1 /* Direct3D Common functions
2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains all MESA common code
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 #define NONAMELESSUNION
26 #define NONAMELESSSTRUCT
33 #include "wine/debug.h"
35 #include "mesa_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
39 GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
41 switch (dwRenderState) {
42 case D3DCMP_NEVER: return GL_NEVER;
43 case D3DCMP_LESS: return GL_LESS;
44 case D3DCMP_EQUAL: return GL_EQUAL;
45 case D3DCMP_LESSEQUAL: return GL_LEQUAL;
46 case D3DCMP_GREATER: return GL_GREATER;
47 case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
48 case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
49 case D3DCMP_ALWAYS: return GL_ALWAYS;
50 default: ERR("Unexpected compare type %d !\n", dwRenderState);
55 GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
57 switch (dwRenderState) {
58 case D3DSTENCILOP_KEEP: return GL_KEEP;
59 case D3DSTENCILOP_ZERO: return GL_ZERO;
60 case D3DSTENCILOP_REPLACE: return GL_REPLACE;
61 case D3DSTENCILOP_INCRSAT: return GL_INCR;
62 case D3DSTENCILOP_DECRSAT: return GL_DECR;
63 case D3DSTENCILOP_INVERT: return GL_INVERT;
64 case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
65 case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
66 default: ERR("Unexpected compare type %d !\n", dwRenderState);
71 GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
73 switch ((D3DBLEND) dwRenderState) {
74 case D3DBLEND_ZERO: return GL_ZERO;
75 case D3DBLEND_ONE: return GL_ONE;
76 case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
77 case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
78 case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
79 case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
80 case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
81 case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
82 case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
83 case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
84 case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
85 default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
89 void set_render_state(IDirect3DDeviceImpl* This,
90 D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
92 DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
93 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
95 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
97 /* First, all the stipple patterns */
98 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
99 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
100 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
104 /* All others state variables */
105 switch (dwRenderStateType) {
106 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
107 IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
109 IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
111 ICOM_INTERFACE(tex, IDirectDrawSurface7));
114 case D3DRENDERSTATE_ANTIALIAS: /* 2 */
116 ERR("D3DRENDERSTATE_ANTIALIAS not supported yet !\n");
119 case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
120 case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
121 case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
122 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
124 if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
125 else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
126 else d3dTexStageStateType = D3DTSS_ADDRESSV;
128 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
129 0, d3dTexStageStateType,
133 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
135 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
137 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
140 case D3DRENDERSTATE_WRAPU: /* 5 */
141 case D3DRENDERSTATE_WRAPV: /* 6 */
142 case D3DRENDERSTATE_WRAP0: /* 128 */
143 case D3DRENDERSTATE_WRAP1: /* 129 */
144 case D3DRENDERSTATE_WRAP2: /* 130 */
145 case D3DRENDERSTATE_WRAP3: /* 131 */
146 case D3DRENDERSTATE_WRAP4: /* 132 */
147 case D3DRENDERSTATE_WRAP5: /* 133 */
148 case D3DRENDERSTATE_WRAP6: /* 134 */
149 case D3DRENDERSTATE_WRAP7: /* 135 */
151 ERR("Texture WRAP modes unsupported by OpenGL.. Expect graphical glitches !\n");
154 case D3DRENDERSTATE_ZENABLE: /* 7 */
155 /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
156 updated either.. No idea about what happens in D3D.
