mem);
208             checkGLcall("glGetTexImage()");
209         }
210         LEAVE_GL();
211
212         if (This->Flags & SFLAG_NONPOW2) {
213             LPBYTE src_data, dst_data;
214             int y;
215             /*
216              * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217              * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218              * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
219              *
220              * We're doing this...
221              *
222              * instead of boxing the texture :
223              * |<-texture width ->|  -->pow2width|   /\
224              * |111111111111111111|              |   |
225              * |222 Texture 222222| boxed empty  | texture height
226              * |3333 Data 33333333|              |   |
227              * |444444444444444444|              |   \/
228              * -----------------------------------   |
229              * |     boxed  empty | boxed empty  | pow2height
230              * |                  |              |   \/
231              * -----------------------------------
232              *
233              *
234              * we're repacking the data to the expected texture width
235              *
236              * |<-texture width ->|  -->pow2width|   /\
237              * |111111111111111111222222222222222|   |
238              * |222333333333333333333444444444444| texture height
239              * |444444                           |   |
240              * |                                 |   \/
241              * |                                 |   |
242              * |            empty                | pow2height
243              * |                                 |   \/
244              * -----------------------------------
245              *
246              * == is the same as
247              *
248              * |<-texture width ->|    /\
249              * |111111111111111111|
250              * |222222222222222222|texture height
251              * |333333333333333333|
252              * |444444444444444444|    \/
253              * --------------------
254              *
255              * this also means that any references to allocatedMemory should work with the data as if were a
256              * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
257              *
258              * internally the texture is still stored in a boxed format so any references to textureName will
259              * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
260              *
261              * Performance should not be an issue, because applications normally do not lock the surfaces when
262              * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263              * and doesn't have to be re-read.
264              */
265             src_data = mem;
266             dst_data = This->resource.allocatedMemory;
267             TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268             for (y = 1 ; y < This->currentDesc.Height; y++) {
269                 /* skip the first row */
270                 src_data += src_pitch;
271                 dst_data += dst_pitch;
272                 memcpy(dst_data, src_data, dst_pitch);
273             }
274
275             HeapFree(GetProcessHeap(), 0, mem);
276         }
277     }
278
279     /* Surface has now been downloaded */
280     This->Flags |= SFLAG_INSYSMEM;
281 }
282
283 /* This call just uploads data, the caller is responsible for activating the
284  * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
286
287     if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
288
289     if (This->resource.format == WINED3DFMT_DXT1 ||
290             This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291             This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292             This->resource.format == WINED3DFMT_ATI2N) {
293         if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294             FIXME("Using DXT1/3/5 without advertized support\n");
295         } else {
296             /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297              * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298              * function uses glCompressedTexImage2D instead of the SubImage call
299              */
300             TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
301             ENTER_GL();
302
303             if(This->Flags & SFLAG_PBO) {
304                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305                 checkGLcall("glBindBufferARB");
306                 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
307
308                 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309                         width, height, 0 /* border */, This->resource.size, NULL));
310                 checkGLcall("glCompressedTexSubImage2D");
311
312                 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313                 checkGLcall("glBindBufferARB");
314             } else {
315                 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316                         width, height, 0 /* border */, This->resource.size, data));
317                 checkGLcall("glCompressedTexSubImage2D");
318             }
319             LEAVE_GL();
320         }
321     } else {
322         TRACE("(%p) : Calling glTexSubImage2D w %d,  h %d, data, %p\n", This, width, height, data);
323         ENTER_GL();
324
325         if(This->Flags & SFLAG_PBO) {
326             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327             checkGLcall("glBindBufferARB");
328             TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
329
330             glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331             checkGLcall("glTexSubImage2D");
332
333             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334             checkGLcall("glBindBufferARB");
335         }
336         else {
337             glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338             checkGLcall("glTexSubImage2D");
339         }
340
341         LEAVE_GL();
342     }
343 }
344
345 /* This call just allocates the texture, the caller is responsible for
346  * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348     BOOL enable_client_storage = FALSE;
349     BYTE *mem = NULL;
350
351     if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
352
353     TRACE("(%p) : Creating surface (target %#x)  level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
354             This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
355
356     if (This->resource.format == WINED3DFMT_DXT1 ||
357             This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358             This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359             This->resource.format == WINED3DFMT_ATI2N) {
360         /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361         TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
362
363         /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364          * once, unfortunately
365          */
366         if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367             /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368             This->Flags |= SFLAG_CLIENT;
369             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
370             ENTER_GL();
371             GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372                        width, height, 0 /* border */, This->resource.size, mem));
373             LEAVE_GL();
374         }
375
376         return;
377     }
378
379     ENTER_GL();
380
381     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382         if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383             /* In some cases we want to disable client storage.
384              * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385              * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386              * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387              * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388              * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
389              */
390             glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391             checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392             This->Flags &= ~SFLAG_CLIENT;
393             enable_client_storage = TRUE;
394         } else {
395             This->Flags |= SFLAG_CLIENT;
396
397             /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398              * it might point into a pbo. Instead use heapMemory, but get the alignment right.
399              */
400             mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
401         }
402     }
403     glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404     checkGLcall("glTexImage2D");
405
406     if(enable_client_storage) {
407         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
409     }
410     LEAVE_GL();
411
412     This->Flags |= SFLAG_ALLOCATED;
413 }
414
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416  * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420     renderbuffer_entry_t *entry;
421     GLuint renderbuffer = 0;
422     unsigned int src_width, src_height;
423
424     src_width = This->pow2Width;
425     src_height = This->pow2Height;
426
427     /* A depth stencil smaller than the render target is not valid */
428     if (width > src_width || height > src_height) return;
429
430     /* Remove any renderbuffer set if the sizes match */
431     if (width == src_width && height == src_height) {
432         This->current_renderbuffer = NULL;
433         return;
434     }
435
436     /* Look if we've already got a renderbuffer of the correct dimensions */
437     LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438         if (entry->width == width && entry->height == height) {
439             renderbuffer = entry->id;
440             This->current_renderbuffer = entry;
441             break;
442         }
443     }
444
445     if (!renderbuffer) {
446         const GlPixelFormatDesc *glDesc;
447         getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
448
449         GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450         GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451         GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
452
453         entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454         entry->width = width;
455         entry->height = height;
456         entry->id = renderbuffer;
457         list_add_head(&This->renderbuffers, &entry->entry);
458
459         This->current_renderbuffer = entry;
460     }
461
462     checkGLcall("set_compatible_renderbuffer");
463 }
464
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467     IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
468
469     TRACE("(%p) : swapchain %p\n", This, swapchain);
470
471     if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472         TRACE("Returning GL_BACK\n");
473         return GL_BACK;
474     } else if (swapchain_impl->frontBuffer == iface) {
475         TRACE("Returning GL_FRONT\n");
476         return GL_FRONT;
477     }
478
479     FIXME("Higher back buffer, returning GL_BACK\n");
480     return GL_BACK;
481 }
482
483 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
484     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
485     ULONG ref = InterlockedDecrement(&This->resource.ref);
486     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
487     if (ref == 0) {
488         IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
489         renderbuffer_entry_t *entry, *entry2;
490         TRACE("(%p) : cleaning up\n", This);
491
492         /* Need a context to destroy the texture. Use the currently active render target, but only if
493          * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
494          * When destroying the primary rt, Uninit3D will activate a context before doing anything
495          */
496         if(device->render_targets && device->render_targets[0]) {
497             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
498         }
499
500         ENTER_GL();
501         if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
502             TRACE("Deleting texture %d\n", This->glDescription.textureName);
503             glDeleteTextures(1, &This->glDescription.textureName);
504         }
505
506         if(This->Flags & SFLAG_PBO) {
507             /* Delete the PBO */
508             GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
509         }
510
511         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
512             GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
513             HeapFree(GetProcessHeap(), 0, entry);
514         }
515         LEAVE_GL();
516
517         if(This->Flags & SFLAG_DIBSECTION) {
518             /* Release the DC */
519             SelectObject(This->hDC, This->dib.holdbitmap);
520             DeleteDC(This->hDC);
521             /* Release the DIB section */
522             DeleteObject(This->dib.DIBsection);
523             This->dib.bitmap_data = NULL;
524             This->resource.allocatedMemory = NULL;
525         }
526         if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
527
528         HeapFree(GetProcessHeap(), 0, This->palette9);
529
530         IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
531
532         if(This->overlay_dest) {
533             list_remove(&This->overlay_entry);
534         }
535
536         TRACE("(%p) Released\n", This);
537         HeapFree(GetProcessHeap(), 0, This);
538
539     }
540     return ref;
541 }
542
543 /* ****************************************************
544    IWineD3DSurface IWineD3DResource parts follow
545    **************************************************** */
546
547 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
548     /* TODO: check for locks */
549     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
550     IWineD3DBaseTexture *baseTexture = NULL;
551     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
552
553     TRACE("(%p)Checking to see if the container is a base texture\n", This);
554     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
555         TRACE("Passing to container\n");
556         IWineD3DBaseTexture_PreLoad(baseTexture);
557         IWineD3DBaseTexture_Release(baseTexture);
558     } else {
559         TRACE("(%p) : About to load surface\n", This);
560
561         if(!device->isInDraw) {
562             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
563         }
564
565         if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
566             if(palette9_changed(This)) {
567                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
568                 /* TODO: This is not necessarily needed with hw palettized texture support */
569                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
570                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
571                 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
572             }
573         }
574
575         IWineD3DSurface_LoadTexture(iface, FALSE);
576
577         if (This->resource.pool == WINED3DPOOL_DEFAULT) {
578             /* Tell opengl to try and keep this texture in video ram (well mostly) */
579             GLclampf tmp;
580             tmp = 0.9f;
581             ENTER_GL();
582             glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
583             LEAVE_GL();
584         }
585     }
586     return;
587 }
588
589 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
590     This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
591     This->resource.allocatedMemory =
592             (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
593
594     ENTER_GL();
595     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
596     checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
597     GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
598     checkGLcall("glGetBufferSubData");
599     GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
600     checkGLcall("glDeleteBuffers");
601     LEAVE_GL();
602
603     This->pbo = 0;
604     This->Flags &= ~SFLAG_PBO;
605 }
606
607 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
608     IWineD3DBaseTexture *texture = NULL;
609     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
610     renderbuffer_entry_t *entry, *entry2;
611     TRACE("(%p)\n", iface);
612
613     if(This->resource.pool == WINED3DPOOL_DEFAULT) {
614         /* Default pool resources are supposed to be destroyed before Reset is called.
615          * Implicit resources stay however. So this means we have an implicit render target
616          * or depth stencil. The content may be destroyed, but we still have to tear down
617          * opengl resources, so we cannot leave early.
618          *
619          * Put the most up to date surface location into the drawable. D3D-wise this content
620          * is undefined, so it would be nowhere, but that would make the location management
621          * more complicated. The drawable is a sane location, because if we mark sysmem or
622          * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
623          * uninitialized drawable. That's pointless and we'd have to allocate the texture /
624          * sysmem copy here.
625          */
626         if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
627             IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
628         } else {
629             IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
630         }
631     } else {
632         /* Load the surface into system memory */
633         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
634         IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
635     }
636     IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
637     This->Flags &= ~SFLAG_ALLOCATED;
638
639     /* Destroy PBOs, but load them into real sysmem before */
640     if(This->Flags & SFLAG_PBO) {
641         surface_remove_pbo(This);
642     }
643
644     /* Destroy fbo render buffers. This is needed for implicit render targets, for
645      * all application-created targets the application has to release the surface
646      * before calling _Reset
647      */
648     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
649         ENTER_GL();
650         GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
651         LEAVE_GL();
652         list_remove(&entry->entry);
653         HeapFree(GetProcessHeap(), 0, entry);
654     }
655     list_init(&This->renderbuffers);
656     This->current_renderbuffer = NULL;
657
658     /* If we're in a texture, the texture name belongs to the texture. Otherwise,
659      * destroy it
660      */
661     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
662     if(!texture) {
663         ENTER_GL();
664         glDeleteTextures(1, &This->glDescription.textureName);
665         This->glDescription.textureName = 0;
666         LEAVE_GL();
667     } else {
668         IWineD3DBaseTexture_Release(texture);
669     }
670     return;
671 }
672
673 /* ******************************************************
674    IWineD3DSurface IWineD3DSurface parts follow
675    ****************************************************** */
676
677 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
678     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
679     TRACE("(%p) : returning %p\n", This, &This->glDescription);
680     *glDescription = &This->glDescription;
681 }
682
683 /* TODO: think about moving this down to resource? */
684 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
685     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686     /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future  */
687     if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
688         FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
689     }
690     return (CONST void*)(This->resource.allocatedMemory);
691 }
692
693 /* Read the framebuffer back into the surface */
694 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
695     IWineD3DSwapChainImpl *swapchain;
696     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
697     BYTE *mem;
698     GLint fmt;
699     GLint type;
700     BYTE *row, *top, *bottom;
701     int i;
702     BOOL bpp;
703     RECT local_rect;
704     BOOL srcIsUpsideDown;
705
706     if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
707         static BOOL warned = FALSE;
708         if(!warned) {
709             ERR("The application tries to lock the render target, but render target locking is disabled\n");
710             warned = TRUE;
711         }
712         return;
713     }
714
715     /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
716      * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
717      * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
718      * context->last_was_blit set on the unlock.
719      */
720     ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
721     ENTER_GL();
722
723     /* Select the correct read buffer, and give some debug output.
724      * There is no need to keep track of the current read buffer or reset it, every part of the code
725      * that reads sets the read buffer as desired.
726      */
727     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
728     {
729         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
730         TRACE("Locking %#x buffer\n", buffer);
731         glReadBuffer(buffer);
732         checkGLcall("glReadBuffer");
733
734         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
735         srcIsUpsideDown = FALSE;
736     } else {
737         /* Locking the primary render target which is not on a swapchain(=offscreen render target).
738          * Read from the back buffer
739          */
740         TRACE("Locking offscreen render target\n");
741         glReadBuffer(myDevice->offscreenBuffer);
742         srcIsUpsideDown = TRUE;
743     }
744
745     /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
746     if(!rect) {
747         local_rect.left = 0;
748         local_rect.top = 0;
749         local_rect.right = This->currentDesc.Width;
750         local_rect.bottom = This->currentDesc.Height;
751     } else {
752         local_rect = *rect;
753     }
754     /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
755
756     switch(This->resource.format)
757     {
758         case WINED3DFMT_P8:
759         {
760             if(primary_render_target_is_p8(myDevice)) {
761                 /* In case of P8 render targets the index is stored in the alpha component */
762                 fmt = GL_ALPHA;
763                 type = GL_UNSIGNED_BYTE;
764                 mem = dest;
765                 bpp = This->bytesPerPixel;
766             } else {
767                 /* GL can't return palettized data, so read ARGB pixels into a
768                  * separate block of memory and convert them into palettized format
769                  * in software. Slow, but if the app means to use palettized render
770                  * targets and locks it...
771                  *
772                  * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
773                  * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
774                  * for the color channels when palettizing the colors.
775                  */
776                 fmt = GL_RGB;
777                 type = GL_UNSIGNED_BYTE;
778                 pitch *= 3;
779                 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
780                 if(!mem) {
781                     ERR("Out of memory\n");
782                     LEAVE_GL();
783                     return;
784                 }
785                 bpp = This->bytesPerPixel * 3;
786             }
787         }
788         break;
789
790         default:
791             mem = dest;
792             fmt = This->glDescription.glFormat;
793             type = This->glDescription.glType;
794             bpp = This->bytesPerPixel;
795     }
796
797     if(This->Flags & SFLAG_PBO) {
798         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
799         checkGLcall("glBindBufferARB");
800     }
801
802     glReadPixels(local_rect.left, local_rect.top,
803                  local_rect.right - local_rect.left,
804                  local_rect.bottom - local_rect.top,
805                  fmt, type, mem);
806     vcheckGLcall("glReadPixels");
807
808     if(This->Flags & SFLAG_PBO) {
809         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
810         checkGLcall("glBindBufferARB");
811
812         /* Check if we need to flip the image. If we need to flip use glMapBufferARB
813          * to get a pointer to it and perform the flipping in software. This is a lot
814          * faster than calling glReadPixels for each line. In case we want more speed
815          * we should rerender it flipped in a FBO and read the data back from the FBO. */
816         if(!srcIsUpsideDown) {
817             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
818             checkGLcall("glBindBufferARB");
819
820             mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821             checkGLcall("glMapBufferARB");
822         }
823     }
824
825     /* TODO: Merge this with the palettization loop below for P8 targets */
826     if(!srcIsUpsideDown) {
827         UINT len, off;
828         /* glReadPixels returns the image upside down, and there is no way to prevent this.
829             Flip the lines in software */
830         len = (local_rect.right - local_rect.left) * bpp;
831         off = local_rect.left * bpp;
832
833         row = HeapAlloc(GetProcessHeap(), 0, len);
834         if(!row) {
835             ERR("Out of memory\n");
836             if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
837             LEAVE_GL();
838             return;
839         }
840
841         top = mem + pitch * local_rect.top;
842         bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
843         for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
844             memcpy(row, top + off, len);
845             memcpy(top + off, bottom + off, len);
846             memcpy(bottom + off, row, len);
847             top += pitch;
848             bottom -= pitch;
849         }
850         HeapFree(GetProcessHeap(), 0, row);
851
852         /* Unmap the temp PBO buffer */
853         if(This->Flags & SFLAG_PBO) {
854             GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
855             GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
856         }
857     }
858
859     LEAVE_GL();
860
861     /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
862      * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
863      * the same color but we have no choice.
