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 2009-2010 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(&This->resource);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, void *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, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
160 FIXME("Unsupported texture target %#x\n", target);
161 /* Fall back to GL_TEXTURE_2D */
163 info->binding = GL_TEXTURE_BINDING_2D;
164 info->bind_target = GL_TEXTURE_2D;
165 info->tex_type = tex_2d;
166 coords[0][0] = (float)rect->left / w;
167 coords[0][1] = (float)rect->top / h;
170 coords[1][0] = (float)rect->right / w;
171 coords[1][1] = (float)rect->top / h;
174 coords[2][0] = (float)rect->left / w;
175 coords[2][1] = (float)rect->bottom / h;
178 coords[3][0] = (float)rect->right / w;
179 coords[3][1] = (float)rect->bottom / h;
183 case GL_TEXTURE_RECTANGLE_ARB:
184 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
185 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
186 info->tex_type = tex_rect;
187 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
188 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
189 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
190 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
194 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
195 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
196 info->tex_type = tex_cube;
197 cube_coords_float(rect, w, h, &f);
199 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
200 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
201 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
202 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
206 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
207 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
208 info->tex_type = tex_cube;
209 cube_coords_float(rect, w, h, &f);
211 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
212 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
213 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
214 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
218 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
219 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
220 info->tex_type = tex_cube;
221 cube_coords_float(rect, w, h, &f);
223 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
224 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
225 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
226 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
230 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
231 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
232 info->tex_type = tex_cube;
233 cube_coords_float(rect, w, h, &f);
235 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
236 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
237 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
238 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
242 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
243 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
244 info->tex_type = tex_cube;
245 cube_coords_float(rect, w, h, &f);
247 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
248 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
249 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
250 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
254 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
255 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
256 info->tex_type = tex_cube;
257 cube_coords_float(rect, w, h, &f);
259 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
260 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
261 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
262 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
270 *rect_out = *rect_in;
275 rect_out->right = This->resource.width;
276 rect_out->bottom = This->resource.height;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
283 struct blt_info info;
285 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
287 glEnable(info.bind_target);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info.bind_target, src_surface->texture_name);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
296 wined3d_gl_mag_filter(magLookup, Filter));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
299 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
302 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
303 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP);
308 glTexCoord3fv(info.coords[0]);
309 glVertex2i(dst_rect->left, dst_rect->top);
311 glTexCoord3fv(info.coords[1]);
312 glVertex2i(dst_rect->right, dst_rect->top);
314 glTexCoord3fv(info.coords[2]);
315 glVertex2i(dst_rect->left, dst_rect->bottom);
317 glTexCoord3fv(info.coords[3]);
318 glVertex2i(dst_rect->right, dst_rect->bottom);
321 /* Unbind the texture */
322 glBindTexture(info.bind_target, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
329 struct wined3d_texture *texture = src_surface->container.u.texture;
330 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
331 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
332 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
336 static void surface_realize_palette(IWineD3DSurfaceImpl *surface)
338 struct wined3d_palette *palette = surface->palette;
340 TRACE("surface %p.\n", surface);
342 if (!palette) return;
344 if (surface->resource.format->id == WINED3DFMT_P8_UINT
345 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
347 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
349 /* Make sure the texture is up to date. This call doesn't do
350 * anything if the texture is already up to date. */
351 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
353 /* We want to force a palette refresh, so mark the drawable as not being up to date */
354 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
358 if (!(surface->flags & SFLAG_INSYSMEM))
360 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
361 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
363 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
367 if (surface->flags & SFLAG_DIBSECTION)
372 TRACE("Updating the DC's palette.\n");
374 for (i = 0; i < 256; ++i)
376 col[i].rgbRed = palette->palents[i].peRed;
377 col[i].rgbGreen = palette->palents[i].peGreen;
378 col[i].rgbBlue = palette->palents[i].peBlue;
379 col[i].rgbReserved = 0;
381 SetDIBColorTable(surface->hDC, 0, 256, col);
384 /* Propagate the changes to the drawable when we have a palette. */
385 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
386 surface_load_location(surface, SFLAG_INDRAWABLE, NULL);
389 static HRESULT surface_draw_overlay(IWineD3DSurfaceImpl *surface)
393 /* If there's no destination surface there is nothing to do. */
394 if (!surface->overlay_dest)
397 /* Blt calls ModifyLocation on the dest surface, which in turn calls
398 * DrawOverlay to update the overlay. Prevent an endless recursion. */
399 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
402 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
403 hr = IWineD3DSurface_Blt((IWineD3DSurface *)surface->overlay_dest,
404 &surface->overlay_destrect, (IWineD3DSurface *)surface, &surface->overlay_srcrect,
405 WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
406 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
411 /* Context activation is done by the caller. */
412 static void surface_remove_pbo(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
414 if (!surface->resource.heapMemory)
416 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
417 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
418 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
423 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
424 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
425 surface->resource.size, surface->resource.allocatedMemory));
426 checkGLcall("glGetBufferSubDataARB");
427 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
428 checkGLcall("glDeleteBuffersARB");
432 surface->flags &= ~SFLAG_PBO;
435 /* Do not call while under the GL lock. */
436 static void surface_unload(struct wined3d_resource *resource)
438 IWineD3DSurfaceImpl *surface = surface_from_resource(resource);
439 IWineD3DDeviceImpl *device = resource->device;
440 const struct wined3d_gl_info *gl_info;
441 renderbuffer_entry_t *entry, *entry2;
442 struct wined3d_context *context;
444 TRACE("surface %p.\n", surface);
446 if (resource->pool == WINED3DPOOL_DEFAULT)
448 /* Default pool resources are supposed to be destroyed before Reset is called.
449 * Implicit resources stay however. So this means we have an implicit render target
450 * or depth stencil. The content may be destroyed, but we still have to tear down
451 * opengl resources, so we cannot leave early.
453 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
454 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
455 * or the depth stencil into an FBO the texture or render buffer will be removed
456 * and all flags get lost
458 surface_init_sysmem(surface);
462 /* Load the surface into system memory */
463 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
464 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
466 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
467 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
468 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
470 context = context_acquire(device, NULL);
471 gl_info = context->gl_info;
473 /* Destroy PBOs, but load them into real sysmem before */
474 if (surface->flags & SFLAG_PBO)
475 surface_remove_pbo(surface, gl_info);
477 /* Destroy fbo render buffers. This is needed for implicit render targets, for
478 * all application-created targets the application has to release the surface
479 * before calling _Reset
481 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, renderbuffer_entry_t, entry)
484 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
486 list_remove(&entry->entry);
487 HeapFree(GetProcessHeap(), 0, entry);
489 list_init(&surface->renderbuffers);
490 surface->current_renderbuffer = NULL;
492 /* If we're in a texture, the texture name belongs to the texture.
493 * Otherwise, destroy it. */
494 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
497 glDeleteTextures(1, &surface->texture_name);
498 surface->texture_name = 0;
499 glDeleteTextures(1, &surface->texture_name_srgb);
500 surface->texture_name_srgb = 0;
504 context_release(context);
506 resource_unload(resource);
509 static const struct wined3d_resource_ops surface_resource_ops =
514 static const struct wined3d_surface_ops surface_ops =
516 surface_realize_palette,
517 surface_draw_overlay,
520 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
521 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
522 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
523 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
525 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
526 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
527 void (*cleanup)(IWineD3DSurfaceImpl *This);
528 unsigned int resource_size;
531 if (multisample_quality > 0)
533 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
534 multisample_quality = 0;
537 /* Quick lockable sanity check.
538 * TODO: remove this after surfaces, usage and lockability have been debugged properly
539 * this function is too deep to need to care about things like this.
540 * Levels need to be checked too, since they all affect what can be done. */
543 case WINED3DPOOL_SCRATCH:
546 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
547 "which are mutually exclusive, setting lockable to TRUE.\n");
552 case WINED3DPOOL_SYSTEMMEM:
554 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
557 case WINED3DPOOL_MANAGED:
558 if (usage & WINED3DUSAGE_DYNAMIC)
559 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
562 case WINED3DPOOL_DEFAULT:
563 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
564 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
568 FIXME("Unknown pool %#x.\n", pool);
572 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
574 FIXME("Trying to create a render target that isn't in the default pool.\n");
577 /* FIXME: Check that the format is supported by the device. */
579 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
580 if (!resource_size) return WINED3DERR_INVALIDCALL;
582 /* Look at the implementation and set the correct Vtable. */
583 switch (surface_type)
586 surface->lpVtbl = &IWineD3DSurface_Vtbl;
587 cleanup = surface_cleanup;
591 surface->lpVtbl = &IWineGDISurface_Vtbl;
592 cleanup = surface_gdi_cleanup;
596 ERR("Requested unknown surface implementation %#x.\n", surface_type);
597 return WINED3DERR_INVALIDCALL;
600 hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
601 multisample_type, multisample_quality, usage, pool, width, height, 1,
602 resource_size, parent, parent_ops, &surface_resource_ops);
605 WARN("Failed to initialize resource, returning %#x.\n", hr);
609 /* "Standalone" surface. */
610 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
612 surface->texture_level = level;
613 list_init(&surface->overlays);
616 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
617 if (discard) surface->flags |= SFLAG_DISCARD;
618 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE;
620 /* Mark the texture as dirty so that it gets loaded first time around. */
621 surface_add_dirty_rect(surface, NULL);
622 list_init(&surface->renderbuffers);
624 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
626 /* Call the private setup routine */
627 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
630 ERR("Private setup failed, returning %#x\n", hr);
638 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
640 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
643 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
648 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
652 name = &surface->texture_name_srgb;
653 flag = SFLAG_INSRGBTEX;
657 name = &surface->texture_name;
658 flag = SFLAG_INTEXTURE;
661 if (!*name && new_name)
663 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
664 * surface has no texture name yet. See if we can get rid of this. */
665 if (surface->flags & flag)
666 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
667 surface_modify_location(surface, flag, FALSE);
671 surface_force_reload(surface);
674 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
676 TRACE("surface %p, target %#x.\n", surface, target);
678 if (surface->texture_target != target)
680 if (target == GL_TEXTURE_RECTANGLE_ARB)
682 surface->flags &= ~SFLAG_NORMCOORD;
684 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
686 surface->flags |= SFLAG_NORMCOORD;
689 surface->texture_target = target;
690 surface_force_reload(surface);
693 /* Context activation is done by the caller. */
694 void surface_bind(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
696 TRACE("surface %p, gl_info %p, srgb %#x.\n", surface, gl_info, srgb);
698 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
700 struct wined3d_texture *texture = surface->container.u.texture;
702 TRACE("Passing to container (%p).\n", texture);
703 texture->texture_ops->texture_bind(texture, gl_info, srgb);
707 if (surface->texture_level)
709 ERR("Standalone surface %p is non-zero texture level %u.\n",
710 surface, surface->texture_level);
714 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
718 if (!surface->texture_name)
720 glGenTextures(1, &surface->texture_name);
721 checkGLcall("glGenTextures");
723 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
725 glBindTexture(surface->texture_target, surface->texture_name);
726 checkGLcall("glBindTexture");
727 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
728 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
729 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
730 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
731 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
732 checkGLcall("glTexParameteri");
736 glBindTexture(surface->texture_target, surface->texture_name);
737 checkGLcall("glBindTexture");
744 /* Context activation is done by the caller. */
745 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *surface,
746 const struct wined3d_gl_info *gl_info, BOOL srgb)
748 IWineD3DDeviceImpl *device = surface->resource.device;
749 DWORD active_sampler;
751 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
752 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
753 * gl states. The current texture unit should always be a valid one.
755 * To be more specific, this is tricky because we can implicitly be called
756 * from sampler() in state.c. This means we can't touch anything other than
757 * whatever happens to be the currently active texture, or we would risk
758 * marking already applied sampler states dirty again.