158 Maybe replacing the Z function by ALWAYS would be a better idea. */
159 if (dwRenderState == D3DZB_TRUE) {
160 if (glThis->depth_test == FALSE) {
161 glEnable(GL_DEPTH_TEST);
162 glThis->depth_test = TRUE;
164 } else if (dwRenderState == D3DZB_FALSE) {
165 if (glThis->depth_test) {
166 glDisable(GL_DEPTH_TEST);
167 glThis->depth_test = FALSE;
170 if (glThis->depth_test == FALSE) {
171 glEnable(GL_DEPTH_TEST);
172 glThis->depth_test = TRUE;
174 WARN(" w-buffering not supported.\n");
178 case D3DRENDERSTATE_FILLMODE: /* 8 */
179 switch ((D3DFILLMODE) dwRenderState) {
181 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
183 case D3DFILL_WIREFRAME:
184 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
187 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
190 ERR("Unhandled fill mode %ld !\n",dwRenderState);
194 case D3DRENDERSTATE_SHADEMODE: /* 9 */
195 switch ((D3DSHADEMODE) dwRenderState) {
197 glShadeModel(GL_FLAT);
199 case D3DSHADE_GOURAUD:
200 glShadeModel(GL_SMOOTH);
203 ERR("Unhandled shade mode %ld !\n",dwRenderState);
207 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
208 if ((dwRenderState != FALSE) && (glThis->depth_mask == FALSE))
209 glDepthMask(GL_TRUE);
210 else if ((dwRenderState == FALSE) && (glThis->depth_mask != FALSE))
211 glDepthMask(GL_FALSE);
212 glThis->depth_mask = dwRenderState;
215 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
216 if ((dwRenderState != 0) && (glThis->alpha_test == FALSE))
217 glEnable(GL_ALPHA_TEST);
218 else if ((dwRenderState == 0) && (glThis->alpha_test != FALSE))
219 glDisable(GL_ALPHA_TEST);
220 glThis->alpha_test = dwRenderState;
223 case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
224 DWORD tex_mag = 0xFFFFFFFF;
226 switch ((D3DTEXTUREFILTER) dwRenderState) {
227 case D3DFILTER_NEAREST:
228 tex_mag = D3DTFG_POINT;
230 case D3DFILTER_LINEAR:
231 tex_mag = D3DTFG_LINEAR;
234 ERR("Unhandled texture mag %ld !\n",dwRenderState);
237 if (tex_mag != 0xFFFFFFFF) {
238 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
242 case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
243 DWORD tex_min = 0xFFFFFFFF;
245 switch ((D3DTEXTUREFILTER) dwRenderState) {
246 case D3DFILTER_NEAREST:
247 tex_min = D3DTFN_POINT;
249 case D3DFILTER_LINEAR:
250 tex_min = D3DTFN_LINEAR;
253 ERR("Unhandled texture min %ld !\n",dwRenderState);
256 if (tex_min != 0xFFFFFFFF) {
257 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
261 case D3DRENDERSTATE_SRCBLEND: /* 19 */
262 case D3DRENDERSTATE_DESTBLEND: /* 20 */
263 glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
264 convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
267 case D3DRENDERSTATE_TEXTUREMAPBLEND: { /* 21 */
268 IDirect3DDevice7 *d3ddev = ICOM_INTERFACE(This, IDirect3DDevice7);
270 switch ((D3DTEXTUREBLEND) dwRenderState) {
271 case D3DTBLEND_DECAL:
272 if (glThis->current_tex_env != GL_REPLACE) {
273 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
274 glThis->current_tex_env = GL_REPLACE;
277 case D3DTBLEND_DECALALPHA:
278 if (glThis->current_tex_env != GL_REPLACE) {
279 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
280 glThis->current_tex_env = GL_DECAL;
283 case D3DTBLEND_MODULATE:
284 if (glThis->current_tex_env != GL_MODULATE) {
285 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
286 glThis->current_tex_env = GL_MODULATE;
289 case D3DTBLEND_MODULATEALPHA:
290 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
291 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
292 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
293 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
294 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
295 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
298 ERR("Unhandled texture environment %ld !\n",dwRenderState);
302 case D3DRENDERSTATE_CULLMODE: /* 22 */
303 switch ((D3DCULL) dwRenderState) {
305 if (glThis->cull_face != 0) {
306 glDisable(GL_CULL_FACE);
307 glThis->cull_face = 0;
311 if (glThis->cull_face == 0) {
312 glEnable(GL_CULL_FACE);
313 glThis->cull_face = 1;
319 if (glThis->cull_face == 0) {
320 glEnable(GL_CULL_FACE);
321 glThis->cull_face = 1;
327 ERR("Unhandled cull mode %ld !\n",dwRenderState);
331 case D3DRENDERSTATE_ZFUNC: /* 23 */
332 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
335 case D3DRENDERSTATE_ALPHAREF: /* 24 */
336 case D3DRENDERSTATE_ALPHAFUNC: { /* 25 */
337 GLenum func = convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]);
338 GLclampf ref = (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0;
340 if ((func != glThis->current_alpha_test_func) || (ref != glThis->current_alpha_test_ref)) {
341 glAlphaFunc(func, ref);
342 glThis->current_alpha_test_func = func;
343 glThis->current_alpha_test_ref = ref;
348 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
352 glDisable(GL_DITHER);
355 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
356 if ((dwRenderState != 0) && (glThis->blending == 0)) {
358 } else if ((dwRenderState == 0) && (glThis->blending != 0)) {
361 glThis->blending = dwRenderState;
363 /* Hack for some old games ... */
364 if (glThis->version == 1) {
365 lpStateBlock->render_state[D3DRENDERSTATE_COLORKEYENABLE - 1] = dwRenderState;
369 case D3DRENDERSTATE_FOGENABLE: /* 28 */
370 /* Nothing to do here. Only the storage matters :-) */
373 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
375 ERR(" Specular Lighting not supported yet.\n");
378 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
379 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
380 /* We do not support this anyway, so why protest :-) */
383 case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
385 ERR(" Stippled Alpha not supported yet.\n");
388 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
390 color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
391 color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
392 color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
393 color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
