2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->Flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->Flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
73 context_release(context);
76 if (This->Flags & SFLAG_DIBSECTION)
79 SelectObject(This->hDC, This->dib.holdbitmap);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup((IWineD3DResource *)This);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
108 switch (wined3d_settings.offscreen_rendering_mode)
111 surface->get_drawable_size = get_drawable_size_fbo;
115 surface->get_drawable_size = get_drawable_size_backbuffer;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
124 surface->container.type = type;
125 surface->container.u.base = container;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
171 FIXME("Unsupported texture target %#x\n", target);
172 /* Fall back to GL_TEXTURE_2D */
174 info->binding = GL_TEXTURE_BINDING_2D;
175 info->bind_target = GL_TEXTURE_2D;
176 info->tex_type = tex_2d;
177 coords[0][0] = (float)rect.left / w;
178 coords[0][1] = (float)rect.top / h;
181 coords[1][0] = (float)rect.right / w;
182 coords[1][1] = (float)rect.top / h;
185 coords[2][0] = (float)rect.left / w;
186 coords[2][1] = (float)rect.bottom / h;
189 coords[3][0] = (float)rect.right / w;
190 coords[3][1] = (float)rect.bottom / h;
194 case GL_TEXTURE_RECTANGLE_ARB:
195 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
196 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
197 info->tex_type = tex_rect;
198 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
199 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
200 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
201 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
204 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
205 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
206 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
207 info->tex_type = tex_cube;
208 cube_coords_float(&rect, w, h, &f);
210 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
211 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
212 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
213 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
216 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
217 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
218 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
219 info->tex_type = tex_cube;
220 cube_coords_float(&rect, w, h, &f);
222 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
223 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
224 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
225 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
228 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
229 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
230 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
231 info->tex_type = tex_cube;
232 cube_coords_float(&rect, w, h, &f);
234 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
235 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
236 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
237 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
240 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
241 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
242 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
243 info->tex_type = tex_cube;
244 cube_coords_float(&rect, w, h, &f);
246 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
247 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
248 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
249 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
252 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
253 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
254 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
255 info->tex_type = tex_cube;
256 cube_coords_float(&rect, w, h, &f);
258 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
259 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
260 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
261 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
264 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
265 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
266 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
267 info->tex_type = tex_cube;
268 cube_coords_float(&rect, w, h, &f);
270 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
271 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
272 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
273 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
278 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
281 *rect_out = *rect_in;
286 rect_out->right = This->currentDesc.Width;
287 rect_out->bottom = This->currentDesc.Height;
291 /* GL locking and context activation is done by the caller */
292 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
294 struct blt_info info;
296 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
298 glEnable(info.bind_target);
299 checkGLcall("glEnable(bind_target)");
301 /* Bind the texture */
302 glBindTexture(info.bind_target, src_surface->texture_name);
303 checkGLcall("glBindTexture");
305 /* Filtering for StretchRect */
306 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
307 wined3d_gl_mag_filter(magLookup, Filter));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
310 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
311 checkGLcall("glTexParameteri");
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
313 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
314 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
315 checkGLcall("glTexEnvi");
318 glBegin(GL_TRIANGLE_STRIP);
319 glTexCoord3fv(info.coords[0]);
320 glVertex2i(dst_rect->left, dst_rect->top);
322 glTexCoord3fv(info.coords[1]);
323 glVertex2i(dst_rect->right, dst_rect->top);
325 glTexCoord3fv(info.coords[2]);
326 glVertex2i(dst_rect->left, dst_rect->bottom);
328 glTexCoord3fv(info.coords[3]);
329 glVertex2i(dst_rect->right, dst_rect->bottom);
332 /* Unbind the texture */
333 glBindTexture(info.bind_target, 0);
334 checkGLcall("glBindTexture(info->bind_target, 0)");
336 /* We changed the filtering settings on the texture. Inform the
337 * container about this to get the filters reset properly next draw. */
338 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
340 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
342 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
343 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
347 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
348 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
349 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
350 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
352 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
353 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
354 void (*cleanup)(IWineD3DSurfaceImpl *This);
355 unsigned int resource_size;
358 if (multisample_quality > 0)
360 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
361 multisample_quality = 0;
364 /* FIXME: Check that the format is supported by the device. */
366 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
368 /* Look at the implementation and set the correct Vtable. */
369 switch (surface_type)
372 surface->lpVtbl = &IWineD3DSurface_Vtbl;
373 cleanup = surface_cleanup;
377 surface->lpVtbl = &IWineGDISurface_Vtbl;
378 cleanup = surface_gdi_cleanup;
382 ERR("Requested unknown surface implementation %#x.\n", surface_type);
383 return WINED3DERR_INVALIDCALL;
386 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
387 device, resource_size, usage, format, pool, parent, parent_ops);
390 WARN("Failed to initialize resource, returning %#x.\n", hr);
394 /* "Standalone" surface. */
395 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
397 surface->currentDesc.Width = width;
398 surface->currentDesc.Height = height;
399 surface->currentDesc.MultiSampleType = multisample_type;
400 surface->currentDesc.MultiSampleQuality = multisample_quality;
401 surface->texture_level = level;
402 list_init(&surface->overlays);
405 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
406 if (discard) surface->Flags |= SFLAG_DISCARD;
407 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
409 /* Quick lockable sanity check.
410 * TODO: remove this after surfaces, usage and lockability have been debugged properly
411 * this function is too deep to need to care about things like this.
412 * Levels need to be checked too, since they all affect what can be done. */
415 case WINED3DPOOL_SCRATCH:
418 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
419 "which are mutually exclusive, setting lockable to TRUE.\n");
424 case WINED3DPOOL_SYSTEMMEM:
426 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
429 case WINED3DPOOL_MANAGED:
430 if (usage & WINED3DUSAGE_DYNAMIC)
431 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
434 case WINED3DPOOL_DEFAULT:
435 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
436 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
440 FIXME("Unknown pool %#x.\n", pool);
444 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
446 FIXME("Trying to create a render target that isn't in the default pool.\n");
449 /* Mark the texture as dirty so that it gets loaded first time around. */
450 surface_add_dirty_rect(surface, NULL);
451 list_init(&surface->renderbuffers);
453 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
455 /* Call the private setup routine */
456 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
459 ERR("Private setup failed, returning %#x\n", hr);
467 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
469 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
472 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
477 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
481 name = &surface->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
486 name = &surface->texture_name;
487 flag = SFLAG_INTEXTURE;
490 if (!*name && new_name)
492 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
493 * surface has no texture name yet. See if we can get rid of this. */
494 if (surface->Flags & flag)
495 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
496 surface_modify_location(surface, flag, FALSE);
500 surface_force_reload(surface);
503 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
505 TRACE("surface %p, target %#x.\n", surface, target);
507 if (surface->texture_target != target)
509 if (target == GL_TEXTURE_RECTANGLE_ARB)
511 surface->Flags &= ~SFLAG_NORMCOORD;
513 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
515 surface->Flags |= SFLAG_NORMCOORD;
518 surface->texture_target = target;
519 surface_force_reload(surface);
522 /* Context activation is done by the caller. */
523 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
524 DWORD active_sampler;
526 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
527 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
528 * gl states. The current texture unit should always be a valid one.
530 * To be more specific, this is tricky because we can implicitly be called
531 * from sampler() in state.c. This means we can't touch anything other than
532 * whatever happens to be the currently active texture, or we would risk
533 * marking already applied sampler states dirty again.
535 * TODO: Track the current active texture per GL context instead of using glGet
537 GLint active_texture;
539 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
541 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
543 if (active_sampler != WINED3D_UNMAPPED_STAGE)
545 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
547 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
550 /* This function checks if the primary render target uses the 8bit paletted format. */
551 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
553 if (device->render_targets && device->render_targets[0])
555 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
556 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
557 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
563 /* This call just downloads data, the caller is responsible for binding the
564 * correct texture. */
565 /* Context activation is done by the caller. */
566 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
568 const struct wined3d_format *format = This->resource.format;
570 /* Only support read back of converted P8 surfaces */
571 if (This->Flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
573 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
579 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
581 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
582 This, This->texture_level, format->glFormat, format->glType,
583 This->resource.allocatedMemory);
585 if (This->Flags & SFLAG_PBO)
587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
588 checkGLcall("glBindBufferARB");
589 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
590 checkGLcall("glGetCompressedTexImageARB");
591 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
592 checkGLcall("glBindBufferARB");
596 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
597 This->texture_level, This->resource.allocatedMemory));
598 checkGLcall("glGetCompressedTexImageARB");
604 GLenum gl_format = format->glFormat;
605 GLenum gl_type = format->glType;
609 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
610 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
612 gl_format = GL_ALPHA;
613 gl_type = GL_UNSIGNED_BYTE;
616 if (This->Flags & SFLAG_NONPOW2) {
617 unsigned char alignment = This->resource.device->surface_alignment;
618 src_pitch = format->byte_count * This->pow2Width;
619 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
620 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
621 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
623 mem = This->resource.allocatedMemory;
626 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
627 This, This->texture_level, gl_format, gl_type, mem);
629 if(This->Flags & SFLAG_PBO) {
630 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
631 checkGLcall("glBindBufferARB");
633 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
634 checkGLcall("glGetTexImage");
636 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
637 checkGLcall("glBindBufferARB");
639 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
640 checkGLcall("glGetTexImage");
644 if (This->Flags & SFLAG_NONPOW2) {
645 const BYTE *src_data;
649 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
650 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
651 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
653 * We're doing this...
655 * instead of boxing the texture :
656 * |<-texture width ->| -->pow2width| /\
657 * |111111111111111111| | |
658 * |222 Texture 222222| boxed empty | texture height
659 * |3333 Data 33333333| | |
660 * |444444444444444444| | \/
661 * ----------------------------------- |
662 * | boxed empty | boxed empty | pow2height
664 * -----------------------------------
667 * we're repacking the data to the expected texture width
669 * |<-texture width ->| -->pow2width| /\
670 * |111111111111111111222222222222222| |
671 * |222333333333333333333444444444444| texture height
675 * | empty | pow2height
677 * -----------------------------------
681 * |<-texture width ->| /\
682 * |111111111111111111|
683 * |222222222222222222|texture height
684 * |333333333333333333|
685 * |444444444444444444| \/
686 * --------------------
688 * this also means that any references to allocatedMemory should work with the data as if were a
689 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
691 * internally the texture is still stored in a boxed format so any references to textureName will
692 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
694 * Performance should not be an issue, because applications normally do not lock the surfaces when
695 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
696 * and doesn't have to be re-read.
699 dst_data = This->resource.allocatedMemory;
700 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
701 for (y = 1 ; y < This->currentDesc.Height; y++) {
702 /* skip the first row */
703 src_data += src_pitch;
704 dst_data += dst_pitch;
705 memcpy(dst_data, src_data, dst_pitch);
708 HeapFree(GetProcessHeap(), 0, mem);
712 /* Surface has now been downloaded */
713 This->Flags |= SFLAG_INSYSMEM;
716 /* This call just uploads data, the caller is responsible for binding the
717 * correct texture. */
718 /* Context activation is done by the caller. */
719 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
720 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
722 GLsizei width = This->currentDesc.Width;
723 GLsizei height = This->currentDesc.Height;
728 internal = format->glGammaInternal;
730 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
732 internal = format->rtInternal;
736 internal = format->glInternal;
739 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
740 This, internal, width, height, format->glFormat, format->glType, data);
741 TRACE("target %#x, level %u, resource size %u.\n",
742 This->texture_target, This->texture_level, This->resource.size);
744 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
748 if (This->Flags & SFLAG_PBO)
750 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
751 checkGLcall("glBindBufferARB");
753 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
757 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
759 TRACE("Calling glCompressedTexSubImage2DARB.\n");
761 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
762 0, 0, width, height, internal, This->resource.size, data));
763 checkGLcall("glCompressedTexSubImage2DARB");
767 TRACE("Calling glTexSubImage2D.\n");
769 glTexSubImage2D(This->texture_target, This->texture_level,
770 0, 0, width, height, format->glFormat, format->glType, data);
771 checkGLcall("glTexSubImage2D");
774 if (This->Flags & SFLAG_PBO)
776 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
777 checkGLcall("glBindBufferARB");
782 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
784 IWineD3DDeviceImpl *device = This->resource.device;
787 for (i = 0; i < device->numContexts; ++i)
789 context_surface_update(device->contexts[i], This);
794 /* This call just allocates the texture, the caller is responsible for binding
795 * the correct texture. */
796 /* Context activation is done by the caller. */
797 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
798 const struct wined3d_format *format, BOOL srgb)
800 BOOL enable_client_storage = FALSE;
801 GLsizei width = This->pow2Width;
802 GLsizei height = This->pow2Height;
803 const BYTE *mem = NULL;
808 internal = format->glGammaInternal;
810 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
812 internal = format->rtInternal;
816 internal = format->glInternal;
819 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
821 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",
822 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
823 internal, width, height, format->glFormat, format->glType);
827 if (gl_info->supported[APPLE_CLIENT_STORAGE])
829 if (This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
830 || !This->resource.allocatedMemory)
832 /* In some cases we want to disable client storage.