760 * TODO: Track the current active texture per GL context instead of using glGet
762 GLint active_texture;
764 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
766 active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
768 if (active_sampler != WINED3D_UNMAPPED_STAGE)
770 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(active_sampler));
772 surface_bind(surface, gl_info, srgb);
775 /* This function checks if the primary render target uses the 8bit paletted format. */
776 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
778 if (device->render_targets && device->render_targets[0])
780 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
781 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
782 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
788 /* This call just downloads data, the caller is responsible for binding the
789 * correct texture. */
790 /* Context activation is done by the caller. */
791 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
793 const struct wined3d_format *format = This->resource.format;
795 /* Only support read back of converted P8 surfaces */
796 if (This->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
798 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
804 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
806 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
807 This, This->texture_level, format->glFormat, format->glType,
808 This->resource.allocatedMemory);
810 if (This->flags & SFLAG_PBO)
812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
813 checkGLcall("glBindBufferARB");
814 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
815 checkGLcall("glGetCompressedTexImageARB");
816 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
817 checkGLcall("glBindBufferARB");
821 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
822 This->texture_level, This->resource.allocatedMemory));
823 checkGLcall("glGetCompressedTexImageARB");
829 GLenum gl_format = format->glFormat;
830 GLenum gl_type = format->glType;
834 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
835 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
837 gl_format = GL_ALPHA;
838 gl_type = GL_UNSIGNED_BYTE;
841 if (This->flags & SFLAG_NONPOW2)
843 unsigned char alignment = This->resource.device->surface_alignment;
844 src_pitch = format->byte_count * This->pow2Width;
845 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
846 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
847 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
849 mem = This->resource.allocatedMemory;
852 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
853 This, This->texture_level, gl_format, gl_type, mem);
855 if (This->flags & SFLAG_PBO)
857 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
858 checkGLcall("glBindBufferARB");
860 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
861 checkGLcall("glGetTexImage");
863 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
864 checkGLcall("glBindBufferARB");
866 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
867 checkGLcall("glGetTexImage");
871 if (This->flags & SFLAG_NONPOW2)
873 const BYTE *src_data;
877 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
878 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
879 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
881 * We're doing this...
883 * instead of boxing the texture :
884 * |<-texture width ->| -->pow2width| /\
885 * |111111111111111111| | |
886 * |222 Texture 222222| boxed empty | texture height
887 * |3333 Data 33333333| | |
888 * |444444444444444444| | \/
889 * ----------------------------------- |
890 * | boxed empty | boxed empty | pow2height
892 * -----------------------------------
895 * we're repacking the data to the expected texture width
897 * |<-texture width ->| -->pow2width| /\
898 * |111111111111111111222222222222222| |
899 * |222333333333333333333444444444444| texture height
903 * | empty | pow2height
905 * -----------------------------------
909 * |<-texture width ->| /\
910 * |111111111111111111|
911 * |222222222222222222|texture height
912 * |333333333333333333|
913 * |444444444444444444| \/
914 * --------------------
916 * this also means that any references to allocatedMemory should work with the data as if were a
917 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
919 * internally the texture is still stored in a boxed format so any references to textureName will
920 * get a boxed texture with width pow2width and not a texture of width resource.width.
922 * Performance should not be an issue, because applications normally do not lock the surfaces when
923 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
924 * and doesn't have to be re-read.
927 dst_data = This->resource.allocatedMemory;
928 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
929 for (y = 1; y < This->resource.height; ++y)
931 /* skip the first row */
932 src_data += src_pitch;
933 dst_data += dst_pitch;
934 memcpy(dst_data, src_data, dst_pitch);
937 HeapFree(GetProcessHeap(), 0, mem);
941 /* Surface has now been downloaded */
942 This->flags |= SFLAG_INSYSMEM;
945 /* This call just uploads data, the caller is responsible for binding the
946 * correct texture. */
947 /* Context activation is done by the caller. */
948 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
949 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
951 GLsizei width = This->resource.width;
952 GLsizei height = This->resource.height;
957 internal = format->glGammaInternal;
959 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
961 internal = format->rtInternal;
965 internal = format->glInternal;
968 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
969 This, internal, width, height, format->glFormat, format->glType, data);
970 TRACE("target %#x, level %u, resource size %u.\n",
971 This->texture_target, This->texture_level, This->resource.size);
973 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
977 if (This->flags & SFLAG_PBO)
979 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
980 checkGLcall("glBindBufferARB");
982 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
986 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
988 TRACE("Calling glCompressedTexSubImage2DARB.\n");
990 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
991 0, 0, width, height, internal, This->resource.size, data));
992 checkGLcall("glCompressedTexSubImage2DARB");
996 TRACE("Calling glTexSubImage2D.\n");
998 glTexSubImage2D(This->texture_target, This->texture_level,
999 0, 0, width, height, format->glFormat, format->glType, data);
1000 checkGLcall("glTexSubImage2D");
1003 if (This->flags & SFLAG_PBO)
1005 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1006 checkGLcall("glBindBufferARB");
1011 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
1013 IWineD3DDeviceImpl *device = This->resource.device;
1016 for (i = 0; i < device->context_count; ++i)
1018 context_surface_update(device->contexts[i], This);
1023 /* This call just allocates the texture, the caller is responsible for binding
1024 * the correct texture. */
1025 /* Context activation is done by the caller. */
1026 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
1027 const struct wined3d_format *format, BOOL srgb)
1029 BOOL enable_client_storage = FALSE;
1030 GLsizei width = This->pow2Width;
1031 GLsizei height = This->pow2Height;
1032 const BYTE *mem = NULL;
1037 internal = format->glGammaInternal;
1039 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
1041 internal = format->rtInternal;
1045 internal = format->glInternal;
1048 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
1050 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",
1051 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
1052 internal, width, height, format->glFormat, format->glType);
1056 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1058 if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
1059 || !This->resource.allocatedMemory)
1061 /* In some cases we want to disable client storage.
1062 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
1063 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
1064 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
1065 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1069 This->flags &= ~SFLAG_CLIENT;
1070 enable_client_storage = TRUE;
1074 This->flags |= SFLAG_CLIENT;
1076 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
1077 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
1079 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1083 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
1085 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
1086 internal, width, height, 0, This->resource.size, mem));
1087 checkGLcall("glCompressedTexImage2DARB");
1091 glTexImage2D(This->texture_target, This->texture_level,
1092 internal, width, height, 0, format->glFormat, format->glType, mem);
1093 checkGLcall("glTexImage2D");
1096 if(enable_client_storage) {
1097 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1098 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1103 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1104 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1105 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1106 /* GL locking is done by the caller */
1107 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
1109 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
1110 renderbuffer_entry_t *entry;
1111 GLuint renderbuffer = 0;
1112 unsigned int src_width, src_height;
1114 src_width = surface->pow2Width;
1115 src_height = surface->pow2Height;
1117 /* A depth stencil smaller than the render target is not valid */
1118 if (width > src_width || height > src_height) return;
1120 /* Remove any renderbuffer set if the sizes match */
1121 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1122 || (width == src_width && height == src_height))
1124 surface->current_renderbuffer = NULL;
1128 /* Look if we've already got a renderbuffer of the correct dimensions */
1129 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
1131 if (entry->width == width && entry->height == height)
1133 renderbuffer = entry->id;
1134 surface->current_renderbuffer = entry;
1141 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
1142 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1143 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
1144 surface->resource.format->glInternal, width, height);
1146 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
1147 entry->width = width;
1148 entry->height = height;
1149 entry->id = renderbuffer;
1150 list_add_head(&surface->renderbuffers, &entry->entry);
1152 surface->current_renderbuffer = entry;
1155 checkGLcall("set_compatible_renderbuffer");
1158 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
1160 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
1162 TRACE("surface %p.\n", surface);
1164 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
1166 ERR("Surface %p is not on a swapchain.\n", surface);
1170 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
1172 if (swapchain->render_to_fbo)
1174 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1175 return GL_COLOR_ATTACHMENT0;
1177 TRACE("Returning GL_BACK\n");
1180 else if (surface == swapchain->front_buffer)
1182 TRACE("Returning GL_FRONT\n");
1186 FIXME("Higher back buffer, returning GL_BACK\n");
1190 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
1191 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const WINED3DBOX *dirty_rect)
1193 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
1195 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
1196 /* No partial locking for textures yet. */
1197 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1199 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1202 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->Left);
1203 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->Top);
1204 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->Right);
1205 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->Bottom);
1209 surface->dirtyRect.left = 0;
1210 surface->dirtyRect.top = 0;
1211 surface->dirtyRect.right = surface->resource.width;
1212 surface->dirtyRect.bottom = surface->resource.height;
1215 /* if the container is a texture then mark it dirty. */
1216 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1218 TRACE("Passing to container.\n");
1219 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
1223 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
1225 const struct wined3d_format *format = surface->resource.format;
1226 IWineD3DDeviceImpl *device = surface->resource.device;
1230 case WINED3DFMT_P8_UINT:
1231 if (surface->palette)
1233 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1234 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1235 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1239 float_color->r = 0.0f;
1240 float_color->g = 0.0f;
1241 float_color->b = 0.0f;
1243 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1246 case WINED3DFMT_B5G6R5_UNORM:
1247 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1248 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1249 float_color->b = (color & 0x1f) / 31.0f;
1250 float_color->a = 1.0f;
1253 case WINED3DFMT_B8G8R8_UNORM:
1254 case WINED3DFMT_B8G8R8X8_UNORM:
1255 float_color->r = D3DCOLOR_R(color);
1256 float_color->g = D3DCOLOR_G(color);
1257 float_color->b = D3DCOLOR_B(color);
1258 float_color->a = 1.0f;
1261 case WINED3DFMT_B8G8R8A8_UNORM:
1262 float_color->r = D3DCOLOR_R(color);
1263 float_color->g = D3DCOLOR_G(color);
1264 float_color->b = D3DCOLOR_B(color);
1265 float_color->a = D3DCOLOR_A(color);
1269 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1276 static void surface_evict_sysmem(IWineD3DSurfaceImpl *surface)
1278 if (surface->flags & SFLAG_DONOTFREE)
1281 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1282 surface->resource.allocatedMemory = NULL;
1283 surface->resource.heapMemory = NULL;
1284 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
1287 HRESULT surface_load(IWineD3DSurfaceImpl *surface, BOOL srgb)
1289 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
1291 TRACE("surface %p, srgb %#x.\n", surface, srgb);
1293 if (surface->resource.pool == WINED3DPOOL_SCRATCH)
1295 ERR("Not supported on scratch surfaces.\n");
1296 return WINED3DERR_INVALIDCALL;
1299 if (!(surface->flags & flag))
1301 TRACE("Reloading because surface is dirty\n");
1303 /* Reload if either the texture and sysmem have different ideas about the
1304 * color key, or the actual key values changed. */
1305 else if (!(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1306 || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
1307 && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
1308 || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue)))
1310 TRACE("Reloading because of color keying\n");
1311 /* To perform the color key conversion we need a sysmem copy of
1312 * the surface. Make sure we have it. */
1314 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1315 /* Make sure the texture is reloaded because of the color key change,
1316 * this kills performance though :( */
1317 /* TODO: This is not necessarily needed with hw palettized texture support. */
1318 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1322 TRACE("surface is already in texture\n");
1326 /* No partial locking for textures yet. */
1327 surface_load_location(surface, flag, NULL);
1328 surface_evict_sysmem(surface);
1333 /* Do not call while under the GL lock. */
1334 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1336 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1337 ULONG ref = InterlockedDecrement(&This->resource.ref);
1338 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1342 surface_cleanup(This);
1343 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1345 TRACE("(%p) Released.\n", This);
1346 HeapFree(GetProcessHeap(), 0, This);
1352 /* ****************************************************
1353 IWineD3DSurface IWineD3DResource parts follow
1354 **************************************************** */
1356 /* Do not call while under the GL lock. */
1357 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1359 IWineD3DDeviceImpl *device = surface->resource.device;
1361 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1363 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1365 struct wined3d_texture *texture = surface->container.u.texture;
1367 TRACE("Passing to container (%p).\n", texture);
1368 texture->texture_ops->texture_preload(texture, srgb);
1372 struct wined3d_context *context = NULL;
1374 TRACE("(%p) : About to load surface\n", surface);
1376 if (!device->isInDraw) context = context_acquire(device, NULL);
1378 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1379 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1381 if (palette9_changed(surface))
1383 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1384 /* TODO: This is not necessarily needed with hw palettized texture support */
1385 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1386 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1387 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1391 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1393 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1395 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1399 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1403 if (context) context_release(context);
1407 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1409 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1412 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1414 if (!surface->resource.allocatedMemory)
1416 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1417 surface->resource.size + RESOURCE_ALIGNMENT);
1418 if (!surface->resource.heapMemory)
1420 ERR("Out of memory\n");
1423 surface->resource.allocatedMemory =
1424 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1428 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1431 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1436 /* ******************************************************
1437 IWineD3DSurface IWineD3DSurface parts follow
1438 ****************************************************** */
1440 /* Read the framebuffer back into the surface */
1441 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1443 IWineD3DDeviceImpl *device = This->resource.device;
1444 const struct wined3d_gl_info *gl_info;
1445 struct wined3d_context *context;
1449 BYTE *row, *top, *bottom;
1453 BOOL srcIsUpsideDown;
1458 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1459 static BOOL warned = FALSE;
1461 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1467 context = context_acquire(device, This);
1468 context_apply_blit_state(context, device);
1469 gl_info = context->gl_info;
1473 /* Select the correct read buffer, and give some debug output.