394 glFogfv(GL_FOG_COLOR,color);
395 /* Note: glFogiv does not seem to work */
398 case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
399 case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
400 case D3DRENDERSTATE_FOGSTART: /* 36 */
401 case D3DRENDERSTATE_FOGEND: /* 37 */
402 /* Nothing to do here. Only the storage matters :-) */
405 case D3DRENDERSTATE_FOGDENSITY: /* 38 */
406 glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
409 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
410 /* Nothing done here, only storage matters. */
413 case D3DRENDERSTATE_MIPMAPLODBIAS: /* 46 */
414 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
415 0, D3DTSS_MIPMAPLODBIAS,
419 case D3DRENDERSTATE_ZBIAS: /* 47 */
420 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
421 if (dwRenderState == 0) {
422 glDisable(GL_POLYGON_OFFSET_FILL);
423 glDisable(GL_POLYGON_OFFSET_LINE);
424 glDisable(GL_POLYGON_OFFSET_POINT);
426 glEnable(GL_POLYGON_OFFSET_FILL);
427 glEnable(GL_POLYGON_OFFSET_LINE);
428 glEnable(GL_POLYGON_OFFSET_POINT);
429 glPolygonOffset(1.0, dwRenderState * 1.0);
433 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
436 case D3DRENDERSTATE_STENCILENABLE: /* 52 */
437 if ((dwRenderState != 0) && (glThis->stencil_test == 0))
438 glEnable(GL_STENCIL_TEST);
439 else if ((dwRenderState == 0) && (glThis->stencil_test != 0))
440 glDisable(GL_STENCIL_TEST);
441 glThis->stencil_test = dwRenderState;
444 case D3DRENDERSTATE_STENCILFAIL: /* 53 */
445 case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
446 case D3DRENDERSTATE_STENCILPASS: /* 55 */
447 glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
448 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
449 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
452 case D3DRENDERSTATE_STENCILFUNC: /* 56 */
453 case D3DRENDERSTATE_STENCILREF: /* 57 */
454 case D3DRENDERSTATE_STENCILMASK: /* 58 */
455 glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
456 lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
457 lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
460 case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
461 glStencilMask(dwRenderState);
464 case D3DRENDERSTATE_TEXTUREFACTOR: /* 60 */
465 /* Only the storage matters... */
468 case D3DRENDERSTATE_CLIPPING: /* 136 */
469 case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
473 if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
474 mask = ((dwRenderState) ?
475 (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x00000000));
477 mask = dwRenderState;
479 for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
482 glGetIntegerv(GL_CLIP_PLANE0 + i, &enabled);
483 if (enabled == GL_FALSE) {
484 glEnable(GL_CLIP_PLANE0 + i);
485 /* Need to force a transform change so that this clipping plane parameters are sent
488 glThis->transform_state = GL_TRANSFORM_NONE;
491 glDisable(GL_CLIP_PLANE0 + i);
497 case D3DRENDERSTATE_LIGHTING: /* 137 */
498 /* Nothing to do, only storage matters... */
501 case D3DRENDERSTATE_AMBIENT: { /* 139 */
504 light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
505 light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
506 light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
507 light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
508 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
511 case D3DRENDERSTATE_COLORVERTEX: /* 141 */
512 /* Nothing to do here.. Only storage matters */
515 case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
517 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
519 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
522 case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
524 glEnable(GL_NORMALIZE);
525 glEnable(GL_RESCALE_NORMAL);
527 glDisable(GL_NORMALIZE);
528 glDisable(GL_RESCALE_NORMAL);
532 case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
533 case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
534 case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
535 case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
536 /* Nothing to do here. Only the storage matters :-) */
540 ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n",
541 _get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState);
547 void store_render_state(IDirect3DDeviceImpl *This,
548 D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
550 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
552 /* Some special cases first.. */
553 if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
554 if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
555 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
556 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
558 } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
559 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
560 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
563 } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
564 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
565 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
566 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPU) {
568 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_U;
570 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_U;
571 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPV) {
573 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_V;
575 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_V;
579 lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
582 void get_render_state(IDirect3DDeviceImpl *This,
583 D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
585 *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
587 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
590 void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
593 TRACE("(%p,%p)\n", This, lpStateBlock);
594 for(i = 0; i < HIGHEST_RENDER_STATE; i++)
595 if (lpStateBlock->set_flags.render_state[i])
596 set_render_state(This, i + 1, lpStateBlock);
600 /* Texture management code.