864      * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
865      */
866     if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
867         PALETTEENTRY *pal = NULL;
868         DWORD width = pitch / 3;
869         int x, y, c;
870
871         if(This->palette) {
872             pal = This->palette->palents;
873         } else {
874             ERR("Palette is missing, cannot perform inverse palette lookup\n");
875             HeapFree(GetProcessHeap(), 0, mem);
876             return ;
877         }
878
879         for(y = local_rect.top; y < local_rect.bottom; y++) {
880             for(x = local_rect.left; x < local_rect.right; x++) {
881                 /*                      start              lines            pixels      */
882                 BYTE *blue =  mem + y * pitch + x * (sizeof(BYTE) * 3);
883                 BYTE *green = blue  + 1;
884                 BYTE *red =   green + 1;
885
886                 for(c = 0; c < 256; c++) {
887                     if(*red   == pal[c].peRed   &&
888                        *green == pal[c].peGreen &&
889                        *blue  == pal[c].peBlue)
890                     {
891                         *((BYTE *) dest + y * width + x) = c;
892                         break;
893                     }
894                 }
895             }
896         }
897         HeapFree(GetProcessHeap(), 0, mem);
898     }
899 }
900
901 /* Read the framebuffer contents into a texture */
902 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
903 {
904     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
905     IWineD3DSwapChainImpl *swapchain;
906     int bpp;
907     GLenum format, internal, type;
908     CONVERT_TYPES convert;
909     GLint prevRead;
910
911     d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
912
913     /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
914      * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
915      * states in the stateblock, and no driver was found yet that had bugs in that regard.
916      */
917     ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
918     surface_bind_and_dirtify(This);
919
920     ENTER_GL();
921     glGetIntegerv(GL_READ_BUFFER, &prevRead);
922     LEAVE_GL();
923
924     /* Select the correct read buffer, and give some debug output.
925      * There is no need to keep track of the current read buffer or reset it, every part of the code
926      * that reads sets the read buffer as desired.
927      */
928     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
929     {
930         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
931         TRACE("Locking %#x buffer\n", buffer);
932
933         ENTER_GL();
934         glReadBuffer(buffer);
935         checkGLcall("glReadBuffer");
936         LEAVE_GL();
937
938         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
939     } else {
940         /* Locking the primary render target which is not on a swapchain(=offscreen render target).
941          * Read from the back buffer
942          */
943         TRACE("Locking offscreen render target\n");
944         ENTER_GL();
945         glReadBuffer(device->offscreenBuffer);
946         LEAVE_GL();
947     }
948
949     if(!(This->Flags & SFLAG_ALLOCATED)) {
950         surface_allocate_surface(This, internal, This->pow2Width,
951                                  This->pow2Height, format, type);
952     }
953
954     clear_unused_channels(This);
955
956     ENTER_GL();
957     /* If !SrcIsUpsideDown we should flip the surface.
958      * This can be done using glCopyTexSubImage2D but this
959      * is VERY slow, so don't do that. We should prevent
960      * this code from getting called in such cases or perhaps
961      * we can use FBOs */
962
963     glCopyTexSubImage2D(This->glDescription.target,
964                         This->glDescription.level,
965                         0, 0, 0, 0,
966                         This->currentDesc.Width,
967                         This->currentDesc.Height);
968     checkGLcall("glCopyTexSubImage2D");
969
970     glReadBuffer(prevRead);
971     vcheckGLcall("glReadBuffer");
972
973     LEAVE_GL();
974     TRACE("Updated target %d\n", This->glDescription.target);
975 }
976
977 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
978     /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
979      * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
980      * changed
981      */
982     if(!(This->Flags & SFLAG_DYNLOCK)) {
983         This->lockCount++;
984         /* MAXLOCKCOUNT is defined in wined3d_private.h */
985         if(This->lockCount > MAXLOCKCOUNT) {
986             TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
987             This->Flags |= SFLAG_DYNLOCK;
988         }
989     }
990
991     /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
992      * Also don't create a PBO for systemmem surfaces.
993      */
994     if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
995         GLenum error;
996         IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
997
998         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
999         ENTER_GL();
1000
1001         GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1002         error = glGetError();
1003         if(This->pbo == 0 || error != GL_NO_ERROR) {
1004             ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1005         }
1006
1007         TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1008
1009         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1010         checkGLcall("glBindBufferARB");
1011
1012         GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1013         checkGLcall("glBufferDataARB");
1014
1015         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1016         checkGLcall("glBindBufferARB");
1017
1018         /* We don't need the system memory anymore and we can't even use it for PBOs */
1019         if(!(This->Flags & SFLAG_CLIENT)) {
1020             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1021             This->resource.heapMemory = NULL;
1022         }
1023         This->resource.allocatedMemory = NULL;
1024         This->Flags |= SFLAG_PBO;
1025         LEAVE_GL();
1026     } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1027         /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1028          * or a pbo to map
1029          */
1030         if(!This->resource.heapMemory) {
1031             This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1032         }
1033         This->resource.allocatedMemory =
1034                 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1035         if(This->Flags & SFLAG_INSYSMEM) {
1036             ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1037         }
1038     }
1039 }
1040
1041 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1042     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1043     IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
1044     IWineD3DSwapChain *swapchain = NULL;
1045
1046     TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1047
1048     /* This is also done in the base class, but we have to verify this before loading any data from
1049      * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1050      * may interfere, and all other bad things may happen
1051      */
1052     if (This->Flags & SFLAG_LOCKED) {
1053         WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1054         return WINED3DERR_INVALIDCALL;
1055     }
1056     This->Flags |= SFLAG_LOCKED;
1057
1058     if (!(This->Flags & SFLAG_LOCKABLE))
1059     {
1060         TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1061     }
1062
1063     if (Flags & WINED3DLOCK_DISCARD) {
1064         /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1065         TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1066         surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1067         This->Flags |= SFLAG_INSYSMEM;
1068         goto lock_end;
1069     }
1070
1071     if (This->Flags & SFLAG_INSYSMEM) {
1072         TRACE("Local copy is up to date, not downloading data\n");
1073         surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1074         goto lock_end;
1075     }
1076
1077     /* Now download the surface content from opengl
1078      * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1079      * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1080      */
1081     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1082     if(swapchain || iface == myDevice->render_targets[0]) {
1083         const RECT *pass_rect = pRect;
1084
1085         /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1086          * because most caller functions do not need that. So do that here
1087          */
1088         if(pRect &&
1089            pRect->top    == 0 &&
1090            pRect->left   == 0 &&
1091            pRect->right  == This->currentDesc.Width &&
1092            pRect->bottom == This->currentDesc.Height) {
1093             pass_rect = NULL;
1094         }
1095
1096         switch(wined3d_settings.rendertargetlock_mode) {
1097             case RTL_TEXDRAW:
1098             case RTL_TEXTEX:
1099                 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1100 #if 0
1101                 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1102                  * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1103                  * This may be faster on some cards
1104                  */
1105                 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1106 #endif
1107                 /* drop through */
1108
1109             case RTL_AUTO:
1110             case RTL_READDRAW:
1111             case RTL_READTEX:
1112                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1113                 break;
1114
1115             case RTL_DISABLE:
1116                 break;
1117         }
1118         if(swapchain) IWineD3DSwapChain_Release(swapchain);
1119
1120     } else if(iface == myDevice->stencilBufferTarget) {
1121         /** the depth stencil in openGL has a format of GL_FLOAT
1122          * which should be good for WINED3DFMT_D16_LOCKABLE
1123          * and WINED3DFMT_D16
1124          * it is unclear what format the stencil buffer is in except.
1125          * 'Each index is converted to fixed point...
1126          * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1127          * mappings in the table GL_PIXEL_MAP_S_TO_S.
1128          * glReadPixels(This->lockedRect.left,
1129          *             This->lockedRect.bottom - j - 1,
1130          *             This->lockedRect.right - This->lockedRect.left,
1131          *             1,
1132          *             GL_DEPTH_COMPONENT,
1133          *             type,
1134          *             (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1135          *
1136          * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1137          * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1138          * none of that is the case the problem is not in this function :-)
1139          ********************************************/
1140         FIXME("Depth stencil locking not supported yet\n");
1141     } else {
1142         /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1143         TRACE("locking an ordinary surface\n");
1144         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1145     }
1146
1147 lock_end:
1148     if(This->Flags & SFLAG_PBO) {
1149         ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1150         ENTER_GL();
1151         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1152         checkGLcall("glBindBufferARB");
1153
1154         /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1155         if(This->resource.allocatedMemory) {
1156             ERR("The surface already has PBO memory allocated!\n");
1157         }
1158
1159         This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1160         checkGLcall("glMapBufferARB");
1161
1162         /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1163         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1164         checkGLcall("glBindBufferARB");
1165
1166         LEAVE_GL();
1167     }
1168
1169     if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1170         /* Don't dirtify */
1171     } else {
1172         IWineD3DBaseTexture *pBaseTexture;
1173         /**
1174          * Dirtify on lock
1175          * as seen in msdn docs
1176          */
1177         IWineD3DSurface_AddDirtyRect(iface, pRect);
1178
1179         /** Dirtify Container if needed */
1180         if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1181             TRACE("Making container dirty\n");
1182             IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1183             IWineD3DBaseTexture_Release(pBaseTexture);
1184         } else {
1185             TRACE("Surface is standalone, no need to dirty the container\n");
1186         }
1187     }
1188
1189     return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1190 }
1191
1192 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1193     GLint  prev_store;
1194     GLint  prev_rasterpos[4];
1195     GLint skipBytes = 0;
1196     UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);    /* target is argb, 4 byte */
1197     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1198     IWineD3DSwapChainImpl *swapchain;
1199
1200     /* Activate the correct context for the render target */
1201     ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1202     ENTER_GL();
1203
1204     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1205         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1206         TRACE("Unlocking %#x buffer\n", buffer);
1207         glDrawBuffer(buffer);
1208         checkGLcall("glDrawBuffer");
1209
1210         IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1211     } else {
1212         /* Primary offscreen render target */
1213         TRACE("Offscreen render target\n");
1214         glDrawBuffer(myDevice->offscreenBuffer);
1215         checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1216     }
1217
1218     glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1219     vcheckGLcall("glIntegerv");
1220     glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1221     vcheckGLcall("glIntegerv");
1222     glPixelZoom(1.0, -1.0);
1223     vcheckGLcall("glPixelZoom");
1224
1225     /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1226     glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1227     glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1228
1229     glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1230     vcheckGLcall("glRasterPos2f");
1231
1232     /* Some drivers(radeon dri, others?) don't like exceptions during
1233      * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1234      * after ReleaseDC. Reading it will cause an exception, which x11drv will
1235      * catch to put the dib section in InSync mode, which leads to a crash
1236      * and a blocked x server on my radeon card.
1237      *
1238      * The following lines read the dib section so it is put in InSync mode
1239      * before glDrawPixels is called and the crash is prevented. There won't
1240      * be any interfering gdi accesses, because UnlockRect is called from
1241      * ReleaseDC, and the app won't use the dc any more afterwards.
1242      */
1243     if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1244         volatile BYTE read;
1245         read = This->resource.allocatedMemory[0];
1246     }
1247
1248     if(This->Flags & SFLAG_PBO) {
1249         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1250         checkGLcall("glBindBufferARB");
1251     }
1252
1253     /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1254     if(This->Flags & SFLAG_LOCKED) {
1255         glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1256                      (This->lockedRect.bottom - This->lockedRect.top)-1,
1257                      fmt, type,
1258                      mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1259         checkGLcall("glDrawPixels");
1260     } else {
1261         glDrawPixels(This->currentDesc.Width,
1262                      This->currentDesc.Height,
1263                      fmt, type, mem);
1264         checkGLcall("glDrawPixels");
1265     }
1266
1267     if(This->Flags & SFLAG_PBO) {
1268         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1269         checkGLcall("glBindBufferARB");
1270     }
1271
1272     glPixelZoom(1.0,1.0);
1273     vcheckGLcall("glPixelZoom");
1274
1275     glRasterPos3iv(&prev_rasterpos[0]);
1276     vcheckGLcall("glRasterPos3iv");
1277
1278     /* Reset to previous pack row length */
1279     glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1280     vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1281
1282     if(!swapchain) {
1283         glDrawBuffer(myDevice->offscreenBuffer);
1284         checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1285     } else if(swapchain->backBuffer) {
1286         glDrawBuffer(GL_BACK);
1287         checkGLcall("glDrawBuffer(GL_BACK)");
1288     } else {
1289         glDrawBuffer(GL_FRONT);
1290         checkGLcall("glDrawBuffer(GL_FRONT)");
1291     }
1292     LEAVE_GL();
1293
1294     return;
1295 }
1296
1297 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1298     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1299     IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
1300     IWineD3DSwapChainImpl *swapchain = NULL;
1301     BOOL fullsurface;
1302
1303     if (!(This->Flags & SFLAG_LOCKED)) {
1304         WARN("trying to Unlock an unlocked surf@%p\n", This);
1305         return WINED3DERR_INVALIDCALL;
1306     }
1307
1308     if (This->Flags & SFLAG_PBO) {
1309         TRACE("Freeing PBO memory\n");
1310         ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1311         ENTER_GL();
1312         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1313         GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1314         GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1315         checkGLcall("glUnmapBufferARB");
1316         LEAVE_GL();
1317         This->resource.allocatedMemory = NULL;
1318     }
1319
1320     TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1321
1322     if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1323         TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1324         goto unlock_end;
1325     }
1326
1327     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1328     if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1329         if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1330
1331         if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1332             static BOOL warned = FALSE;
1333             if(!warned) {
1334                 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1335                 warned = TRUE;
1336             }
1337             goto unlock_end;
1338         }
1339
1340         if(This->dirtyRect.left   == 0 &&
1341            This->dirtyRect.top    == 0 &&
1342            This->dirtyRect.right  == This->currentDesc.Width &&
1343            This->dirtyRect.bottom == This->currentDesc.Height) {
1344             fullsurface = TRUE;
1345         } else {
1346             /* TODO: Proper partial rectangle tracking */
1347             fullsurface = FALSE;
1348             This->Flags |= SFLAG_INSYSMEM;
1349         }
1350
1351         switch(wined3d_settings.rendertargetlock_mode) {
1352             case RTL_READTEX:
1353             case RTL_TEXTEX:
1354                 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1355                 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1356                 /* drop through */
1357
1358             case RTL_AUTO:
1359             case RTL_READDRAW:
1360             case RTL_TEXDRAW:
1361                 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1362                 break;
1363         }
1364
1365         if(!fullsurface) {
1366             /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1367              * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1368              * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1369              * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1370              * not fully up to date because only a subrectangle was read in LockRect.