1474 * There is no need to keep track of the current read buffer or reset it, every part of the code
1475 * that reads sets the read buffer as desired.
1477 if (surface_is_offscreen(This))
1479 /* Mapping the primary render target which is not on a swapchain.
1480 * Read from the back buffer. */
1481 TRACE("Mapping offscreen render target.\n");
1482 glReadBuffer(device->offscreenBuffer);
1483 srcIsUpsideDown = TRUE;
1487 /* Onscreen surfaces are always part of a swapchain */
1488 GLenum buffer = surface_get_gl_buffer(This);
1489 TRACE("Mapping %#x buffer.\n", buffer);
1490 glReadBuffer(buffer);
1491 checkGLcall("glReadBuffer");
1492 srcIsUpsideDown = FALSE;
1495 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1497 local_rect.left = 0;
1499 local_rect.right = This->resource.width;
1500 local_rect.bottom = This->resource.height;
1506 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1508 switch (This->resource.format->id)
1510 case WINED3DFMT_P8_UINT:
1512 if (primary_render_target_is_p8(device))
1514 /* In case of P8 render targets the index is stored in the alpha component */
1516 type = GL_UNSIGNED_BYTE;
1518 bpp = This->resource.format->byte_count;
1520 /* GL can't return palettized data, so read ARGB pixels into a
1521 * separate block of memory and convert them into palettized format
1522 * in software. Slow, but if the app means to use palettized render
1523 * targets and locks it...
1525 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1526 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1527 * for the color channels when palettizing the colors.
1530 type = GL_UNSIGNED_BYTE;
1532 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1534 ERR("Out of memory\n");
1538 bpp = This->resource.format->byte_count * 3;
1545 fmt = This->resource.format->glFormat;
1546 type = This->resource.format->glType;
1547 bpp = This->resource.format->byte_count;
1550 if (This->flags & SFLAG_PBO)
1552 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1553 checkGLcall("glBindBufferARB");
1556 ERR("mem not null for pbo -- unexpected\n");
1561 /* Save old pixel store pack state */
1562 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1563 checkGLcall("glGetIntegerv");
1564 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1565 checkGLcall("glGetIntegerv");
1566 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1567 checkGLcall("glGetIntegerv");
1569 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1570 glPixelStorei(GL_PACK_ROW_LENGTH, This->resource.width);
1571 checkGLcall("glPixelStorei");
1572 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1573 checkGLcall("glPixelStorei");
1574 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1575 checkGLcall("glPixelStorei");
1577 glReadPixels(local_rect.left, !srcIsUpsideDown ? (This->resource.height - local_rect.bottom) : local_rect.top,
1578 local_rect.right - local_rect.left,
1579 local_rect.bottom - local_rect.top,
1581 checkGLcall("glReadPixels");
1583 /* Reset previous pixel store pack state */
1584 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1585 checkGLcall("glPixelStorei");
1586 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1587 checkGLcall("glPixelStorei");
1588 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1589 checkGLcall("glPixelStorei");
1591 if (This->flags & SFLAG_PBO)
1593 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1594 checkGLcall("glBindBufferARB");
1596 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1597 * to get a pointer to it and perform the flipping in software. This is a lot
1598 * faster than calling glReadPixels for each line. In case we want more speed
1599 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1600 if(!srcIsUpsideDown) {
1601 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1602 checkGLcall("glBindBufferARB");
1604 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1605 checkGLcall("glMapBufferARB");
1609 /* TODO: Merge this with the palettization loop below for P8 targets */
1610 if(!srcIsUpsideDown) {
1612 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1613 Flip the lines in software */
1614 len = (local_rect.right - local_rect.left) * bpp;
1615 off = local_rect.left * bpp;
1617 row = HeapAlloc(GetProcessHeap(), 0, len);
1619 ERR("Out of memory\n");
1620 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1625 top = mem + pitch * local_rect.top;
1626 bottom = mem + pitch * (local_rect.bottom - 1);
1627 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1628 memcpy(row, top + off, len);
1629 memcpy(top + off, bottom + off, len);
1630 memcpy(bottom + off, row, len);
1634 HeapFree(GetProcessHeap(), 0, row);
1636 /* Unmap the temp PBO buffer */
1637 if (This->flags & SFLAG_PBO)
1639 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1640 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1645 context_release(context);
1647 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1648 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1649 * the same color but we have no choice.
1650 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1652 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1654 const PALETTEENTRY *pal = NULL;
1655 DWORD width = pitch / 3;
1659 pal = This->palette->palents;
1661 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1662 HeapFree(GetProcessHeap(), 0, mem);
1666 for(y = local_rect.top; y < local_rect.bottom; y++) {
1667 for(x = local_rect.left; x < local_rect.right; x++) {
1668 /* start lines pixels */
1669 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1670 const BYTE *green = blue + 1;
1671 const BYTE *red = green + 1;
1673 for(c = 0; c < 256; c++) {
1674 if(*red == pal[c].peRed &&
1675 *green == pal[c].peGreen &&
1676 *blue == pal[c].peBlue)
1678 *((BYTE *) dest + y * width + x) = c;
1684 HeapFree(GetProcessHeap(), 0, mem);
1688 /* Read the framebuffer contents into a texture */
1689 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1691 IWineD3DDeviceImpl *device = This->resource.device;
1692 const struct wined3d_gl_info *gl_info;
1693 struct wined3d_context *context;
1695 if (!surface_is_offscreen(This))
1697 /* We would need to flip onscreen surfaces, but there's no efficient
1698 * way to do that here. It makes more sense for the caller to
1699 * explicitly go through sysmem. */
1700 ERR("Not supported for onscreen targets.\n");
1704 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1705 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1706 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1708 context = context_acquire(device, This);
1709 gl_info = context->gl_info;
1711 surface_prepare_texture(This, gl_info, srgb);
1712 surface_bind_and_dirtify(This, gl_info, srgb);
1714 TRACE("Reading back offscreen render target %p.\n", This);
1718 glReadBuffer(device->offscreenBuffer);
1719 checkGLcall("glReadBuffer");
1721 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1722 0, 0, 0, 0, This->resource.width, This->resource.height);
1723 checkGLcall("glCopyTexSubImage2D");
1727 context_release(context);
1730 /* Context activation is done by the caller. */
1731 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1732 const struct wined3d_gl_info *gl_info, BOOL srgb)
1734 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1735 CONVERT_TYPES convert;
1736 struct wined3d_format format;
1738 if (surface->flags & alloc_flag) return;
1740 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1741 if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
1742 else surface->flags &= ~SFLAG_CONVERTED;
1744 surface_bind_and_dirtify(surface, gl_info, srgb);
1745 surface_allocate_surface(surface, gl_info, &format, srgb);
1746 surface->flags |= alloc_flag;
1749 /* Context activation is done by the caller. */
1750 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1752 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1754 struct wined3d_texture *texture = surface->container.u.texture;
1755 UINT sub_count = texture->level_count * texture->layer_count;
1758 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1760 for (i = 0; i < sub_count; ++i)
1762 IWineD3DSurfaceImpl *s = surface_from_resource(texture->sub_resources[i]);
1763 surface_prepare_texture_internal(s, gl_info, srgb);
1769 surface_prepare_texture_internal(surface, gl_info, srgb);
1772 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1774 IWineD3DDeviceImpl *device = This->resource.device;
1775 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1777 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1778 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1781 if (!(This->flags & SFLAG_DYNLOCK))
1784 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1785 if(This->lockCount > MAXLOCKCOUNT) {
1786 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1787 This->flags |= SFLAG_DYNLOCK;
1791 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1792 * Also don't create a PBO for systemmem surfaces.
1794 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK)
1795 && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1796 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1799 struct wined3d_context *context;
1801 context = context_acquire(device, NULL);
1804 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1805 error = glGetError();
1806 if (!This->pbo || error != GL_NO_ERROR)
1807 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1809 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1811 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1812 checkGLcall("glBindBufferARB");
1814 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1815 checkGLcall("glBufferDataARB");
1817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1818 checkGLcall("glBindBufferARB");
1820 /* We don't need the system memory anymore and we can't even use it for PBOs */
1821 if (!(This->flags & SFLAG_CLIENT))
1823 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1824 This->resource.heapMemory = NULL;
1826 This->resource.allocatedMemory = NULL;
1827 This->flags |= SFLAG_PBO;
1829 context_release(context);
1831 else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO))
1833 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1836 if(!This->resource.heapMemory) {
1837 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1839 This->resource.allocatedMemory =
1840 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1841 if (This->flags & SFLAG_INSYSMEM)
1843 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1848 static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface,
1849 WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
1851 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1852 IWineD3DDeviceImpl *device = This->resource.device;
1853 const RECT *pass_rect = pRect;
1855 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1856 iface, pLockedRect, wine_dbgstr_rect(pRect), flags);
1858 /* This is also done in the base class, but we have to verify this before loading any data from
1859 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1860 * may interfere, and all other bad things may happen
1862 if (This->flags & SFLAG_LOCKED)
1864 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1865 return WINED3DERR_INVALIDCALL;
1867 This->flags |= SFLAG_LOCKED;
1869 if (!(This->flags & SFLAG_LOCKABLE))
1871 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1874 if (flags & WINED3DLOCK_DISCARD)
1876 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1877 surface_prepare_system_memory(This);
1878 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
1882 /* surface_load_location() does not check if the rectangle specifies
1883 * the full surface. Most callers don't need that, so do it here. */
1884 if (pRect && !pRect->top && !pRect->left
1885 && pRect->right == This->resource.width
1886 && pRect->bottom == This->resource.height)
1891 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1892 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1894 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1898 if (This->flags & SFLAG_PBO)
1900 const struct wined3d_gl_info *gl_info;
1901 struct wined3d_context *context;
1903 context = context_acquire(device, NULL);
1904 gl_info = context->gl_info;
1907 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1908 checkGLcall("glBindBufferARB");
1910 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1911 if(This->resource.allocatedMemory) {
1912 ERR("The surface already has PBO memory allocated!\n");
1915 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1916 checkGLcall("glMapBufferARB");
1918 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1919 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1920 checkGLcall("glBindBufferARB");
1923 context_release(context);
1926 if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)))
1929 surface_add_dirty_rect(This, NULL);
1934 b.Left = pRect->left;
1936 b.Right = pRect->right;
1937 b.Bottom = pRect->bottom;
1940 surface_add_dirty_rect(This, &b);
1944 return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
1947 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *surface,
1948 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
1950 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface); /* target is argb, 4 byte */
1951 IWineD3DDeviceImpl *device = surface->resource.device;
1952 const struct wined3d_gl_info *gl_info;
1953 struct wined3d_context *context;
1957 surface_get_rect(surface, rect, &local_rect);
1959 mem += local_rect.top * pitch + local_rect.left * bpp;
1960 w = local_rect.right - local_rect.left;
1961 h = local_rect.bottom - local_rect.top;
1963 /* Activate the correct context for the render target */
1964 context = context_acquire(device, surface);
1965 context_apply_blit_state(context, device);
1966 gl_info = context->gl_info;
1970 if (!surface_is_offscreen(surface))
1972 GLenum buffer = surface_get_gl_buffer(surface);
1973 TRACE("Unlocking %#x buffer.\n", buffer);
1974 context_set_draw_buffer(context, buffer);
1976 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
1977 glPixelZoom(1.0f, -1.0f);
1981 /* Primary offscreen render target */
1982 TRACE("Offscreen render target.\n");
1983 context_set_draw_buffer(context, device->offscreenBuffer);
1985 glPixelZoom(1.0f, 1.0f);
1988 glRasterPos3i(local_rect.left, local_rect.top, 1);
1989 checkGLcall("glRasterPos3i");
1991 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1992 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
1994 if (surface->flags & SFLAG_PBO)
1996 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1997 checkGLcall("glBindBufferARB");
2000 glDrawPixels(w, h, fmt, type, mem);
2001 checkGLcall("glDrawPixels");
2003 if (surface->flags & SFLAG_PBO)
2005 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2006 checkGLcall("glBindBufferARB");
2009 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2010 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
2013 context_release(context);
2016 static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
2018 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2019 IWineD3DDeviceImpl *device = This->resource.device;
2022 if (!(This->flags & SFLAG_LOCKED))
2024 WARN("trying to Unlock an unlocked surf@%p\n", This);
2025 return WINEDDERR_NOTLOCKED;
2028 This->flags &= ~SFLAG_LOCKED;
2029 memset(&This->lockedRect, 0, sizeof(This->lockedRect));
2031 if (This->flags & SFLAG_PBO)
2033 const struct wined3d_gl_info *gl_info;
2034 struct wined3d_context *context;
2036 TRACE("Freeing PBO memory\n");
2038 context = context_acquire(device, NULL);
2039 gl_info = context->gl_info;
2042 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
2043 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
2044 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2045 checkGLcall("glUnmapBufferARB");
2047 context_release(context);
2049 This->resource.allocatedMemory = NULL;
2052 TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
2054 if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
2056 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
2060 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
2061 || (device->render_targets && This == device->render_targets[0]))
2063 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
2064 static BOOL warned = FALSE;
2066 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2072 if (!This->dirtyRect.left && !This->dirtyRect.top
2073 && This->dirtyRect.right == This->resource.width
2074 && This->dirtyRect.bottom == This->resource.height)
2078 /* TODO: Proper partial rectangle tracking */
2079 fullsurface = FALSE;
2080 This->flags |= SFLAG_INSYSMEM;
2083 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
2085 /* Partial rectangle tracking is not commonly implemented, it is only
2086 * done for render targets. INSYSMEM was set before to tell
2087 * surface_load_location() where to read the rectangle from.