602 - upload_surface_to_tex_memory_init initialize the code and computes the GL formats
603 according to the surface description.
605 - upload_surface_to_tex_memory does the real upload. If one buffer is split over
606 multiple textures, this can be called multiple times after the '_init' call. 'rect'
607 can be NULL if the whole buffer needs to be upload.
609 - upload_surface_to_tex_memory_release does the clean-up.
611 These functions are called in the following cases :
612 - texture management (ie to upload a D3D texture to GL when it changes).
613 - flush of the 'in-memory' frame buffer to the GL frame buffer using the texture
615 - use of the texture engine to simulate Blits to the 3D Device.
623 CONVERT_CK_4444_ARGB,
628 CONVERT_CK_8888_ARGB,
632 /* Note : we suppose that all the code calling this is protected by the GL lock... Otherwise bad things
634 static GLenum current_format;
635 static GLenum current_pixel_format;
636 static CONVERT_TYPES convert_type;
637 static IDirectDrawSurfaceImpl *current_surface;
638 static GLuint current_level;
639 static DWORD current_tex_width;
640 static DWORD current_tex_height;
641 static GLuint current_alignement_constraints;
642 static int current_storage_width;
644 HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surf_ptr, GLuint level, GLenum *current_internal_format,
645 BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height)
647 const DDPIXELFORMAT * const src_pf = &(surf_ptr->surface_desc.u4.ddpfPixelFormat);
649 BOOL colorkey_active = need_alpha_ck && (surf_ptr->surface_desc.dwFlags & DDSD_CKSRCBLT);
650 GLenum internal_format = GL_LUMINANCE; /* A bogus value to be sure to have a nice Mesa warning :-) */
651 BYTE bpp = GET_BPP(surf_ptr->surface_desc);
652 BOOL sub_texture = TRUE;
654 current_surface = surf_ptr;
655 current_level = level;
657 if (src_pf->dwFlags & DDPF_FOURCC) {
659 int size = surf_ptr->surface_desc.u1.dwLinearSize;
660 int width = surf_ptr->surface_desc.dwWidth;
661 int height = surf_ptr->surface_desc.dwHeight;
662 LPVOID buffer = surf_ptr->surface_desc.lpSurface;
664 switch (src_pf->dwFourCC) {
665 case MAKE_FOURCC('D','X','T','1'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
666 case MAKE_FOURCC('D','X','T','3'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
667 case MAKE_FOURCC('D','X','T','5'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
669 FIXME("FourCC Not supported\n");
673 if (GL_extensions.s3tc_compressed_texture) {
674 GL_extensions.glCompressedTexImage2D(GL_TEXTURE_2D, current_level, retVal, width, height, 0, size, buffer);
676 ERR("Trying to upload S3TC texture whereas the device does not have support for it\n");
681 /* First, do some sanity checks ... */
682 if ((surf_ptr->surface_desc.u1.lPitch % bpp) != 0) {
683 FIXME("Warning : pitch is not a multiple of BPP - not supported yet !\n");
685 /* In that case, no need to have any alignement constraints... */
686 if (current_alignement_constraints != 1) {
687 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
688 current_alignement_constraints = 1;
692 /* Note: we only check width here as you cannot have width non-zero while height is set to zero */
693 if (tex_width == 0) {
696 tex_width = surf_ptr->surface_desc.dwWidth;
697 tex_height = surf_ptr->surface_desc.dwHeight;
700 current_tex_width = tex_width;
701 current_tex_height = tex_height;
703 if (src_pf->dwFlags & DDPF_PALETTEINDEXED8) {
707 current_format = GL_RGBA;
708 internal_format = GL_RGBA;
709 current_pixel_format = GL_UNSIGNED_BYTE;
710 convert_type = CONVERT_PALETTED;
711 } else if (src_pf->dwFlags & DDPF_RGB) {
715 if (src_pf->u1.dwRGBBitCount == 8) {
716 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
717 (src_pf->u5.dwRGBAlphaBitMask != 0x00)) {
720 if ((src_pf->u2.dwRBitMask == 0xE0) &&
721 (src_pf->u3.dwGBitMask == 0x1C) &&
722 (src_pf->u4.dwBBitMask == 0x03)) {
723 /* **********************
724 GL_UNSIGNED_BYTE_3_3_2
725 ********************** */
726 if (colorkey_active) {
727 /* This texture format will never be used.. So do not care about color keying
728 up until the point in time it will be needed :-) */
729 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