833 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
834 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
835 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
836 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
838 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
839 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
840 This->Flags &= ~SFLAG_CLIENT;
841 enable_client_storage = TRUE;
843 This->Flags |= SFLAG_CLIENT;
845 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
846 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
848 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
852 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
854 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
855 internal, width, height, 0, This->resource.size, mem));
856 checkGLcall("glCompressedTexImage2DARB");
860 glTexImage2D(This->texture_target, This->texture_level,
861 internal, width, height, 0, format->glFormat, format->glType, mem);
862 checkGLcall("glTexImage2D");
865 if(enable_client_storage) {
866 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
867 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
872 /* In D3D the depth stencil dimensions have to be greater than or equal to the
873 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
874 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
875 /* GL locking is done by the caller */
876 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
878 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
879 renderbuffer_entry_t *entry;
880 GLuint renderbuffer = 0;
881 unsigned int src_width, src_height;
883 src_width = surface->pow2Width;
884 src_height = surface->pow2Height;
886 /* A depth stencil smaller than the render target is not valid */
887 if (width > src_width || height > src_height) return;
889 /* Remove any renderbuffer set if the sizes match */
890 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
891 || (width == src_width && height == src_height))
893 surface->current_renderbuffer = NULL;
897 /* Look if we've already got a renderbuffer of the correct dimensions */
898 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
900 if (entry->width == width && entry->height == height)
902 renderbuffer = entry->id;
903 surface->current_renderbuffer = entry;
910 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
911 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
912 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
913 surface->resource.format->glInternal, width, height);
915 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
916 entry->width = width;
917 entry->height = height;
918 entry->id = renderbuffer;
919 list_add_head(&surface->renderbuffers, &entry->entry);
921 surface->current_renderbuffer = entry;
924 checkGLcall("set_compatible_renderbuffer");
927 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
929 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
931 TRACE("surface %p.\n", surface);
933 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
935 ERR("Surface %p is not on a swapchain.\n", surface);
939 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
941 if (swapchain->render_to_fbo)
943 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
944 return GL_COLOR_ATTACHMENT0;
946 TRACE("Returning GL_BACK\n");
949 else if (surface == swapchain->front_buffer)
951 TRACE("Returning GL_FRONT\n");
955 FIXME("Higher back buffer, returning GL_BACK\n");
959 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
960 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
962 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
964 if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
965 /* No partial locking for textures yet. */
966 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
968 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
971 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
972 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
973 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
974 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
978 surface->dirtyRect.left = 0;
979 surface->dirtyRect.top = 0;
980 surface->dirtyRect.right = surface->currentDesc.Width;
981 surface->dirtyRect.bottom = surface->currentDesc.Height;
984 /* if the container is a basetexture then mark it dirty. */
985 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
987 TRACE("Passing to container.\n");
988 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
992 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
994 const struct wined3d_format *format = surface->resource.format;
995 IWineD3DDeviceImpl *device = surface->resource.device;
999 case WINED3DFMT_P8_UINT:
1000 if (surface->palette)
1002 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1003 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1004 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1008 float_color->r = 0.0f;
1009 float_color->g = 0.0f;
1010 float_color->b = 0.0f;
1012 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1015 case WINED3DFMT_B5G6R5_UNORM:
1016 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1017 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1018 float_color->b = (color & 0x1f) / 31.0f;
1019 float_color->a = 1.0f;
1022 case WINED3DFMT_B8G8R8_UNORM:
1023 case WINED3DFMT_B8G8R8X8_UNORM:
1024 float_color->r = D3DCOLOR_R(color);
1025 float_color->g = D3DCOLOR_G(color);
1026 float_color->b = D3DCOLOR_B(color);
1027 float_color->a = 1.0f;
1030 case WINED3DFMT_B8G8R8A8_UNORM:
1031 float_color->r = D3DCOLOR_R(color);
1032 float_color->g = D3DCOLOR_G(color);
1033 float_color->b = D3DCOLOR_B(color);
1034 float_color->a = D3DCOLOR_A(color);
1038 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1045 /* Do not call while under the GL lock. */
1046 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1048 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1049 ULONG ref = InterlockedDecrement(&This->resource.ref);
1050 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1054 surface_cleanup(This);
1055 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1057 TRACE("(%p) Released.\n", This);
1058 HeapFree(GetProcessHeap(), 0, This);
1064 /* ****************************************************
1065 IWineD3DSurface IWineD3DResource parts follow
1066 **************************************************** */
1068 /* Do not call while under the GL lock. */
1069 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1071 IWineD3DDeviceImpl *device = surface->resource.device;
1073 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1075 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1077 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1079 TRACE("Passing to container.\n");
1080 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1084 struct wined3d_context *context = NULL;
1086 TRACE("(%p) : About to load surface\n", surface);
1088 if (!device->isInDraw) context = context_acquire(device, NULL);
1090 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1091 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1093 if (palette9_changed(surface))
1095 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1096 /* TODO: This is not necessarily needed with hw palettized texture support */
1097 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1098 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1099 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1103 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1105 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1107 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1111 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1115 if (context) context_release(context);
1119 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1121 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1124 /* Context activation is done by the caller. */
1125 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1127 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1128 This->resource.allocatedMemory =
1129 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1133 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1134 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1135 checkGLcall("glGetBufferSubDataARB");
1136 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1137 checkGLcall("glDeleteBuffersARB");
1141 This->Flags &= ~SFLAG_PBO;
1144 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1146 if (!surface->resource.allocatedMemory)
1148 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1149 surface->resource.size + RESOURCE_ALIGNMENT);
1150 if (!surface->resource.heapMemory)
1152 ERR("Out of memory\n");
1155 surface->resource.allocatedMemory =
1156 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1160 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1163 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1168 /* Do not call while under the GL lock. */
1169 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1171 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1172 IWineD3DDeviceImpl *device = This->resource.device;
1173 const struct wined3d_gl_info *gl_info;
1174 renderbuffer_entry_t *entry, *entry2;
1175 struct wined3d_context *context;
1177 TRACE("(%p)\n", iface);
1179 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1180 /* Default pool resources are supposed to be destroyed before Reset is called.
1181 * Implicit resources stay however. So this means we have an implicit render target
1182 * or depth stencil. The content may be destroyed, but we still have to tear down
1183 * opengl resources, so we cannot leave early.
1185 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1186 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1187 * or the depth stencil into an FBO the texture or render buffer will be removed
1188 * and all flags get lost
1190 surface_init_sysmem(This);
1194 /* Load the surface into system memory */
1195 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1196 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1198 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1199 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1200 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1202 context = context_acquire(device, NULL);
1203 gl_info = context->gl_info;
1205 /* Destroy PBOs, but load them into real sysmem before */
1206 if (This->Flags & SFLAG_PBO)
1207 surface_remove_pbo(This, gl_info);
1209 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1210 * all application-created targets the application has to release the surface
1211 * before calling _Reset
1213 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1215 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1217 list_remove(&entry->entry);
1218 HeapFree(GetProcessHeap(), 0, entry);
1220 list_init(&This->renderbuffers);
1221 This->current_renderbuffer = NULL;
1223 /* If we're in a texture, the texture name belongs to the texture.
1224 * Otherwise, destroy it. */
1225 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1228 glDeleteTextures(1, &This->texture_name);
1229 This->texture_name = 0;
1230 glDeleteTextures(1, &This->texture_name_srgb);
1231 This->texture_name_srgb = 0;
1235 context_release(context);
1237 resource_unload((IWineD3DResourceImpl *)This);
1240 /* ******************************************************
1241 IWineD3DSurface IWineD3DSurface parts follow
1242 ****************************************************** */
1244 /* Read the framebuffer back into the surface */
1245 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1247 IWineD3DDeviceImpl *device = This->resource.device;
1248 const struct wined3d_gl_info *gl_info;
1249 struct wined3d_context *context;
1253 BYTE *row, *top, *bottom;
1257 BOOL srcIsUpsideDown;
1262 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1263 static BOOL warned = FALSE;
1265 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1271 context = context_acquire(device, This);
1272 context_apply_blit_state(context, device);
1273 gl_info = context->gl_info;
1277 /* Select the correct read buffer, and give some debug output.
1278 * There is no need to keep track of the current read buffer or reset it, every part of the code
1279 * that reads sets the read buffer as desired.
1281 if (surface_is_offscreen(This))
1283 /* Mapping the primary render target which is not on a swapchain.
1284 * Read from the back buffer. */
1285 TRACE("Mapping offscreen render target.\n");
1286 glReadBuffer(device->offscreenBuffer);
1287 srcIsUpsideDown = TRUE;
1291 /* Onscreen surfaces are always part of a swapchain */
1292 GLenum buffer = surface_get_gl_buffer(This);
1293 TRACE("Mapping %#x buffer.\n", buffer);
1294 glReadBuffer(buffer);
1295 checkGLcall("glReadBuffer");
1296 srcIsUpsideDown = FALSE;
1299 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1301 local_rect.left = 0;
1303 local_rect.right = This->currentDesc.Width;
1304 local_rect.bottom = This->currentDesc.Height;
1308 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1310 switch (This->resource.format->id)
1312 case WINED3DFMT_P8_UINT:
1314 if (primary_render_target_is_p8(device))
1316 /* In case of P8 render targets the index is stored in the alpha component */
1318 type = GL_UNSIGNED_BYTE;
1320 bpp = This->resource.format->byte_count;
1322 /* GL can't return palettized data, so read ARGB pixels into a
1323 * separate block of memory and convert them into palettized format
1324 * in software. Slow, but if the app means to use palettized render
1325 * targets and locks it...
1327 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1328 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1329 * for the color channels when palettizing the colors.
1332 type = GL_UNSIGNED_BYTE;
1334 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1336 ERR("Out of memory\n");
1340 bpp = This->resource.format->byte_count * 3;
1347 fmt = This->resource.format->glFormat;
1348 type = This->resource.format->glType;
1349 bpp = This->resource.format->byte_count;
1352 if(This->Flags & SFLAG_PBO) {
1353 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1354 checkGLcall("glBindBufferARB");
1357 ERR("mem not null for pbo -- unexpected\n");
1362 /* Save old pixel store pack state */
1363 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1364 checkGLcall("glGetIntegerv");
1365 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1366 checkGLcall("glGetIntegerv");
1367 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1368 checkGLcall("glGetIntegerv");
1370 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1371 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1372 checkGLcall("glPixelStorei");
1373 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1374 checkGLcall("glPixelStorei");
1375 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1376 checkGLcall("glPixelStorei");
1378 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1379 local_rect.right - local_rect.left,
1380 local_rect.bottom - local_rect.top,
1382 checkGLcall("glReadPixels");
1384 /* Reset previous pixel store pack state */
1385 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1386 checkGLcall("glPixelStorei");
1387 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1388 checkGLcall("glPixelStorei");
1389 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1390 checkGLcall("glPixelStorei");
1392 if(This->Flags & SFLAG_PBO) {
1393 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1394 checkGLcall("glBindBufferARB");
1396 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1397 * to get a pointer to it and perform the flipping in software. This is a lot
1398 * faster than calling glReadPixels for each line. In case we want more speed
1399 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1400 if(!srcIsUpsideDown) {
1401 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1402 checkGLcall("glBindBufferARB");
1404 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1405 checkGLcall("glMapBufferARB");
1409 /* TODO: Merge this with the palettization loop below for P8 targets */
1410 if(!srcIsUpsideDown) {
1412 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1413 Flip the lines in software */
1414 len = (local_rect.right - local_rect.left) * bpp;
1415 off = local_rect.left * bpp;
1417 row = HeapAlloc(GetProcessHeap(), 0, len);
1419 ERR("Out of memory\n");
1420 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1425 top = mem + pitch * local_rect.top;
1426 bottom = mem + pitch * (local_rect.bottom - 1);
1427 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1428 memcpy(row, top + off, len);
1429 memcpy(top + off, bottom + off, len);
1430 memcpy(bottom + off, row, len);
1434 HeapFree(GetProcessHeap(), 0, row);
1436 /* Unmap the temp PBO buffer */
1437 if(This->Flags & SFLAG_PBO) {
1438 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1439 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1444 context_release(context);
1446 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1447 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1448 * the same color but we have no choice.