2088 * Indrawable is set because all modifications from the partial
2089 * sysmem copy are written back to the drawable, thus the surface is
2090 * merged again in the drawable. The sysmem copy is not fully up to
2091 * date because only a subrectangle was read in Map(). */
2094 surface_modify_location(This, SFLAG_INDRAWABLE, TRUE);
2095 surface_evict_sysmem(This);
2098 This->dirtyRect.left = This->resource.width;
2099 This->dirtyRect.top = This->resource.height;
2100 This->dirtyRect.right = 0;
2101 This->dirtyRect.bottom = 0;
2103 else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2105 FIXME("Depth Stencil buffer locking is not implemented\n");
2109 /* Overlays have to be redrawn manually after changes with the GL implementation */
2110 if (This->overlay_dest)
2111 This->surface_ops->surface_draw_overlay(This);
2116 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
2118 struct wined3d_context *context;
2120 context = context_acquire(surface->resource.device, NULL);
2123 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2124 if (surface->texture_name)
2126 surface_bind_and_dirtify(surface, context->gl_info, FALSE);
2127 glTexImage2D(surface->texture_target, surface->texture_level,
2128 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2130 if (surface->texture_name_srgb)
2132 surface_bind_and_dirtify(surface, context->gl_info, TRUE);
2133 glTexImage2D(surface->texture_target, surface->texture_level,
2134 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2136 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2139 context_release(context);
2141 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
2142 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
2143 surface_force_reload(surface);
2146 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2148 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2149 WINED3DLOCKED_RECT lock;
2153 TRACE("(%p)->(%p)\n",This,pHDC);
2155 if (This->flags & SFLAG_USERPTR)
2157 ERR("Not supported on surfaces with an application-provided surfaces\n");
2158 return WINEDDERR_NODC;
2161 /* Give more detailed info for ddraw */
2162 if (This->flags & SFLAG_DCINUSE)
2163 return WINEDDERR_DCALREADYCREATED;
2165 /* Can't GetDC if the surface is locked */
2166 if (This->flags & SFLAG_LOCKED)
2167 return WINED3DERR_INVALIDCALL;
2169 memset(&lock, 0, sizeof(lock)); /* To be sure */
2171 /* Create a DIB section if there isn't a hdc yet */
2174 if (This->flags & SFLAG_CLIENT)
2176 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2177 surface_release_client_storage(This);
2179 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2180 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2182 /* Use the dib section from now on if we are not using a PBO */
2183 if (!(This->flags & SFLAG_PBO))
2184 This->resource.allocatedMemory = This->dib.bitmap_data;
2187 /* Map the surface */
2188 hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
2190 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2191 * activates the allocatedMemory. */
2192 if (This->flags & SFLAG_PBO)
2193 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2197 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
2198 /* keep the dib section */
2202 if (This->resource.format->id == WINED3DFMT_P8_UINT
2203 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2205 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2206 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2208 const PALETTEENTRY *pal = NULL;
2211 pal = This->palette->palents;
2213 IWineD3DSurfaceImpl *dds_primary;
2214 IWineD3DSwapChainImpl *swapchain;
2215 swapchain = This->resource.device->swapchains[0];
2216 dds_primary = swapchain->front_buffer;
2217 if (dds_primary && dds_primary->palette)
2218 pal = dds_primary->palette->palents;
2222 for (n=0; n<256; n++) {
2223 col[n].rgbRed = pal[n].peRed;
2224 col[n].rgbGreen = pal[n].peGreen;
2225 col[n].rgbBlue = pal[n].peBlue;
2226 col[n].rgbReserved = 0;
2228 SetDIBColorTable(This->hDC, 0, 256, col);
2233 TRACE("returning %p\n",*pHDC);
2234 This->flags |= SFLAG_DCINUSE;
2239 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2241 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2243 TRACE("(%p)->(%p)\n",This,hDC);
2245 if (!(This->flags & SFLAG_DCINUSE))
2246 return WINEDDERR_NODC;
2248 if (This->hDC !=hDC) {
2249 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2250 return WINEDDERR_NODC;
2253 if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory)
2255 /* Copy the contents of the DIB over to the PBO */
2256 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2259 /* we locked first, so unlock now */
2260 IWineD3DSurface_Unmap(iface);
2262 This->flags &= ~SFLAG_DCINUSE;
2267 /* ******************************************************
2268 IWineD3DSurface Internal (No mapping to directx api) parts follow
2269 ****************************************************** */
2271 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2272 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2274 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2275 IWineD3DDeviceImpl *device = This->resource.device;
2276 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2277 BOOL blit_supported = FALSE;
2279 /* Copy the default values from the surface. Below we might perform fixups */
2280 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2281 *format = *This->resource.format;
2282 *convert = NO_CONVERSION;
2284 /* Ok, now look if we have to do any conversion */
2285 switch (This->resource.format->id)
2287 case WINED3DFMT_P8_UINT:
2288 /* Below the call to blit_supported is disabled for Wine 1.2
2289 * because the function isn't operating correctly yet. At the
2290 * moment 8-bit blits are handled in software and if certain GL
2291 * extensions are around, surface conversion is performed at
2292 * upload time. The blit_supported call recognizes it as a
2293 * destination fixup. This type of upload 'fixup' and 8-bit to
2294 * 8-bit blits need to be handled by the blit_shader.
2295 * TODO: get rid of this #if 0. */
2297 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2298 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2299 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2301 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2303 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2304 * texturing. Further also use conversion in case of color keying.
2305 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2306 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2307 * conflicts with this.
2309 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2310 || colorkey_active || !use_texturing)
2312 format->glFormat = GL_RGBA;
2313 format->glInternal = GL_RGBA;
2314 format->glType = GL_UNSIGNED_BYTE;
2315 format->conv_byte_count = 4;
2316 if (colorkey_active)
2317 *convert = CONVERT_PALETTED_CK;
2319 *convert = CONVERT_PALETTED;
2323 case WINED3DFMT_B2G3R3_UNORM:
2324 /* **********************
2325 GL_UNSIGNED_BYTE_3_3_2
2326 ********************** */
2327 if (colorkey_active) {
2328 /* This texture format will never be used.. So do not care about color keying
2329 up until the point in time it will be needed :-) */
2330 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2334 case WINED3DFMT_B5G6R5_UNORM:
2335 if (colorkey_active)
2337 *convert = CONVERT_CK_565;
2338 format->glFormat = GL_RGBA;
2339 format->glInternal = GL_RGB5_A1;
2340 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2341 format->conv_byte_count = 2;
2345 case WINED3DFMT_B5G5R5X1_UNORM:
2346 if (colorkey_active)
2348 *convert = CONVERT_CK_5551;
2349 format->glFormat = GL_BGRA;
2350 format->glInternal = GL_RGB5_A1;
2351 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2352 format->conv_byte_count = 2;
2356 case WINED3DFMT_B8G8R8_UNORM:
2357 if (colorkey_active)
2359 *convert = CONVERT_CK_RGB24;
2360 format->glFormat = GL_RGBA;
2361 format->glInternal = GL_RGBA8;
2362 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2363 format->conv_byte_count = 4;
2367 case WINED3DFMT_B8G8R8X8_UNORM:
2368 if (colorkey_active)
2370 *convert = CONVERT_RGB32_888;
2371 format->glFormat = GL_RGBA;
2372 format->glInternal = GL_RGBA8;
2373 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2374 format->conv_byte_count = 4;
2385 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2387 IWineD3DDeviceImpl *device = This->resource.device;
2388 struct wined3d_palette *pal = This->palette;
2389 BOOL index_in_alpha = FALSE;
2392 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2393 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2394 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2395 * duplicate entries. Store the color key in the unused alpha component to speed the
2396 * download up and to make conversion unneeded. */
2397 index_in_alpha = primary_render_target_is_p8(device);
2401 UINT dxVersion = device->wined3d->dxVersion;
2403 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2406 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2409 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2410 * there's no palette at this time. */
2411 for (i = 0; i < 256; i++) table[i][3] = i;
2416 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2417 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2418 * capability flag is present (wine does advertise this capability) */
2419 for (i = 0; i < 256; ++i)
2421 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2422 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2423 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2424 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2430 TRACE("Using surface palette %p\n", pal);
2431 /* Get the surface's palette */
2432 for (i = 0; i < 256; ++i)
2434 table[i][0] = pal->palents[i].peRed;
2435 table[i][1] = pal->palents[i].peGreen;
2436 table[i][2] = pal->palents[i].peBlue;
2438 /* When index_in_alpha is set the palette index is stored in the
2439 * alpha component. In case of a readback we can then read
2440 * GL_ALPHA. Color keying is handled in BltOverride using a
2441 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2442 * color key itself is passed to glAlphaFunc in other cases the
2443 * alpha component of pixels that should be masked away is set to 0. */
2448 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2449 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2453 else if (pal->flags & WINEDDPCAPS_ALPHA)
2455 table[i][3] = pal->palents[i].peFlags;
2465 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2466 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2470 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2475 memcpy(dst, src, pitch * height);
2478 case CONVERT_PALETTED:
2479 case CONVERT_PALETTED_CK:
2484 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2486 for (y = 0; y < height; y++)
2488 source = src + pitch * y;
2489 dest = dst + outpitch * y;
2490 /* This is an 1 bpp format, using the width here is fine */
2491 for (x = 0; x < width; x++) {
2492 BYTE color = *source++;
2493 *dest++ = table[color][0];
2494 *dest++ = table[color][1];
2495 *dest++ = table[color][2];
2496 *dest++ = table[color][3];
2502 case CONVERT_CK_565:
2504 /* Converting the 565 format in 5551 packed to emulate color-keying.