731 current_format = GL_RGB;
732 internal_format = GL_RGB;
733 current_pixel_format = GL_UNSIGNED_BYTE_3_3_2;
734 convert_type = NO_CONVERSION;
739 } else if (src_pf->u1.dwRGBBitCount == 16) {
740 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
741 (src_pf->u5.dwRGBAlphaBitMask != 0x0000)) {
742 if ((src_pf->u2.dwRBitMask == 0xF800) &&
743 (src_pf->u3.dwGBitMask == 0x07C0) &&
744 (src_pf->u4.dwBBitMask == 0x003E) &&
745 (src_pf->u5.dwRGBAlphaBitMask == 0x0001)) {
746 current_format = GL_RGBA;
747 internal_format = GL_RGBA;
748 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
749 if (colorkey_active) {
750 convert_type = CONVERT_CK_5551;
752 convert_type = NO_CONVERSION;
754 } else if ((src_pf->u2.dwRBitMask == 0xF000) &&
755 (src_pf->u3.dwGBitMask == 0x0F00) &&
756 (src_pf->u4.dwBBitMask == 0x00F0) &&
757 (src_pf->u5.dwRGBAlphaBitMask == 0x000F)) {
758 current_format = GL_RGBA;
759 internal_format = GL_RGBA;
760 current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
761 if (colorkey_active) {
762 convert_type = CONVERT_CK_4444;
764 convert_type = NO_CONVERSION;
766 } else if ((src_pf->u2.dwRBitMask == 0x0F00) &&
767 (src_pf->u3.dwGBitMask == 0x00F0) &&
768 (src_pf->u4.dwBBitMask == 0x000F) &&
769 (src_pf->u5.dwRGBAlphaBitMask == 0xF000)) {
770 if (colorkey_active) {
771 convert_type = CONVERT_CK_4444_ARGB;
772 current_format = GL_RGBA;
773 internal_format = GL_RGBA;
774 current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
776 convert_type = NO_CONVERSION;
777 current_format = GL_BGRA;
778 internal_format = GL_RGBA;
779 current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4_REV;
781 } else if ((src_pf->u2.dwRBitMask == 0x7C00) &&
782 (src_pf->u3.dwGBitMask == 0x03E0) &&
783 (src_pf->u4.dwBBitMask == 0x001F) &&
784 (src_pf->u5.dwRGBAlphaBitMask == 0x8000)) {
785 if (colorkey_active) {
786 convert_type = CONVERT_CK_1555;
787 current_format = GL_RGBA;
788 internal_format = GL_RGBA;
789 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
791 convert_type = NO_CONVERSION;
792 current_format = GL_BGRA;
793 internal_format = GL_RGBA;
794 current_pixel_format = GL_UNSIGNED_SHORT_1_5_5_5_REV;
800 if ((src_pf->u2.dwRBitMask == 0xF800) &&
801 (src_pf->u3.dwGBitMask == 0x07E0) &&
802 (src_pf->u4.dwBBitMask == 0x001F)) {
803 if (colorkey_active) {
804 convert_type = CONVERT_CK_565;
805 current_format = GL_RGBA;
806 internal_format = GL_RGBA;
807 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
809 convert_type = NO_CONVERSION;
810 current_format = GL_RGB;
811 internal_format = GL_RGB;
812 current_pixel_format = GL_UNSIGNED_SHORT_5_6_5;
814 } else if ((src_pf->u2.dwRBitMask == 0x7C00) &&
815 (src_pf->u3.dwGBitMask == 0x03E0) &&
816 (src_pf->u4.dwBBitMask == 0x001F)) {
817 convert_type = CONVERT_555;
818 current_format = GL_RGBA;
819 internal_format = GL_RGBA;
820 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
825 } else if (src_pf->u1.dwRGBBitCount == 24) {
826 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
827 (src_pf->u5.dwRGBAlphaBitMask != 0x000000)) {
830 if ((src_pf->u2.dwRBitMask == 0xFF0000) &&
831 (src_pf->u3.dwGBitMask == 0x00FF00) &&
832 (src_pf->u4.dwBBitMask == 0x0000FF)) {
833 if (colorkey_active) {
834 convert_type = CONVERT_CK_RGB24;
835 current_format = GL_RGBA;
836 internal_format = GL_RGBA;
837 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
839 convert_type = NO_CONVERSION;
840 current_format = GL_BGR;
841 internal_format = GL_RGB;
842 current_pixel_format = GL_UNSIGNED_BYTE;
848 } else if (src_pf->u1.dwRGBBitCount == 32) {
849 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
850 (src_pf->u5.dwRGBAlphaBitMask != 0x00000000)) {
851 if ((src_pf->u2.dwRBitMask == 0xFF000000) &&
852 (src_pf->u3.dwGBitMask == 0x00FF0000) &&
853 (src_pf->u4.dwBBitMask == 0x0000FF00) &&
854 (src_pf->u5.dwRGBAlphaBitMask == 0x000000FF)) {
855 if (colorkey_active) {
856 convert_type = CONVERT_CK_8888;
858 convert_type = NO_CONVERSION;
860 current_format = GL_RGBA;
861 internal_format = GL_RGBA;
862 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
863 } else if ((src_pf->u2.dwRBitMask == 0x00FF0000) &&
864 (src_pf->u3.dwGBitMask == 0x0000FF00) &&