1371              */
1372             This->Flags &= ~SFLAG_INSYSMEM;
1373             This->Flags |= SFLAG_INDRAWABLE;
1374         }
1375
1376         This->dirtyRect.left   = This->currentDesc.Width;
1377         This->dirtyRect.top    = This->currentDesc.Height;
1378         This->dirtyRect.right  = 0;
1379         This->dirtyRect.bottom = 0;
1380     } else if(iface == myDevice->stencilBufferTarget) {
1381         FIXME("Depth Stencil buffer locking is not implemented\n");
1382     } else {
1383         /* The rest should be a normal texture */
1384         IWineD3DBaseTextureImpl *impl;
1385         /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1386          * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1387          * states need resetting
1388          */
1389         if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1390             if(impl->baseTexture.bindCount) {
1391                 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1392             }
1393             IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1394         }
1395     }
1396
1397     unlock_end:
1398     This->Flags &= ~SFLAG_LOCKED;
1399     memset(&This->lockedRect, 0, sizeof(RECT));
1400
1401     /* Overlays have to be redrawn manually after changes with the GL implementation */
1402     if(This->overlay_dest) {
1403         IWineD3DSurface_DrawOverlay(iface);
1404     }
1405     return WINED3D_OK;
1406 }
1407
1408 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1409     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1410     WINED3DLOCKED_RECT lock;
1411     HRESULT hr;
1412     RGBQUAD col[256];
1413
1414     TRACE("(%p)->(%p)\n",This,pHDC);
1415
1416     if(This->Flags & SFLAG_USERPTR) {
1417         ERR("Not supported on surfaces with an application-provided surfaces\n");
1418         return WINEDDERR_NODC;
1419     }
1420
1421     /* Give more detailed info for ddraw */
1422     if (This->Flags & SFLAG_DCINUSE)
1423         return WINEDDERR_DCALREADYCREATED;
1424
1425     /* Can't GetDC if the surface is locked */
1426     if (This->Flags & SFLAG_LOCKED)
1427         return WINED3DERR_INVALIDCALL;
1428
1429     /* According to Direct3D9 docs, only these formats are supported */
1430     if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1431         if (This->resource.format != WINED3DFMT_R5G6B5 &&
1432             This->resource.format != WINED3DFMT_X1R5G5B5 &&
1433             This->resource.format != WINED3DFMT_R8G8B8 &&
1434             This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1435     }
1436
1437     memset(&lock, 0, sizeof(lock)); /* To be sure */
1438
1439     /* Create a DIB section if there isn't a hdc yet */
1440     if(!This->hDC) {
1441         IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1442         if(This->Flags & SFLAG_CLIENT) {
1443             IWineD3DSurface_PreLoad(iface);
1444         }
1445
1446         /* Use the dib section from now on if we are not using a PBO */
1447         if(!(This->Flags & SFLAG_PBO))
1448             This->resource.allocatedMemory = This->dib.bitmap_data;
1449     }
1450
1451     /* Lock the surface */
1452     hr = IWineD3DSurface_LockRect(iface,
1453                                   &lock,
1454                                   NULL,
1455                                   0);
1456
1457     if(This->Flags & SFLAG_PBO) {
1458         /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1459         memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1460     }
1461
1462     if(FAILED(hr)) {
1463         ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1464         /* keep the dib section */
1465         return hr;
1466     }
1467
1468     if(This->resource.format == WINED3DFMT_P8 ||
1469         This->resource.format == WINED3DFMT_A8P8) {
1470         /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1471             D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1472         unsigned int n;
1473         PALETTEENTRY *pal = NULL;
1474
1475         if(This->palette) {
1476             pal = This->palette->palents;
1477         } else {
1478             IWineD3DSurfaceImpl *dds_primary;
1479             IWineD3DSwapChainImpl *swapchain;
1480             swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1481             dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1482             if (dds_primary && dds_primary->palette)
1483                 pal = dds_primary->palette->palents;
1484         }
1485
1486         if (pal) {
1487             for (n=0; n<256; n++) {
1488                 col[n].rgbRed   = pal[n].peRed;
1489                 col[n].rgbGreen = pal[n].peGreen;
1490                 col[n].rgbBlue  = pal[n].peBlue;
1491                 col[n].rgbReserved = 0;
1492             }
1493             SetDIBColorTable(This->hDC, 0, 256, col);
1494         }
1495     }
1496
1497     *pHDC = This->hDC;
1498     TRACE("returning %p\n",*pHDC);
1499     This->Flags |= SFLAG_DCINUSE;
1500
1501     return WINED3D_OK;
1502 }
1503
1504 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1505     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1506
1507     TRACE("(%p)->(%p)\n",This,hDC);
1508
1509     if (!(This->Flags & SFLAG_DCINUSE))
1510         return WINED3DERR_INVALIDCALL;
1511
1512     if (This->hDC !=hDC) {
1513         WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1514         return WINED3DERR_INVALIDCALL;
1515     }
1516
1517     if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1518         /* Copy the contents of the DIB over to the PBO */
1519         memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1520     }
1521
1522     /* we locked first, so unlock now */
1523     IWineD3DSurface_UnlockRect(iface);
1524
1525     This->Flags &= ~SFLAG_DCINUSE;
1526
1527     return WINED3D_OK;
1528 }
1529
1530 /* ******************************************************
1531    IWineD3DSurface Internal (No mapping to directx api) parts follow
1532    ****************************************************** */
1533
1534 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1535     BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1536     const GlPixelFormatDesc *glDesc;
1537     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1538     getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1539
1540     /* Default values: From the surface */
1541     *format = glDesc->glFormat;
1542     *type = glDesc->glType;
1543     *convert = NO_CONVERSION;
1544     *target_bpp = This->bytesPerPixel;
1545
1546     if(srgb_mode) {
1547         *internal = glDesc->glGammaInternal;
1548     } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1549         *internal = glDesc->rtInternal;
1550     } else {
1551         *internal = glDesc->glInternal;
1552     }
1553
1554     /* Ok, now look if we have to do any conversion */
1555     switch(This->resource.format) {
1556         case WINED3DFMT_P8:
1557             /* ****************
1558                 Paletted Texture
1559                 **************** */
1560
1561              /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1562              * of the two is available make sure texturing is requested as neither of the two works in
1563              * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1564              * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1565              * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1566              * conflicts with this.
1567              */
1568             if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1569                   (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1570                    device->render_targets &&
1571                    This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1572                 colorkey_active || !use_texturing ) {
1573                 *format = GL_RGBA;
1574                 *internal = GL_RGBA;
1575                 *type = GL_UNSIGNED_BYTE;
1576                 *target_bpp = 4;
1577                 if(colorkey_active) {
1578                     *convert = CONVERT_PALETTED_CK;
1579                 } else {
1580                     *convert = CONVERT_PALETTED;
1581                 }
1582             }
1583             else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1584                 *format = GL_ALPHA;
1585                 *internal = GL_RGBA;
1586                 *type = GL_UNSIGNED_BYTE;
1587                 *target_bpp = 1;
1588             }
1589
1590             break;
1591
1592         case WINED3DFMT_R3G3B2:
1593             /* **********************
1594                 GL_UNSIGNED_BYTE_3_3_2
1595                 ********************** */
1596             if (colorkey_active) {
1597                 /* This texture format will never be used.. So do not care about color keying
1598                     up until the point in time it will be needed :-) */
1599                 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1600             }
1601             break;
1602
1603         case WINED3DFMT_R5G6B5:
1604             if (colorkey_active) {
1605                 *convert = CONVERT_CK_565;
1606                 *format = GL_RGBA;
1607                 *internal = GL_RGBA;
1608                 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1609             }
1610             break;
1611
1612         case WINED3DFMT_X1R5G5B5:
1613             if (colorkey_active) {
1614                 *convert = CONVERT_CK_5551;
1615                 *format = GL_BGRA;
1616                 *internal = GL_RGBA;
1617                 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1618             }
1619             break;
1620
1621         case WINED3DFMT_R8G8B8:
1622             if (colorkey_active) {
1623                 *convert = CONVERT_CK_RGB24;
1624                 *format = GL_RGBA;
1625                 *internal = GL_RGBA;
1626                 *type = GL_UNSIGNED_INT_8_8_8_8;
1627                 *target_bpp = 4;
1628             }
1629             break;
1630
1631         case WINED3DFMT_X8R8G8B8:
1632             if (colorkey_active) {
1633                 *convert = CONVERT_RGB32_888;
1634                 *format = GL_RGBA;
1635                 *internal = GL_RGBA;
1636                 *type = GL_UNSIGNED_INT_8_8_8_8;
1637             }
1638             break;
1639
1640         case WINED3DFMT_V8U8:
1641             if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1642             *convert = CONVERT_V8U8;
1643             *format = GL_BGR;
1644             *internal = GL_RGB8;
1645             *type = GL_UNSIGNED_BYTE;
1646             *target_bpp = 3;
1647             break;
1648
1649         case WINED3DFMT_L6V5U5:
1650             *convert = CONVERT_L6V5U5;
1651             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1652                 *target_bpp = 3;
1653                 /* Use format and types from table */
1654             } else {
1655                 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1656                 *target_bpp = 2;
1657                 *format = GL_RGB;
1658                 *internal = GL_RGB5;
1659                 *type = GL_UNSIGNED_SHORT_5_6_5;
1660             }
1661             break;
1662
1663         case WINED3DFMT_X8L8V8U8:
1664             *convert = CONVERT_X8L8V8U8;
1665             *target_bpp = 4;
1666             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1667                 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1668                  * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1669                  * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1670                  * the needed type and format parameter, so the internal format contains a
1671                  * 4th component, which is returned as alpha
1672                  */
1673             } else {
1674                 *format = GL_BGRA;
1675                 *internal = GL_RGB8;
1676                 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1677             }
1678             break;
1679
1680         case WINED3DFMT_Q8W8V8U8:
1681             if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1682             *convert = CONVERT_Q8W8V8U8;
1683             *format = GL_BGRA;
1684             *internal = GL_RGBA8;
1685             *type = GL_UNSIGNED_BYTE;
1686             *target_bpp = 4;
1687             break;
1688
1689         case WINED3DFMT_V16U16:
1690             if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1691             *convert = CONVERT_V16U16;
1692             *format = GL_BGR;
1693             *internal = GL_RGB16_EXT;
1694             *type = GL_UNSIGNED_SHORT;
1695             *target_bpp = 6;
1696             break;
1697
1698         case WINED3DFMT_A4L4:
1699             /* A4L4 exists as an internal gl format, but for some reason there is not
1700              * format+type combination to load it. Thus convert it to A8L8, then load it
1701              * with A4L4 internal, but A8L8 format+type
1702              */
1703             *convert = CONVERT_A4L4;
1704             *format = GL_LUMINANCE_ALPHA;
1705             *internal = GL_LUMINANCE4_ALPHA4;
1706             *type = GL_UNSIGNED_BYTE;
1707             *target_bpp = 2;
1708             break;
1709
1710         case WINED3DFMT_R32F:
1711             /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1712              * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1713              * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1714              * 1.0 instead.
1715              *
1716              * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1717              */
1718             *convert = CONVERT_R32F;
1719             *format = GL_RGB;
1720             *internal = GL_RGB32F_ARB;
1721             *type = GL_FLOAT;
1722             *target_bpp = 12;
1723             break;
1724
1725         case WINED3DFMT_R16F:
1726             /* Similar to R32F */
1727             *convert = CONVERT_R16F;
1728             *format = GL_RGB;
1729             *internal = GL_RGB16F_ARB;
1730             *type = GL_HALF_FLOAT_ARB;
1731             *target_bpp = 6;
1732             break;
1733
1734         case WINED3DFMT_G16R16:
1735             *convert = CONVERT_G16R16;
1736             *format = GL_RGB;
1737             *internal = GL_RGB16_EXT;
1738             *type = GL_UNSIGNED_SHORT;
1739             *target_bpp = 6;
1740             break;
1741
1742         default:
1743             break;
1744     }
1745
1746     return WINED3D_OK;
1747 }
1748
1749 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1750     BYTE *source, *dest;
1751     TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1752
1753     switch (convert) {
1754         case NO_CONVERSION:
1755         {
1756             memcpy(dst, src, pitch * height);
1757             break;
1758         }
1759         case CONVERT_PALETTED:
1760         case CONVERT_PALETTED_CK:
1761         {
1762             IWineD3DPaletteImpl* pal = This->palette;
1763             BYTE table[256][4];
1764             unsigned int x, y;
1765
1766             if( pal == NULL) {
1767                 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1768             }
1769
1770             d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1771
1772             for (y = 0; y < height; y++)
1773             {
1774                 source = src + pitch * y;
1775                 dest = dst + outpitch * y;
1776                 /* This is an 1 bpp format, using the width here is fine */
1777                 for (x = 0; x < width; x++) {
1778                     BYTE color = *source++;
1779                     *dest++ = table[color][0];
1780                     *dest++ = table[color][1];
1781                     *dest++ = table[color][2];
1782                     *dest++ = table[color][3];
1783                 }
1784             }
1785         }
1786         break;
1787
1788         case CONVERT_CK_565:
1789         {
1790             /* Converting the 565 format in 5551 packed to emulate color-keying.
1791
1792               Note : in all these conversion, it would be best to average the averaging
1793                       pixels to get the color of the pixel that will be color-keyed to
1794                       prevent 'color bleeding'. This will be done later on if ever it is
1795                       too visible.
1796
1797               Note2: Nvidia documents say that their driver does not support alpha + color keying
1798                      on the same surface and disables color keying in such a case
1799             */
1800             unsigned int x, y;
1801             WORD *Source;
1802             WORD *Dest;
1803
1804             TRACE("Color keyed 565\n");
1805
1806             for (y = 0; y < height; y++) {
1807                 Source = (WORD *) (src + y * pitch);
1808                 Dest = (WORD *) (dst + y * outpitch);
1809                 for (x = 0; x < width; x++ ) {
1810                     WORD color = *Source++;
1811                     *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1812                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1813                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1814                         *Dest |= 0x0001;
1815                     }
1816                     Dest++;
1817                 }
1818             }
1819         }
1820         break;
1821
1822         case CONVERT_CK_5551:
1823         {
1824             /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1825             unsigned int x, y;
1826             WORD *Source;
1827             WORD *Dest;
1828             TRACE("Color keyed 5551\n");
1829             for (y = 0; y < height; y++) {
1830                 Source = (WORD *) (src + y * pitch);
1831                 Dest = (WORD *) (dst + y * outpitch);
1832                 for (x = 0; x < width; x++ ) {
1833                     WORD color = *Source++;
1834                     *Dest = color;
1835                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1836                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1837                         *Dest |= (1 << 15);
1838                     }
1839                     else {
1840                         *Dest &= ~(1 << 15);
1841                     }
1842                     Dest++;
1843                 }
1844             }
1845         }
1846         break;
1847
1848         case CONVERT_RGB32_888:
1849         {
1850             /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1851             unsigned int x, y;
1852             for (y = 0; y < height; y++)
1853             {
1854                 source = src + pitch * y;
1855                 dest = dst + outpitch * y;
1856                 for (x = 0; x < width; x++) {
1857                     DWORD color = 0xffffff & *(DWORD*)source;
1858                     DWORD dstcolor = color << 8;
1859                     if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1860                         (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1861                         dstcolor |= 0xff;
1862                     }
1863                     *(DWORD*)dest = dstcolor;
1864                     source += 4;
1865                     dest += 4;
1866                 }
1867             }
1868         }
1869         break;
1870
1871         case CONVERT_V8U8:
1872         {
1873             unsigned int x, y;
1874             short *Source;
1875             unsigned char *Dest;
1876             for(y = 0; y < height; y++) {
1877                 Source = (short *) (src + y * pitch);
1878                 Dest = dst + y * outpitch;
1879                 for (x = 0; x < width; x++ ) {
1880                     long color = (*Source++);
1881                     /* B */ Dest[0] = 0xff;
1882                     /* G */ Dest[1] = (color >> 8) + 128; /* V */
1883                     /* R */ Dest[2] = (color) + 128;      /* U */
1884                     Dest += 3;
1885                 }
1886             }
1887             break;
1888         }
1889
1890         case CONVERT_V16U16:
1891         {
1892             unsigned int x, y;
1893             DWORD *Source;
1894             unsigned short *Dest;
1895             for(y = 0; y < height; y++) {
1896                 Source = (DWORD *) (src + y * pitch);
1897                 Dest = (unsigned short *) (dst + y * outpitch);
1898                 for (x = 0; x < width; x++ ) {
1899                     DWORD color = (*Source++);
1900                     /* B */ Dest[0] = 0xffff;
1901                     /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1902                     /* R */ Dest[2] = (color      ) + 32768; /* U */
1903                     Dest += 3;
1904                 }
1905             }
1906             break;
1907         }
1908
1909         case CONVERT_Q8W8V8U8:
1910         {
1911             unsigned int x, y;
1912             DWORD *Source;
1913             unsigned char *Dest;
1914             for(y = 0; y < height; y++) {
1915                 Source = (DWORD *) (src + y * pitch);
1916                 Dest = dst + y * outpitch;
1917                 for (x = 0; x < width; x++ ) {
1918                     long color = (*Source++);
1919                     /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1920                     /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1921                     /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
1922                     /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1923                     Dest += 4;
1924                 }
1925             }
1926             break;
1927         }
1928
1929         case CONVERT_L6V5U5:
1930         {
1931             unsigned int x, y;
1932             WORD *Source;
1933             unsigned char *Dest;
1934
1935             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1936                 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1937                  * fixed function and shaders without further conversion once the surface is
1938                  * loaded
1939                  */
1940                 for(y = 0; y < height; y++) {
1941                     Source = (WORD *) (src + y * pitch);
1942                     Dest = dst + y * outpitch;
1943                     for (x = 0; x < width; x++ ) {
1944                         short color = (*Source++);
1945                         unsigned char l = ((color >> 10) & 0xfc);
1946                                   char v = ((color >>  5) & 0x3e);
1947                                   char u = ((color      ) & 0x1f);
1948
1949                         /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1950                          * and doubles the positive range. Thus shift left only once, gl does the 2nd
1951                          * shift. GL reads a signed value and converts it into an unsigned value.
1952                          */
1953                         /* M */ Dest[2] = l << 1;
1954
1955                         /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1956                          * from 5 bit values to 8 bit values.
1957                          */
1958                         /* V */ Dest[1] = v << 3;
1959                         /* U */ Dest[0] = u << 3;
1960                         Dest += 3;
1961                     }
1962                 }
1963             } else {
1964                 for(y = 0; y < height; y++) {
1965                     unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1966                     Source = (WORD *) (src + y * pitch);
1967                     for (x = 0; x < width; x++ ) {
1968                         short color = (*Source++);
1969                         unsigned char l = ((color >> 10) & 0xfc);
1970                                  short v = ((color >>  5) & 0x3e);
1971                                  short u = ((color      ) & 0x1f);
1972                         short v_conv = v + 16;
1973                         short u_conv = u + 16;
1974
1975                         *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1976                         Dest_s += 1;
1977                     }
1978                 }
1979             }
1980             break;
1981         }
1982
1983         case CONVERT_X8L8V8U8:
1984         {
1985             unsigned int x, y;
1986             DWORD *Source;
1987             unsigned char *Dest;
1988
1989             if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1990                 /* This implementation works with the fixed function pipeline and shaders
1991                  * without further modification after converting the surface.
1992                  */
1993                 for(y = 0; y < height; y++) {
1994                     Source = (DWORD *) (src + y * pitch);
1995                     Dest = dst + y * outpitch;
1996                     for (x = 0; x < width; x++ ) {
1997                         long color = (*Source++);
1998                         /* L */ Dest[2] = ((color >> 16) & 0xff);   /* L */
1999                         /* V */ Dest[1] = ((color >> 8 ) & 0xff);   /* V */
2000                         /* U */ Dest[0] = (color         & 0xff);   /* U */
2001                         /* I */ Dest[3] = 255;                      /* X */
2002                         Dest += 4;
2003                     }
2004                 }
2005             } else {
2006                 /* Doesn't work correctly with the fixed function pipeline, but can work in
2007                  * shaders if the shader is adjusted. (There's no use for this format in gl's
2008                  * standard fixed function pipeline anyway).