2506 Note : in all these conversion, it would be best to average the averaging
2507 pixels to get the color of the pixel that will be color-keyed to
2508 prevent 'color bleeding'. This will be done later on if ever it is
2511 Note2: Nvidia documents say that their driver does not support alpha + color keying
2512 on the same surface and disables color keying in such a case
2518 TRACE("Color keyed 565\n");
2520 for (y = 0; y < height; y++) {
2521 Source = (const WORD *)(src + y * pitch);
2522 Dest = (WORD *) (dst + y * outpitch);
2523 for (x = 0; x < width; x++ ) {
2524 WORD color = *Source++;
2525 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2526 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2527 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2536 case CONVERT_CK_5551:
2538 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2542 TRACE("Color keyed 5551\n");
2543 for (y = 0; y < height; y++) {
2544 Source = (const WORD *)(src + y * pitch);
2545 Dest = (WORD *) (dst + y * outpitch);
2546 for (x = 0; x < width; x++ ) {
2547 WORD color = *Source++;
2549 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2550 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2554 *Dest &= ~(1 << 15);
2562 case CONVERT_CK_RGB24:
2564 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2566 for (y = 0; y < height; y++)
2568 source = src + pitch * y;
2569 dest = dst + outpitch * y;
2570 for (x = 0; x < width; x++) {
2571 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2572 DWORD dstcolor = color << 8;
2573 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2574 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2577 *(DWORD*)dest = dstcolor;
2585 case CONVERT_RGB32_888:
2587 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2589 for (y = 0; y < height; y++)
2591 source = src + pitch * y;
2592 dest = dst + outpitch * y;
2593 for (x = 0; x < width; x++) {
2594 DWORD color = 0xffffff & *(const DWORD*)source;
2595 DWORD dstcolor = color << 8;
2596 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2597 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2600 *(DWORD*)dest = dstcolor;
2609 ERR("Unsupported conversion type %#x.\n", convert);
2614 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2616 IWineD3DDeviceImpl *device = This->resource.device;
2618 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2619 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2621 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2622 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2629 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2634 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2636 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2640 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2642 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2645 TRACE("(%p) : Calling base function first\n", This);
2646 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2649 This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2650 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2651 This->resource.format->glInternal, This->resource.format->glType);
2656 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2657 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2659 TRACE("iface %p, mem %p.\n", iface, Mem);
2661 if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
2663 WARN("Surface is locked or the HDC is in use\n");
2664 return WINED3DERR_INVALIDCALL;
2667 if(Mem && Mem != This->resource.allocatedMemory) {
2668 void *release = NULL;
2670 /* Do I have to copy the old surface content? */
2671 if (This->flags & SFLAG_DIBSECTION)
2673 SelectObject(This->hDC, This->dib.holdbitmap);
2674 DeleteDC(This->hDC);
2675 /* Release the DIB section */
2676 DeleteObject(This->dib.DIBsection);
2677 This->dib.bitmap_data = NULL;
2678 This->resource.allocatedMemory = NULL;
2680 This->flags &= ~SFLAG_DIBSECTION;
2682 else if (!(This->flags & SFLAG_USERPTR))
2684 release = This->resource.heapMemory;
2685 This->resource.heapMemory = NULL;
2687 This->resource.allocatedMemory = Mem;
2688 This->flags |= SFLAG_USERPTR;
2690 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2691 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2693 /* For client textures opengl has to be notified */
2694 if (This->flags & SFLAG_CLIENT)
2695 surface_release_client_storage(This);
2697 /* Now free the old memory if any */
2698 HeapFree(GetProcessHeap(), 0, release);
2700 else if (This->flags & SFLAG_USERPTR)
2702 /* Map and GetDC will re-create the dib section and allocated memory. */
2703 This->resource.allocatedMemory = NULL;
2704 /* HeapMemory should be NULL already */
2705 if (This->resource.heapMemory)
2706 ERR("User pointer surface has heap memory allocated.\n");
2707 This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
2709 if (This->flags & SFLAG_CLIENT)
2710 surface_release_client_storage(This);
2712 surface_prepare_system_memory(This);
2713 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2718 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2720 /* Flip the surface contents */
2725 front->hDC = back->hDC;
2729 /* Flip the DIBsection */
2732 BOOL hasDib = front->flags & SFLAG_DIBSECTION;
2733 tmp = front->dib.DIBsection;
2734 front->dib.DIBsection = back->dib.DIBsection;
2735 back->dib.DIBsection = tmp;
2737 if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION;
2738 else front->flags &= ~SFLAG_DIBSECTION;
2739 if (hasDib) back->flags |= SFLAG_DIBSECTION;
2740 else back->flags &= ~SFLAG_DIBSECTION;
2743 /* Flip the surface data */
2747 tmp = front->dib.bitmap_data;
2748 front->dib.bitmap_data = back->dib.bitmap_data;
2749 back->dib.bitmap_data = tmp;
2751 tmp = front->resource.allocatedMemory;
2752 front->resource.allocatedMemory = back->resource.allocatedMemory;
2753 back->resource.allocatedMemory = tmp;
2755 tmp = front->resource.heapMemory;
2756 front->resource.heapMemory = back->resource.heapMemory;
2757 back->resource.heapMemory = tmp;
2762 GLuint tmp_pbo = front->pbo;
2763 front->pbo = back->pbo;
2764 back->pbo = tmp_pbo;
2767 /* client_memory should not be different, but just in case */
2770 tmp = front->dib.client_memory;
2771 front->dib.client_memory = back->dib.client_memory;
2772 back->dib.client_memory = tmp;
2775 /* Flip the opengl texture */
2779 tmp = back->texture_name;
2780 back->texture_name = front->texture_name;
2781 front->texture_name = tmp;
2783 tmp = back->texture_name_srgb;
2784 back->texture_name_srgb = front->texture_name_srgb;
2785 front->texture_name_srgb = tmp;
2787 resource_unload(&back->resource);
2788 resource_unload(&front->resource);
2792 DWORD tmp_flags = back->flags;
2793 back->flags = front->flags;
2794 front->flags = tmp_flags;
2798 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
2800 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2801 IWineD3DSwapChainImpl *swapchain = NULL;
2803 TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags);
2805 /* Flipping is only supported on RenderTargets and overlays*/
2806 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2807 WARN("Tried to flip a non-render target, non-overlay surface\n");
2808 return WINEDDERR_NOTFLIPPABLE;
2811 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2812 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2814 /* Update the overlay if it is visible */
2815 if (This->overlay_dest)
2816 return This->surface_ops->surface_draw_overlay(This);
2822 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2823 * FIXME("(%p) Target override is not supported by now\n", This);
2824 * Additionally, it isn't really possible to support triple-buffering
2825 * properly on opengl at all
2829 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2831 ERR("Flipped surface is not on a swapchain\n");
2832 return WINEDDERR_NOTFLIPPABLE;
2834 swapchain = This->container.u.swapchain;
2836 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2837 * and only d3d8 and d3d9 apps specify the presentation interval
2839 if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2840 /* Most common case first to avoid wasting time on all the other cases */
2841 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2842 else if (flags & WINEDDFLIP_NOVSYNC)
2843 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2844 else if (flags & WINEDDFLIP_INTERVAL2)
2845 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2846 else if (flags & WINEDDFLIP_INTERVAL3)
2847 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2849 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2851 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2852 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2853 NULL, NULL, swapchain->win_handle, NULL, 0);
2856 /* Does a direct frame buffer -> texture copy. Stretching is done
2857 * with single pixel copy calls
2859 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2860 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2862 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2865 struct wined3d_context *context;
2866 BOOL upsidedown = FALSE;
2867 RECT dst_rect = *dst_rect_in;
2869 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2870 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2872 if(dst_rect.top > dst_rect.bottom) {
2873 UINT tmp = dst_rect.bottom;
2874 dst_rect.bottom = dst_rect.top;
2879 context = context_acquire(device, src_surface);
2880 context_apply_blit_state(context, device);
2881 surface_internal_preload(dst_surface, SRGB_RGB);
2884 /* Bind the target texture */
2885 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2886 checkGLcall("glBindTexture");
2887 if (surface_is_offscreen(src_surface))
2889 TRACE("Reading from an offscreen target\n");
2890 upsidedown = !upsidedown;
2891 glReadBuffer(device->offscreenBuffer);
2895 glReadBuffer(surface_get_gl_buffer(src_surface));
2897 checkGLcall("glReadBuffer");
2899 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2900 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2902 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2904 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2906 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2907 ERR("Texture filtering not supported in direct blit\n");
2910 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2911 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2913 ERR("Texture filtering not supported in direct blit\n");
2917 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2918 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2920 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2922 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2923 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2924 src_rect->left, src_surface->resource.height - src_rect->bottom,
2925 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2929 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
2930 /* I have to process this row by row to swap the image,
2931 * otherwise it would be upside down, so stretching in y direction
2932 * doesn't cost extra time
2934 * However, stretching in x direction can be avoided if not necessary
2936 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2937 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2939 /* Well, that stuff works, but it's very slow.
2940 * find a better way instead
2944 for (col = dst_rect.left; col < dst_rect.right; ++col)
2946 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2947 dst_rect.left + col /* x offset */, row /* y offset */,
2948 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2953 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2954 dst_rect.left /* x offset */, row /* y offset */,
2955 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2959 checkGLcall("glCopyTexSubImage2D");
2962 context_release(context);
2964 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2965 * path is never entered
2967 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2970 /* Uses the hardware to stretch and flip the image */
2971 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2972 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2974 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2975 GLuint src, backup = 0;
2976 IWineD3DSwapChainImpl *src_swapchain = NULL;
2977 float left, right, top, bottom; /* Texture coordinates */
2978 UINT fbwidth = src_surface->resource.width;
2979 UINT fbheight = src_surface->resource.height;
2980 struct wined3d_context *context;
2981 GLenum drawBuffer = GL_BACK;
2982 GLenum texture_target;
2983 BOOL noBackBufferBackup;
2985 BOOL upsidedown = FALSE;
2986 RECT dst_rect = *dst_rect_in;
2988 TRACE("Using hwstretch blit\n");
2989 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2990 context = context_acquire(device, src_surface);
2991 context_apply_blit_state(context, device);
2992 surface_internal_preload(dst_surface, SRGB_RGB);
2994 src_offscreen = surface_is_offscreen(src_surface);
2995 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2996 if (!noBackBufferBackup && !src_surface->texture_name)
2998 /* Get it a description */
2999 surface_internal_preload(src_surface, SRGB_RGB);
3003 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3004 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3006 if (context->aux_buffers >= 2)
3008 /* Got more than one aux buffer? Use the 2nd aux buffer */
3009 drawBuffer = GL_AUX1;
3011 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3013 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3014 drawBuffer = GL_AUX0;
3017 if(noBackBufferBackup) {
3018 glGenTextures(1, &backup);
3019 checkGLcall("glGenTextures");
3020 glBindTexture(GL_TEXTURE_2D, backup);
3021 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3022 texture_target = GL_TEXTURE_2D;
3024 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3025 * we are reading from the back buffer, the backup can be used as source texture
3027 texture_target = src_surface->texture_target;
3028 glBindTexture(texture_target, src_surface->texture_name);
3029 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3030 glEnable(texture_target);
3031 checkGLcall("glEnable(texture_target)");
3033 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3034 src_surface->flags &= ~SFLAG_INTEXTURE;
3037 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3038 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3040 if(dst_rect.top > dst_rect.bottom) {
3041 UINT tmp = dst_rect.bottom;
3042 dst_rect.bottom = dst_rect.top;
3049 TRACE("Reading from an offscreen target\n");
3050 upsidedown = !upsidedown;
3051 glReadBuffer(device->offscreenBuffer);
3055 glReadBuffer(surface_get_gl_buffer(src_surface));
3058 /* TODO: Only back up the part that will be overwritten */
3059 glCopyTexSubImage2D(texture_target, 0,
3060 0, 0 /* read offsets */,
3065 checkGLcall("glCopyTexSubImage2D");
3067 /* No issue with overriding these - the sampler is dirty due to blit usage */
3068 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3069 wined3d_gl_mag_filter(magLookup, Filter));
3070 checkGLcall("glTexParameteri");
3071 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3072 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3073 checkGLcall("glTexParameteri");
3075 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3076 src_swapchain = src_surface->container.u.swapchain;
3077 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3079 src = backup ? backup : src_surface->texture_name;
3083 glReadBuffer(GL_FRONT);
3084 checkGLcall("glReadBuffer(GL_FRONT)");
3086 glGenTextures(1, &src);
3087 checkGLcall("glGenTextures(1, &src)");
3088 glBindTexture(GL_TEXTURE_2D, src);
3089 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3091 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3092 * out for power of 2 sizes
3094 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3095 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3096 checkGLcall("glTexImage2D");
3097 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3098 0, 0 /* read offsets */,
3103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3104 checkGLcall("glTexParameteri");
3105 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3106 checkGLcall("glTexParameteri");
3108 glReadBuffer(GL_BACK);
3109 checkGLcall("glReadBuffer(GL_BACK)");
3111 if(texture_target != GL_TEXTURE_2D) {
3112 glDisable(texture_target);
3113 glEnable(GL_TEXTURE_2D);
3114 texture_target = GL_TEXTURE_2D;
3117 checkGLcall("glEnd and previous");
3119 left = src_rect->left;
3120 right = src_rect->right;
3124 top = src_surface->resource.height - src_rect->top;
3125 bottom = src_surface->resource.height - src_rect->bottom;
3129 top = src_surface->resource.height - src_rect->bottom;
3130 bottom = src_surface->resource.height - src_rect->top;
3133 if (src_surface->flags & SFLAG_NORMCOORD)
3135 left /= src_surface->pow2Width;
3136 right /= src_surface->pow2Width;
3137 top /= src_surface->pow2Height;
3138 bottom /= src_surface->pow2Height;
3141 /* draw the source texture stretched and upside down. The correct surface is bound already */
3142 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3143 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3145 context_set_draw_buffer(context, drawBuffer);
3146 glReadBuffer(drawBuffer);
3150 glTexCoord2f(left, bottom);
3154 glTexCoord2f(left, top);
3155 glVertex2i(0, dst_rect.bottom - dst_rect.top);
3158 glTexCoord2f(right, top);
3159 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3162 glTexCoord2f(right, bottom);
3163 glVertex2i(dst_rect.right - dst_rect.left, 0);
3165 checkGLcall("glEnd and previous");
3167 if (texture_target != dst_surface->texture_target)
3169 glDisable(texture_target);
3170 glEnable(dst_surface->texture_target);
3171 texture_target = dst_surface->texture_target;
3174 /* Now read the stretched and upside down image into the destination texture */
3175 glBindTexture(texture_target, dst_surface->texture_name);
3176 checkGLcall("glBindTexture");
3177 glCopyTexSubImage2D(texture_target,
3179 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3180 0, 0, /* We blitted the image to the origin */
3181 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3182 checkGLcall("glCopyTexSubImage2D");
3184 if(drawBuffer == GL_BACK) {
3185 /* Write the back buffer backup back */
3187 if(texture_target != GL_TEXTURE_2D) {
3188 glDisable(texture_target);
3189 glEnable(GL_TEXTURE_2D);
3190 texture_target = GL_TEXTURE_2D;
3192 glBindTexture(GL_TEXTURE_2D, backup);
3193 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3197 if (texture_target != src_surface->texture_target)
3199 glDisable(texture_target);
3200 glEnable(src_surface->texture_target);
3201 texture_target = src_surface->texture_target;
3203 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3204 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3209 glTexCoord2f(0.0f, 0.0f);
3210 glVertex2i(0, fbheight);
3213 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3217 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3218 (float)fbheight / (float)src_surface->pow2Height);
3219 glVertex2i(fbwidth, 0);
3222 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3223 glVertex2i(fbwidth, fbheight);
3226 glDisable(texture_target);
3227 checkGLcall("glDisable(texture_target)");
3230 if (src != src_surface->texture_name && src != backup)
3232 glDeleteTextures(1, &src);
3233 checkGLcall("glDeleteTextures(1, &src)");
3236 glDeleteTextures(1, &backup);
3237 checkGLcall("glDeleteTextures(1, &backup)");
3242 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3244 context_release(context);
3246 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3247 * path is never entered
3249 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3252 /* Until the blit_shader is ready, define some prototypes here. */
3253 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3254 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3255 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3257 /* Front buffer coordinates are always full screen coordinates, but our GL
3258 * drawable is limited to the window's client area. The sysmem and texture
3259 * copies do have the full screen size. Note that GL has a bottom-left
3260 * origin, while D3D has a top-left origin. */
3261 void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3263 UINT drawable_height;
3265 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
3266 && surface == surface->container.u.swapchain->front_buffer)
3268 POINT offset = {0, 0};
3271 ScreenToClient(window, &offset);
3272 OffsetRect(rect, offset.x, offset.y);
3274 GetClientRect(window, &windowsize);
3275 drawable_height = windowsize.bottom - windowsize.top;
3279 drawable_height = surface->resource.height;
3282 rect->top = drawable_height - rect->top;
3283 rect->bottom = drawable_height - rect->bottom;
3286 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3288 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
3290 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
3295 /* blit between surface locations. onscreen on different swapchains is not supported.