865 (src_pf->u4.dwBBitMask == 0x000000FF) &&
866 (src_pf->u5.dwRGBAlphaBitMask == 0xFF000000)) {
867 if (colorkey_active) {
868 convert_type = CONVERT_CK_8888_ARGB;
869 current_format = GL_RGBA;
870 internal_format = GL_RGBA;
871 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
873 convert_type = NO_CONVERSION;
874 current_format = GL_BGRA;
875 internal_format = GL_RGBA;
876 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8_REV;
882 if ((src_pf->u2.dwRBitMask == 0x00FF0000) &&
883 (src_pf->u3.dwGBitMask == 0x0000FF00) &&
884 (src_pf->u4.dwBBitMask == 0x000000FF)) {
886 convert_type = CONVERT_RGB32_888;
887 current_format = GL_RGBA;
888 internal_format = GL_RGBA;
889 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
891 convert_type = NO_CONVERSION;
892 current_format = GL_BGRA;
893 internal_format = GL_RGBA;
894 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8_REV;
908 ERR("Unsupported pixel format for textures : \n");
910 DDRAW_dump_pixelformat(src_pf);
912 return DDERR_INVALIDPIXELFORMAT;
914 if ((need_to_alloc) ||
915 (internal_format != *current_internal_format)) {
916 glTexImage2D(GL_TEXTURE_2D, level, internal_format,
917 tex_width, tex_height, 0,
918 current_format, current_pixel_format, NULL);
919 *current_internal_format = internal_format;
923 if (sub_texture && (convert_type == NO_CONVERSION)) {
924 current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
926 if (surf_ptr->surface_desc.u1.lPitch == (surf_ptr->surface_desc.dwWidth * bpp)) {
927 current_storage_width = 0;
929 current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
932 glPixelStorei(GL_UNPACK_ROW_LENGTH, current_storage_width);
934 TRACE(" initialized texture upload for level %d with conversion %d.\n", current_level, convert_type);
939 HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer)
941 const DDSURFACEDESC * const src_d = (DDSURFACEDESC *)&(current_surface->surface_desc);
942 void *surf_buffer = NULL;
945 BYTE bpp = GET_BPP(current_surface->surface_desc);
951 lrect.bottom = current_tex_height;
952 lrect.right = current_tex_width;
956 width = rect->right - rect->left;
957 height = rect->bottom - rect->top;
959 if (current_surface->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_FOURCC) {
961 int size = current_surface->surface_desc.u1.dwLinearSize;
962 int width_ = current_surface->surface_desc.dwWidth;
963 int height_ = current_surface->surface_desc.dwHeight;
964 LPVOID buffer = current_surface->surface_desc.lpSurface;
966 switch (current_surface->surface_desc.u4.ddpfPixelFormat.dwFourCC) {
967 case MAKE_FOURCC('D','X','T','1'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
968 case MAKE_FOURCC('D','X','T','3'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
969 case MAKE_FOURCC('D','X','T','5'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
971 FIXME("Not supported\n");
975 if (GL_extensions.s3tc_compressed_texture) {
976 /* GL_extensions.glCompressedTexSubImage2D(GL_TEXTURE_2D, current_level, xoffset, yoffset, width, height, retVal, (unsigned char*)temp_buffer); */
977 GL_extensions.glCompressedTexImage2D(GL_TEXTURE_2D, current_level, retVal, width_, height_, 0, size, buffer);
979 ERR("Trying to upload S3TC texture whereas the device does not have support for it\n");
984 /* Used when converting stuff */
985 line_increase = src_d->u1.lPitch - (width * bpp);
987 switch (convert_type) {
988 case CONVERT_PALETTED: {
989 IDirectDrawPaletteImpl* pal = current_surface->palette;
993 BYTE *src = (BYTE *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
996 /* Upload a black texture. The real one will be uploaded on palette change */
997 WARN("Palettized texture Loading with a NULL palette !\n");
998 memset(table, 0, 256 * 4);
1000 /* Get the surface's palette */
1001 for (i = 0; i < 256; i++) {
1002 table[i][0] = pal->palents[i].peRed;
1003 table[i][1] = pal->palents[i].peGreen;
1004 table[i][2] = pal->palents[i].peBlue;
1005 if ((src_d->dwFlags & DDSD_CKSRCBLT) &&
1006 (i >= src_d->ddckCKSrcBlt.dwColorSpaceLowValue) &&
1007 (i <= src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1008 /* We should maybe here put a more 'neutral' color than the standard bright purple