2009                  */
2010                 for(y = 0; y < height; y++) {
2011                     Source = (DWORD *) (src + y * pitch);
2012                     Dest = dst + y * outpitch;
2013                     for (x = 0; x < width; x++ ) {
2014                         long color = (*Source++);
2015                         /* B */ Dest[0] = ((color >> 16) & 0xff);       /* L */
2016                         /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2017                         /* R */ Dest[2] = (color         & 0xff) + 128;  /* U */
2018                         Dest += 4;
2019                     }
2020                 }
2021             }
2022             break;
2023         }
2024
2025         case CONVERT_A4L4:
2026         {
2027             unsigned int x, y;
2028             unsigned char *Source;
2029             unsigned char *Dest;
2030             for(y = 0; y < height; y++) {
2031                 Source = src + y * pitch;
2032                 Dest = dst + y * outpitch;
2033                 for (x = 0; x < width; x++ ) {
2034                     unsigned char color = (*Source++);
2035                     /* A */ Dest[1] = (color & 0xf0) << 0;
2036                     /* L */ Dest[0] = (color & 0x0f) << 4;
2037                     Dest += 2;
2038                 }
2039             }
2040             break;
2041         }
2042
2043         case CONVERT_R32F:
2044         {
2045             unsigned int x, y;
2046             float *Source;
2047             float *Dest;
2048             for(y = 0; y < height; y++) {
2049                 Source = (float *) (src + y * pitch);
2050                 Dest = (float *) (dst + y * outpitch);
2051                 for (x = 0; x < width; x++ ) {
2052                     float color = (*Source++);
2053                     Dest[0] = color;
2054                     Dest[1] = 1.0;
2055                     Dest[2] = 1.0;
2056                     Dest += 3;
2057                 }
2058             }
2059             break;
2060         }
2061
2062         case CONVERT_R16F:
2063         {
2064             unsigned int x, y;
2065             WORD *Source;
2066             WORD *Dest;
2067             WORD one = 0x3c00;
2068             for(y = 0; y < height; y++) {
2069                 Source = (WORD *) (src + y * pitch);
2070                 Dest = (WORD *) (dst + y * outpitch);
2071                 for (x = 0; x < width; x++ ) {
2072                     WORD color = (*Source++);
2073                     Dest[0] = color;
2074                     Dest[1] = one;
2075                     Dest[2] = one;
2076                     Dest += 3;
2077                 }
2078             }
2079             break;
2080         }
2081
2082         case CONVERT_G16R16:
2083         {
2084             unsigned int x, y;
2085             WORD *Source;
2086             WORD *Dest;
2087
2088             for(y = 0; y < height; y++) {
2089                 Source = (WORD *) (src + y * pitch);
2090                 Dest = (WORD *) (dst + y * outpitch);
2091                 for (x = 0; x < width; x++ ) {
2092                     WORD green = (*Source++);
2093                     WORD red = (*Source++);
2094                     Dest[0] = green;
2095                     Dest[1] = red;
2096                     Dest[2] = 0xffff;
2097                     Dest += 3;
2098                 }
2099             }
2100             break;
2101         }
2102
2103         default:
2104             ERR("Unsupported conversation type %d\n", convert);
2105     }
2106     return WINED3D_OK;
2107 }
2108
2109 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2110     IWineD3DPaletteImpl* pal = This->palette;
2111     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2112     BOOL index_in_alpha = FALSE;
2113     int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2114     int i;
2115
2116     /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2117     * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2118     * is slow. Further RGB->P8 conversion is not possible because palettes can have
2119     * duplicate entries. Store the color key in the unused alpha component to speed the
2120     * download up and to make conversion unneeded. */
2121     index_in_alpha = primary_render_target_is_p8(device);
2122
2123     if (pal == NULL) {
2124         /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2125         if(dxVersion <= 7) {
2126             ERR("This code should never get entered for DirectDraw!, expect problems\n");
2127             if(index_in_alpha) {
2128                 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2129                    there's no palette at this time. */
2130                 for (i = 0; i < 256; i++) table[i][3] = i;
2131             }
2132         } else {
2133             /*  Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2134                 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2135                 capability flag is present (wine does advertise this capability) */
2136             for (i = 0; i < 256; i++) {
2137                 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2138                 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2139                 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2140                 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2141             }
2142         }
2143     } else {
2144         TRACE("Using surface palette %p\n", pal);
2145         /* Get the surface's palette */
2146         for (i = 0; i < 256; i++) {
2147             table[i][0] = pal->palents[i].peRed;
2148             table[i][1] = pal->palents[i].peGreen;
2149             table[i][2] = pal->palents[i].peBlue;
2150
2151             /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2152                we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2153                In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2154                of pixels that should be masked away is set to 0. */
2155             if(index_in_alpha) {
2156                 table[i][3] = i;
2157             } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&  (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2158                 table[i][3] = 0x00;
2159             } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2160                 table[i][3] = pal->palents[i].peFlags;
2161             } else {
2162                 table[i][3] = 0xFF;
2163             }
2164         }
2165     }
2166 }
2167
2168 const char *fragment_palette_conversion =
2169     "!!ARBfp1.0\n"
2170     "TEMP index;\n"
2171     "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2172     "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2173     "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2174     "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2175     "END";
2176
2177 /* This function is used in case of 8bit paletted textures to upload the palette.
2178    It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2179    extensions like ATI_fragment_shaders is possible.
2180 */
2181 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2182     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2183     BYTE table[256][4];
2184     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2185
2186     d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2187
2188     /* Try to use the paletted texture extension */
2189     if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2190     {
2191         TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2192         GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2193     }
2194     else
2195     {
2196         /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2197          * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2198         TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2199
2200         /* Create the fragment program if we don't have it */
2201         if(!device->paletteConversionShader)
2202         {
2203             glEnable(GL_FRAGMENT_PROGRAM_ARB);
2204             GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2205             GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2206             GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2207             glDisable(GL_FRAGMENT_PROGRAM_ARB);
2208         }
2209
2210         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2211         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2212
2213         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2214         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2215
2216         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2217         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2218         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2219         glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2220
2221         /* Switch back to unit 0 in which the 2D texture will be stored. */
2222         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2223
2224         /* Rebind the texture because it isn't bound anymore */
2225         glBindTexture(This->glDescription.target, This->glDescription.textureName);
2226     }
2227 }
2228
2229 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2230     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2231
2232     if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2233         /* If a ddraw-style palette is attached assume no d3d9 palette change.
2234          * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2235          */
2236         return FALSE;
2237     }
2238
2239     if(This->palette9) {
2240         if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2241             return FALSE;
2242         }
2243     } else {
2244         This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2245     }
2246     memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2247     return TRUE;
2248 }
2249
2250 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2251     GLboolean oldwrite[4];
2252
2253     /* Some formats have only some color channels, and the others are 1.0.
2254      * since our rendering renders to all channels, and those pixel formats
2255      * are emulated by using a full texture with the other channels set to 1.0
2256      * manually, clear the unused channels.
2257      *
2258      * This could be done with hacking colorwriteenable to mask the colors,
2259      * but before drawing the buffer would have to be cleared too, so there's
2260      * no gain in that
2261      */
2262     switch(This->resource.format) {
2263         case WINED3DFMT_R16F:
2264         case WINED3DFMT_R32F:
2265             TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2266             /* Do not activate a context, the correct drawable is active already
2267              * though just the read buffer is set, make sure to have the correct draw
2268              * buffer too
2269              */
2270             glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2271             glDisable(GL_SCISSOR_TEST);
2272             glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2273             glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2274             glClearColor(0.0, 1.0, 1.0, 1.0);
2275             glClear(GL_COLOR_BUFFER_BIT);
2276             glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2277             if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2278             checkGLcall("Unused channel clear\n");
2279             break;
2280
2281         default: break;
2282     }
2283 }
2284
2285 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2286     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2287
2288     if (!(This->Flags & SFLAG_INTEXTURE)) {
2289         TRACE("Reloading because surface is dirty\n");
2290     } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2291               ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2292               /* Reload: vice versa  OR */
2293               ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2294               /* Also reload: Color key is active AND the color key has changed */
2295               ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2296                 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2297                 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2298         TRACE("Reloading because of color keying\n");
2299         /* To perform the color key conversion we need a sysmem copy of
2300          * the surface. Make sure we have it
2301          */
2302
2303         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2304         /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2305         /* TODO: This is not necessarily needed with hw palettized texture support */
2306         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2307     } else {
2308         TRACE("surface is already in texture\n");
2309         return WINED3D_OK;
2310     }
2311
2312     /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2313      *  These resources are not bound by device size or format restrictions. Because of this,
2314      *  these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2315      *  However, these resources can always be created, locked, and copied.
2316      */
2317     if (This->resource.pool == WINED3DPOOL_SCRATCH )
2318     {
2319         FIXME("(%p) Operation not supported for scratch textures\n",This);
2320         return WINED3DERR_INVALIDCALL;
2321     }
2322
2323     This->srgb = srgb_mode;
2324     IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2325
2326 #if 0
2327     {
2328         static unsigned int gen = 0;
2329         char buffer[4096];
2330         ++gen;
2331         if ((gen % 10) == 0) {
2332             snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2333             IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2334         }
2335         /*
2336          * debugging crash code
2337          if (gen == 250) {
2338          void** test = NULL;
2339          *test = 0;
2340          }
2341          */
2342     }
2343 #endif
2344
2345     if (!(This->Flags & SFLAG_DONOTFREE)) {
2346         HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2347         This->resource.allocatedMemory = NULL;
2348         This->resource.heapMemory = NULL;
2349         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2350     }
2351
2352     return WINED3D_OK;
2353 }
2354
2355 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2356     /* TODO: check for locks */
2357     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2358     IWineD3DBaseTexture *baseTexture = NULL;
2359     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2360
2361     TRACE("(%p)Checking to see if the container is a base texture\n", This);
2362     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2363         TRACE("Passing to container\n");
2364         IWineD3DBaseTexture_BindTexture(baseTexture);
2365         IWineD3DBaseTexture_Release(baseTexture);
2366     } else {
2367         TRACE("(%p) : Binding surface\n", This);
2368
2369         if(!device->isInDraw) {
2370             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2371         }
2372
2373         ENTER_GL();
2374
2375         if (!This->glDescription.level) {
2376             if (!This->glDescription.textureName) {
2377                 glGenTextures(1, &This->glDescription.textureName);
2378                 checkGLcall("glGenTextures");
2379                 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2380
2381                 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2382                 checkGLcall("glBindTexture");
2383                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2384                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2385                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2386                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2387                 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2388                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2389                 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2390                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2391                 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2392                 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2393             }
2394             /* This is where we should be reducing the amount of GLMemoryUsed */
2395         } else if (This->glDescription.textureName) {
2396             /* Mipmap surfaces should have a base texture container */
2397             ERR("Mipmap surface has a glTexture bound to it!\n");
2398         }
2399
2400         glBindTexture(This->glDescription.target, This->glDescription.textureName);
2401         checkGLcall("glBindTexture");
2402
2403         LEAVE_GL();
2404     }
2405     return;
2406 }
2407
2408 #include <errno.h>
2409 #include <stdio.h>
2410 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2411     FILE* f = NULL;
2412     UINT i, y;
2413     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2414     char *allocatedMemory;
2415     char *textureRow;
2416     IWineD3DSwapChain *swapChain = NULL;
2417     int width, height;
2418     GLuint tmpTexture = 0;
2419     DWORD color;
2420     /*FIXME:
2421     Textures may not be stored in ->allocatedgMemory and a GlTexture
2422     so we should lock the surface before saving a snapshot, or at least check that
2423     */
2424     /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2425     by calling GetTexImage and in compressed form by calling
2426     GetCompressedTexImageARB.  Queried compressed images can be saved and
2427     later reused by calling CompressedTexImage[123]DARB.  Pre-compressed
2428     texture images do not need to be processed by the GL and should
2429     significantly improve texture loading performance relative to uncompressed
2430     images. */
2431
2432 /* Setup the width and height to be the internal texture width and height. */
2433     width  = This->pow2Width;
2434     height = This->pow2Height;
2435 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2436     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2437
2438     if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2439         /* if were not a real texture then read the back buffer into a real texture */
2440         /* we don't want to interfere with the back buffer so read the data into a temporary
2441          * texture and then save the data out of the temporary texture
2442          */
2443         GLint prevRead;
2444         ENTER_GL();
2445         TRACE("(%p) Reading render target into texture\n", This);
2446
2447         glGenTextures(1, &tmpTexture);
2448         glBindTexture(GL_TEXTURE_2D, tmpTexture);
2449
2450         glTexImage2D(GL_TEXTURE_2D,
2451                         0,
2452                         GL_RGBA,
2453                         width,
2454                         height,
2455                         0/*border*/,
2456                         GL_RGBA,
2457                         GL_UNSIGNED_INT_8_8_8_8_REV,
2458                         NULL);
2459
2460         glGetIntegerv(GL_READ_BUFFER, &prevRead);
2461         vcheckGLcall("glGetIntegerv");
2462         glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2463         vcheckGLcall("glReadBuffer");
2464         glCopyTexImage2D(GL_TEXTURE_2D,
2465                             0,
2466                             GL_RGBA,
2467                             0,
2468                             0,
2469                             width,
2470                             height,
2471                             0);
2472
2473         checkGLcall("glCopyTexImage2D");
2474         glReadBuffer(prevRead);
2475         LEAVE_GL();
2476
2477     } else { /* bind the real texture, and make sure it up to date */
2478         IWineD3DSurface_PreLoad(iface);
2479         surface_bind_and_dirtify(This);
2480     }
2481     allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width  * height * 4);
2482     ENTER_GL();
2483     FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2484     glGetTexImage(GL_TEXTURE_2D,
2485                 This->glDescription.level,
2486                 GL_RGBA,
2487                 GL_UNSIGNED_INT_8_8_8_8_REV,
2488                 allocatedMemory);
2489     checkGLcall("glTexImage2D");
2490     if (tmpTexture) {
2491         glBindTexture(GL_TEXTURE_2D, 0);
2492         glDeleteTextures(1, &tmpTexture);
2493     }
2494     LEAVE_GL();
2495
2496     f = fopen(filename, "w+");
2497     if (NULL == f) {
2498         ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2499         return WINED3DERR_INVALIDCALL;
2500     }
2501 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2502     TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2503 /* TGA header */
2504     fputc(0,f);
2505     fputc(0,f);
2506     fputc(2,f);
2507     fputc(0,f);
2508     fputc(0,f);
2509     fputc(0,f);
2510     fputc(0,f);
2511     fputc(0,f);
2512     fputc(0,f);
2513     fputc(0,f);
2514     fputc(0,f);
2515     fputc(0,f);
2516 /* short width*/
2517     fwrite(&width,2,1,f);
2518 /* short height */
2519     fwrite(&height,2,1,f);
2520 /* format rgba */
2521     fputc(0x20,f);
2522     fputc(0x28,f);
2523 /* raw data */
2524     /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2525     if(swapChain)
2526         textureRow = allocatedMemory + (width * (height - 1) *4);
2527     else
2528         textureRow = allocatedMemory;
2529     for (y = 0 ; y < height; y++) {
2530         for (i = 0; i < width;  i++) {
2531             color = *((DWORD*)textureRow);
2532             fputc((color >> 16) & 0xFF, f); /* B */
2533             fputc((color >>  8) & 0xFF, f); /* G */
2534             fputc((color >>  0) & 0xFF, f); /* R */
2535             fputc((color >> 24) & 0xFF, f); /* A */
2536             textureRow += 4;
2537         }
2538         /* take two rows of the pointer to the texture memory */
2539         if(swapChain)
2540             (textureRow-= width << 3);
2541
2542     }
2543     TRACE("Closing file\n");
2544     fclose(f);
2545
2546     if(swapChain) {
2547         IWineD3DSwapChain_Release(swapChain);
2548     }
2549     HeapFree(GetProcessHeap(), 0, allocatedMemory);
2550     return WINED3D_OK;
2551 }
2552
2553 /**
2554  *   Slightly inefficient way to handle multiple dirty rects but it works :)
2555  */
2556 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2557     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2558     IWineD3DBaseTexture *baseTexture = NULL;
2559
2560     if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2561         IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2562
2563     IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2564     if (NULL != pDirtyRect) {
2565         This->dirtyRect.left   = min(This->dirtyRect.left,   pDirtyRect->left);
2566         This->dirtyRect.top    = min(This->dirtyRect.top,    pDirtyRect->top);
2567         This->dirtyRect.right  = max(This->dirtyRect.right,  pDirtyRect->right);
2568         This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2569     } else {
2570         This->dirtyRect.left   = 0;
2571         This->dirtyRect.top    = 0;
2572         This->dirtyRect.right  = This->currentDesc.Width;
2573         This->dirtyRect.bottom = This->currentDesc.Height;
2574     }
2575     TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2576           This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2577     /* if the container is a basetexture then mark it dirty. */
2578     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2579         TRACE("Passing to container\n");
2580         IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2581         IWineD3DBaseTexture_Release(baseTexture);
2582     }
2583     return WINED3D_OK;
2584 }
2585
2586 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2587     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2588     HRESULT hr;
2589     const GlPixelFormatDesc *glDesc;
2590     getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2591
2592     TRACE("(%p) : Calling base function first\n", This);
2593     hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2594     if(SUCCEEDED(hr)) {
2595         /* Setup some glformat defaults */
2596         This->glDescription.glFormat         = glDesc->glFormat;
2597         This->glDescription.glFormatInternal = glDesc->glInternal;
2598         This->glDescription.glType           = glDesc->glType;
2599
2600         This->Flags &= ~SFLAG_ALLOCATED;
2601         TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2602               This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2603     }
2604     return hr;
2605 }
2606
2607 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2608     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2609
2610     if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2611         WARN("Surface is locked or the HDC is in use\n");
2612         return WINED3DERR_INVALIDCALL;
2613     }
2614
2615     if(Mem && Mem != This->resource.allocatedMemory) {
2616         void *release = NULL;
2617
2618         /* Do I have to copy the old surface content? */
2619         if(This->Flags & SFLAG_DIBSECTION) {
2620                 /* Release the DC. No need to hold the critical section for the update
2621                  * Thread because this thread runs only on front buffers, but this method
2622                  * fails for render targets in the check above.