3296 * depth / stencil is not supported. */
3297 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3298 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3299 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3301 const struct wined3d_gl_info *gl_info;
3302 struct wined3d_context *context;
3303 RECT src_rect, dst_rect;
3306 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3307 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3308 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3309 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3310 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3312 src_rect = *src_rect_in;
3313 dst_rect = *dst_rect_in;
3317 case WINED3DTEXF_LINEAR:
3318 gl_filter = GL_LINEAR;
3322 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3323 case WINED3DTEXF_NONE:
3324 case WINED3DTEXF_POINT:
3325 gl_filter = GL_NEAREST;
3329 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3330 src_location = SFLAG_INTEXTURE;
3331 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3332 dst_location = SFLAG_INTEXTURE;
3334 /* Make sure the locations are up-to-date. Loading the destination
3335 * surface isn't required if the entire surface is overwritten. (And is
3336 * in fact harmful if we're being called by surface_load_location() with
3337 * the purpose of loading the destination surface.) */
3338 surface_load_location(src_surface, src_location, NULL);
3339 if (!surface_is_full_rect(dst_surface, &dst_rect))
3340 surface_load_location(dst_surface, dst_location, NULL);
3342 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3343 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3344 else context = context_acquire(device, NULL);
3346 if (!context->valid)
3348 context_release(context);
3349 WARN("Invalid context, skipping blit.\n");
3353 gl_info = context->gl_info;
3355 if (src_location == SFLAG_INDRAWABLE)
3357 GLenum buffer = surface_get_gl_buffer(src_surface);
3359 TRACE("Source surface %p is onscreen.\n", src_surface);
3361 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
3364 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3365 glReadBuffer(buffer);
3366 checkGLcall("glReadBuffer()");
3370 TRACE("Source surface %p is offscreen.\n", src_surface);
3372 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3373 glReadBuffer(GL_COLOR_ATTACHMENT0);
3374 checkGLcall("glReadBuffer()");
3378 if (dst_location == SFLAG_INDRAWABLE)
3380 GLenum buffer = surface_get_gl_buffer(dst_surface);
3382 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3384 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3387 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3388 context_set_draw_buffer(context, buffer);
3392 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3395 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3396 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3399 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3400 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3401 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3402 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3403 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3405 glDisable(GL_SCISSOR_TEST);
3406 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3408 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3409 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3410 checkGLcall("glBlitFramebuffer()");
3414 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3416 context_release(context);
3419 static void surface_blt_to_drawable(IWineD3DDeviceImpl *device,
3420 WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
3421 IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in,
3422 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in)
3424 IWineD3DSwapChainImpl *swapchain = NULL;
3425 struct wined3d_context *context;
3426 RECT src_rect, dst_rect;
3428 src_rect = *src_rect_in;
3429 dst_rect = *dst_rect_in;
3431 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3432 swapchain = dst_surface->container.u.swapchain;
3434 /* Make sure the surface is up-to-date. This should probably use
3435 * surface_load_location() and worry about the destination surface too,
3436 * unless we're overwriting it completely. */
3437 surface_internal_preload(src_surface, SRGB_RGB);
3439 /* Activate the destination context, set it up for blitting */
3440 context = context_acquire(device, dst_surface);
3441 context_apply_blit_state(context, device);
3443 if (!surface_is_offscreen(dst_surface))
3444 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
3446 device->blitter->set_shader(device->blit_priv, context->gl_info, src_surface);
3452 glEnable(GL_ALPHA_TEST);
3453 checkGLcall("glEnable(GL_ALPHA_TEST)");
3455 /* When the primary render target uses P8, the alpha component
3456 * contains the palette index. Which means that the colorkey is one of
3457 * the palette entries. In other cases pixels that should be masked
3458 * away have alpha set to 0. */
3459 if (primary_render_target_is_p8(device))
3460 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3462 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3463 checkGLcall("glAlphaFunc");
3467 glDisable(GL_ALPHA_TEST);
3468 checkGLcall("glDisable(GL_ALPHA_TEST)");
3471 draw_textured_quad(src_surface, &src_rect, &dst_rect, filter);
3475 glDisable(GL_ALPHA_TEST);
3476 checkGLcall("glDisable(GL_ALPHA_TEST)");
3481 /* Leave the opengl state valid for blitting */
3482 device->blitter->unset_shader(context->gl_info);
3484 if (wined3d_settings.strict_draw_ordering || (swapchain
3485 && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1)))
3486 wglFlush(); /* Flush to ensure ordering across contexts. */
3488 context_release(context);
3491 /* Do not call while under the GL lock. */
3492 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3494 IWineD3DDeviceImpl *device = s->resource.device;
3495 const struct blit_shader *blitter;
3497 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3498 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3501 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3502 return WINED3DERR_INVALIDCALL;
3505 return blitter->color_fill(device, s, rect, color);
3508 /* Not called from the VTable */
3509 /* Do not call while under the GL lock. */
3510 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3511 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx,
3512 WINED3DTEXTUREFILTERTYPE Filter)
3514 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3515 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3516 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3517 RECT dst_rect, src_rect;
3519 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3520 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3521 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3523 /* Get the swapchain. One of the surfaces has to be a primary surface */
3524 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3526 WARN("Destination is in sysmem, rejecting gl blt\n");
3527 return WINED3DERR_INVALIDCALL;
3530 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3531 dstSwapchain = dst_surface->container.u.swapchain;
3535 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3537 WARN("Src is in sysmem, rejecting gl blt\n");
3538 return WINED3DERR_INVALIDCALL;
3541 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3542 srcSwapchain = src_surface->container.u.swapchain;
3545 /* Early sort out of cases where no render target is used */
3546 if (!dstSwapchain && !srcSwapchain
3547 && src_surface != device->render_targets[0]
3548 && dst_surface != device->render_targets[0])
3550 TRACE("No surface is render target, not using hardware blit.\n");
3551 return WINED3DERR_INVALIDCALL;
3554 /* No destination color keying supported */
3555 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
3557 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3558 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3559 return WINED3DERR_INVALIDCALL;
3562 surface_get_rect(dst_surface, DestRect, &dst_rect);
3563 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3565 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3566 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3567 && dst_surface == dstSwapchain->front_buffer
3568 && src_surface == dstSwapchain->back_buffers[0])
3570 /* Half-Life does a Blt from the back buffer to the front buffer,
3571 * Full surface size, no flags... Use present instead
3573 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3576 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3579 TRACE("Looking if a Present can be done...\n");
3580 /* Source Rectangle must be full surface */
3581 if (src_rect.left || src_rect.top
3582 || src_rect.right != src_surface->resource.width
3583 || src_rect.bottom != src_surface->resource.height)
3585 TRACE("No, Source rectangle doesn't match\n");
3589 /* No stretching may occur */
3590 if(src_rect.right != dst_rect.right - dst_rect.left ||
3591 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3592 TRACE("No, stretching is done\n");
3596 /* Destination must be full surface or match the clipping rectangle */
3597 if (dst_surface->clipper && dst_surface->clipper->hWnd)
3601 GetClientRect(dst_surface->clipper->hWnd, &cliprect);
3602 pos[0].x = dst_rect.left;
3603 pos[0].y = dst_rect.top;
3604 pos[1].x = dst_rect.right;
3605 pos[1].y = dst_rect.bottom;
3606 MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2);
3608 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3609 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3611 TRACE("No, dest rectangle doesn't match(clipper)\n");
3612 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3613 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3617 else if (dst_rect.left || dst_rect.top
3618 || dst_rect.right != dst_surface->resource.width
3619 || dst_rect.bottom != dst_surface->resource.height)
3621 TRACE("No, dest rectangle doesn't match(surface size)\n");
3627 /* These flags are unimportant for the flag check, remove them */
3628 if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3630 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3632 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3633 * take very long, while a flip is fast.
3634 * This applies to Half-Life, which does such Blts every time it finished
3635 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3636 * menu. This is also used by all apps when they do windowed rendering
3638 * The problem is that flipping is not really the same as copying. After a
3639 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3640 * untouched. Therefore it's necessary to override the swap effect
3641 * and to set it back after the flip.
3643 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3647 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3648 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3650 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3651 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3652 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3654 dstSwapchain->presentParms.SwapEffect = orig_swap;
3661 TRACE("Unsupported blit between buffers on the same swapchain\n");
3662 return WINED3DERR_INVALIDCALL;
3663 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3664 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3665 return WINED3DERR_INVALIDCALL;
3666 } else if(dstSwapchain && srcSwapchain) {
3667 FIXME("Implement hardware blit between two different swapchains\n");
3668 return WINED3DERR_INVALIDCALL;
3670 else if (dstSwapchain)
3672 /* Handled with regular texture -> swapchain blit */
3673 if (src_surface == device->render_targets[0])
3674 TRACE("Blit from active render target to a swapchain\n");
3676 else if (srcSwapchain && dst_surface == device->render_targets[0])
3678 FIXME("Implement blit from a swapchain to the active render target\n");
3679 return WINED3DERR_INVALIDCALL;
3682 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3684 /* Blit from render target to texture */
3687 /* P8 read back is not implemented */
3688 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3689 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3691 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3692 return WINED3DERR_INVALIDCALL;
3695 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3697 TRACE("Color keying not supported by frame buffer to texture blit\n");
3698 return WINED3DERR_INVALIDCALL;
3699 /* Destination color key is checked above */
3702 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3708 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3709 * flip the image nor scale it.