1009 one often used by application to prevent the nice purple borders when bi-linear
1017 if (*temp_buffer == NULL)
1018 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1019 current_tex_width * current_tex_height * sizeof(DWORD));
1020 dst = (BYTE *) *temp_buffer;
1022 for (y = 0; y < height; y++) {
1023 for (x = 0; x < width; x++) {
1024 BYTE color = *src++;
1025 *dst++ = table[color][0];
1026 *dst++ = table[color][1];
1027 *dst++ = table[color][2];
1028 *dst++ = table[color][3];
1030 src += line_increase;
1034 case CONVERT_CK_565: {
1035 /* Converting the 565 format in 5551 packed to emulate color-keying.
1037 Note : in all these conversion, it would be best to average the averaging
1038 pixels to get the color of the pixel that will be color-keyed to
1039 prevent 'color bleeding'. This will be done later on if ever it is
1042 Note2: when using color-keying + alpha, are the alpha bits part of the
1043 color-space or not ?
1046 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1048 if (*temp_buffer == NULL)
1049 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1050 current_tex_width * current_tex_height * sizeof(WORD));
1051 dst = (WORD *) *temp_buffer;
1053 for (y = 0; y < height; y++) {
1054 for (x = 0; x < width; x++) {
1055 WORD color = *src++;
1056 *dst = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1057 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1058 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1062 src = (WORD *) (((BYTE *) src) + line_increase);
1066 case CONVERT_CK_5551: {
1067 /* Change the alpha value of the color-keyed pixels to emulate color-keying. */
1069 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1071 if (*temp_buffer == NULL)
1072 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1073 current_tex_width * current_tex_height * sizeof(WORD));
1074 dst = (WORD *) *temp_buffer;
1076 for (y = 0; y < height; y++) {
1077 for (x = 0; x < width; x++) {
1078 WORD color = *src++;
1079 *dst = color & 0xFFFE;
1080 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1081 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1082 *dst |= color & 0x0001;
1085 src = (WORD *) (((BYTE *) src) + line_increase);
1089 case CONVERT_CK_4444: {
1090 /* Change the alpha value of the color-keyed pixels to emulate color-keying. */
1092 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1094 if (*temp_buffer == NULL)
1095 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1096 current_tex_width * current_tex_height * sizeof(WORD));
1097 dst = (WORD *) *temp_buffer;
1099 for (y = 0; y < height; y++) {
1100 for (x = 0; x < width; x++) {
1101 WORD color = *src++;
1102 *dst = color & 0xFFF0;
1103 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1104 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1105 *dst |= color & 0x000F;
1108 src = (WORD *) (((BYTE *) src) + line_increase);
1112 case CONVERT_CK_4444_ARGB: {
1113 /* Move the four Alpha bits... */
1115 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1117 if (*temp_buffer == NULL)
1118 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1119 current_tex_width * current_tex_height * sizeof(WORD));
1120 dst = (WORD *) *temp_buffer;
1122 for (y = 0; y < height; y++) {
1123 for (x = 0; x < width; x++) {
1124 WORD color = *src++;
1125 *dst = (color & 0x0FFF) << 4;
1126 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1127 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1128 *dst |= (color & 0xF000) >> 12;
1131 src = (WORD *) (((BYTE *) src) + line_increase);
1135 case CONVERT_CK_1555: {
1137 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1139 if (*temp_buffer == NULL)
1140 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1141 current_tex_width * current_tex_height * sizeof(WORD));
1142 dst = (WORD *) *temp_buffer;
1144 for (y = 0; y < height; y++) {
1145 for (x = 0; x < width; x++) {
1146 WORD color = *src++;
1147 *dst = (color & 0x7FFF) << 1;
1148 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1149 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1150 *dst |= (color & 0x8000) >> 15;
1153 src = (WORD *) (((BYTE *) src) + line_increase);
1158 /* Converting the 0555 format in 5551 packed */