2623                  */
2624                 SelectObject(This->hDC, This->dib.holdbitmap);
2625                 DeleteDC(This->hDC);
2626                 /* Release the DIB section */
2627                 DeleteObject(This->dib.DIBsection);
2628                 This->dib.bitmap_data = NULL;
2629                 This->resource.allocatedMemory = NULL;
2630                 This->hDC = NULL;
2631                 This->Flags &= ~SFLAG_DIBSECTION;
2632         } else if(!(This->Flags & SFLAG_USERPTR)) {
2633             release = This->resource.heapMemory;
2634             This->resource.heapMemory = NULL;
2635         }
2636         This->resource.allocatedMemory = Mem;
2637         This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2638
2639         /* Now the surface memory is most up do date. Invalidate drawable and texture */
2640         IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2641
2642         /* For client textures opengl has to be notified */
2643         if(This->Flags & SFLAG_CLIENT) {
2644             This->Flags &= ~SFLAG_ALLOCATED;
2645             IWineD3DSurface_PreLoad(iface);
2646             /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2647         }
2648
2649         /* Now free the old memory if any */
2650         HeapFree(GetProcessHeap(), 0, release);
2651     } else if(This->Flags & SFLAG_USERPTR) {
2652         /* LockRect and GetDC will re-create the dib section and allocated memory */
2653         This->resource.allocatedMemory = NULL;
2654         /* HeapMemory should be NULL already */
2655         if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2656         This->Flags &= ~SFLAG_USERPTR;
2657
2658         if(This->Flags & SFLAG_CLIENT) {
2659             This->Flags &= ~SFLAG_ALLOCATED;
2660             /* This respecifies an empty texture and opengl knows that the old memory is gone */
2661             IWineD3DSurface_PreLoad(iface);
2662         }
2663     }
2664     return WINED3D_OK;
2665 }
2666
2667 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2668
2669     /* Flip the surface contents */
2670     /* Flip the DC */
2671     {
2672         HDC tmp;
2673         tmp = front->hDC;
2674         front->hDC = back->hDC;
2675         back->hDC = tmp;
2676     }
2677
2678     /* Flip the DIBsection */
2679     {
2680         HBITMAP tmp;
2681         BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2682         tmp = front->dib.DIBsection;
2683         front->dib.DIBsection = back->dib.DIBsection;
2684         back->dib.DIBsection = tmp;
2685
2686         if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2687         else front->Flags &= ~SFLAG_DIBSECTION;
2688         if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2689         else back->Flags &= ~SFLAG_DIBSECTION;
2690     }
2691
2692     /* Flip the surface data */
2693     {
2694         void* tmp;
2695
2696         tmp = front->dib.bitmap_data;
2697         front->dib.bitmap_data = back->dib.bitmap_data;
2698         back->dib.bitmap_data = tmp;
2699
2700         tmp = front->resource.allocatedMemory;
2701         front->resource.allocatedMemory = back->resource.allocatedMemory;
2702         back->resource.allocatedMemory = tmp;
2703
2704         tmp = front->resource.heapMemory;
2705         front->resource.heapMemory = back->resource.heapMemory;
2706         back->resource.heapMemory = tmp;
2707     }
2708
2709     /* Flip the PBO */
2710     {
2711         GLuint tmp_pbo = front->pbo;
2712         front->pbo = back->pbo;
2713         back->pbo = tmp_pbo;
2714     }
2715
2716     /* client_memory should not be different, but just in case */
2717     {
2718         BOOL tmp;
2719         tmp = front->dib.client_memory;
2720         front->dib.client_memory = back->dib.client_memory;
2721         back->dib.client_memory = tmp;
2722     }
2723
2724     /* Flip the opengl texture */
2725     {
2726         glDescriptor tmp_desc = back->glDescription;
2727         back->glDescription = front->glDescription;
2728         front->glDescription = tmp_desc;
2729     }
2730
2731     {
2732         DWORD tmp_flags = back->Flags;
2733         back->Flags = front->Flags;
2734         front->Flags = tmp_flags;
2735     }
2736 }
2737
2738 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2739     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2740     IWineD3DSwapChainImpl *swapchain = NULL;
2741     HRESULT hr;
2742     TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2743
2744     /* Flipping is only supported on RenderTargets and overlays*/
2745     if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2746         WARN("Tried to flip a non-render target, non-overlay surface\n");
2747         return WINEDDERR_NOTFLIPPABLE;
2748     }
2749
2750     if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2751         flip_surface(This, (IWineD3DSurfaceImpl *) override);
2752
2753         /* Update the overlay if it is visible */
2754         if(This->overlay_dest) {
2755             return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2756         } else {
2757             return WINED3D_OK;
2758         }
2759     }
2760
2761     if(override) {
2762         /* DDraw sets this for the X11 surfaces, so don't confuse the user 
2763          * FIXME("(%p) Target override is not supported by now\n", This);
2764          * Additionally, it isn't really possible to support triple-buffering
2765          * properly on opengl at all
2766          */
2767     }
2768
2769     IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2770     if(!swapchain) {
2771         ERR("Flipped surface is not on a swapchain\n");
2772         return WINEDDERR_NOTFLIPPABLE;
2773     }
2774
2775     /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2776      * and only d3d8 and d3d9 apps specify the presentation interval
2777      */
2778     if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2779         /* Most common case first to avoid wasting time on all the other cases */
2780         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2781     } else if(Flags & WINEDDFLIP_NOVSYNC) {
2782         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2783     } else if(Flags & WINEDDFLIP_INTERVAL2) {
2784         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2785     } else if(Flags & WINEDDFLIP_INTERVAL3) {
2786         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2787     } else {
2788         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2789     }
2790
2791     /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2792     hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2793     IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2794     return hr;
2795 }
2796
2797 /* Does a direct frame buffer -> texture copy. Stretching is done
2798  * with single pixel copy calls
2799  */
2800 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2801     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2802     float xrel, yrel;
2803     UINT row;
2804     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2805
2806
2807     ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2808     IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2809     ENTER_GL();
2810
2811     /* Bind the target texture */
2812     glBindTexture(This->glDescription.target, This->glDescription.textureName);
2813     checkGLcall("glBindTexture");
2814     if(!swapchain) {
2815         TRACE("Reading from an offscreen target\n");
2816         upsidedown = !upsidedown;
2817         glReadBuffer(myDevice->offscreenBuffer);
2818     } else {
2819         GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2820         glReadBuffer(buffer);
2821     }
2822     checkGLcall("glReadBuffer");
2823
2824     xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2825     yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2826
2827     if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2828         FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2829
2830         if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2831             ERR("Texture filtering not supported in direct blit\n");
2832         }
2833     } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2834         ERR("Texture filtering not supported in direct blit\n");
2835     }
2836
2837     if(upsidedown &&
2838        !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2839        !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2840         /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2841
2842         glCopyTexSubImage2D(This->glDescription.target,
2843                             This->glDescription.level,
2844                             drect->x1, drect->y1, /* xoffset, yoffset */
2845                             srect->x1, Src->currentDesc.Height - srect->y2,
2846                             drect->x2 - drect->x1, drect->y2 - drect->y1);
2847     } else {
2848         UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2849         /* I have to process this row by row to swap the image,
2850          * otherwise it would be upside down, so stretching in y direction
2851          * doesn't cost extra time
2852          *
2853          * However, stretching in x direction can be avoided if not necessary
2854          */
2855         for(row = drect->y1; row < drect->y2; row++) {
2856             if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2857                 /* Well, that stuff works, but it's very slow.
2858                  * find a better way instead
2859                  */
2860                 UINT col;
2861
2862                 for(col = drect->x1; col < drect->x2; col++) {
2863                     glCopyTexSubImage2D(This->glDescription.target,
2864                                         This->glDescription.level,
2865                                         drect->x1 + col, row, /* xoffset, yoffset */
2866                                         srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2867                                         1, 1);
2868                 }
2869             } else {
2870                 glCopyTexSubImage2D(This->glDescription.target,
2871                                     This->glDescription.level,
2872                                     drect->x1, row, /* xoffset, yoffset */
2873                                     srect->x1, yoffset - (int) (row * yrel),
2874                                     drect->x2-drect->x1, 1);
2875             }
2876         }
2877     }
2878     vcheckGLcall("glCopyTexSubImage2D");
2879
2880     LEAVE_GL();
2881 }
2882
2883 /* Uses the hardware to stretch and flip the image */
2884 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2885     GLuint src, backup = 0;
2886     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2887     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2888     float left, right, top, bottom; /* Texture coordinates */
2889     UINT fbwidth = Src->currentDesc.Width;
2890     UINT fbheight = Src->currentDesc.Height;
2891     GLenum drawBuffer = GL_BACK;
2892     GLenum texture_target;
2893     BOOL noBackBufferBackup;
2894
2895     TRACE("Using hwstretch blit\n");
2896     /* Activate the Proper context for reading from the source surface, set it up for blitting */
2897     ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2898     IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2899
2900     noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2901     if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2902         /* Get it a description */
2903         IWineD3DSurface_PreLoad(SrcSurface);
2904     }
2905     ENTER_GL();
2906
2907     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2908      * This way we don't have to wait for the 2nd readback to finish to leave this function.
2909      */
2910     if(myDevice->activeContext->aux_buffers >= 2) {
2911         /* Got more than one aux buffer? Use the 2nd aux buffer */
2912         drawBuffer = GL_AUX1;
2913     } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2914         /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2915         drawBuffer = GL_AUX0;
2916     }
2917
2918     if(noBackBufferBackup) {
2919         glGenTextures(1, &backup);
2920         checkGLcall("glGenTextures\n");
2921         glBindTexture(GL_TEXTURE_2D, backup);
2922         checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2923         texture_target = GL_TEXTURE_2D;
2924     } else {
2925         /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2926          * we are reading from the back buffer, the backup can be used as source texture
2927          */
2928         texture_target = Src->glDescription.target;
2929         glBindTexture(texture_target, Src->glDescription.textureName);
2930         checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2931         glEnable(texture_target);
2932         checkGLcall("glEnable(texture_target)");
2933
2934         /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2935         Src->Flags &= ~SFLAG_INTEXTURE;
2936     }
2937
2938     if(swapchain) {
2939         glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2940     } else {
2941         TRACE("Reading from an offscreen target\n");
2942         upsidedown = !upsidedown;
2943         glReadBuffer(myDevice->offscreenBuffer);
2944     }
2945
2946     /* TODO: Only back up the part that will be overwritten */
2947     glCopyTexSubImage2D(texture_target, 0,
2948                         0, 0 /* read offsets */,
2949                         0, 0,
2950                         fbwidth,
2951                         fbheight);
2952
2953     checkGLcall("glCopyTexSubImage2D");
2954
2955     /* No issue with overriding these - the sampler is dirty due to blit usage */
2956     glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2957                     magLookup[Filter - WINED3DTEXF_NONE]);
2958     checkGLcall("glTexParameteri");
2959     glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2960                     minMipLookup[Filter][WINED3DTEXF_NONE]);
2961     checkGLcall("glTexParameteri");
2962
2963     if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2964         src = backup ? backup : Src->glDescription.textureName;
2965     } else {
2966         glReadBuffer(GL_FRONT);
2967         checkGLcall("glReadBuffer(GL_FRONT)");
2968
2969         glGenTextures(1, &src);
2970         checkGLcall("glGenTextures(1, &src)");
2971         glBindTexture(GL_TEXTURE_2D, src);
2972         checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2973
2974         /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2975          * out for power of 2 sizes
2976          */
2977         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2978                     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2979         checkGLcall("glTexImage2D");
2980         glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2981                             0, 0 /* read offsets */,
2982                             0, 0,
2983                             fbwidth,
2984                             fbheight);
2985
2986         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2987         checkGLcall("glTexParameteri");
2988         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2989         checkGLcall("glTexParameteri");
2990
2991         glReadBuffer(GL_BACK);
2992         checkGLcall("glReadBuffer(GL_BACK)");
2993
2994         if(texture_target != GL_TEXTURE_2D) {
2995             glDisable(texture_target);
2996             glEnable(GL_TEXTURE_2D);
2997             texture_target = GL_TEXTURE_2D;
2998         }
2999     }
3000     checkGLcall("glEnd and previous");
3001
3002     left = srect->x1;
3003     right = srect->x2;
3004
3005     if(upsidedown) {
3006         top = Src->currentDesc.Height - srect->y1;
3007         bottom = Src->currentDesc.Height - srect->y2;
3008     } else {
3009         top = Src->currentDesc.Height - srect->y2;
3010         bottom = Src->currentDesc.Height - srect->y1;
3011     }
3012
3013     if(Src->Flags & SFLAG_NORMCOORD) {
3014         left /= Src->pow2Width;
3015         right /= Src->pow2Width;
3016         top /= Src->pow2Height;
3017         bottom /= Src->pow2Height;
3018     }
3019
3020     /* draw the source texture stretched and upside down. The correct surface is bound already */
3021     glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3022     glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3023
3024     glDrawBuffer(drawBuffer);
3025     glReadBuffer(drawBuffer);
3026
3027     glBegin(GL_QUADS);
3028         /* bottom left */
3029         glTexCoord2f(left, bottom);
3030         glVertex2i(0, fbheight);
3031
3032         /* top left */
3033         glTexCoord2f(left, top);
3034         glVertex2i(0, fbheight - drect->y2 - drect->y1);
3035
3036         /* top right */
3037         glTexCoord2f(right, top);
3038         glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3039
3040         /* bottom right */
3041         glTexCoord2f(right, bottom);
3042         glVertex2i(drect->x2 - drect->x1, fbheight);
3043     glEnd();
3044     checkGLcall("glEnd and previous");
3045
3046     if(texture_target != This->glDescription.target) {
3047         glDisable(texture_target);
3048         glEnable(This->glDescription.target);
3049         texture_target = This->glDescription.target;
3050     }
3051
3052     /* Now read the stretched and upside down image into the destination texture */
3053     glBindTexture(texture_target, This->glDescription.textureName);
3054     checkGLcall("glBindTexture");
3055     glCopyTexSubImage2D(texture_target,
3056                         0,
3057                         drect->x1, drect->y1, /* xoffset, yoffset */
3058                         0, 0, /* We blitted the image to the origin */
3059                         drect->x2 - drect->x1, drect->y2 - drect->y1);
3060     checkGLcall("glCopyTexSubImage2D");
3061
3062     if(drawBuffer == GL_BACK) {
3063         /* Write the back buffer backup back */
3064         if(backup) {
3065             if(texture_target != GL_TEXTURE_2D) {
3066                 glDisable(texture_target);
3067                 glEnable(GL_TEXTURE_2D);
3068                 texture_target = GL_TEXTURE_2D;
3069             }
3070             glBindTexture(GL_TEXTURE_2D, backup);
3071             checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3072         } else {
3073             if(texture_target != Src->glDescription.target) {
3074                 glDisable(texture_target);
3075                 glEnable(Src->glDescription.target);
3076                 texture_target = Src->glDescription.target;
3077             }
3078             glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3079             checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3080         }
3081
3082         glBegin(GL_QUADS);
3083             /* top left */
3084             glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3085             glVertex2i(0, 0);
3086
3087             /* bottom left */
3088             glTexCoord2f(0.0, 0.0);
3089             glVertex2i(0, fbheight);
3090
3091             /* bottom right */
3092             glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3093             glVertex2i(fbwidth, Src->currentDesc.Height);
3094
3095             /* top right */
3096             glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3097             glVertex2i(fbwidth, 0);
3098         glEnd();
3099     } else {
3100         /* Restore the old draw buffer */
3101         glDrawBuffer(GL_BACK);
3102     }
3103     glDisable(texture_target);
3104     checkGLcall("glDisable(texture_target)");
3105
3106     /* Cleanup */
3107     if(src != Src->glDescription.textureName && src != backup) {
3108         glDeleteTextures(1, &src);
3109         checkGLcall("glDeleteTextures(1, &src)");
3110     }
3111     if(backup) {
3112         glDeleteTextures(1, &backup);
3113         checkGLcall("glDeleteTextures(1, &backup)");
3114     }
3115
3116     LEAVE_GL();
3117 }
3118
3119 /* Not called from the VTable */
3120 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3121     WINED3DRECT rect;
3122     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3123     IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3124     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3125
3126     TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3127
3128     /* Get the swapchain. One of the surfaces has to be a primary surface */
3129     if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3130         WARN("Destination is in sysmem, rejecting gl blt\n");
3131         return WINED3DERR_INVALIDCALL;
3132     }
3133     IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3134     if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3135     if(Src) {
3136         if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3137             WARN("Src is in sysmem, rejecting gl blt\n");
3138             return WINED3DERR_INVALIDCALL;
3139         }
3140         IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3141         if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3142     }
3143
3144     /* Early sort out of cases where no render target is used */
3145     if(!dstSwapchain && !srcSwapchain &&
3146         SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3147         TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3148         return WINED3DERR_INVALIDCALL;
3149     }
3150
3151     /* No destination color keying supported */
3152     if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3153         /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3154         TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3155         return WINED3DERR_INVALIDCALL;
3156     }
3157
3158     if (DestRect) {
3159         rect.x1 = DestRect->left;
3160         rect.y1 = DestRect->top;
3161         rect.x2 = DestRect->right;
3162         rect.y2 = DestRect->bottom;
3163     } else {
3164         rect.x1 = 0;
3165         rect.y1 = 0;
3166         rect.x2 = This->currentDesc.Width;
3167         rect.y2 = This->currentDesc.Height;
3168     }
3169
3170     /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3171     if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3172        ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3173         /* Half-life does a Blt from the back buffer to the front buffer,
3174          * Full surface size, no flags... Use present instead
3175          *
3176          * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3177          */
3178
3179         /* Check rects - IWineD3DDevice_Present doesn't handle them */
3180         while(1)
3181         {
3182             RECT mySrcRect;
3183             TRACE("Looking if a Present can be done...\n");
3184             /* Source Rectangle must be full surface */
3185             if( SrcRect ) {
3186                 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3187                    SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3188                     TRACE("No, Source rectangle doesn't match\n");
3189                     break;
3190                 }
3191             }
3192             mySrcRect.left = 0;
3193             mySrcRect.top = 0;
3194             mySrcRect.right = Src->currentDesc.Width;
3195             mySrcRect.bottom = Src->currentDesc.Height;
3196
3197             /* No stretching may occur */
3198             if(mySrcRect.right != rect.x2 - rect.x1 ||
3199                mySrcRect.bottom != rect.y2 - rect.y1) {
3200                 TRACE("No, stretching is done\n");
3201                 break;
3202             }
3203
3204             /* Destination must be full surface or match the clipping rectangle */
3205             if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3206             {
3207                 RECT cliprect;
3208                 POINT pos[2];
3209                 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3210                 pos[0].x = rect.x1;
3211                 pos[0].y = rect.y1;
3212                 pos[1].x = rect.x2;
3213                 pos[1].y = rect.y2;
3214                 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3215                                 pos, 2);
3216
3217                 if(pos[0].x != cliprect.left  || pos[0].y != cliprect.top   ||
3218                    pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3219                 {
3220                     TRACE("No, dest rectangle doesn't match(clipper)\n");
3221                     TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3222                     TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3223                     break;
3224                 }
3225             }
3226             else
3227             {
3228                 if(rect.x1 != 0 || rect.y1 != 0 ||
3229                    rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3230                     TRACE("No, dest rectangle doesn't match(surface size)\n");
3231                     break;
3232                 }
3233             }
3234
3235             TRACE("Yes\n");
3236
3237             /* These flags are unimportant for the flag check, remove them */
3238             if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3239                 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3240
3241                 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3242                     * take very long, while a flip is fast.