1449 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1451 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1453 const PALETTEENTRY *pal = NULL;
1454 DWORD width = pitch / 3;
1458 pal = This->palette->palents;
1460 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1461 HeapFree(GetProcessHeap(), 0, mem);
1465 for(y = local_rect.top; y < local_rect.bottom; y++) {
1466 for(x = local_rect.left; x < local_rect.right; x++) {
1467 /* start lines pixels */
1468 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1469 const BYTE *green = blue + 1;
1470 const BYTE *red = green + 1;
1472 for(c = 0; c < 256; c++) {
1473 if(*red == pal[c].peRed &&
1474 *green == pal[c].peGreen &&
1475 *blue == pal[c].peBlue)
1477 *((BYTE *) dest + y * width + x) = c;
1483 HeapFree(GetProcessHeap(), 0, mem);
1487 /* Read the framebuffer contents into a texture */
1488 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1490 IWineD3DDeviceImpl *device = This->resource.device;
1491 const struct wined3d_gl_info *gl_info;
1492 struct wined3d_context *context;
1494 if (!surface_is_offscreen(This))
1496 /* We would need to flip onscreen surfaces, but there's no efficient
1497 * way to do that here. It makes more sense for the caller to
1498 * explicitly go through sysmem. */
1499 ERR("Not supported for onscreen targets.\n");
1503 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1504 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1505 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1507 context = context_acquire(device, This);
1508 gl_info = context->gl_info;
1510 surface_prepare_texture(This, gl_info, srgb);
1511 surface_bind_and_dirtify(This, srgb);
1513 TRACE("Reading back offscreen render target %p.\n", This);
1517 glReadBuffer(device->offscreenBuffer);
1518 checkGLcall("glReadBuffer");
1520 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1521 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1522 checkGLcall("glCopyTexSubImage2D");
1526 context_release(context);
1529 /* Context activation is done by the caller. */
1530 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1531 const struct wined3d_gl_info *gl_info, BOOL srgb)
1533 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1534 CONVERT_TYPES convert;
1535 struct wined3d_format format;
1537 if (surface->Flags & alloc_flag) return;
1539 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1540 if (convert != NO_CONVERSION || format.convert) surface->Flags |= SFLAG_CONVERTED;
1541 else surface->Flags &= ~SFLAG_CONVERTED;
1543 surface_bind_and_dirtify(surface, srgb);
1544 surface_allocate_surface(surface, gl_info, &format, srgb);
1545 surface->Flags |= alloc_flag;
1548 /* Context activation is done by the caller. */
1549 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1551 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1553 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1554 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1557 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1559 for (i = 0; i < sub_count; ++i)
1561 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1562 surface_prepare_texture_internal(s, gl_info, srgb);
1568 surface_prepare_texture_internal(surface, gl_info, srgb);
1571 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1573 IWineD3DDeviceImpl *device = This->resource.device;
1574 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1576 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1577 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1580 if(!(This->Flags & SFLAG_DYNLOCK)) {
1582 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1583 if(This->lockCount > MAXLOCKCOUNT) {
1584 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1585 This->Flags |= SFLAG_DYNLOCK;
1589 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1590 * Also don't create a PBO for systemmem surfaces.
1592 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1593 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1594 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1597 struct wined3d_context *context;
1599 context = context_acquire(device, NULL);
1602 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1603 error = glGetError();
1604 if (!This->pbo || error != GL_NO_ERROR)
1605 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1607 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1609 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1610 checkGLcall("glBindBufferARB");
1612 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1613 checkGLcall("glBufferDataARB");
1615 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1616 checkGLcall("glBindBufferARB");
1618 /* We don't need the system memory anymore and we can't even use it for PBOs */
1619 if(!(This->Flags & SFLAG_CLIENT)) {
1620 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1621 This->resource.heapMemory = NULL;
1623 This->resource.allocatedMemory = NULL;
1624 This->Flags |= SFLAG_PBO;
1626 context_release(context);
1628 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1630 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1633 if(!This->resource.heapMemory) {
1634 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1636 This->resource.allocatedMemory =
1637 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1638 if(This->Flags & SFLAG_INSYSMEM) {
1639 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1644 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1645 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD Flags)
1647 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1648 IWineD3DDeviceImpl *device = This->resource.device;
1649 const RECT *pass_rect = pRect;
1651 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1652 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1654 /* This is also done in the base class, but we have to verify this before loading any data from
1655 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1656 * may interfere, and all other bad things may happen
1658 if (This->Flags & SFLAG_LOCKED) {
1659 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1660 return WINED3DERR_INVALIDCALL;
1662 This->Flags |= SFLAG_LOCKED;
1664 if (!(This->Flags & SFLAG_LOCKABLE))
1666 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1669 if (Flags & WINED3DLOCK_DISCARD) {
1670 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1671 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1672 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1673 This->Flags |= SFLAG_INSYSMEM;
1677 if (This->Flags & SFLAG_INSYSMEM) {
1678 TRACE("Local copy is up to date, not downloading data\n");
1679 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1683 /* surface_load_location() does not check if the rectangle specifies
1684 * the full surface. Most callers don't need that, so do it here. */
1685 if (pRect && !pRect->top && !pRect->left
1686 && pRect->right == This->currentDesc.Width
1687 && pRect->bottom == This->currentDesc.Height)
1692 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1693 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1695 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1699 if (This->Flags & SFLAG_PBO)
1701 const struct wined3d_gl_info *gl_info;
1702 struct wined3d_context *context;
1704 context = context_acquire(device, NULL);
1705 gl_info = context->gl_info;
1708 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1709 checkGLcall("glBindBufferARB");
1711 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1712 if(This->resource.allocatedMemory) {
1713 ERR("The surface already has PBO memory allocated!\n");
1716 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1717 checkGLcall("glMapBufferARB");
1719 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1720 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1721 checkGLcall("glBindBufferARB");
1724 context_release(context);
1727 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1732 surface_add_dirty_rect(This, pRect);
1734 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1736 TRACE("Making container dirty.\n");
1737 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1741 TRACE("Surface is standalone, no need to dirty the container\n");
1745 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, Flags);
1748 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1750 GLint prev_rasterpos[4];
1751 GLint skipBytes = 0;
1752 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1753 IWineD3DDeviceImpl *device = This->resource.device;
1754 const struct wined3d_gl_info *gl_info;
1755 struct wined3d_context *context;
1757 /* Activate the correct context for the render target */
1758 context = context_acquire(device, This);
1759 context_apply_blit_state(context, device);
1760 gl_info = context->gl_info;
1764 if (!surface_is_offscreen(This))
1766 GLenum buffer = surface_get_gl_buffer(This);
1767 TRACE("Unlocking %#x buffer.\n", buffer);
1768 context_set_draw_buffer(context, buffer);
1772 /* Primary offscreen render target */
1773 TRACE("Offscreen render target.\n");
1774 context_set_draw_buffer(context, device->offscreenBuffer);
1777 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1778 checkGLcall("glGetIntegerv");
1779 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1780 checkGLcall("glGetIntegerv");
1781 glPixelZoom(1.0f, -1.0f);
1782 checkGLcall("glPixelZoom");
1784 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1785 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1786 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1788 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1789 checkGLcall("glRasterPos3i");
1791 /* Some drivers(radeon dri, others?) don't like exceptions during
1792 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1793 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1794 * catch to put the dib section in InSync mode, which leads to a crash
1795 * and a blocked x server on my radeon card.
1797 * The following lines read the dib section so it is put in InSync mode
1798 * before glDrawPixels is called and the crash is prevented. There won't
1799 * be any interfering gdi accesses, because UnlockRect is called from
1800 * ReleaseDC, and the app won't use the dc any more afterwards.
1802 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1804 read = This->resource.allocatedMemory[0];
1807 if(This->Flags & SFLAG_PBO) {
1808 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1809 checkGLcall("glBindBufferARB");
1812 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1813 if(This->Flags & SFLAG_LOCKED) {
1814 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1815 (This->lockedRect.bottom - This->lockedRect.top)-1,
1817 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1818 checkGLcall("glDrawPixels");
1820 glDrawPixels(This->currentDesc.Width,
1821 This->currentDesc.Height,
1823 checkGLcall("glDrawPixels");
1826 if(This->Flags & SFLAG_PBO) {
1827 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1828 checkGLcall("glBindBufferARB");
1831 glPixelZoom(1.0f, 1.0f);
1832 checkGLcall("glPixelZoom");
1834 glRasterPos3iv(&prev_rasterpos[0]);
1835 checkGLcall("glRasterPos3iv");
1837 /* Reset to previous pack row length */
1838 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1839 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1842 context_release(context);
1845 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
1847 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1848 IWineD3DDeviceImpl *device = This->resource.device;
1851 if (!(This->Flags & SFLAG_LOCKED)) {
1852 WARN("trying to Unlock an unlocked surf@%p\n", This);
1853 return WINEDDERR_NOTLOCKED;
1856 if (This->Flags & SFLAG_PBO)
1858 const struct wined3d_gl_info *gl_info;
1859 struct wined3d_context *context;
1861 TRACE("Freeing PBO memory\n");
1863 context = context_acquire(device, NULL);
1864 gl_info = context->gl_info;
1867 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1868 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1869 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1870 checkGLcall("glUnmapBufferARB");
1872 context_release(context);
1874 This->resource.allocatedMemory = NULL;
1877 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1879 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1880 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1884 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1885 || (device->render_targets && This == device->render_targets[0]))
1887 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1888 static BOOL warned = FALSE;
1890 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1896 if (!This->dirtyRect.left && !This->dirtyRect.top
1897 && This->dirtyRect.right == This->currentDesc.Width
1898 && This->dirtyRect.bottom == This->currentDesc.Height)
1902 /* TODO: Proper partial rectangle tracking */
1903 fullsurface = FALSE;
1904 This->Flags |= SFLAG_INSYSMEM;
1907 switch(wined3d_settings.rendertargetlock_mode) {
1909 surface_load_location(This, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1913 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1919 /* Partial rectangle tracking is not commonly implemented, it is
1920 * only done for render targets. Overwrite the flags to bring
1921 * them back into a sane state. INSYSMEM was set before to tell
1922 * surface_load_location() where to read the rectangle from.