3711 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3712 * -> If the app wants a image width an unscaled width, copy it line per line
3713 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3714 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3715 * back buffer. This is slower than reading line per line, thus not used for flipping
3716 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3719 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3720 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3723 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3724 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3725 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3727 surface_blt_fbo(device, Filter,
3728 src_surface, SFLAG_INDRAWABLE, &src_rect,
3729 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3730 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3732 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->resource.width
3733 || dst_rect.bottom - dst_rect.top > src_surface->resource.height)
3735 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3736 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3738 TRACE("Using hardware stretching to flip / stretch the texture\n");
3739 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3742 if (!(dst_surface->flags & SFLAG_DONOTFREE))
3744 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3745 dst_surface->resource.allocatedMemory = NULL;
3746 dst_surface->resource.heapMemory = NULL;
3750 dst_surface->flags &= ~SFLAG_INSYSMEM;
3755 else if (src_surface)
3757 /* Blit from offscreen surface to render target */
3758 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3759 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3761 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3763 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3764 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3765 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3766 src_surface->resource.format,
3767 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3768 dst_surface->resource.format))
3770 TRACE("Using surface_blt_fbo.\n");
3771 /* The source is always a texture, but never the currently active render target, and the texture
3772 * contents are never upside down. */
3773 surface_blt_fbo(device, Filter,
3774 src_surface, SFLAG_INDRAWABLE, &src_rect,
3775 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3776 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3780 if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3781 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3782 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3783 src_surface->resource.format,
3784 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3785 dst_surface->resource.format))
3787 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3790 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3791 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3792 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3794 FIXME("Unsupported blit operation falling back to software\n");
3795 return WINED3DERR_INVALIDCALL;
3798 /* Color keying: Check if we have to do a color keyed blt,
3799 * and if not check if a color key is activated.
3801 * Just modify the color keying parameters in the surface and restore them afterwards
3802 * The surface keeps track of the color key last used to load the opengl surface.
3803 * PreLoad will catch the change to the flags and color key and reload if necessary.
3805 if (flags & WINEDDBLT_KEYSRC)
3807 /* Use color key from surface */
3809 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
3811 /* Use color key from DDBltFx */
3812 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3813 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3817 /* Do not use color key */
3818 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3821 surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
3822 src_surface, &src_rect, dst_surface, &dst_rect);
3824 /* Restore the color key parameters */
3825 src_surface->CKeyFlags = oldCKeyFlags;
3826 src_surface->SrcBltCKey = oldBltCKey;
3828 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3834 /* Source-Less Blit to render target */
3835 if (flags & WINEDDBLT_COLORFILL)
3837 WINED3DCOLORVALUE color;
3839 TRACE("Colorfill\n");
3841 /* The color as given in the Blt function is in the surface format. */
3842 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3843 return WINED3DERR_INVALIDCALL;
3845 return surface_color_fill(dst_surface, &dst_rect, &color);
3849 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3850 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3851 return WINED3DERR_INVALIDCALL;
3854 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3855 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx)
3857 IWineD3DDeviceImpl *device = This->resource.device;
3860 if (flags & WINEDDBLT_DEPTHFILL)
3862 switch (This->resource.format->id)
3864 case WINED3DFMT_D16_UNORM:
3865 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3867 case WINED3DFMT_S1_UINT_D15_UNORM:
3868 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3870 case WINED3DFMT_D24_UNORM_S8_UINT:
3871 case WINED3DFMT_X8D24_UNORM:
3872 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3874 case WINED3DFMT_D32_UNORM:
3875 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3879 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3882 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3883 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3886 FIXME("(%p): Unsupp depthstencil blit\n", This);
3887 return WINED3DERR_INVALIDCALL;
3890 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3891 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags,
3892 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3894 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3895 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3896 IWineD3DDeviceImpl *device = This->resource.device;
3898 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3899 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3900 flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3901 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3903 if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED)))
3905 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3906 return WINEDDERR_SURFACEBUSY;
3909 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3910 * except depth blits, which seem to work
3912 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3914 if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL))
3916 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3917 return WINED3DERR_INVALIDCALL;
3919 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx)))
3921 TRACE("Z Blit override handled the blit\n");
3926 /* Special cases for RenderTargets */
3927 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3928 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3930 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter)))
3934 /* For the rest call the X11 surface implementation.
3935 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3936 * other Blts are rather rare. */
3937 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter);
3940 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3941 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3943 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3944 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3945 IWineD3DDeviceImpl *device = This->resource.device;
3947 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3948 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3950 if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED))
3952 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3953 return WINEDDERR_SURFACEBUSY;
3956 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3958 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3959 return WINED3DERR_INVALIDCALL;
3962 /* Special cases for RenderTargets */
3963 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3964 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3967 RECT SrcRect, DstRect;
3970 surface_get_rect(src, rsrc, &SrcRect);
3972 DstRect.left = dstx;
3974 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3975 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3977 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3978 if (trans & WINEDDBLTFAST_SRCCOLORKEY)
3979 flags |= WINEDDBLT_KEYSRC;
3980 if (trans & WINEDDBLTFAST_DESTCOLORKEY)
3981 flags |= WINEDDBLT_KEYDEST;
3982 if (trans & WINEDDBLTFAST_WAIT)
3983 flags |= WINEDDBLT_WAIT;
3984 if (trans & WINEDDBLTFAST_DONOTWAIT)
3985 flags |= WINEDDBLT_DONOTWAIT;
3987 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3988 &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT)))
3992 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3995 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3996 /** Check against the maximum texture sizes supported by the video card **/
3997 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3998 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3999 unsigned int pow2Width, pow2Height;
4001 This->surface_ops = &surface_ops;
4003 This->texture_name = 0;
4004 This->texture_target = GL_TEXTURE_2D;
4006 /* Non-power2 support */
4007 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
4009 pow2Width = This->resource.width;
4010 pow2Height = This->resource.height;
4014 /* Find the nearest pow2 match */
4015 pow2Width = pow2Height = 1;
4016 while (pow2Width < This->resource.width) pow2Width <<= 1;
4017 while (pow2Height < This->resource.height) pow2Height <<= 1;
4019 This->pow2Width = pow2Width;
4020 This->pow2Height = pow2Height;
4022 if (pow2Width > This->resource.width || pow2Height > This->resource.height)
4024 /* TODO: Add support for non power two compressed textures. */
4025 if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
4027 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4028 This, This->resource.width, This->resource.height);
4029 return WINED3DERR_NOTAVAILABLE;
4033 if (pow2Width != This->resource.width
4034 || pow2Height != This->resource.height)
4036 This->flags |= SFLAG_NONPOW2;
4039 TRACE("%p\n", This);
4040 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4041 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4043 /* one of three options
4044 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)
4045 2: Set the texture to the maximum size (bad idea)
4046 3: WARN and return WINED3DERR_NOTAVAILABLE;
4047 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.
4049 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4051 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4052 return WINED3DERR_NOTAVAILABLE;
4055 /* We should never use this surface in combination with OpenGL! */
4056 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4060 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4061 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4062 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4064 if (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4065 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4066 && gl_info->supported[EXT_PALETTED_TEXTURE]
4067 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4069 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4070 This->pow2Width = This->resource.width;
4071 This->pow2Height = This->resource.height;
4072 This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4076 switch (wined3d_settings.offscreen_rendering_mode)
4079 This->get_drawable_size = get_drawable_size_fbo;
4082 case ORM_BACKBUFFER:
4083 This->get_drawable_size = get_drawable_size_backbuffer;
4087 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4088 return WINED3DERR_INVALIDCALL;
4091 This->flags |= SFLAG_INSYSMEM;
4096 /* GL locking is done by the caller */
4097 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4098 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4100 IWineD3DDeviceImpl *device = This->resource.device;
4101 GLint compare_mode = GL_NONE;
4102 struct blt_info info;
4103 GLint old_binding = 0;
4106 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4108 glDisable(GL_CULL_FACE);
4109 glDisable(GL_BLEND);
4110 glDisable(GL_ALPHA_TEST);
4111 glDisable(GL_SCISSOR_TEST);
4112 glDisable(GL_STENCIL_TEST);
4113 glEnable(GL_DEPTH_TEST);
4114 glDepthFunc(GL_ALWAYS);
4115 glDepthMask(GL_TRUE);
4116 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4117 glViewport(0, 0, w, h);
4119 SetRect(&rect, 0, h, w, 0);
4120 surface_get_blt_info(target, &rect, w, h, &info);
4121 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4122 glGetIntegerv(info.binding, &old_binding);
4123 glBindTexture(info.bind_target, texture);
4124 if (gl_info->supported[ARB_SHADOW])
4126 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4127 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4130 device->shader_backend->shader_select_depth_blt(device->shader_priv,
4131 gl_info, info.tex_type, &This->ds_current_size);
4133 glBegin(GL_TRIANGLE_STRIP);
4134 glTexCoord3fv(info.coords[0]);
4135 glVertex2f(-1.0f, -1.0f);
4136 glTexCoord3fv(info.coords[1]);
4137 glVertex2f(1.0f, -1.0f);
4138 glTexCoord3fv(info.coords[2]);
4139 glVertex2f(-1.0f, 1.0f);
4140 glTexCoord3fv(info.coords[3]);
4141 glVertex2f(1.0f, 1.0f);
4144 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4145 glBindTexture(info.bind_target, old_binding);
4149 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
4152 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4153 DWORD location, UINT w, UINT h)
4155 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4157 if (location & ~SFLAG_DS_LOCATIONS)
4158 FIXME("Invalid location (%#x) specified.\n", location);
4160 surface->ds_current_size.cx = w;
4161 surface->ds_current_size.cy = h;
4162 surface->flags &= ~SFLAG_DS_LOCATIONS;
4163 surface->flags |= location;
4166 /* Context activation is done by the caller. */
4167 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4169 IWineD3DDeviceImpl *device = surface->resource.device;
4170 const struct wined3d_gl_info *gl_info = context->gl_info;
4172 TRACE("surface %p, new location %#x.\n", surface, location);
4174 /* TODO: Make this work for modes other than FBO */
4175 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4177 if (!(surface->flags & location))
4179 surface->ds_current_size.cx = 0;
4180 surface->ds_current_size.cy = 0;
4183 if (surface->ds_current_size.cx == surface->resource.width
4184 && surface->ds_current_size.cy == surface->resource.height)
4186 TRACE("Location (%#x) is already up to date.\n", location);
4190 if (surface->current_renderbuffer)
4192 FIXME("Not supported with fixed up depth stencil.\n");
4196 if (!(surface->flags & SFLAG_LOCATIONS))
4198 FIXME("No up to date depth stencil location.\n");
4199 surface->flags |= location;
4203 if (location == SFLAG_DS_OFFSCREEN)
4205 GLint old_binding = 0;
4209 /* The render target is allowed to be smaller than the depth/stencil
4210 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4211 * than the offscreen surface. Don't overwrite the offscreen surface
4212 * with undefined data. */
4213 w = min(surface->resource.width, context->swapchain->presentParms.BackBufferWidth);
4214 h = min(surface->resource.height, context->swapchain->presentParms.BackBufferHeight);
4216 TRACE("Copying onscreen depth buffer to depth texture.\n");
4220 if (!device->depth_blt_texture)
4222 glGenTextures(1, &device->depth_blt_texture);
4225 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4226 * directly on the FBO texture. That's because we need to flip. */
4227 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4228 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4230 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4231 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4235 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4236 bind_target = GL_TEXTURE_2D;
4238 glBindTexture(bind_target, device->depth_blt_texture);
4239 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4240 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4241 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4242 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4243 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4244 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4245 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4246 glBindTexture(bind_target, old_binding);
4248 /* Setup the destination */
4249 if (!device->depth_blt_rb)
4251 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4252 checkGLcall("glGenRenderbuffersEXT");
4254 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4256 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4257 checkGLcall("glBindRenderbufferEXT");
4258 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4259 checkGLcall("glRenderbufferStorageEXT");
4260 device->depth_blt_rb_w = w;
4261 device->depth_blt_rb_h = h;
4264 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4265 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4266 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4267 checkGLcall("glFramebufferRenderbufferEXT");
4268 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4270 /* Do the actual blit */
4271 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4272 checkGLcall("depth_blt");
4274 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4275 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4279 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4281 else if (location == SFLAG_DS_ONSCREEN)
4283 TRACE("Copying depth texture to onscreen depth buffer.\n");
4287 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4288 surface_depth_blt(surface, gl_info, surface->texture_name,
4289 surface->resource.width, surface->resource.height, surface->texture_target);
4290 checkGLcall("depth_blt");