3243                     * This applies to Half-Life, which does such Blts every time it finished
3244                     * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3245                     * menu. This is also used by all apps when they do windowed rendering
3246                     *
3247                     * The problem is that flipping is not really the same as copying. After a
3248                     * Blt the front buffer is a copy of the back buffer, and the back buffer is
3249                     * untouched. Therefore it's necessary to override the swap effect
3250                     * and to set it back after the flip.
3251                     *
3252                     * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3253                     * testcases.
3254                     */
3255
3256                 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3257                 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3258
3259                 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3260                 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3261
3262                 dstSwapchain->presentParms.SwapEffect = orig_swap;
3263
3264                 return WINED3D_OK;
3265             }
3266             break;
3267         }
3268
3269         TRACE("Unsupported blit between buffers on the same swapchain\n");
3270         return WINED3DERR_INVALIDCALL;
3271     } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3272         FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3273         return WINED3DERR_INVALIDCALL;
3274     } else if(dstSwapchain && srcSwapchain) {
3275         FIXME("Implement hardware blit between two different swapchains\n");
3276         return WINED3DERR_INVALIDCALL;
3277     } else if(dstSwapchain) {
3278         if(SrcSurface == myDevice->render_targets[0]) {
3279             TRACE("Blit from active render target to a swapchain\n");
3280             /* Handled with regular texture -> swapchain blit */
3281         }
3282     } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3283         FIXME("Implement blit from a swapchain to the active render target\n");
3284         return WINED3DERR_INVALIDCALL;
3285     }
3286
3287     if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3288         /* Blit from render target to texture */
3289         WINED3DRECT srect;
3290         BOOL upsideDown, stretchx;
3291         BOOL paletteOverride = FALSE;
3292
3293         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3294             TRACE("Color keying not supported by frame buffer to texture blit\n");
3295             return WINED3DERR_INVALIDCALL;
3296             /* Destination color key is checked above */
3297         }
3298
3299         /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3300          * glCopyTexSubImage is a bit picky about the parameters we pass to it
3301          */
3302         if(SrcRect) {
3303             if(SrcRect->top < SrcRect->bottom) {
3304                 srect.y1 = SrcRect->top;
3305                 srect.y2 = SrcRect->bottom;
3306                 upsideDown = FALSE;
3307             } else {
3308                 srect.y1 = SrcRect->bottom;
3309                 srect.y2 = SrcRect->top;
3310                 upsideDown = TRUE;
3311             }
3312             srect.x1 = SrcRect->left;
3313             srect.x2 = SrcRect->right;
3314         } else {
3315             srect.x1 = 0;
3316             srect.y1 = 0;
3317             srect.x2 = Src->currentDesc.Width;
3318             srect.y2 = Src->currentDesc.Height;
3319             upsideDown = FALSE;
3320         }
3321         if(rect.x1 > rect.x2) {
3322             UINT tmp = rect.x2;
3323             rect.x2 = rect.x1;
3324             rect.x1 = tmp;
3325             upsideDown = !upsideDown;
3326         }
3327
3328         if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3329             stretchx = TRUE;
3330         } else {
3331             stretchx = FALSE;
3332         }
3333
3334         /* When blitting from a render target a texture, the texture isn't required to have a palette.
3335          * In this case grab the palette from the render target. */
3336         if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3337             paletteOverride = TRUE;
3338             TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3339             This->palette = Src->palette;
3340         }
3341
3342         /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3343          * flip the image nor scale it.
3344          *
3345          * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3346          * -> If the app wants a image width an unscaled width, copy it line per line
3347          * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3348          *    than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3349          *    back buffer. This is slower than reading line per line, thus not used for flipping
3350          * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3351          *    pixel by pixel
3352          *
3353          * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3354          * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3355          * backends.
3356          */
3357         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3358             stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3359                     (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3360         } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3361                                     rect.y2 - rect.y1 > Src->currentDesc.Height) {
3362             TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3363             fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3364         } else {
3365             TRACE("Using hardware stretching to flip / stretch the texture\n");
3366             fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3367         }
3368
3369         /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3370         if(paletteOverride)
3371             This->palette = NULL;
3372
3373         if(!(This->Flags & SFLAG_DONOTFREE)) {
3374             HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3375             This->resource.allocatedMemory = NULL;
3376             This->resource.heapMemory = NULL;
3377         } else {
3378             This->Flags &= ~SFLAG_INSYSMEM;
3379         }
3380         /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3381          * path is never entered
3382          */
3383         IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3384
3385         return WINED3D_OK;
3386     } else if(Src) {
3387         /* Blit from offscreen surface to render target */
3388         float glTexCoord[4];
3389         DWORD oldCKeyFlags = Src->CKeyFlags;
3390         WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3391         RECT SourceRectangle;
3392         BOOL paletteOverride = FALSE;
3393
3394         TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3395
3396         if(SrcRect) {
3397             SourceRectangle.left = SrcRect->left;
3398             SourceRectangle.right = SrcRect->right;
3399             SourceRectangle.top = SrcRect->top;
3400             SourceRectangle.bottom = SrcRect->bottom;
3401         } else {
3402             SourceRectangle.left = 0;
3403             SourceRectangle.right = Src->currentDesc.Width;
3404             SourceRectangle.top = 0;
3405             SourceRectangle.bottom = Src->currentDesc.Height;
3406         }
3407
3408         /* When blitting from an offscreen surface to a rendertarget, the source
3409          * surface is not required to have a palette. Our rendering / conversion
3410          * code further down the road retrieves the palette from the surface, so
3411          * it must have a palette set. */
3412         if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3413             paletteOverride = TRUE;
3414             TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3415             Src->palette = This->palette;
3416         }
3417
3418         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3419             (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3420             TRACE("Using stretch_rect_fbo\n");
3421             /* The source is always a texture, but never the currently active render target, and the texture
3422              * contents are never upside down
3423              */
3424             stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3425                               (IWineD3DSurface *)This, &rect, Filter, FALSE);
3426
3427             /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3428             if(paletteOverride)
3429                 Src->palette = NULL;
3430             return WINED3D_OK;
3431         }
3432
3433         if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3434             /* Fall back to software */
3435             WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3436                     SourceRectangle.left, SourceRectangle.top,
3437                     SourceRectangle.right, SourceRectangle.bottom);
3438             return WINED3DERR_INVALIDCALL;
3439         }
3440
3441         /* Color keying: Check if we have to do a color keyed blt,
3442          * and if not check if a color key is activated.
3443          *
3444          * Just modify the color keying parameters in the surface and restore them afterwards
3445          * The surface keeps track of the color key last used to load the opengl surface.
3446          * PreLoad will catch the change to the flags and color key and reload if necessary.
3447          */
3448         if(Flags & WINEDDBLT_KEYSRC) {
3449             /* Use color key from surface */
3450         } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3451             /* Use color key from DDBltFx */
3452             Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3453             Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3454         } else {
3455             /* Do not use color key */
3456             Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3457         }
3458
3459         /* Now load the surface */
3460         IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3461
3462         /* Activate the destination context, set it up for blitting */
3463         ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3464
3465         /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3466          * while OpenGL coordinates are window relative.
3467          * Also beware of the origin difference(top left vs bottom left).
3468          * Also beware that the front buffer's surface size is screen width x screen height,
3469          * whereas the real gl drawable size is the size of the window.
3470          */
3471         if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3472             RECT windowsize;
3473             POINT offset = {0,0};
3474             UINT h;
3475             ClientToScreen(dstSwapchain->win_handle, &offset);
3476             GetClientRect(dstSwapchain->win_handle, &windowsize);
3477             h = windowsize.bottom - windowsize.top;
3478             rect.x1 -= offset.x; rect.x2 -=offset.x;
3479             rect.y1 -= offset.y; rect.y2 -=offset.y;
3480             rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3481         }
3482
3483         myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3484                                        Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3485
3486         ENTER_GL();
3487
3488         /* Bind the texture */
3489         glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3490         checkGLcall("glBindTexture");
3491
3492         /* Filtering for StretchRect */
3493         glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3494                         magLookup[Filter - WINED3DTEXF_NONE]);
3495         checkGLcall("glTexParameteri");
3496         glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3497                         minMipLookup[Filter][WINED3DTEXF_NONE]);
3498         checkGLcall("glTexParameteri");
3499         glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3500         glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3501         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3502         checkGLcall("glTexEnvi");
3503
3504         /* This is for color keying */
3505         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3506             glEnable(GL_ALPHA_TEST);
3507             checkGLcall("glEnable GL_ALPHA_TEST");
3508
3509             /* When the primary render target uses P8, the alpha component contains the palette index.
3510              * Which means that the colorkey is one of the palette entries. In other cases pixels that
3511              * should be masked away have alpha set to 0. */
3512             if(primary_render_target_is_p8(myDevice))
3513                 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3514             else
3515                 glAlphaFunc(GL_NOTEQUAL, 0.0);
3516             checkGLcall("glAlphaFunc\n");
3517         } else {
3518             glDisable(GL_ALPHA_TEST);
3519             checkGLcall("glDisable GL_ALPHA_TEST");
3520         }
3521
3522         /* Draw a textured quad
3523          */
3524         glBegin(GL_QUADS);
3525
3526         glColor3d(1.0f, 1.0f, 1.0f);
3527         glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3528         glVertex3f(rect.x1,
3529                     rect.y1,
3530                     0.0);
3531
3532         glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3533         glVertex3f(rect.x1, rect.y2, 0.0);
3534
3535         glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3536         glVertex3f(rect.x2,
3537                     rect.y2,
3538                     0.0);
3539
3540         glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3541         glVertex3f(rect.x2,
3542                     rect.y1,
3543                     0.0);
3544         glEnd();
3545         checkGLcall("glEnd");
3546
3547         if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3548             glDisable(GL_ALPHA_TEST);
3549             checkGLcall("glDisable(GL_ALPHA_TEST)");
3550         }
3551
3552         glBindTexture(Src->glDescription.target, 0);
3553         checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3554
3555         /* Restore the color key parameters */
3556         Src->CKeyFlags = oldCKeyFlags;
3557         Src->SrcBltCKey = oldBltCKey;
3558
3559         /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3560         if(paletteOverride)
3561             Src->palette = NULL;
3562
3563         LEAVE_GL();
3564
3565         /* Leave the opengl state valid for blitting */
3566         myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3567
3568         /* Flush in case the drawable is used by multiple GL contexts */
3569         if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3570             glFlush();
3571
3572         /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3573         /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3574          * is outdated now
3575          */
3576         IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3577
3578         return WINED3D_OK;
3579     } else {
3580         /* Source-Less Blit to render target */
3581         if (Flags & WINEDDBLT_COLORFILL) {
3582             /* This is easy to handle for the D3D Device... */
3583             DWORD color;
3584
3585             TRACE("Colorfill\n");
3586
3587             /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3588                 must be true if we are here */
3589             if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3590                     !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3591                       (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3592                 TRACE("Surface is higher back buffer, falling back to software\n");
3593                 return WINED3DERR_INVALIDCALL;
3594             }
3595
3596             /* The color as given in the Blt function is in the format of the frame-buffer...
3597              * 'clear' expect it in ARGB format => we need to do some conversion :-)
3598              */
3599             if (This->resource.format == WINED3DFMT_P8) {
3600                 DWORD alpha;
3601
3602                 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3603                 else alpha = 0xFF000000;
3604
3605                 if (This->palette) {
3606                     color = (alpha |
3607                             (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3608                             (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3609                             (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3610                 } else {
3611                     color = alpha;
3612                 }
3613             }
3614             else if (This->resource.format == WINED3DFMT_R5G6B5) {
3615                 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3616                     color = 0xFFFFFFFF;
3617                 } else {
3618                     color = ((0xFF000000) |
3619                             ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3620                             ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3621                             ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3622                 }
3623             }
3624             else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3625                     (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3626                 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3627             }
3628             else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3629                 color = DDBltFx->u5.dwFillColor;
3630             }
3631             else {
3632                 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3633                 return WINED3DERR_INVALIDCALL;
3634             }
3635
3636             TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3637             IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3638                                             1, /* Number of rectangles */
3639                                             &rect, WINED3DCLEAR_TARGET, color,
3640                                             0.0 /* Z */,
3641                                             0 /* Stencil */);
3642             return WINED3D_OK;
3643         }
3644     }
3645
3646     /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3647     TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3648     return WINED3DERR_INVALIDCALL;
3649 }
3650
3651 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3652 {
3653     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3654     float depth;
3655
3656     if (Flags & WINEDDBLT_DEPTHFILL) {
3657         switch(This->resource.format) {
3658             case WINED3DFMT_D16:
3659                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3660                 break;
3661             case WINED3DFMT_D15S1:
3662                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3663                 break;
3664             case WINED3DFMT_D24S8:
3665             case WINED3DFMT_D24X8:
3666                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3667                 break;
3668             case WINED3DFMT_D32:
3669                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3670                 break;
3671             default:
3672                 depth = 0.0;
3673                 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3674         }
3675
3676         return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3677                                     DestRect == NULL ? 0 : 1,
3678                                     (WINED3DRECT *) DestRect,
3679                                     WINED3DCLEAR_ZBUFFER,
3680                                     0x00000000,
3681                                     depth,
3682                                     0x00000000);
3683     }
3684
3685     FIXME("(%p): Unsupp depthstencil blit\n", This);
3686     return WINED3DERR_INVALIDCALL;
3687 }
3688
3689 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3690     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3691     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3692     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3693     TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3694     TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3695
3696     if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3697     {
3698         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3699         return WINEDDERR_SURFACEBUSY;
3700     }
3701
3702     /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3703      * except depth blits, which seem to work
3704      */
3705     if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3706         if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3707             TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3708             return WINED3DERR_INVALIDCALL;
3709         } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3710             TRACE("Z Blit override handled the blit\n");
3711             return WINED3D_OK;
3712         }
3713     }
3714
3715     /* Special cases for RenderTargets */
3716     if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3717         ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3718         if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3719     }
3720
3721     /* For the rest call the X11 surface implementation.