1923 * Indrawable is set because all modifications from the partial
1924 * sysmem copy are written back to the drawable, thus the surface
1925 * is merged again in the drawable. The sysmem copy is not fully
1926 * up to date because only a subrectangle was read in Map(). */
1927 This->Flags &= ~SFLAG_INSYSMEM;
1928 This->Flags |= SFLAG_INDRAWABLE;
1931 This->dirtyRect.left = This->currentDesc.Width;
1932 This->dirtyRect.top = This->currentDesc.Height;
1933 This->dirtyRect.right = 0;
1934 This->dirtyRect.bottom = 0;
1936 else if (This == device->depth_stencil)
1938 FIXME("Depth Stencil buffer locking is not implemented\n");
1940 /* The rest should be a normal texture */
1941 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1942 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1943 * states need resetting
1945 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1947 IWineD3DBaseTextureImpl *texture = This->container.u.texture;
1948 if (texture->baseTexture.bindCount)
1949 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
1954 This->Flags &= ~SFLAG_LOCKED;
1955 memset(&This->lockedRect, 0, sizeof(RECT));
1957 /* Overlays have to be redrawn manually after changes with the GL implementation */
1958 if(This->overlay_dest) {
1959 IWineD3DSurface_DrawOverlay(iface);
1964 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1966 struct wined3d_context *context;
1968 context = context_acquire(surface->resource.device, NULL);
1971 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1972 if (surface->texture_name)
1974 surface_bind_and_dirtify(surface, FALSE);
1975 glTexImage2D(surface->texture_target, surface->texture_level,
1976 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1978 if (surface->texture_name_srgb)
1980 surface_bind_and_dirtify(surface, TRUE);
1981 glTexImage2D(surface->texture_target, surface->texture_level,
1982 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1984 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1987 context_release(context);
1989 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1990 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1991 surface_force_reload(surface);
1994 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1996 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1997 WINED3DLOCKED_RECT lock;
2001 TRACE("(%p)->(%p)\n",This,pHDC);
2003 if(This->Flags & SFLAG_USERPTR) {
2004 ERR("Not supported on surfaces with an application-provided surfaces\n");
2005 return WINEDDERR_NODC;
2008 /* Give more detailed info for ddraw */
2009 if (This->Flags & SFLAG_DCINUSE)
2010 return WINEDDERR_DCALREADYCREATED;
2012 /* Can't GetDC if the surface is locked */
2013 if (This->Flags & SFLAG_LOCKED)
2014 return WINED3DERR_INVALIDCALL;
2016 memset(&lock, 0, sizeof(lock)); /* To be sure */
2018 /* Create a DIB section if there isn't a hdc yet */
2021 if (This->Flags & SFLAG_CLIENT)
2023 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2024 surface_release_client_storage(This);
2026 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2027 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2029 /* Use the dib section from now on if we are not using a PBO */
2030 if(!(This->Flags & SFLAG_PBO))
2031 This->resource.allocatedMemory = This->dib.bitmap_data;
2034 /* Map the surface */
2035 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2037 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2038 * activates the allocatedMemory. */
2039 if (This->Flags & SFLAG_PBO)
2040 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2044 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2045 /* keep the dib section */
2049 if (This->resource.format->id == WINED3DFMT_P8_UINT
2050 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2052 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2053 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2055 const PALETTEENTRY *pal = NULL;
2058 pal = This->palette->palents;
2060 IWineD3DSurfaceImpl *dds_primary;
2061 IWineD3DSwapChainImpl *swapchain;
2062 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2063 dds_primary = swapchain->front_buffer;
2064 if (dds_primary && dds_primary->palette)
2065 pal = dds_primary->palette->palents;
2069 for (n=0; n<256; n++) {
2070 col[n].rgbRed = pal[n].peRed;
2071 col[n].rgbGreen = pal[n].peGreen;
2072 col[n].rgbBlue = pal[n].peBlue;
2073 col[n].rgbReserved = 0;
2075 SetDIBColorTable(This->hDC, 0, 256, col);
2080 TRACE("returning %p\n",*pHDC);
2081 This->Flags |= SFLAG_DCINUSE;
2086 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2088 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2090 TRACE("(%p)->(%p)\n",This,hDC);
2092 if (!(This->Flags & SFLAG_DCINUSE))
2093 return WINEDDERR_NODC;
2095 if (This->hDC !=hDC) {
2096 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2097 return WINEDDERR_NODC;
2100 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2101 /* Copy the contents of the DIB over to the PBO */
2102 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2105 /* we locked first, so unlock now */
2106 IWineD3DSurface_Unmap(iface);
2108 This->Flags &= ~SFLAG_DCINUSE;
2113 /* ******************************************************
2114 IWineD3DSurface Internal (No mapping to directx api) parts follow
2115 ****************************************************** */
2117 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2118 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2120 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2121 IWineD3DDeviceImpl *device = This->resource.device;
2122 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2123 BOOL blit_supported = FALSE;
2125 /* Copy the default values from the surface. Below we might perform fixups */
2126 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2127 *format = *This->resource.format;
2128 *convert = NO_CONVERSION;
2130 /* Ok, now look if we have to do any conversion */
2131 switch (This->resource.format->id)
2133 case WINED3DFMT_P8_UINT:
2134 /* Below the call to blit_supported is disabled for Wine 1.2
2135 * because the function isn't operating correctly yet. At the
2136 * moment 8-bit blits are handled in software and if certain GL
2137 * extensions are around, surface conversion is performed at
2138 * upload time. The blit_supported call recognizes it as a
2139 * destination fixup. This type of upload 'fixup' and 8-bit to
2140 * 8-bit blits need to be handled by the blit_shader.
2141 * TODO: get rid of this #if 0. */
2143 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2144 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2145 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2147 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2149 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2150 * texturing. Further also use conversion in case of color keying.
2151 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2152 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2153 * conflicts with this.
2155 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2156 || colorkey_active || !use_texturing)
2158 format->glFormat = GL_RGBA;
2159 format->glInternal = GL_RGBA;
2160 format->glType = GL_UNSIGNED_BYTE;
2161 format->conv_byte_count = 4;
2162 if (colorkey_active)
2163 *convert = CONVERT_PALETTED_CK;
2165 *convert = CONVERT_PALETTED;
2169 case WINED3DFMT_B2G3R3_UNORM:
2170 /* **********************
2171 GL_UNSIGNED_BYTE_3_3_2
2172 ********************** */
2173 if (colorkey_active) {
2174 /* This texture format will never be used.. So do not care about color keying
2175 up until the point in time it will be needed :-) */
2176 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2180 case WINED3DFMT_B5G6R5_UNORM:
2181 if (colorkey_active)
2183 *convert = CONVERT_CK_565;
2184 format->glFormat = GL_RGBA;
2185 format->glInternal = GL_RGB5_A1;
2186 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2187 format->conv_byte_count = 2;
2191 case WINED3DFMT_B5G5R5X1_UNORM:
2192 if (colorkey_active)
2194 *convert = CONVERT_CK_5551;
2195 format->glFormat = GL_BGRA;
2196 format->glInternal = GL_RGB5_A1;
2197 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2198 format->conv_byte_count = 2;
2202 case WINED3DFMT_B8G8R8_UNORM:
2203 if (colorkey_active)
2205 *convert = CONVERT_CK_RGB24;
2206 format->glFormat = GL_RGBA;
2207 format->glInternal = GL_RGBA8;
2208 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2209 format->conv_byte_count = 4;
2213 case WINED3DFMT_B8G8R8X8_UNORM:
2214 if (colorkey_active)
2216 *convert = CONVERT_RGB32_888;
2217 format->glFormat = GL_RGBA;
2218 format->glInternal = GL_RGBA8;
2219 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2220 format->conv_byte_count = 4;
2231 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2233 IWineD3DDeviceImpl *device = This->resource.device;
2234 IWineD3DPaletteImpl *pal = This->palette;
2235 BOOL index_in_alpha = FALSE;
2238 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2239 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2240 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2241 * duplicate entries. Store the color key in the unused alpha component to speed the
2242 * download up and to make conversion unneeded. */
2243 index_in_alpha = primary_render_target_is_p8(device);
2247 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2249 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2252 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2255 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2256 * there's no palette at this time. */
2257 for (i = 0; i < 256; i++) table[i][3] = i;
2262 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2263 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2264 * capability flag is present (wine does advertise this capability) */
2265 for (i = 0; i < 256; ++i)
2267 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2268 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2269 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2270 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2276 TRACE("Using surface palette %p\n", pal);
2277 /* Get the surface's palette */
2278 for (i = 0; i < 256; ++i)
2280 table[i][0] = pal->palents[i].peRed;
2281 table[i][1] = pal->palents[i].peGreen;
2282 table[i][2] = pal->palents[i].peBlue;
2284 /* When index_in_alpha is set the palette index is stored in the
2285 * alpha component. In case of a readback we can then read
2286 * GL_ALPHA. Color keying is handled in BltOverride using a
2287 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2288 * color key itself is passed to glAlphaFunc in other cases the
2289 * alpha component of pixels that should be masked away is set to 0. */
2294 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2295 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2299 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2301 table[i][3] = pal->palents[i].peFlags;
2311 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2312 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2316 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2321 memcpy(dst, src, pitch * height);
2324 case CONVERT_PALETTED:
2325 case CONVERT_PALETTED_CK:
2330 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2332 for (y = 0; y < height; y++)
2334 source = src + pitch * y;
2335 dest = dst + outpitch * y;
2336 /* This is an 1 bpp format, using the width here is fine */
2337 for (x = 0; x < width; x++) {
2338 BYTE color = *source++;
2339 *dest++ = table[color][0];
2340 *dest++ = table[color][1];
2341 *dest++ = table[color][2];
2342 *dest++ = table[color][3];
2348 case CONVERT_CK_565:
2350 /* Converting the 565 format in 5551 packed to emulate color-keying.
2352 Note : in all these conversion, it would be best to average the averaging
2353 pixels to get the color of the pixel that will be color-keyed to
2354 prevent 'color bleeding'. This will be done later on if ever it is
2357 Note2: Nvidia documents say that their driver does not support alpha + color keying
2358 on the same surface and disables color keying in such a case
2364 TRACE("Color keyed 565\n");
2366 for (y = 0; y < height; y++) {
2367 Source = (const WORD *)(src + y * pitch);
2368 Dest = (WORD *) (dst + y * outpitch);
2369 for (x = 0; x < width; x++ ) {
2370 WORD color = *Source++;
2371 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2372 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2373 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2382 case CONVERT_CK_5551:
2384 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2388 TRACE("Color keyed 5551\n");
2389 for (y = 0; y < height; y++) {
2390 Source = (const WORD *)(src + y * pitch);
2391 Dest = (WORD *) (dst + y * outpitch);
2392 for (x = 0; x < width; x++ ) {
2393 WORD color = *Source++;
2395 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2396 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2400 *Dest &= ~(1 << 15);
2408 case CONVERT_CK_RGB24:
2410 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2412 for (y = 0; y < height; y++)
2414 source = src + pitch * y;
2415 dest = dst + outpitch * y;
2416 for (x = 0; x < width; x++) {
2417 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2418 DWORD dstcolor = color << 8;
2419 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2420 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2423 *(DWORD*)dest = dstcolor;
2431 case CONVERT_RGB32_888:
2433 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2435 for (y = 0; y < height; y++)
2437 source = src + pitch * y;
2438 dest = dst + outpitch * y;
2439 for (x = 0; x < width; x++) {
2440 DWORD color = 0xffffff & *(const DWORD*)source;
2441 DWORD dstcolor = color << 8;
2442 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2443 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2446 *(DWORD*)dest = dstcolor;
2455 ERR("Unsupported conversion type %#x.\n", convert);
2460 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2462 IWineD3DDeviceImpl *device = This->resource.device;
2464 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2465 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2467 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2468 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2475 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2480 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2482 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2486 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2487 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2488 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2490 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2492 if (!(This->Flags & flag)) {
2493 TRACE("Reloading because surface is dirty\n");
2494 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2495 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2496 /* Reload: vice versa OR */
2497 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2498 /* Also reload: Color key is active AND the color key has changed */
2499 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2500 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2501 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2502 TRACE("Reloading because of color keying\n");
2503 /* To perform the color key conversion we need a sysmem copy of
2504 * the surface. Make sure we have it
2507 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2508 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2509 /* TODO: This is not necessarily needed with hw palettized texture support */
2510 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2512 TRACE("surface is already in texture\n");
2516 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2517 * These resources are not bound by device size or format restrictions. Because of this,
2518 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2519 * However, these resources can always be created, locked, and copied.
2521 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2523 FIXME("(%p) Operation not supported for scratch textures\n",This);
2524 return WINED3DERR_INVALIDCALL;
2527 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2529 if (!(This->Flags & SFLAG_DONOTFREE)) {
2530 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2531 This->resource.allocatedMemory = NULL;
2532 This->resource.heapMemory = NULL;
2533 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2539 /* Context activation is done by the caller. */
2540 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2542 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2544 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2546 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2548 TRACE("Passing to container.\n");
2549 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2555 TRACE("(%p) : Binding surface\n", This);
2557 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2561 if (!This->texture_level)
2564 glGenTextures(1, name);
2565 checkGLcall("glGenTextures");
2566 TRACE("Surface %p given name %d\n", This, *name);
2568 glBindTexture(This->texture_target, *name);
2569 checkGLcall("glBindTexture");
2570 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2571 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2572 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2573 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2574 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2575 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2576 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2577 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2578 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2579 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2581 /* This is where we should be reducing the amount of GLMemoryUsed */
2583 /* Mipmap surfaces should have a base texture container */
2584 ERR("Mipmap surface has a glTexture bound to it!\n");
2587 glBindTexture(This->texture_target, *name);
2588 checkGLcall("glBindTexture");
2594 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2596 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2599 TRACE("(%p) : Calling base function first\n", This);
2600 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2602 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2603 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2604 This->resource.format->glInternal, This->resource.format->glType);
2609 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2610 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2612 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2613 WARN("Surface is locked or the HDC is in use\n");
2614 return WINED3DERR_INVALIDCALL;
2617 if(Mem && Mem != This->resource.allocatedMemory) {
2618 void *release = NULL;
2620 /* Do I have to copy the old surface content? */
2621 if(This->Flags & SFLAG_DIBSECTION) {
2622 /* Release the DC. No need to hold the critical section for the update
2623 * Thread because this thread runs only on front buffers, but this method
2624 * fails for render targets in the check above.