4292 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4296 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4300 ERR("Invalid location (%#x) specified.\n", location);
4303 surface->flags |= location;
4304 surface->ds_current_size.cx = surface->resource.width;
4305 surface->ds_current_size.cy = surface->resource.height;
4308 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4310 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
4311 IWineD3DSurfaceImpl *overlay;
4313 TRACE("surface %p, location %s, persistent %#x.\n",
4314 surface, debug_surflocation(flag), persistent);
4316 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4318 if (surface_is_offscreen(surface))
4320 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4321 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4325 TRACE("Surface %p is an onscreen surface.\n", surface);
4329 if (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
4330 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
4332 flag |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
4337 if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4338 || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4340 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4342 TRACE("Passing to container.\n");
4343 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
4346 surface->flags &= ~SFLAG_LOCATIONS;
4347 surface->flags |= flag;
4349 /* Redraw emulated overlays, if any */
4350 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4352 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4354 overlay->surface_ops->surface_draw_overlay(overlay);
4360 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4362 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4364 TRACE("Passing to container\n");
4365 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
4368 surface->flags &= ~flag;
4371 if (!(surface->flags & SFLAG_LOCATIONS))
4373 ERR("Surface %p does not have any up to date location.\n", surface);
4377 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4379 IWineD3DDeviceImpl *device = surface->resource.device;
4380 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4381 BOOL drawable_read_ok = surface_is_offscreen(surface);
4382 struct wined3d_format format;
4383 CONVERT_TYPES convert;
4384 int width, pitch, outpitch;
4386 BOOL in_fbo = FALSE;
4388 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4390 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4392 if (flag == SFLAG_INTEXTURE)
4394 struct wined3d_context *context = context_acquire(device, NULL);
4395 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4396 context_release(context);
4401 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4402 return WINED3DERR_INVALIDCALL;
4406 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4408 if (surface_is_offscreen(surface))
4410 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4411 * Prefer SFLAG_INTEXTURE. */
4412 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4413 drawable_read_ok = FALSE;
4418 TRACE("Surface %p is an onscreen surface.\n", surface);
4422 if (flag == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
4424 flag = SFLAG_INTEXTURE;
4427 if (surface->flags & flag)
4429 TRACE("Location already up to date\n");
4433 if (!(surface->flags & SFLAG_LOCATIONS))
4435 ERR("Surface %p does not have any up to date location.\n", surface);
4436 surface->flags |= SFLAG_LOST;
4437 return WINED3DERR_DEVICELOST;
4440 if (flag == SFLAG_INSYSMEM)
4442 surface_prepare_system_memory(surface);
4444 /* Download the surface to system memory */
4445 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4447 struct wined3d_context *context = NULL;
4449 if (!device->isInDraw) context = context_acquire(device, NULL);
4451 surface_bind_and_dirtify(surface, gl_info, !(surface->flags & SFLAG_INTEXTURE));
4452 surface_download_data(surface, gl_info);
4454 if (context) context_release(context);
4458 /* Note: It might be faster to download into a texture first. */
4459 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4460 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4463 else if (flag == SFLAG_INDRAWABLE)
4465 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
4466 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
4468 if (surface->flags & SFLAG_INTEXTURE)
4472 surface_get_rect(surface, rect, &r);
4473 surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
4478 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4480 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4481 * values, otherwise we get incorrect values in the target. For now go the slow way
4482 * via a system memory copy
4484 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4487 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4488 FALSE /* We won't use textures */, &format, &convert);
4490 /* The width is in 'length' not in bytes */
4491 width = surface->resource.width;
4492 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4494 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4495 * but it isn't set (yet) in all cases it is getting called. */
4496 if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
4498 struct wined3d_context *context = NULL;
4500 TRACE("Removing the pbo attached to surface %p.\n", surface);
4502 if (!device->isInDraw) context = context_acquire(device, NULL);
4503 surface_remove_pbo(surface, gl_info);
4504 if (context) context_release(context);
4507 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4509 int height = surface->resource.height;
4510 byte_count = format.conv_byte_count;
4512 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4513 outpitch = width * byte_count;
4514 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4516 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4518 ERR("Out of memory %d, %d!\n", outpitch, height);
4519 return WINED3DERR_OUTOFVIDEOMEMORY;
4521 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4522 width, height, outpitch, convert, surface);
4524 surface->flags |= SFLAG_CONVERTED;
4528 surface->flags &= ~SFLAG_CONVERTED;
4529 mem = surface->resource.allocatedMemory;
4530 byte_count = format.byte_count;
4533 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
4535 /* Don't delete PBO memory */
4536 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4537 HeapFree(GetProcessHeap(), 0, mem);
4540 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4542 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4544 if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE))
4546 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4548 else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4549 && (surface->resource.format->flags & attach_flags) == attach_flags
4550 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4551 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4552 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4554 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4555 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
4557 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4558 surface, src_location, &rect, surface, flag, &rect);
4562 /* Upload from system memory */
4563 BOOL srgb = flag == SFLAG_INSRGBTEX;
4564 struct wined3d_context *context = NULL;
4566 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4567 TRUE /* We will use textures */, &format, &convert);
4571 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4573 /* Performance warning... */
4574 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4575 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4580 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4582 /* Performance warning... */
4583 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4584 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4587 if (!(surface->flags & SFLAG_INSYSMEM))
4589 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4590 /* Lets hope we get it from somewhere... */
4591 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4594 if (!device->isInDraw) context = context_acquire(device, NULL);
4596 surface_prepare_texture(surface, gl_info, srgb);
4597 surface_bind_and_dirtify(surface, gl_info, srgb);
4599 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4601 surface->flags |= SFLAG_GLCKEY;
4602 surface->glCKey = surface->SrcBltCKey;
4604 else surface->flags &= ~SFLAG_GLCKEY;
4606 /* The width is in 'length' not in bytes */
4607 width = surface->resource.width;
4608 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4610 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4611 * but it isn't set (yet) in all cases it is getting called. */
4612 if ((convert != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO))
4614 TRACE("Removing the pbo attached to surface %p.\n", surface);
4615 surface_remove_pbo(surface, gl_info);
4620 /* This code is entered for texture formats which need a fixup. */
4621 UINT height = surface->resource.height;
4623 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4624 outpitch = width * format.conv_byte_count;
4625 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4627 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4629 ERR("Out of memory %d, %d!\n", outpitch, height);
4630 if (context) context_release(context);
4631 return WINED3DERR_OUTOFVIDEOMEMORY;
4633 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4635 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4637 /* This code is only entered for color keying fixups */
4638 UINT height = surface->resource.height;
4640 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4641 outpitch = width * format.conv_byte_count;
4642 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4644 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4646 ERR("Out of memory %d, %d!\n", outpitch, height);
4647 if (context) context_release(context);
4648 return WINED3DERR_OUTOFVIDEOMEMORY;
4650 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4651 width, height, outpitch, convert, surface);
4655 mem = surface->resource.allocatedMemory;
4658 /* Make sure the correct pitch is used */
4660 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4663 if (mem || (surface->flags & SFLAG_PBO))
4664 surface_upload_data(surface, gl_info, &format, srgb, mem);
4666 /* Restore the default pitch */
4668 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4671 if (context) context_release(context);
4673 /* Don't delete PBO memory */
4674 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
4675 HeapFree(GetProcessHeap(), 0, mem);
4681 surface->flags |= flag;
4683 if (flag != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
4684 surface_evict_sysmem(surface);
4687 if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4689 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4690 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4693 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
4694 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
4696 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
4702 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4703 return SURFACE_OPENGL;
4706 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4708 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4710 /* Not on a swapchain - must be offscreen */
4711 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4713 /* The front buffer is always onscreen */
4714 if (surface == swapchain->front_buffer) return FALSE;
4716 /* If the swapchain is rendered to an FBO, the backbuffer is
4717 * offscreen, otherwise onscreen */
4718 return swapchain->render_to_fbo;
4721 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4724 IWineD3DBaseSurfaceImpl_QueryInterface,
4725 IWineD3DBaseSurfaceImpl_AddRef,
4726 IWineD3DSurfaceImpl_Release,
4727 /* IWineD3DResource */
4728 IWineD3DBaseSurfaceImpl_GetParent,
4729 IWineD3DBaseSurfaceImpl_SetPrivateData,
4730 IWineD3DBaseSurfaceImpl_GetPrivateData,
4731 IWineD3DBaseSurfaceImpl_FreePrivateData,
4732 IWineD3DBaseSurfaceImpl_SetPriority,
4733 IWineD3DBaseSurfaceImpl_GetPriority,
4734 IWineD3DSurfaceImpl_PreLoad,
4735 IWineD3DBaseSurfaceImpl_GetType,
4736 /* IWineD3DSurface */
4737 IWineD3DBaseSurfaceImpl_GetResource,
4738 IWineD3DSurfaceImpl_Map,
4739 IWineD3DSurfaceImpl_Unmap,
4740 IWineD3DSurfaceImpl_GetDC,
4741 IWineD3DSurfaceImpl_ReleaseDC,
4742 IWineD3DSurfaceImpl_Flip,
4743 IWineD3DSurfaceImpl_Blt,
4744 IWineD3DBaseSurfaceImpl_GetBltStatus,
4745 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4746 IWineD3DBaseSurfaceImpl_IsLost,
4747 IWineD3DBaseSurfaceImpl_Restore,
4748 IWineD3DSurfaceImpl_BltFast,
4749 IWineD3DBaseSurfaceImpl_GetPalette,
4750 IWineD3DBaseSurfaceImpl_SetPalette,
4751 IWineD3DBaseSurfaceImpl_SetColorKey,
4752 IWineD3DBaseSurfaceImpl_GetPitch,
4753 IWineD3DSurfaceImpl_SetMem,
4754 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4755 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4756 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4757 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4758 IWineD3DBaseSurfaceImpl_SetClipper,
4759 IWineD3DBaseSurfaceImpl_GetClipper,
4761 IWineD3DSurfaceImpl_SetFormat,
4762 IWineD3DSurfaceImpl_PrivateSetup,
4763 IWineD3DSurfaceImpl_GetImplType,
4766 static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
4767 /* Context activation is done by the caller. */
4768 static void ffp_blit_free(IWineD3DDeviceImpl *device) { }
4770 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4771 /* Context activation is done by the caller. */
4772 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4775 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4777 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4779 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4781 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4785 /* Context activation is done by the caller. */
4786 static HRESULT ffp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4788 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4790 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4791 * else the surface is converted in software at upload time in LoadLocation.
4793 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4794 ffp_blit_p8_upload_palette(surface, gl_info);
4797 glEnable(surface->texture_target);
4798 checkGLcall("glEnable(surface->texture_target)");
4803 /* Context activation is done by the caller. */
4804 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
4807 glDisable(GL_TEXTURE_2D);
4808 checkGLcall("glDisable(GL_TEXTURE_2D)");
4809 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4811 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4812 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4814 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4816 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4817 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4822 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4823 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4824 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4826 enum complex_fixup src_fixup;
4828 if (blit_op == BLIT_OP_COLOR_FILL)
4830 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4832 TRACE("Color fill not supported\n");
4839 src_fixup = get_complex_fixup(src_format->color_fixup);
4840 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4842 TRACE("Checking support for fixup:\n");
4843 dump_color_fixup_desc(src_format->color_fixup);
4846 if (blit_op != BLIT_OP_BLIT)
4848 TRACE("Unsupported blit_op=%d\n", blit_op);
4852 if (!is_identity_fixup(dst_format->color_fixup))
4854 TRACE("Destination fixups are not supported\n");
4858 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4860 TRACE("P8 fixup supported\n");
4864 /* We only support identity conversions. */
4865 if (is_identity_fixup(src_format->color_fixup))
4871 TRACE("[FAILED]\n");
4875 /* Do not call while under the GL lock. */
4876 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4877 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4879 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
4881 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4882 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4885 const struct blit_shader ffp_blit = {
4894 static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device)
4899 /* Context activation is done by the caller. */
4900 static void cpu_blit_free(IWineD3DDeviceImpl *device)
4904 /* Context activation is done by the caller. */
4905 static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
4910 /* Context activation is done by the caller. */
4911 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
4915 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4916 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4917 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4919 if (blit_op == BLIT_OP_COLOR_FILL)
4927 /* Do not call while under the GL lock. */
4928 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4929 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4933 memset(&BltFx, 0, sizeof(BltFx));
4934 BltFx.dwSize = sizeof(BltFx);
4935 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4936 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4937 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4940 const struct blit_shader cpu_blit = {
4949 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4950 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4951 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4953 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4956 /* We only support blitting. Things like color keying / color fill should
4957 * be handled by other blitters.
4959 if (blit_op != BLIT_OP_BLIT)
4962 /* Source and/or destination need to be on the GL side */
4963 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4966 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4967 && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4970 if (!(src_format->id == dst_format->id
4971 || (is_identity_fixup(src_format->color_fixup)
4972 && is_identity_fixup(dst_format->color_fixup))))