3722      * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3723      * other Blts are rather rare
3724      */
3725     return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3726 }
3727
3728 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3729     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3730     IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3731     IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3732     TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3733
3734     if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3735     {
3736         WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3737         return WINEDDERR_SURFACEBUSY;
3738     }
3739
3740     if(myDevice->inScene &&
3741        (iface == myDevice->stencilBufferTarget ||
3742        (Source && Source == myDevice->stencilBufferTarget))) {
3743         TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3744         return WINED3DERR_INVALIDCALL;
3745     }
3746
3747     /* Special cases for RenderTargets */
3748     if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3749         ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3750
3751         RECT SrcRect, DstRect;
3752         DWORD Flags=0;
3753
3754         if(rsrc) {
3755             SrcRect.left = rsrc->left;
3756             SrcRect.top= rsrc->top;
3757             SrcRect.bottom = rsrc->bottom;
3758             SrcRect.right = rsrc->right;
3759         } else {
3760             SrcRect.left = 0;
3761             SrcRect.top = 0;
3762             SrcRect.right = srcImpl->currentDesc.Width;
3763             SrcRect.bottom = srcImpl->currentDesc.Height;
3764         }
3765
3766         DstRect.left = dstx;
3767         DstRect.top=dsty;
3768         DstRect.right = dstx + SrcRect.right - SrcRect.left;
3769         DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3770
3771         /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3772         if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3773             Flags |= WINEDDBLT_KEYSRC;
3774         if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3775             Flags |= WINEDDBLT_KEYDEST;
3776         if(trans & WINEDDBLTFAST_WAIT)
3777             Flags |= WINEDDBLT_WAIT;
3778         if(trans & WINEDDBLTFAST_DONOTWAIT)
3779             Flags |= WINEDDBLT_DONOTWAIT;
3780
3781         if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3782     }
3783
3784
3785     return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3786 }
3787
3788 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3789     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3790     RGBQUAD col[256];
3791     IWineD3DPaletteImpl *pal = This->palette;
3792     unsigned int n;
3793     TRACE("(%p)\n", This);
3794
3795     if (!pal) return WINED3D_OK;
3796
3797     if(This->resource.format == WINED3DFMT_P8 ||
3798        This->resource.format == WINED3DFMT_A8P8)
3799     {
3800         int bpp;
3801         GLenum format, internal, type;
3802         CONVERT_TYPES convert;
3803
3804         /* Check if we are using a RTL mode which uses texturing for uploads */
3805         BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3806
3807         /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3808         d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3809
3810         if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3811         {
3812             /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3813             IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3814
3815             /* We want to force a palette refresh, so mark the drawable as not being up to date */
3816             IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3817
3818             /* Re-upload the palette */
3819             d3dfmt_p8_upload_palette(iface, convert);
3820         } else {
3821             if(!(This->Flags & SFLAG_INSYSMEM)) {
3822                 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3823                 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3824             }
3825             TRACE("Dirtifying surface\n");
3826             IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3827         }
3828     }
3829
3830     if(This->Flags & SFLAG_DIBSECTION) {
3831         TRACE("(%p): Updating the hdc's palette\n", This);
3832         for (n=0; n<256; n++) {
3833             col[n].rgbRed   = pal->palents[n].peRed;
3834             col[n].rgbGreen = pal->palents[n].peGreen;
3835             col[n].rgbBlue  = pal->palents[n].peBlue;
3836             col[n].rgbReserved = 0;
3837         }
3838         SetDIBColorTable(This->hDC, 0, 256, col);
3839     }
3840
3841     /* Propagate the changes to the drawable when we have a palette. */
3842     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3843         IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3844
3845     return WINED3D_OK;
3846 }
3847
3848 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3849     /** Check against the maximum texture sizes supported by the video card **/
3850     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3851     unsigned int pow2Width, pow2Height;
3852     const GlPixelFormatDesc *glDesc;
3853
3854     getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3855     /* Setup some glformat defaults */
3856     This->glDescription.glFormat         = glDesc->glFormat;
3857     This->glDescription.glFormatInternal = glDesc->glInternal;
3858     This->glDescription.glType           = glDesc->glType;
3859
3860     This->glDescription.textureName      = 0;
3861     This->glDescription.target           = GL_TEXTURE_2D;
3862
3863     /* Non-power2 support */
3864     if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3865         pow2Width = This->currentDesc.Width;
3866         pow2Height = This->currentDesc.Height;
3867     } else {
3868         /* Find the nearest pow2 match */
3869         pow2Width = pow2Height = 1;
3870         while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3871         while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3872     }
3873     This->pow2Width  = pow2Width;
3874     This->pow2Height = pow2Height;
3875
3876     if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3877         WINED3DFORMAT Format = This->resource.format;
3878         /** TODO: add support for non power two compressed textures **/
3879         if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3880             || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3881             || This->resource.format == WINED3DFMT_ATI2N) {
3882             FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3883                   This, This->currentDesc.Width, This->currentDesc.Height);
3884             return WINED3DERR_NOTAVAILABLE;
3885         }
3886     }
3887
3888     if(pow2Width != This->currentDesc.Width ||
3889        pow2Height != This->currentDesc.Height) {
3890         This->Flags |= SFLAG_NONPOW2;
3891     }
3892
3893     TRACE("%p\n", This);
3894     if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3895         /* one of three options
3896         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)
3897         2: Set the texture to the maximum size (bad idea)
3898         3:    WARN and return WINED3DERR_NOTAVAILABLE;
3899         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.
3900         */
3901         WARN("(%p) Creating an oversized surface\n", This);
3902         This->Flags |= SFLAG_OVERSIZE;
3903
3904         /* This will be initialized on the first blt */
3905         This->glRect.left = 0;
3906         This->glRect.top = 0;
3907         This->glRect.right = 0;
3908         This->glRect.bottom = 0;
3909     } else {
3910         /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3911            Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3912            is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3913            doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3914         */
3915         if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3916            !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3917         {
3918             This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3919             This->pow2Width  = This->currentDesc.Width;
3920             This->pow2Height = This->currentDesc.Height;
3921             This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3922         }
3923
3924         /* No oversize, gl rect is the full texture size */
3925         This->Flags &= ~SFLAG_OVERSIZE;
3926         This->glRect.left = 0;
3927         This->glRect.top = 0;
3928         This->glRect.right = This->pow2Width;
3929         This->glRect.bottom = This->pow2Height;
3930     }
3931
3932     if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3933         switch(wined3d_settings.offscreen_rendering_mode) {
3934             case ORM_FBO:        This->get_drawable_size = get_drawable_size_fbo;        break;
3935             case ORM_PBUFFER:    This->get_drawable_size = get_drawable_size_pbuffer;    break;
3936             case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3937         }
3938     }
3939
3940     This->Flags |= SFLAG_INSYSMEM;
3941
3942     return WINED3D_OK;
3943 }
3944
3945 struct depth_blt_info
3946 {
3947     GLenum binding;
3948     GLenum bind_target;
3949     enum tex_types tex_type;
3950     GLfloat coords[4][3];
3951 };
3952
3953 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
3954 {
3955     GLfloat (*coords)[3] = info->coords;
3956
3957     switch (target)
3958     {
3959         default:
3960             FIXME("Unsupported texture target %#x\n", target);
3961             /* Fall back to GL_TEXTURE_2D */
3962         case GL_TEXTURE_2D:
3963             info->binding = GL_TEXTURE_BINDING_2D;
3964             info->bind_target = GL_TEXTURE_2D;
3965             info->tex_type = tex_2d;
3966             coords[0][0] = 0.0f;    coords[0][1] = 1.0f;    coords[0][2] = 0.0f;
3967             coords[1][0] = 1.0f;    coords[1][1] = 1.0f;    coords[1][2] = 0.0f;
3968             coords[2][0] = 0.0f;    coords[2][1] = 0.0f;    coords[2][2] = 0.0f;
3969             coords[3][0] = 1.0f;    coords[3][1] = 0.0f;    coords[3][2] = 0.0f;
3970             break;
3971
3972         case GL_TEXTURE_RECTANGLE_ARB:
3973             info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
3974             info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
3975             info->tex_type = tex_rect;
3976             coords[0][0] = 0.0f;    coords[0][1] = h;       coords[0][2] = 0.0f;
3977             coords[1][0] = w;       coords[1][1] = h;       coords[1][2] = 0.0f;
3978             coords[2][0] = 0.0f;    coords[2][1] = 0.0f;    coords[2][2] = 0.0f;
3979             coords[3][0] = w;       coords[3][1] = 0.0f;    coords[3][2] = 0.0f;
3980             break;
3981
3982         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3983             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3984             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3985             info->tex_type = tex_cube;
3986             coords[0][0] =  1.0f;   coords[0][1] = -1.0f;   coords[0][2] =  1.0f;
3987             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
3988             coords[2][0] =  1.0f;   coords[2][1] =  1.0f;   coords[2][2] =  1.0f;
3989             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
3990
3991         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3992             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
3993             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
3994             info->tex_type = tex_cube;
3995             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
3996             coords[1][0] = -1.0f;   coords[1][1] = -1.0f;   coords[1][2] =  1.0f;
3997             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
3998             coords[3][0] = -1.0f;   coords[3][1] =  1.0f;   coords[3][2] =  1.0f;
3999
4000         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4001             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4002             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4003             info->tex_type = tex_cube;
4004             coords[0][0] = -1.0f;   coords[0][1] =  1.0f;   coords[0][2] =  1.0f;
4005             coords[1][0] =  1.0f;   coords[1][1] =  1.0f;   coords[1][2] =  1.0f;
4006             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4007             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4008
4009         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4010             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4011             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4012             info->tex_type = tex_cube;
4013             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4014             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4015             coords[2][0] = -1.0f;   coords[2][1] = -1.0f;   coords[2][2] =  1.0f;
4016             coords[3][0] =  1.0f;   coords[3][1] = -1.0f;   coords[3][2] =  1.0f;
4017
4018         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4019             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4020             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4021             info->tex_type = tex_cube;
4022             coords[0][0] = -1.0f;   coords[0][1] = -1.0f;   coords[0][2] =  1.0f;
4023             coords[1][0] =  1.0f;   coords[1][1] = -1.0f;   coords[1][2] =  1.0f;
4024             coords[2][0] = -1.0f;   coords[2][1] =  1.0f;   coords[2][2] =  1.0f;
4025             coords[3][0] =  1.0f;   coords[3][1] =  1.0f;   coords[3][2] =  1.0f;
4026
4027         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4028             info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4029             info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4030             info->tex_type = tex_cube;
4031             coords[0][0] =  1.0f;   coords[0][1] = -1.0f;   coords[0][2] = -1.0f;
4032             coords[1][0] = -1.0f;   coords[1][1] = -1.0f;   coords[1][2] = -1.0f;
4033             coords[2][0] =  1.0f;   coords[2][1] =  1.0f;   coords[2][2] = -1.0f;
4034             coords[3][0] = -1.0f;   coords[3][1] =  1.0f;   coords[3][2] = -1.0f;
4035     }
4036 }
4037
4038 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4039 {
4040     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4041     struct depth_blt_info info;
4042     GLint old_binding = 0;
4043
4044     glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4045
4046     glDisable(GL_CULL_FACE);
4047     glEnable(GL_BLEND);
4048     glDisable(GL_ALPHA_TEST);
4049     glDisable(GL_SCISSOR_TEST);
4050     glDisable(GL_STENCIL_TEST);
4051     glEnable(GL_DEPTH_TEST);
4052     glDepthFunc(GL_ALWAYS);
4053     glDepthMask(GL_TRUE);
4054     glBlendFunc(GL_ZERO, GL_ONE);
4055     glViewport(0, 0, w, h);
4056
4057     surface_get_depth_blt_info(target, w, h, &info);
4058     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4059     glGetIntegerv(info.binding, &old_binding);
4060     glBindTexture(info.bind_target, texture);
4061
4062     device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4063
4064     glBegin(GL_TRIANGLE_STRIP);
4065     glTexCoord3fv(info.coords[0]);
4066     glVertex2f(-1.0f, -1.0f);
4067     glTexCoord3fv(info.coords[1]);
4068     glVertex2f(1.0f, -1.0f);
4069     glTexCoord3fv(info.coords[2]);
4070     glVertex2f(-1.0f, 1.0f);
4071     glTexCoord3fv(info.coords[3]);
4072     glVertex2f(1.0f, 1.0f);
4073     glEnd();
4074
4075     glBindTexture(info.bind_target, old_binding);
4076
4077     glPopAttrib();
4078
4079     device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4080 }
4081
4082 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4083     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4084
4085     TRACE("(%p) New location %#x\n", This, location);
4086
4087     if (location & ~SFLAG_DS_LOCATIONS) {
4088         FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4089     }
4090
4091     This->Flags &= ~SFLAG_DS_LOCATIONS;
4092     This->Flags |= location;
4093 }
4094
4095 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
4096     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4097     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4098
4099     TRACE("(%p) New location %#x\n", This, location);
4100
4101     /* TODO: Make this work for modes other than FBO */
4102     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4103
4104     if (This->Flags & location) {
4105         TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4106         return;
4107     }
4108
4109     if (This->current_renderbuffer) {
4110         FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4111         return;
4112     }
4113
4114     if (location == SFLAG_DS_OFFSCREEN) {
4115         if (This->Flags & SFLAG_DS_ONSCREEN) {
4116             GLint old_binding = 0;
4117             GLenum bind_target;
4118
4119             TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4120
4121             ENTER_GL();
4122
4123             if (!device->depth_blt_texture) {
4124                 glGenTextures(1, &device->depth_blt_texture);
4125             }
4126
4127             /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4128              * directly on the FBO texture. That's because we need to flip. */
4129             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4130             if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
4131                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4132                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4133             } else {
4134                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4135                 bind_target = GL_TEXTURE_2D;
4136             }
4137             glBindTexture(bind_target, device->depth_blt_texture);
4138             glCopyTexImage2D(bind_target,
4139                     This->glDescription.level,
4140                     This->glDescription.glFormatInternal,
4141                     0,
4142                     0,
4143                     This->currentDesc.Width,
4144                     This->currentDesc.Height,
4145                     0);
4146             glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4147             glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4148             glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4149             glBindTexture(bind_target, old_binding);
4150
4151             /* Setup the destination */
4152             if (!device->depth_blt_rb) {
4153                 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4154                 checkGLcall("glGenRenderbuffersEXT");
4155             }
4156             if (device->depth_blt_rb_w != This->currentDesc.Width
4157                     || device->depth_blt_rb_h != This->currentDesc.Height) {
4158                 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4159                 checkGLcall("glBindRenderbufferEXT");
4160                 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4161                 checkGLcall("glRenderbufferStorageEXT");
4162                 device->depth_blt_rb_w = This->currentDesc.Width;
4163                 device->depth_blt_rb_h = This->currentDesc.Height;
4164             }
4165
4166             context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4167             GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4168             checkGLcall("glFramebufferRenderbufferEXT");
4169             context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4170
4171             /* Do the actual blit */
4172             surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4173             checkGLcall("depth_blt");
4174
4175             if (device->activeContext->current_fbo) {
4176                 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4177             } else {
4178                 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4179                 checkGLcall("glBindFramebuffer()");
4180             }
4181
4182             LEAVE_GL();
4183         } else {
4184             FIXME("No up to date depth stencil location\n");
4185         }
4186     } else if (location == SFLAG_DS_ONSCREEN) {
4187         if (This->Flags & SFLAG_DS_OFFSCREEN) {
4188             TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4189
4190             ENTER_GL();
4191
4192             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4193             checkGLcall("glBindFramebuffer()");
4194             surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
4195             checkGLcall("depth_blt");
4196
4197             if (device->activeContext->current_fbo) {
4198                 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4199                 checkGLcall("glBindFramebuffer()");
4200             }
4201
4202             LEAVE_GL();
4203         } else {
4204             FIXME("No up to date depth stencil location\n");
4205         }
4206     } else {
4207         ERR("(%p) Invalid location (%#x) specified\n", This, location);
4208     }
4209
4210     This->Flags |= location;
4211 }
4212
4213 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4214     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4215     IWineD3DBaseTexture *texture;
4216     IWineD3DSurfaceImpl *overlay;
4217
4218     TRACE("(%p)->(%s, %s)\n", iface,
4219           flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4220           persistent ? "TRUE" : "FALSE");
4221
4222     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4223         IWineD3DSwapChain *swapchain = NULL;
4224
4225         if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4226             TRACE("Surface %p is an onscreen surface\n", iface);
4227
4228             IWineD3DSwapChain_Release(swapchain);
4229         } else {
4230             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4231             if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4232         }
4233     }
4234
4235     if(persistent) {
4236         if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4237             if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4238                 TRACE("Passing to container\n");
4239                 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4240                 IWineD3DBaseTexture_Release(texture);
4241             }
4242         }
4243         This->Flags &= ~SFLAG_LOCATIONS;
4244         This->Flags |= flag;
4245
4246         /* Redraw emulated overlays, if any */
4247         if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4248             LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4249                 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4250             }