2626 SelectObject(This->hDC, This->dib.holdbitmap);
2627 DeleteDC(This->hDC);
2628 /* Release the DIB section */
2629 DeleteObject(This->dib.DIBsection);
2630 This->dib.bitmap_data = NULL;
2631 This->resource.allocatedMemory = NULL;
2633 This->Flags &= ~SFLAG_DIBSECTION;
2634 } else if(!(This->Flags & SFLAG_USERPTR)) {
2635 release = This->resource.heapMemory;
2636 This->resource.heapMemory = NULL;
2638 This->resource.allocatedMemory = Mem;
2639 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2641 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2642 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2644 /* For client textures opengl has to be notified */
2645 if (This->Flags & SFLAG_CLIENT)
2646 surface_release_client_storage(This);
2648 /* Now free the old memory if any */
2649 HeapFree(GetProcessHeap(), 0, release);
2651 else if (This->Flags & SFLAG_USERPTR)
2653 /* Map and GetDC will re-create the dib section and allocated memory. */
2654 This->resource.allocatedMemory = NULL;
2655 /* HeapMemory should be NULL already */
2656 if (This->resource.heapMemory)
2657 ERR("User pointer surface has heap memory allocated.\n");
2658 This->Flags &= ~SFLAG_USERPTR;
2660 if (This->Flags & SFLAG_CLIENT)
2661 surface_release_client_storage(This);
2666 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2668 /* Flip the surface contents */
2673 front->hDC = back->hDC;
2677 /* Flip the DIBsection */
2680 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2681 tmp = front->dib.DIBsection;
2682 front->dib.DIBsection = back->dib.DIBsection;
2683 back->dib.DIBsection = tmp;
2685 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2686 else front->Flags &= ~SFLAG_DIBSECTION;
2687 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2688 else back->Flags &= ~SFLAG_DIBSECTION;
2691 /* Flip the surface data */
2695 tmp = front->dib.bitmap_data;
2696 front->dib.bitmap_data = back->dib.bitmap_data;
2697 back->dib.bitmap_data = tmp;
2699 tmp = front->resource.allocatedMemory;
2700 front->resource.allocatedMemory = back->resource.allocatedMemory;
2701 back->resource.allocatedMemory = tmp;
2703 tmp = front->resource.heapMemory;
2704 front->resource.heapMemory = back->resource.heapMemory;
2705 back->resource.heapMemory = tmp;
2710 GLuint tmp_pbo = front->pbo;
2711 front->pbo = back->pbo;
2712 back->pbo = tmp_pbo;
2715 /* client_memory should not be different, but just in case */
2718 tmp = front->dib.client_memory;
2719 front->dib.client_memory = back->dib.client_memory;
2720 back->dib.client_memory = tmp;
2723 /* Flip the opengl texture */
2727 tmp = back->texture_name;
2728 back->texture_name = front->texture_name;
2729 front->texture_name = tmp;
2731 tmp = back->texture_name_srgb;
2732 back->texture_name_srgb = front->texture_name_srgb;
2733 front->texture_name_srgb = tmp;
2737 DWORD tmp_flags = back->Flags;
2738 back->Flags = front->Flags;
2739 front->Flags = tmp_flags;
2743 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2744 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2745 IWineD3DSwapChainImpl *swapchain = NULL;
2747 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2749 /* Flipping is only supported on RenderTargets and overlays*/
2750 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2751 WARN("Tried to flip a non-render target, non-overlay surface\n");
2752 return WINEDDERR_NOTFLIPPABLE;
2755 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2756 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2758 /* Update the overlay if it is visible */
2759 if(This->overlay_dest) {
2760 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2767 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2768 * FIXME("(%p) Target override is not supported by now\n", This);
2769 * Additionally, it isn't really possible to support triple-buffering
2770 * properly on opengl at all
2774 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2776 ERR("Flipped surface is not on a swapchain\n");
2777 return WINEDDERR_NOTFLIPPABLE;
2779 swapchain = This->container.u.swapchain;
2781 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2782 * and only d3d8 and d3d9 apps specify the presentation interval
2784 if (!(Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2786 /* Most common case first to avoid wasting time on all the other cases */
2787 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2788 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2789 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2790 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2791 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2792 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2793 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2795 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2798 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2799 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2800 NULL, NULL, swapchain->win_handle, NULL, 0);
2803 /* Does a direct frame buffer -> texture copy. Stretching is done
2804 * with single pixel copy calls
2806 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2807 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2809 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2812 struct wined3d_context *context;
2813 BOOL upsidedown = FALSE;
2814 RECT dst_rect = *dst_rect_in;
2816 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2817 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2819 if(dst_rect.top > dst_rect.bottom) {
2820 UINT tmp = dst_rect.bottom;
2821 dst_rect.bottom = dst_rect.top;
2826 context = context_acquire(device, src_surface);
2827 context_apply_blit_state(context, device);
2828 surface_internal_preload(dst_surface, SRGB_RGB);
2831 /* Bind the target texture */
2832 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2833 checkGLcall("glBindTexture");
2834 if (surface_is_offscreen(src_surface))
2836 TRACE("Reading from an offscreen target\n");
2837 upsidedown = !upsidedown;
2838 glReadBuffer(device->offscreenBuffer);
2842 glReadBuffer(surface_get_gl_buffer(src_surface));
2844 checkGLcall("glReadBuffer");
2846 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2847 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2849 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2851 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2853 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2854 ERR("Texture filtering not supported in direct blit\n");
2857 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2858 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2860 ERR("Texture filtering not supported in direct blit\n");
2864 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2865 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2867 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2869 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2870 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2871 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2872 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2874 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2875 /* I have to process this row by row to swap the image,
2876 * otherwise it would be upside down, so stretching in y direction
2877 * doesn't cost extra time
2879 * However, stretching in x direction can be avoided if not necessary
2881 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2882 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2884 /* Well, that stuff works, but it's very slow.
2885 * find a better way instead
2889 for (col = dst_rect.left; col < dst_rect.right; ++col)
2891 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2892 dst_rect.left + col /* x offset */, row /* y offset */,
2893 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2898 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2899 dst_rect.left /* x offset */, row /* y offset */,
2900 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2904 checkGLcall("glCopyTexSubImage2D");
2907 context_release(context);
2909 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2910 * path is never entered
2912 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2915 /* Uses the hardware to stretch and flip the image */
2916 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2917 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2919 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2920 GLuint src, backup = 0;
2921 IWineD3DSwapChainImpl *src_swapchain = NULL;
2922 float left, right, top, bottom; /* Texture coordinates */
2923 UINT fbwidth = src_surface->currentDesc.Width;
2924 UINT fbheight = src_surface->currentDesc.Height;
2925 struct wined3d_context *context;
2926 GLenum drawBuffer = GL_BACK;
2927 GLenum texture_target;
2928 BOOL noBackBufferBackup;
2930 BOOL upsidedown = FALSE;
2931 RECT dst_rect = *dst_rect_in;
2933 TRACE("Using hwstretch blit\n");
2934 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2935 context = context_acquire(device, src_surface);
2936 context_apply_blit_state(context, device);
2937 surface_internal_preload(dst_surface, SRGB_RGB);
2939 src_offscreen = surface_is_offscreen(src_surface);
2940 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2941 if (!noBackBufferBackup && !src_surface->texture_name)
2943 /* Get it a description */
2944 surface_internal_preload(src_surface, SRGB_RGB);
2948 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2949 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2951 if (context->aux_buffers >= 2)
2953 /* Got more than one aux buffer? Use the 2nd aux buffer */
2954 drawBuffer = GL_AUX1;
2956 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2958 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2959 drawBuffer = GL_AUX0;
2962 if(noBackBufferBackup) {
2963 glGenTextures(1, &backup);
2964 checkGLcall("glGenTextures");
2965 glBindTexture(GL_TEXTURE_2D, backup);
2966 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2967 texture_target = GL_TEXTURE_2D;
2969 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2970 * we are reading from the back buffer, the backup can be used as source texture
2972 texture_target = src_surface->texture_target;
2973 glBindTexture(texture_target, src_surface->texture_name);
2974 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2975 glEnable(texture_target);
2976 checkGLcall("glEnable(texture_target)");
2978 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2979 src_surface->Flags &= ~SFLAG_INTEXTURE;
2982 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2983 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2985 if(dst_rect.top > dst_rect.bottom) {
2986 UINT tmp = dst_rect.bottom;
2987 dst_rect.bottom = dst_rect.top;
2994 TRACE("Reading from an offscreen target\n");
2995 upsidedown = !upsidedown;
2996 glReadBuffer(device->offscreenBuffer);
3000 glReadBuffer(surface_get_gl_buffer(src_surface));
3003 /* TODO: Only back up the part that will be overwritten */
3004 glCopyTexSubImage2D(texture_target, 0,
3005 0, 0 /* read offsets */,
3010 checkGLcall("glCopyTexSubImage2D");
3012 /* No issue with overriding these - the sampler is dirty due to blit usage */
3013 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3014 wined3d_gl_mag_filter(magLookup, Filter));
3015 checkGLcall("glTexParameteri");
3016 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3017 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3018 checkGLcall("glTexParameteri");
3020 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3021 src_swapchain = src_surface->container.u.swapchain;
3022 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3024 src = backup ? backup : src_surface->texture_name;
3028 glReadBuffer(GL_FRONT);
3029 checkGLcall("glReadBuffer(GL_FRONT)");
3031 glGenTextures(1, &src);
3032 checkGLcall("glGenTextures(1, &src)");
3033 glBindTexture(GL_TEXTURE_2D, src);
3034 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3036 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3037 * out for power of 2 sizes
3039 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3040 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3041 checkGLcall("glTexImage2D");
3042 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3043 0, 0 /* read offsets */,
3048 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3049 checkGLcall("glTexParameteri");
3050 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3051 checkGLcall("glTexParameteri");
3053 glReadBuffer(GL_BACK);
3054 checkGLcall("glReadBuffer(GL_BACK)");
3056 if(texture_target != GL_TEXTURE_2D) {
3057 glDisable(texture_target);
3058 glEnable(GL_TEXTURE_2D);
3059 texture_target = GL_TEXTURE_2D;
3062 checkGLcall("glEnd and previous");
3064 left = src_rect->left;
3065 right = src_rect->right;
3069 top = src_surface->currentDesc.Height - src_rect->top;
3070 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3074 top = src_surface->currentDesc.Height - src_rect->bottom;
3075 bottom = src_surface->currentDesc.Height - src_rect->top;
3078 if (src_surface->Flags & SFLAG_NORMCOORD)
3080 left /= src_surface->pow2Width;
3081 right /= src_surface->pow2Width;
3082 top /= src_surface->pow2Height;
3083 bottom /= src_surface->pow2Height;
3086 /* draw the source texture stretched and upside down. The correct surface is bound already */
3087 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3088 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3090 context_set_draw_buffer(context, drawBuffer);
3091 glReadBuffer(drawBuffer);
3095 glTexCoord2f(left, bottom);
3096 glVertex2i(0, fbheight);
3099 glTexCoord2f(left, top);
3100 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3103 glTexCoord2f(right, top);
3104 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3107 glTexCoord2f(right, bottom);
3108 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3110 checkGLcall("glEnd and previous");
3112 if (texture_target != dst_surface->texture_target)
3114 glDisable(texture_target);
3115 glEnable(dst_surface->texture_target);
3116 texture_target = dst_surface->texture_target;
3119 /* Now read the stretched and upside down image into the destination texture */
3120 glBindTexture(texture_target, dst_surface->texture_name);
3121 checkGLcall("glBindTexture");
3122 glCopyTexSubImage2D(texture_target,
3124 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3125 0, 0, /* We blitted the image to the origin */
3126 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3127 checkGLcall("glCopyTexSubImage2D");
3129 if(drawBuffer == GL_BACK) {
3130 /* Write the back buffer backup back */
3132 if(texture_target != GL_TEXTURE_2D) {
3133 glDisable(texture_target);
3134 glEnable(GL_TEXTURE_2D);
3135 texture_target = GL_TEXTURE_2D;
3137 glBindTexture(GL_TEXTURE_2D, backup);
3138 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3142 if (texture_target != src_surface->texture_target)
3144 glDisable(texture_target);
3145 glEnable(src_surface->texture_target);
3146 texture_target = src_surface->texture_target;
3148 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3149 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3154 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3158 glTexCoord2f(0.0f, 0.0f);
3159 glVertex2i(0, fbheight);
3162 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3163 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3166 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3167 (float)fbheight / (float)src_surface->pow2Height);
3168 glVertex2i(fbwidth, 0);
3171 glDisable(texture_target);
3172 checkGLcall("glDisable(texture_target)");
3175 if (src != src_surface->texture_name && src != backup)
3177 glDeleteTextures(1, &src);
3178 checkGLcall("glDeleteTextures(1, &src)");
3181 glDeleteTextures(1, &backup);
3182 checkGLcall("glDeleteTextures(1, &backup)");
3187 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3189 context_release(context);
3191 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3192 * path is never entered
3194 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3197 /* Until the blit_shader is ready, define some prototypes here. */
3198 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3199 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3200 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3202 /* Front buffer coordinates are always full screen coordinates, but our GL
3203 * drawable is limited to the window's client area. The sysmem and texture
3204 * copies do have the full screen size. Note that GL has a bottom-left
3205 * origin, while D3D has a top-left origin. */
3206 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3208 POINT offset = {0, surface->currentDesc.Height};
3211 GetClientRect(window, &windowsize);
3212 offset.y -= windowsize.bottom - windowsize.top;
3213 ScreenToClient(window, &offset);
3214 OffsetRect(rect, offset.x, offset.y);
3217 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3219 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3221 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3226 /* blit between surface locations. onscreen on different swapchains is not supported.