1160 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1162 if (*temp_buffer == NULL)
1163 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1164 current_tex_width * current_tex_height * sizeof(WORD));
1165 dst = (WORD *) *temp_buffer;
1167 if (src_d->dwFlags & DDSD_CKSRCBLT) {
1168 for (y = 0; y < height; y++) {
1169 for (x = 0; x < width; x++) {
1170 WORD color = *src++;
1171 *dst = (color & 0x7FFF) << 1;
1172 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1173 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1177 src = (WORD *) (((BYTE *) src) + line_increase);
1180 for (y = 0; y < height; y++) {
1181 for (x = 0; x < width; x++) {
1182 WORD color = *src++;
1183 *dst++ = ((color & 0x7FFF) << 1) | 0x0001;
1185 src = (WORD *) (((BYTE *) src) + line_increase);
1191 case CONVERT_CK_RGB24: {
1192 /* This is a pain :-) */
1194 BYTE *src = (BYTE *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top));
1197 if (*temp_buffer == NULL)
1198 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1199 current_tex_width * current_tex_height * sizeof(DWORD));
1200 dst = (DWORD *) *temp_buffer;
1202 for (y = 0; y < height; y++) {
1203 for (x = 0; x < width; x++) {
1204 DWORD color = *((DWORD *) src) & 0x00FFFFFF;
1207 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1208 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1212 src += line_increase;
1216 case CONVERT_CK_8888: {
1217 /* Just use the alpha component to handle color-keying... */
1219 DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1221 if (*temp_buffer == NULL)
1222 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1223 current_tex_width * current_tex_height * sizeof(DWORD));
1224 dst = (DWORD *) *temp_buffer;
1226 for (y = 0; y < height; y++) {
1227 for (x = 0; x < width; x++) {
1228 DWORD color = *src++;
1229 *dst = color & 0xFFFFFF00;
1230 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1231 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1232 *dst |= color & 0x000000FF;
1235 src = (DWORD *) (((BYTE *) src) + line_increase);
1239 case CONVERT_CK_8888_ARGB: {
1241 DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1243 if (*temp_buffer == NULL)
1244 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1245 current_tex_width * current_tex_height * sizeof(DWORD));
1246 dst = (DWORD *) *temp_buffer;
1248 for (y = 0; y < height; y++) {
1249 for (x = 0; x < width; x++) {
1250 DWORD color = *src++;
1251 *dst = (color & 0x00FFFFFF) << 8;
1252 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1253 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1254 *dst |= (color & 0xFF000000) >> 24;
1257 src = (DWORD *) (((BYTE *) src) + line_increase);
1261 case CONVERT_RGB32_888: {
1262 /* Just add an alpha component and handle color-keying... */
1264 DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1266 if (*temp_buffer == NULL)
1267 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1268 current_tex_width * current_tex_height * sizeof(DWORD));
1269 dst = (DWORD *) *temp_buffer;
1271 if (src_d->dwFlags & DDSD_CKSRCBLT) {
1272 for (y = 0; y < height; y++) {
1273 for (x = 0; x < width; x++) {
1274 DWORD color = *src++;
1276 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1277 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1281 src = (DWORD *) (((BYTE *) src) + line_increase);
1284 for (y = 0; y < height; y++) {
1285 for (x = 0; x < width; x++) {
1286 *dst++ = (*src++ << 8) | 0xFF;
1288 src = (DWORD *) (((BYTE *) src) + line_increase);
1294 /* Nothing to do here as the name suggests... Just set-up the buffer correctly */
1295 surf_buffer = (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top));
1299 if (convert_type != NO_CONVERSION) {
1300 /* When doing conversion, the storage is always of width 'width' as there will never
1301 be any Pitch issue... For now :-)
1303 surf_buffer = *temp_buffer;
1304 if (width != current_storage_width) {
1305 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
1306 current_storage_width = width;
1310 glTexSubImage2D(GL_TEXTURE_2D,
1315 current_pixel_format,
1321 HRESULT upload_surface_to_tex_memory_release(void)
1323 current_surface = NULL;