4251         }
4252     } else {
4253         if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4254             if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4255                 TRACE("Passing to container\n");
4256                 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4257                 IWineD3DBaseTexture_Release(texture);
4258             }
4259         }
4260         This->Flags &= ~flag;
4261     }
4262 }
4263
4264 struct coords {
4265     GLfloat x, y, z;
4266 };
4267
4268 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4269     struct coords coords[4];
4270     RECT rect;
4271     IWineD3DSwapChain *swapchain;
4272     IWineD3DBaseTexture *texture;
4273     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4274     GLenum bind_target;
4275
4276     if(rect_in) {
4277         rect = *rect_in;
4278     } else {
4279         rect.left = 0;
4280         rect.top = 0;
4281         rect.right = This->currentDesc.Width;
4282         rect.bottom = This->currentDesc.Height;
4283     }
4284
4285     switch(This->glDescription.target)
4286     {
4287         case GL_TEXTURE_2D:
4288             bind_target = GL_TEXTURE_2D;
4289
4290             coords[0].x = (float)rect.left / This->pow2Width;
4291             coords[0].y = (float)rect.top / This->pow2Height;
4292             coords[0].z = 0;
4293
4294             coords[1].x = (float)rect.left / This->pow2Width;
4295             coords[1].y = (float)rect.bottom / This->pow2Height;
4296             coords[1].z = 0;
4297
4298             coords[2].x = (float)rect.right / This->pow2Width;
4299             coords[2].y = (float)rect.bottom / This->pow2Height;
4300             coords[2].z = 0;
4301
4302             coords[3].x = (float)rect.right / This->pow2Width;
4303             coords[3].y = (float)rect.top / This->pow2Height;
4304             coords[3].z = 0;
4305             break;
4306
4307         case GL_TEXTURE_RECTANGLE_ARB:
4308             bind_target = GL_TEXTURE_RECTANGLE_ARB;
4309             coords[0].x = rect.left;    coords[0].y = rect.top;     coords[0].z = 0;
4310             coords[1].x = rect.left;    coords[1].y = rect.bottom;  coords[1].z = 0;
4311             coords[2].x = rect.right;   coords[2].y = rect.bottom;  coords[2].z = 0;
4312             coords[3].x = rect.right;   coords[3].y = rect.top;     coords[3].z = 0;
4313             break;
4314
4315         case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4316             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4317             coords[0].x =  1;   coords[0].y = -1;   coords[0].z =  1;
4318             coords[1].x =  1;   coords[1].y =  1;   coords[1].z =  1;
4319             coords[2].x =  1;   coords[2].y =  1;   coords[2].z = -1;
4320             coords[3].x =  1;   coords[3].y = -1;   coords[3].z = -1;
4321             break;
4322
4323         case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4324             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4325             coords[0].x = -1;   coords[0].y = -1;   coords[0].z =  1;
4326             coords[1].x = -1;   coords[1].y =  1;   coords[1].z =  1;
4327             coords[2].x = -1;   coords[2].y =  1;   coords[2].z = -1;
4328             coords[3].x = -1;   coords[3].y = -1;   coords[3].z = -1;
4329             break;
4330
4331         case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4332             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4333             coords[0].x = -1;   coords[0].y =  1;   coords[0].z =  1;
4334             coords[1].x =  1;   coords[1].y =  1;   coords[1].z =  1;
4335             coords[2].x =  1;   coords[2].y =  1;   coords[2].z = -1;
4336             coords[3].x = -1;   coords[3].y =  1;   coords[3].z = -1;
4337             break;
4338
4339         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4340             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4341             coords[0].x = -1;   coords[0].y = -1;   coords[0].z =  1;
4342             coords[1].x =  1;   coords[1].y = -1;   coords[1].z =  1;
4343             coords[2].x =  1;   coords[2].y = -1;   coords[2].z = -1;
4344             coords[3].x = -1;   coords[3].y = -1;   coords[3].z = -1;
4345             break;
4346
4347         case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4348             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4349             coords[0].x = -1;   coords[0].y = -1;   coords[0].z =  1;
4350             coords[1].x =  1;   coords[1].y = -1;   coords[1].z =  1;
4351             coords[2].x =  1;   coords[2].y = -1;   coords[2].z =  1;
4352             coords[3].x = -1;   coords[3].y = -1;   coords[3].z =  1;
4353             break;
4354
4355         case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4356             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4357             coords[0].x = -1;   coords[0].y = -1;   coords[0].z = -1;
4358             coords[1].x =  1;   coords[1].y = -1;   coords[1].z = -1;
4359             coords[2].x =  1;   coords[2].y = -1;   coords[2].z = -1;
4360             coords[3].x = -1;   coords[3].y = -1;   coords[3].z = -1;
4361             break;
4362
4363         default:
4364             ERR("Unexpected texture target %#x\n", This->glDescription.target);
4365             return;
4366     }
4367
4368     ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4369     ENTER_GL();
4370
4371     glEnable(bind_target);
4372     checkGLcall("glEnable(bind_target)");
4373     glBindTexture(bind_target, This->glDescription.textureName);
4374     checkGLcall("bind_target, This->glDescription.textureName)");
4375     glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4376     checkGLcall("glTexParameteri");
4377     glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4378     checkGLcall("glTexParameteri");
4379
4380     if (device->render_offscreen)
4381     {
4382         LONG tmp = rect.top;
4383         rect.top = rect.bottom;
4384         rect.bottom = tmp;
4385     }
4386
4387     glBegin(GL_QUADS);
4388     glTexCoord3fv(&coords[0].x);
4389     glVertex2i(rect.left, rect.top);
4390
4391     glTexCoord3fv(&coords[1].x);
4392     glVertex2i(rect.left, rect.bottom);
4393
4394     glTexCoord3fv(&coords[2].x);
4395     glVertex2i(rect.right, rect.bottom);
4396
4397     glTexCoord3fv(&coords[3].x);
4398     glVertex2i(rect.right, rect.top);
4399     glEnd();
4400     checkGLcall("glEnd");
4401
4402     glDisable(bind_target);
4403     checkGLcall("glDisable(bind_target)");
4404
4405     LEAVE_GL();
4406
4407     if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4408     {
4409         /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4410         if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4411            ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4412             glFlush();
4413
4414         IWineD3DSwapChain_Release(swapchain);
4415     } else {
4416         /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4417          * reset properly next draw
4418          */
4419         if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4420         {
4421             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4422             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4423             ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4424             IWineD3DBaseTexture_Release(texture);
4425         }
4426     }
4427 }
4428
4429 /*****************************************************************************
4430  * IWineD3DSurface::LoadLocation
4431  *
4432  * Copies the current surface data from wherever it is to the requested
4433  * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4434  * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4435  * multiple locations, the gl texture is preferred over the drawable, which is
4436  * preferred over system memory. The PBO counts as system memory. If rect is
4437  * not NULL, only the specified rectangle is copied (only supported for
4438  * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4439  * location is marked up to date after the copy.
4440  *
4441  * Parameters:
4442  *  flag: Surface location flag to be updated
4443  *  rect: rectangle to be copied
4444  *
4445  * Returns:
4446  *  WINED3D_OK on success
4447  *  WINED3DERR_DEVICELOST on an internal error
4448  *
4449  *****************************************************************************/
4450 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4451     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4452     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4453     IWineD3DSwapChain *swapchain = NULL;
4454     GLenum format, internal, type;
4455     CONVERT_TYPES convert;
4456     int bpp;
4457     int width, pitch, outpitch;
4458     BYTE *mem;
4459
4460     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4461         if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4462             TRACE("Surface %p is an onscreen surface\n", iface);
4463
4464             IWineD3DSwapChain_Release(swapchain);
4465         } else {
4466             /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4467              * Prefer SFLAG_INTEXTURE. */
4468             if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4469         }
4470     }
4471
4472     TRACE("(%p)->(%s, %p)\n", iface,
4473           flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4474           rect);
4475     if(rect) {
4476         TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4477     }
4478
4479     if(This->Flags & flag) {
4480         TRACE("Location already up to date\n");
4481         return WINED3D_OK;
4482     }
4483
4484     if(!(This->Flags & SFLAG_LOCATIONS)) {
4485         ERR("Surface does not have any up to date location\n");
4486         This->Flags |= SFLAG_LOST;
4487         return WINED3DERR_DEVICELOST;
4488     }
4489
4490     if(flag == SFLAG_INSYSMEM) {
4491         surface_prepare_system_memory(This);
4492
4493         /* Download the surface to system memory */
4494         if(This->Flags & SFLAG_INTEXTURE) {
4495             if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4496             surface_bind_and_dirtify(This);
4497
4498             surface_download_data(This);
4499         } else {
4500             read_from_framebuffer(This, rect,
4501                                   This->resource.allocatedMemory,
4502                                   IWineD3DSurface_GetPitch(iface));
4503         }
4504     } else if(flag == SFLAG_INDRAWABLE) {
4505         if(This->Flags & SFLAG_INTEXTURE) {
4506             surface_blt_to_drawable(This, rect);
4507         } else {
4508             d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4509
4510             /* The width is in 'length' not in bytes */
4511             width = This->currentDesc.Width;
4512             pitch = IWineD3DSurface_GetPitch(iface);
4513
4514             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4515              * but it isn't set (yet) in all cases it is getting called. */
4516             if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4517                 TRACE("Removing the pbo attached to surface %p\n", This);
4518                 surface_remove_pbo(This);
4519             }
4520
4521             if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4522                 int height = This->currentDesc.Height;
4523
4524                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4525                 outpitch = width * bpp;
4526                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4527
4528                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4529                 if(!mem) {
4530                     ERR("Out of memory %d, %d!\n", outpitch, height);
4531                     return WINED3DERR_OUTOFVIDEOMEMORY;
4532                 }
4533                 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4534
4535                 This->Flags |= SFLAG_CONVERTED;
4536             } else {
4537                 This->Flags &= ~SFLAG_CONVERTED;
4538                 mem = This->resource.allocatedMemory;
4539             }
4540
4541             flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4542
4543             /* Don't delete PBO memory */
4544             if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4545                 HeapFree(GetProcessHeap(), 0, mem);
4546         }
4547     } else /* if(flag == SFLAG_INTEXTURE) */ {
4548         if (This->Flags & SFLAG_INDRAWABLE) {
4549             read_from_framebuffer_texture(This);
4550         } else { /* Upload from system memory */
4551             d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4552
4553             if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4554             surface_bind_and_dirtify(This);
4555
4556             /* The only place where LoadTexture() might get called when isInDraw=1
4557              * is ActivateContext where lastActiveRenderTarget is preloaded.
4558              */
4559             if(iface == device->lastActiveRenderTarget && device->isInDraw)
4560                 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4561
4562             /* Otherwise: System memory copy must be most up to date */
4563
4564             if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4565                 This->Flags |= SFLAG_GLCKEY;
4566                 This->glCKey = This->SrcBltCKey;
4567             }
4568             else This->Flags &= ~SFLAG_GLCKEY;
4569
4570             /* The width is in 'length' not in bytes */
4571             width = This->currentDesc.Width;
4572             pitch = IWineD3DSurface_GetPitch(iface);
4573
4574             /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4575              * but it isn't set (yet) in all cases it is getting called. */
4576             if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4577                 TRACE("Removing the pbo attached to surface %p\n", This);
4578                 surface_remove_pbo(This);
4579             }
4580
4581             if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4582                 int height = This->currentDesc.Height;
4583
4584                 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4585                 outpitch = width * bpp;
4586                 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4587
4588                 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4589                 if(!mem) {
4590                     ERR("Out of memory %d, %d!\n", outpitch, height);
4591                     return WINED3DERR_OUTOFVIDEOMEMORY;
4592                 }
4593                 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4594
4595                 This->Flags |= SFLAG_CONVERTED;
4596             } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4597                 d3dfmt_p8_upload_palette(iface, convert);
4598                 This->Flags &= ~SFLAG_CONVERTED;
4599                 mem = This->resource.allocatedMemory;
4600             } else {
4601                 This->Flags &= ~SFLAG_CONVERTED;
4602                 mem = This->resource.allocatedMemory;
4603             }
4604
4605             /* Make sure the correct pitch is used */
4606             ENTER_GL();
4607             glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4608             LEAVE_GL();
4609
4610             if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4611                 TRACE("non power of two support\n");
4612                 if(!(This->Flags & SFLAG_ALLOCATED)) {
4613                     surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4614                 }
4615                 if (mem || (This->Flags & SFLAG_PBO)) {
4616                     surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4617                 }
4618             } else {
4619                 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4620                  * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4621                  */
4622                 if(!(This->Flags & SFLAG_ALLOCATED)) {
4623                     surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4624                 }
4625                 if (mem || (This->Flags & SFLAG_PBO)) {
4626                     surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4627                 }
4628             }
4629
4630             /* Restore the default pitch */
4631             ENTER_GL();
4632             glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4633             LEAVE_GL();
4634
4635             /* Don't delete PBO memory */
4636             if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4637                 HeapFree(GetProcessHeap(), 0, mem);
4638         }
4639     }
4640
4641     if(rect == NULL) {
4642         This->Flags |= flag;
4643     }
4644
4645     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4646             && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4647         /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4648         This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4649     }
4650
4651     return WINED3D_OK;
4652 }
4653
4654 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4655     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4656     IWineD3DSwapChain *swapchain = NULL;
4657
4658     /* Update the drawable size method */
4659     if(container) {
4660         IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4661     }
4662     if(swapchain) {
4663         This->get_drawable_size = get_drawable_size_swapchain;
4664         IWineD3DSwapChain_Release(swapchain);
4665     } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4666         switch(wined3d_settings.offscreen_rendering_mode) {
4667             case ORM_FBO:        This->get_drawable_size = get_drawable_size_fbo;        break;
4668             case ORM_PBUFFER:    This->get_drawable_size = get_drawable_size_pbuffer;    break;
4669             case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4670         }
4671     }
4672
4673     return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4674 }
4675
4676 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4677     return SURFACE_OPENGL;
4678 }
4679
4680 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4681     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4682     HRESULT hr;
4683
4684     /* If there's no destination surface there is nothing to do */
4685     if(!This->overlay_dest) return WINED3D_OK;
4686
4687     /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4688      * update the overlay. Prevent an endless recursion
4689      */
4690     if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4691         return WINED3D_OK;
4692     }
4693     This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4694     hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4695                                  iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4696                                  NULL, WINED3DTEXF_LINEAR);
4697     This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4698
4699     return hr;
4700 }
4701
4702 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4703 {
4704     /* IUnknown */
4705     IWineD3DBaseSurfaceImpl_QueryInterface,
4706     IWineD3DBaseSurfaceImpl_AddRef,
4707     IWineD3DSurfaceImpl_Release,
4708     /* IWineD3DResource */
4709     IWineD3DBaseSurfaceImpl_GetParent,
4710     IWineD3DBaseSurfaceImpl_GetDevice,
4711     IWineD3DBaseSurfaceImpl_SetPrivateData,
4712     IWineD3DBaseSurfaceImpl_GetPrivateData,
4713     IWineD3DBaseSurfaceImpl_FreePrivateData,
4714     IWineD3DBaseSurfaceImpl_SetPriority,
4715     IWineD3DBaseSurfaceImpl_GetPriority,
4716     IWineD3DSurfaceImpl_PreLoad,
4717     IWineD3DSurfaceImpl_UnLoad,
4718     IWineD3DBaseSurfaceImpl_GetType,
4719     /* IWineD3DSurface */
4720     IWineD3DBaseSurfaceImpl_GetContainer,
4721     IWineD3DBaseSurfaceImpl_GetDesc,
4722     IWineD3DSurfaceImpl_LockRect,
4723     IWineD3DSurfaceImpl_UnlockRect,
4724     IWineD3DSurfaceImpl_GetDC,
4725     IWineD3DSurfaceImpl_ReleaseDC,
4726     IWineD3DSurfaceImpl_Flip,
4727     IWineD3DSurfaceImpl_Blt,
4728     IWineD3DBaseSurfaceImpl_GetBltStatus,
4729     IWineD3DBaseSurfaceImpl_GetFlipStatus,
4730     IWineD3DBaseSurfaceImpl_IsLost,
4731     IWineD3DBaseSurfaceImpl_Restore,
4732     IWineD3DSurfaceImpl_BltFast,
4733     IWineD3DBaseSurfaceImpl_GetPalette,
4734     IWineD3DBaseSurfaceImpl_SetPalette,
4735     IWineD3DSurfaceImpl_RealizePalette,
4736     IWineD3DBaseSurfaceImpl_SetColorKey,
4737     IWineD3DBaseSurfaceImpl_GetPitch,
4738     IWineD3DSurfaceImpl_SetMem,
4739     IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4740     IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4741     IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4742     IWineD3DBaseSurfaceImpl_UpdateOverlay,
4743     IWineD3DBaseSurfaceImpl_SetClipper,
4744     IWineD3DBaseSurfaceImpl_GetClipper,
4745     /* Internal use: */
4746     IWineD3DSurfaceImpl_AddDirtyRect,
4747     IWineD3DSurfaceImpl_LoadTexture,
4748     IWineD3DSurfaceImpl_BindTexture,
4749     IWineD3DSurfaceImpl_SaveSnapshot,
4750     IWineD3DSurfaceImpl_SetContainer,
4751     IWineD3DSurfaceImpl_GetGlDesc,
4752     IWineD3DSurfaceImpl_GetData,
4753     IWineD3DSurfaceImpl_SetFormat,
4754     IWineD3DSurfaceImpl_PrivateSetup,
4755     IWineD3DSurfaceImpl_ModifyLocation,
4756     IWineD3DSurfaceImpl_LoadLocation,
4757     IWineD3DSurfaceImpl_GetImplType,
4758     IWineD3DSurfaceImpl_DrawOverlay
4759 };
4760 #undef GLINFO_LOCATION
4761
4762 #define GLINFO_LOCATION device->adapter->gl_info
4763 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4764 static void ffp_blit_free(IWineD3DDevice *iface) { }
4765
4766 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4767     glEnable(textype);
4768     checkGLcall("glEnable(textype)");
4769     return WINED3D_OK;
4770 }
4771
4772 static void ffp_blit_unset(IWineD3DDevice *iface) {
4773     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4774     glDisable(GL_TEXTURE_2D);
4775     checkGLcall("glDisable(GL_TEXTURE_2D)");
4776     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4777         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4778         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4779     }
4780     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4781         glDisable(GL_TEXTURE_RECTANGLE_ARB);
4782         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4783     }
4784 }
4785
4786 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4787     TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4788     return FALSE;
4789 }
4790
4791 const struct blit_shader ffp_blit =  {
4792     ffp_blit_alloc,
4793     ffp_blit_free,
4794     ffp_blit_set,
4795     ffp_blit_unset,
4796     ffp_blit_conv_supported
4797 };