3227 * depth / stencil is not supported. */
3228 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3229 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3230 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3232 const struct wined3d_gl_info *gl_info;
3233 struct wined3d_context *context;
3234 RECT src_rect, dst_rect;
3237 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3238 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3239 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3240 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3241 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3243 src_rect = *src_rect_in;
3244 dst_rect = *dst_rect_in;
3248 case WINED3DTEXF_LINEAR:
3249 gl_filter = GL_LINEAR;
3253 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3254 case WINED3DTEXF_NONE:
3255 case WINED3DTEXF_POINT:
3256 gl_filter = GL_NEAREST;
3260 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3261 src_location = SFLAG_INTEXTURE;
3262 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3263 dst_location = SFLAG_INTEXTURE;
3265 /* Make sure the locations are up-to-date. Loading the destination
3266 * surface isn't required if the entire surface is overwritten. (And is
3267 * in fact harmful if we're being called by surface_load_location() with
3268 * the purpose of loading the destination surface.) */
3269 surface_load_location(src_surface, src_location, NULL);
3270 if (!surface_is_full_rect(dst_surface, &dst_rect))
3271 surface_load_location(dst_surface, dst_location, NULL);
3273 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3274 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3275 else context = context_acquire(device, NULL);
3277 if (!context->valid)
3279 context_release(context);
3280 WARN("Invalid context, skipping blit.\n");
3284 gl_info = context->gl_info;
3286 if (src_location == SFLAG_INDRAWABLE)
3288 GLenum buffer = surface_get_gl_buffer(src_surface);
3290 TRACE("Source surface %p is onscreen.\n", src_surface);
3292 if (buffer == GL_FRONT)
3293 surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
3295 src_rect.top = src_surface->currentDesc.Height - src_rect.top;
3296 src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
3299 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3300 glReadBuffer(buffer);
3301 checkGLcall("glReadBuffer()");
3305 TRACE("Source surface %p is offscreen.\n", src_surface);
3307 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3308 glReadBuffer(GL_COLOR_ATTACHMENT0);
3309 checkGLcall("glReadBuffer()");
3313 if (dst_location == SFLAG_INDRAWABLE)
3315 GLenum buffer = surface_get_gl_buffer(dst_surface);
3317 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3319 if (buffer == GL_FRONT)
3320 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3322 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
3323 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
3326 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3327 context_set_draw_buffer(context, buffer);
3331 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3334 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3335 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3338 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3339 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3340 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3341 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3342 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3344 glDisable(GL_SCISSOR_TEST);
3345 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3347 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3348 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3349 checkGLcall("glBlitFramebuffer()");
3353 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3355 context_release(context);
3358 /* Do not call while under the GL lock. */
3359 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3361 IWineD3DDeviceImpl *device = s->resource.device;
3362 const struct blit_shader *blitter;
3364 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3365 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3368 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3369 return WINED3DERR_INVALIDCALL;
3372 return blitter->color_fill(device, s, rect, color);
3375 /* Not called from the VTable */
3376 /* Do not call while under the GL lock. */
3377 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3378 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3379 WINED3DTEXTUREFILTERTYPE Filter)
3381 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3382 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3383 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3384 RECT dst_rect, src_rect;
3386 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3387 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3388 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3390 /* Get the swapchain. One of the surfaces has to be a primary surface */
3391 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3393 WARN("Destination is in sysmem, rejecting gl blt\n");
3394 return WINED3DERR_INVALIDCALL;
3397 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3398 dstSwapchain = dst_surface->container.u.swapchain;
3402 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3404 WARN("Src is in sysmem, rejecting gl blt\n");
3405 return WINED3DERR_INVALIDCALL;
3408 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3409 srcSwapchain = src_surface->container.u.swapchain;
3412 /* Early sort out of cases where no render target is used */
3413 if (!dstSwapchain && !srcSwapchain
3414 && src_surface != device->render_targets[0]
3415 && dst_surface != device->render_targets[0])
3417 TRACE("No surface is render target, not using hardware blit.\n");
3418 return WINED3DERR_INVALIDCALL;
3421 /* No destination color keying supported */
3422 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3423 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3424 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3425 return WINED3DERR_INVALIDCALL;
3428 surface_get_rect(dst_surface, DestRect, &dst_rect);
3429 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3431 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3432 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3433 && dst_surface == dstSwapchain->front_buffer
3434 && src_surface == dstSwapchain->back_buffers[0])
3436 /* Half-Life does a Blt from the back buffer to the front buffer,
3437 * Full surface size, no flags... Use present instead
3439 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3442 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3445 TRACE("Looking if a Present can be done...\n");
3446 /* Source Rectangle must be full surface */
3447 if (src_rect.left || src_rect.top
3448 || src_rect.right != src_surface->currentDesc.Width
3449 || src_rect.bottom != src_surface->currentDesc.Height)
3451 TRACE("No, Source rectangle doesn't match\n");
3455 /* No stretching may occur */
3456 if(src_rect.right != dst_rect.right - dst_rect.left ||
3457 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3458 TRACE("No, stretching is done\n");
3462 /* Destination must be full surface or match the clipping rectangle */
3463 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3467 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3468 pos[0].x = dst_rect.left;
3469 pos[0].y = dst_rect.top;
3470 pos[1].x = dst_rect.right;
3471 pos[1].y = dst_rect.bottom;
3472 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3474 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3475 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3477 TRACE("No, dest rectangle doesn't match(clipper)\n");
3478 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3479 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3483 else if (dst_rect.left || dst_rect.top
3484 || dst_rect.right != dst_surface->currentDesc.Width
3485 || dst_rect.bottom != dst_surface->currentDesc.Height)
3487 TRACE("No, dest rectangle doesn't match(surface size)\n");
3493 /* These flags are unimportant for the flag check, remove them */
3494 if (!(Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3496 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3498 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3499 * take very long, while a flip is fast.
3500 * This applies to Half-Life, which does such Blts every time it finished
3501 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3502 * menu. This is also used by all apps when they do windowed rendering
3504 * The problem is that flipping is not really the same as copying. After a
3505 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3506 * untouched. Therefore it's necessary to override the swap effect
3507 * and to set it back after the flip.
3509 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3513 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3514 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3516 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3517 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3518 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3520 dstSwapchain->presentParms.SwapEffect = orig_swap;
3527 TRACE("Unsupported blit between buffers on the same swapchain\n");
3528 return WINED3DERR_INVALIDCALL;
3529 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3530 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3531 return WINED3DERR_INVALIDCALL;
3532 } else if(dstSwapchain && srcSwapchain) {
3533 FIXME("Implement hardware blit between two different swapchains\n");
3534 return WINED3DERR_INVALIDCALL;
3536 else if (dstSwapchain)
3538 /* Handled with regular texture -> swapchain blit */
3539 if (src_surface == device->render_targets[0])
3540 TRACE("Blit from active render target to a swapchain\n");
3542 else if (srcSwapchain && dst_surface == device->render_targets[0])
3544 FIXME("Implement blit from a swapchain to the active render target\n");
3545 return WINED3DERR_INVALIDCALL;
3548 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3550 /* Blit from render target to texture */
3553 /* P8 read back is not implemented */
3554 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3555 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3557 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3558 return WINED3DERR_INVALIDCALL;
3561 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3562 TRACE("Color keying not supported by frame buffer to texture blit\n");
3563 return WINED3DERR_INVALIDCALL;
3564 /* Destination color key is checked above */
3567 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3573 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3574 * flip the image nor scale it.
3576 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3577 * -> If the app wants a image width an unscaled width, copy it line per line
3578 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3579 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3580 * back buffer. This is slower than reading line per line, thus not used for flipping
3581 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3584 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3585 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3588 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3589 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3590 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3592 surface_blt_fbo(device, Filter,
3593 src_surface, SFLAG_INDRAWABLE, &src_rect,
3594 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3595 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3597 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3598 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3600 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3601 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3603 TRACE("Using hardware stretching to flip / stretch the texture\n");
3604 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3607 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3609 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3610 dst_surface->resource.allocatedMemory = NULL;
3611 dst_surface->resource.heapMemory = NULL;
3615 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3620 else if (src_surface)
3622 /* Blit from offscreen surface to render target */
3623 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3624 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3625 struct wined3d_context *context;
3627 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3629 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3630 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3631 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3632 src_surface->resource.format,
3633 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3634 dst_surface->resource.format))
3636 TRACE("Using surface_blt_fbo.\n");
3637 /* The source is always a texture, but never the currently active render target, and the texture
3638 * contents are never upside down. */
3639 surface_blt_fbo(device, Filter,
3640 src_surface, SFLAG_INDRAWABLE, &src_rect,
3641 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3642 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3646 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3647 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3648 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3649 src_surface->resource.format,
3650 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3651 dst_surface->resource.format))
3653 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3656 /* Color keying: Check if we have to do a color keyed blt,
3657 * and if not check if a color key is activated.
3659 * Just modify the color keying parameters in the surface and restore them afterwards
3660 * The surface keeps track of the color key last used to load the opengl surface.
3661 * PreLoad will catch the change to the flags and color key and reload if necessary.
3663 if(Flags & WINEDDBLT_KEYSRC) {
3664 /* Use color key from surface */
3665 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3666 /* Use color key from DDBltFx */
3667 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3668 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3670 /* Do not use color key */
3671 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3674 /* Now load the surface */
3675 surface_internal_preload(src_surface, SRGB_RGB);
3677 /* Activate the destination context, set it up for blitting */
3678 context = context_acquire(device, dst_surface);
3679 context_apply_blit_state(context, device);
3681 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3682 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3683 else if (surface_is_offscreen(dst_surface))
3685 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
3686 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
3689 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3690 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3691 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3693 FIXME("Unsupported blit operation falling back to software\n");
3694 return WINED3DERR_INVALIDCALL;
3697 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3701 /* This is for color keying */
3702 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3703 glEnable(GL_ALPHA_TEST);
3704 checkGLcall("glEnable(GL_ALPHA_TEST)");
3706 /* When the primary render target uses P8, the alpha component contains the palette index.
3707 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3708 * should be masked away have alpha set to 0. */
3709 if (primary_render_target_is_p8(device))
3710 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3712 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3713 checkGLcall("glAlphaFunc");
3715 glDisable(GL_ALPHA_TEST);
3716 checkGLcall("glDisable(GL_ALPHA_TEST)");
3719 /* Draw a textured quad
3721 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3723 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3724 glDisable(GL_ALPHA_TEST);
3725 checkGLcall("glDisable(GL_ALPHA_TEST)");
3728 /* Restore the color key parameters */
3729 src_surface->CKeyFlags = oldCKeyFlags;
3730 src_surface->SrcBltCKey = oldBltCKey;
3734 /* Leave the opengl state valid for blitting */
3735 device->blitter->unset_shader((IWineD3DDevice *)device);
3737 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3738 && (dst_surface == dstSwapchain->front_buffer
3739 || dstSwapchain->num_contexts > 1)))
3740 wglFlush(); /* Flush to ensure ordering across contexts. */
3742 context_release(context);
3744 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3745 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3748 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3754 /* Source-Less Blit to render target */
3755 if (Flags & WINEDDBLT_COLORFILL)
3757 WINED3DCOLORVALUE color;
3759 TRACE("Colorfill\n");
3761 /* The color as given in the Blt function is in the surface format. */
3762 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3763 return WINED3DERR_INVALIDCALL;
3765 return surface_color_fill(dst_surface, &dst_rect, &color);
3769 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3770 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3771 return WINED3DERR_INVALIDCALL;
3774 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3775 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3777 IWineD3DDeviceImpl *device = This->resource.device;
3780 if (Flags & WINEDDBLT_DEPTHFILL)
3782 switch (This->resource.format->id)
3784 case WINED3DFMT_D16_UNORM:
3785 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3787 case WINED3DFMT_S1_UINT_D15_UNORM:
3788 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3790 case WINED3DFMT_D24_UNORM_S8_UINT:
3791 case WINED3DFMT_X8D24_UNORM:
3792 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3794 case WINED3DFMT_D32_UNORM:
3795 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3799 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3802 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3803 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3806 FIXME("(%p): Unsupp depthstencil blit\n", This);
3807 return WINED3DERR_INVALIDCALL;
3810 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3811 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD Flags,
3812 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3814 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3815 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3816 IWineD3DDeviceImpl *device = This->resource.device;
3818 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3819 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3820 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3821 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3823 if ((This->Flags & SFLAG_LOCKED) || (src && (src->Flags & SFLAG_LOCKED)))
3825 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3826 return WINEDDERR_SURFACEBUSY;
3829 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3830 * except depth blits, which seem to work
3832 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3834 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3836 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3837 return WINED3DERR_INVALIDCALL;
3839 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3841 TRACE("Z Blit override handled the blit\n");
3846 /* Special cases for RenderTargets */
3847 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3848 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3850 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3854 /* For the rest call the X11 surface implementation.
3855 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3856 * other Blts are rather rare. */
3857 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, Flags, DDBltFx, Filter);
3860 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3861 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3863 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3864 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3865 IWineD3DDeviceImpl *device = This->resource.device;
3867 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3868 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3870 if ((This->Flags & SFLAG_LOCKED) || (src->Flags & SFLAG_LOCKED))
3872 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3873 return WINEDDERR_SURFACEBUSY;
3876 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3878 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3879 return WINED3DERR_INVALIDCALL;
3882 /* Special cases for RenderTargets */
3883 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3884 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3887 RECT SrcRect, DstRect;
3890 surface_get_rect(src, rsrc, &SrcRect);
3892 DstRect.left = dstx;
3894 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3895 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3897 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3898 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3899 Flags |= WINEDDBLT_KEYSRC;
3900 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3901 Flags |= WINEDDBLT_KEYDEST;
3902 if(trans & WINEDDBLTFAST_WAIT)
3903 Flags |= WINEDDBLT_WAIT;
3904 if(trans & WINEDDBLTFAST_DONOTWAIT)
3905 Flags |= WINEDDBLT_DONOTWAIT;
3907 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3908 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3912 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3915 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3917 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3919 IWineD3DPaletteImpl *pal = This->palette;
3921 TRACE("(%p)\n", This);
3923 if (!pal) return WINED3D_OK;
3925 if (This->resource.format->id == WINED3DFMT_P8_UINT
3926 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3928 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3930 /* Make sure the texture is up to date. This call doesn't do
3931 * anything if the texture is already up to date. */
3932 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3934 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3935 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3939 if (!(This->Flags & SFLAG_INSYSMEM))
3941 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3942 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3944 TRACE("Dirtifying surface\n");
3945 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3949 if(This->Flags & SFLAG_DIBSECTION) {
3950 TRACE("(%p): Updating the hdc's palette\n", This);
3951 for (n=0; n<256; n++) {
3952 col[n].rgbRed = pal->palents[n].peRed;
3953 col[n].rgbGreen = pal->palents[n].peGreen;
3954 col[n].rgbBlue = pal->palents[n].peBlue;
3955 col[n].rgbReserved = 0;
3957 SetDIBColorTable(This->hDC, 0, 256, col);
3960 /* Propagate the changes to the drawable when we have a palette. */
3961 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3962 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3967 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3968 /** Check against the maximum texture sizes supported by the video card **/
3969 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3970 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3971 unsigned int pow2Width, pow2Height;
3973 This->texture_name = 0;
3974 This->texture_target = GL_TEXTURE_2D;
3976 /* Non-power2 support */
3977 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3979 pow2Width = This->currentDesc.Width;
3980 pow2Height = This->currentDesc.Height;
3984 /* Find the nearest pow2 match */
3985 pow2Width = pow2Height = 1;
3986 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3987 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3989 This->pow2Width = pow2Width;
3990 This->pow2Height = pow2Height;
3992 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3994 /* TODO: Add support for non power two compressed textures. */
3995 if (This->resource.format->Flags & WINED3DFMT_FLAG_COMPRESSED)
3997 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3998 This, This->currentDesc.Width, This->currentDesc.Height);
3999 return WINED3DERR_NOTAVAILABLE;
4003 if(pow2Width != This->currentDesc.Width ||
4004 pow2Height != This->currentDesc.Height) {
4005 This->Flags |= SFLAG_NONPOW2;
4008 TRACE("%p\n", This);
4009 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4010 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4012 /* one of three options
4013 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)
4014 2: Set the texture to the maximum size (bad idea)
4015 3: WARN and return WINED3DERR_NOTAVAILABLE;
4016 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.
4018 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4020 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4021 return WINED3DERR_NOTAVAILABLE;
4024 /* We should never use this surface in combination with OpenGL! */
4025 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4029 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4030 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4031 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4033 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4034 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4035 && gl_info->supported[EXT_PALETTED_TEXTURE]
4036 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4038 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4039 This->pow2Width = This->currentDesc.Width;
4040 This->pow2Height = This->currentDesc.Height;
4041 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4045 switch (wined3d_settings.offscreen_rendering_mode)
4048 This->get_drawable_size = get_drawable_size_fbo;
4051 case ORM_BACKBUFFER:
4052 This->get_drawable_size = get_drawable_size_backbuffer;
4056 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4057 return WINED3DERR_INVALIDCALL;
4060 This->Flags |= SFLAG_INSYSMEM;
4065 /* GL locking is done by the caller */
4066 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4067 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4069 IWineD3DDeviceImpl *device = This->resource.device;
4070 GLint compare_mode = GL_NONE;
4071 struct blt_info info;
4072 GLint old_binding = 0;
4074 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4076 glDisable(GL_CULL_FACE);
4077 glDisable(GL_BLEND);
4078 glDisable(GL_ALPHA_TEST);
4079 glDisable(GL_SCISSOR_TEST);
4080 glDisable(GL_STENCIL_TEST);
4081 glEnable(GL_DEPTH_TEST);
4082 glDepthFunc(GL_ALWAYS);
4083 glDepthMask(GL_TRUE);
4084 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4085 glViewport(0, 0, w, h);
4087 surface_get_blt_info(target, NULL, w, h, &info);
4088 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4089 glGetIntegerv(info.binding, &old_binding);
4090 glBindTexture(info.bind_target, texture);
4091 if (gl_info->supported[ARB_SHADOW])
4093 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4094 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4097 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4098 info.tex_type, &This->ds_current_size);
4100 glBegin(GL_TRIANGLE_STRIP);
4101 glTexCoord3fv(info.coords[0]);
4102 glVertex2f(-1.0f, -1.0f);
4103 glTexCoord3fv(info.coords[1]);
4104 glVertex2f(1.0f, -1.0f);
4105 glTexCoord3fv(info.coords[2]);
4106 glVertex2f(-1.0f, 1.0f);
4107 glTexCoord3fv(info.coords[3]);
4108 glVertex2f(1.0f, 1.0f);
4111 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4112 glBindTexture(info.bind_target, old_binding);
4116 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4119 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4120 DWORD location, UINT w, UINT h)
4122 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4124 if (location & ~SFLAG_DS_LOCATIONS)
4125 FIXME("Invalid location (%#x) specified.\n", location);
4127 surface->ds_current_size.cx = w;
4128 surface->ds_current_size.cy = h;
4129 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4130 surface->Flags |= location;
4133 /* Context activation is done by the caller. */
4134 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4136 IWineD3DDeviceImpl *device = surface->resource.device;
4137 const struct wined3d_gl_info *gl_info = context->gl_info;
4139 TRACE("surface %p, new location %#x.\n", surface, location);
4141 /* TODO: Make this work for modes other than FBO */
4142 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4144 if (!(surface->Flags & location))
4146 surface->ds_current_size.cx = 0;
4147 surface->ds_current_size.cy = 0;
4150 if (surface->ds_current_size.cx == surface->currentDesc.Width
4151 && surface->ds_current_size.cy == surface->currentDesc.Height)
4153 TRACE("Location (%#x) is already up to date.\n", location);
4157 if (surface->current_renderbuffer)
4159 FIXME("Not supported with fixed up depth stencil.\n");
4163 if (!(surface->Flags & SFLAG_LOCATIONS))
4165 FIXME("No up to date depth stencil location.\n");
4166 surface->Flags |= location;
4170 if (location == SFLAG_DS_OFFSCREEN)
4172 GLint old_binding = 0;
4176 /* The render target is allowed to be smaller than the depth/stencil
4177 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4178 * than the offscreen surface. Don't overwrite the offscreen surface
4179 * with undefined data. */
4180 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4181 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4183 TRACE("Copying onscreen depth buffer to depth texture.\n");
4187 if (!device->depth_blt_texture)
4189 glGenTextures(1, &device->depth_blt_texture);
4192 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4193 * directly on the FBO texture. That's because we need to flip. */
4194 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4195 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4197 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4198 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4202 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4203 bind_target = GL_TEXTURE_2D;
4205 glBindTexture(bind_target, device->depth_blt_texture);
4206 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4207 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4208 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4209 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4210 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4211 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4212 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4213 glBindTexture(bind_target, old_binding);
4215 /* Setup the destination */
4216 if (!device->depth_blt_rb)
4218 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4219 checkGLcall("glGenRenderbuffersEXT");
4221 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4223 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4224 checkGLcall("glBindRenderbufferEXT");
4225 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4226 checkGLcall("glRenderbufferStorageEXT");
4227 device->depth_blt_rb_w = w;
4228 device->depth_blt_rb_h = h;
4231 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4232 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4233 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4234 checkGLcall("glFramebufferRenderbufferEXT");
4235 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4237 /* Do the actual blit */
4238 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4239 checkGLcall("depth_blt");
4241 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4242 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4246 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4248 else if (location == SFLAG_DS_ONSCREEN)
4250 TRACE("Copying depth texture to onscreen depth buffer.\n");
4254 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4255 surface_depth_blt(surface, gl_info, surface->texture_name,
4256 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4257 checkGLcall("depth_blt");
4259 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4263 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4267 ERR("Invalid location (%#x) specified.\n", location);
4270 surface->Flags |= location;
4271 surface->ds_current_size.cx = surface->currentDesc.Width;
4272 surface->ds_current_size.cy = surface->currentDesc.Height;
4275 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4277 IWineD3DSurfaceImpl *overlay;
4279 TRACE("surface %p, location %s, persistent %#x.\n",
4280 surface, debug_surflocation(flag), persistent);
4282 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4284 if (surface_is_offscreen(surface))
4286 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4287 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4291 TRACE("Surface %p is an onscreen surface.\n", surface);
4297 if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4298 || ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4300 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4302 TRACE("Passing to container.\n");
4303 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4306 surface->Flags &= ~SFLAG_LOCATIONS;
4307 surface->Flags |= flag;
4309 /* Redraw emulated overlays, if any */
4310 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4312 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4314 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4320 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4322 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4324 TRACE("Passing to container\n");
4325 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4328 surface->Flags &= ~flag;
4331 if (!(surface->Flags & SFLAG_LOCATIONS))
4333 ERR("Surface %p does not have any up to date location.\n", surface);
4337 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4339 IWineD3DDeviceImpl *device = This->resource.device;
4340 IWineD3DSwapChainImpl *swapchain;
4341 struct wined3d_context *context;
4342 RECT src_rect, dst_rect;
4344 surface_get_rect(This, rect_in, &src_rect);
4346 context = context_acquire(device, This);
4347 context_apply_blit_state(context, device);
4348 if (context->render_offscreen)
4350 dst_rect.left = src_rect.left;
4351 dst_rect.right = src_rect.right;
4352 dst_rect.top = src_rect.bottom;
4353 dst_rect.bottom = src_rect.top;
4357 dst_rect = src_rect;
4360 swapchain = This->container.type == WINED3D_CONTAINER_SWAPCHAIN ? This->container.u.swapchain : NULL;
4361 if (swapchain && This == swapchain->front_buffer)
4362 surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
4364 device->blitter->set_shader((IWineD3DDevice *) device, This);
4367 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4370 device->blitter->unset_shader((IWineD3DDevice *) device);
4372 if (wined3d_settings.strict_draw_ordering || (swapchain
4373 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4374 wglFlush(); /* Flush to ensure ordering across contexts. */
4376 context_release(context);
4379 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4381 IWineD3DDeviceImpl *device = surface->resource.device;
4382 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4383 BOOL drawable_read_ok = surface_is_offscreen(surface);
4384 struct wined3d_format format;
4385 CONVERT_TYPES convert;
4386 int width, pitch, outpitch;
4388 BOOL in_fbo = FALSE;
4390 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4392 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4394 if (flag == SFLAG_INTEXTURE)
4396 struct wined3d_context *context = context_acquire(device, NULL);
4397 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4398 context_release(context);
4403 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4404 return WINED3DERR_INVALIDCALL;
4408 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4410 if (surface_is_offscreen(surface))
4412 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4413 * Prefer SFLAG_INTEXTURE. */
4414 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4415 drawable_read_ok = FALSE;
4420 TRACE("Surface %p is an onscreen surface.\n", surface);
4424 if (surface->Flags & flag)
4426 TRACE("Location already up to date\n");
4430 if (!(surface->Flags & SFLAG_LOCATIONS))
4432 ERR("Surface %p does not have any up to date location.\n", surface);
4433 surface->Flags |= SFLAG_LOST;
4434 return WINED3DERR_DEVICELOST;
4437 if (flag == SFLAG_INSYSMEM)
4439 surface_prepare_system_memory(surface);
4441 /* Download the surface to system memory */
4442 if (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4444 struct wined3d_context *context = NULL;
4446 if (!device->isInDraw) context = context_acquire(device, NULL);
4448 surface_bind_and_dirtify(surface, !(surface->Flags & SFLAG_INTEXTURE));
4449 surface_download_data(surface, gl_info);
4451 if (context) context_release(context);
4455 /* Note: It might be faster to download into a texture first. */
4456 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4457 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4460 else if (flag == SFLAG_INDRAWABLE)
4462 if (surface->Flags & SFLAG_INTEXTURE)
4464 surface_blt_to_drawable(surface, rect);
4469 if ((surface->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4471 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4472 * values, otherwise we get incorrect values in the target. For now go the slow way
4473 * via a system memory copy
4475 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4478 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4479 FALSE /* We won't use textures */, &format, &convert);
4481 /* The width is in 'length' not in bytes */
4482 width = surface->currentDesc.Width;
4483 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4485 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4486 * but it isn't set (yet) in all cases it is getting called. */
4487 if ((convert != NO_CONVERSION) && (surface->Flags & SFLAG_PBO))
4489 struct wined3d_context *context = NULL;
4491 TRACE("Removing the pbo attached to surface %p.\n", surface);
4493 if (!device->isInDraw) context = context_acquire(device, NULL);
4494 surface_remove_pbo(surface, gl_info);
4495 if (context) context_release(context);
4498 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4500 int height = surface->currentDesc.Height;
4501 byte_count = format.conv_byte_count;
4503 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4504 outpitch = width * byte_count;
4505 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4507 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4509 ERR("Out of memory %d, %d!\n", outpitch, height);
4510 return WINED3DERR_OUTOFVIDEOMEMORY;
4512 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4513 width, height, outpitch, convert, surface);
4515 surface->Flags |= SFLAG_CONVERTED;
4519 surface->Flags &= ~SFLAG_CONVERTED;
4520 mem = surface->resource.allocatedMemory;
4521 byte_count = format.byte_count;
4524 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4526 /* Don't delete PBO memory */
4527 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4528 HeapFree(GetProcessHeap(), 0, mem);
4531 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4533 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4535 if (drawable_read_ok && (surface->Flags & SFLAG_INDRAWABLE))
4537 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4539 else if (surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4540 && (surface->resource.format->Flags & attach_flags) == attach_flags
4541 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4542 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4543 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4545 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4546 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4548 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4549 surface, src_location, &rect, surface, flag, &rect);
4553 /* Upload from system memory */
4554 BOOL srgb = flag == SFLAG_INSRGBTEX;
4555 struct wined3d_context *context = NULL;
4557 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4558 TRUE /* We will use textures */, &format, &convert);
4562 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4564 /* Performance warning... */
4565 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4566 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4571 if ((surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4573 /* Performance warning... */
4574 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4575 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4578 if (!(surface->Flags & SFLAG_INSYSMEM))
4580 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4581 /* Lets hope we get it from somewhere... */
4582 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4585 if (!device->isInDraw) context = context_acquire(device, NULL);
4587 surface_prepare_texture(surface, gl_info, srgb);
4588 surface_bind_and_dirtify(surface, srgb);
4590 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4592 surface->Flags |= SFLAG_GLCKEY;
4593 surface->glCKey = surface->SrcBltCKey;
4595 else surface->Flags &= ~SFLAG_GLCKEY;
4597 /* The width is in 'length' not in bytes */
4598 width = surface->currentDesc.Width;
4599 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4601 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4602 * but it isn't set (yet) in all cases it is getting called. */
4603 if ((convert != NO_CONVERSION || format.convert) && (surface->Flags & SFLAG_PBO))
4605 TRACE("Removing the pbo attached to surface %p.\n", surface);
4606 surface_remove_pbo(surface, gl_info);
4611 /* This code is entered for texture formats which need a fixup. */
4612 int height = surface->currentDesc.Height;
4614 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4615 outpitch = width * format.conv_byte_count;
4616 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4618 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4620 ERR("Out of memory %d, %d!\n", outpitch, height);
4621 if (context) context_release(context);
4622 return WINED3DERR_OUTOFVIDEOMEMORY;
4624 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4626 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4628 /* This code is only entered for color keying fixups */
4629 int height = surface->currentDesc.Height;
4631 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4632 outpitch = width * format.conv_byte_count;
4633 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4635 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4637 ERR("Out of memory %d, %d!\n", outpitch, height);
4638 if (context) context_release(context);
4639 return WINED3DERR_OUTOFVIDEOMEMORY;
4641 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4642 width, height, outpitch, convert, surface);
4646 mem = surface->resource.allocatedMemory;
4649 /* Make sure the correct pitch is used */
4651 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4654 if (mem || (surface->Flags & SFLAG_PBO))
4655 surface_upload_data(surface, gl_info, &format, srgb, mem);
4657 /* Restore the default pitch */
4659 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4662 if (context) context_release(context);
4664 /* Don't delete PBO memory */
4665 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4666 HeapFree(GetProcessHeap(), 0, mem);
4670 if (!rect) surface->Flags |= flag;
4672 if (in_fbo && (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4674 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4675 surface->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4681 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4682 return SURFACE_OPENGL;
4685 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4686 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4689 /* If there's no destination surface there is nothing to do */
4690 if(!This->overlay_dest) return WINED3D_OK;
4692 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4693 * update the overlay. Prevent an endless recursion
4695 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4698 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4699 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4700 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4701 NULL, WINED3DTEXF_LINEAR);
4702 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4707 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4709 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4711 /* Not on a swapchain - must be offscreen */
4712 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4714 /* The front buffer is always onscreen */
4715 if (surface == swapchain->front_buffer) return FALSE;
4717 /* If the swapchain is rendered to an FBO, the backbuffer is
4718 * offscreen, otherwise onscreen */
4719 return swapchain->render_to_fbo;
4722 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4725 IWineD3DBaseSurfaceImpl_QueryInterface,
4726 IWineD3DBaseSurfaceImpl_AddRef,
4727 IWineD3DSurfaceImpl_Release,
4728 /* IWineD3DResource */
4729 IWineD3DBaseSurfaceImpl_GetParent,
4730 IWineD3DBaseSurfaceImpl_SetPrivateData,
4731 IWineD3DBaseSurfaceImpl_GetPrivateData,
4732 IWineD3DBaseSurfaceImpl_FreePrivateData,
4733 IWineD3DBaseSurfaceImpl_SetPriority,
4734 IWineD3DBaseSurfaceImpl_GetPriority,
4735 IWineD3DSurfaceImpl_PreLoad,
4736 IWineD3DSurfaceImpl_UnLoad,
4737 IWineD3DBaseSurfaceImpl_GetType,
4738 /* IWineD3DSurface */
4739 IWineD3DBaseSurfaceImpl_GetDesc,
4740 IWineD3DSurfaceImpl_Map,
4741 IWineD3DSurfaceImpl_Unmap,
4742 IWineD3DSurfaceImpl_GetDC,
4743 IWineD3DSurfaceImpl_ReleaseDC,
4744 IWineD3DSurfaceImpl_Flip,
4745 IWineD3DSurfaceImpl_Blt,
4746 IWineD3DBaseSurfaceImpl_GetBltStatus,
4747 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4748 IWineD3DBaseSurfaceImpl_IsLost,
4749 IWineD3DBaseSurfaceImpl_Restore,
4750 IWineD3DSurfaceImpl_BltFast,
4751 IWineD3DBaseSurfaceImpl_GetPalette,
4752 IWineD3DBaseSurfaceImpl_SetPalette,
4753 IWineD3DSurfaceImpl_RealizePalette,
4754 IWineD3DBaseSurfaceImpl_SetColorKey,
4755 IWineD3DBaseSurfaceImpl_GetPitch,
4756 IWineD3DSurfaceImpl_SetMem,
4757 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4758 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4759 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4760 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4761 IWineD3DBaseSurfaceImpl_SetClipper,
4762 IWineD3DBaseSurfaceImpl_GetClipper,
4764 IWineD3DSurfaceImpl_LoadTexture,
4765 IWineD3DSurfaceImpl_BindTexture,
4766 IWineD3DBaseSurfaceImpl_GetData,
4767 IWineD3DSurfaceImpl_SetFormat,
4768 IWineD3DSurfaceImpl_PrivateSetup,
4769 IWineD3DSurfaceImpl_GetImplType,
4770 IWineD3DSurfaceImpl_DrawOverlay
4773 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4774 /* Context activation is done by the caller. */
4775 static void ffp_blit_free(IWineD3DDevice *iface) { }
4777 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4778 /* Context activation is done by the caller. */
4779 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4782 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4784 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4786 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4788 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4792 /* Context activation is done by the caller. */
4793 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4795 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4796 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4797 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4799 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4800 * else the surface is converted in software at upload time in LoadLocation.
4802 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4803 ffp_blit_p8_upload_palette(surface, gl_info);
4806 glEnable(surface->texture_target);
4807 checkGLcall("glEnable(surface->texture_target)");
4812 /* Context activation is done by the caller. */
4813 static void ffp_blit_unset(IWineD3DDevice *iface)
4815 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4816 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4819 glDisable(GL_TEXTURE_2D);
4820 checkGLcall("glDisable(GL_TEXTURE_2D)");
4821 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4823 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4824 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4826 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4828 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4829 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4834 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4835 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4836 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4838 enum complex_fixup src_fixup;
4840 if (blit_op == BLIT_OP_COLOR_FILL)
4842 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4844 TRACE("Color fill not supported\n");
4851 src_fixup = get_complex_fixup(src_format->color_fixup);
4852 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4854 TRACE("Checking support for fixup:\n");
4855 dump_color_fixup_desc(src_format->color_fixup);
4858 if (blit_op != BLIT_OP_BLIT)
4860 TRACE("Unsupported blit_op=%d\n", blit_op);
4864 if (!is_identity_fixup(dst_format->color_fixup))
4866 TRACE("Destination fixups are not supported\n");
4870 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4872 TRACE("P8 fixup supported\n");
4876 /* We only support identity conversions. */
4877 if (is_identity_fixup(src_format->color_fixup))
4883 TRACE("[FAILED]\n");
4887 /* Do not call while under the GL lock. */
4888 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4889 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4891 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4893 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4894 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4897 const struct blit_shader ffp_blit = {
4906 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4911 /* Context activation is done by the caller. */
4912 static void cpu_blit_free(IWineD3DDevice *iface)
4916 /* Context activation is done by the caller. */
4917 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4922 /* Context activation is done by the caller. */
4923 static void cpu_blit_unset(IWineD3DDevice *iface)
4927 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4928 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4929 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4931 if (blit_op == BLIT_OP_COLOR_FILL)
4939 /* Do not call while under the GL lock. */
4940 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4941 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4945 memset(&BltFx, 0, sizeof(BltFx));
4946 BltFx.dwSize = sizeof(BltFx);
4947 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4948 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4949 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4952 const struct blit_shader cpu_blit = {
4961 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4962 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4963 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4965 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4968 /* We only support blitting. Things like color keying / color fill should
4969 * be handled by other blitters.
4971 if (blit_op != BLIT_OP_BLIT)
4974 /* Source and/or destination need to be on the GL side */
4975 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4978 if (!((src_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4979 && ((dst_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4982 if (!(src_format->id == dst_format->id
4983 || (is_identity_fixup(src_format->color_fixup)
4984 && is_identity_fixup(dst_format->color_fixup))))