2 * Copyright 1997-2000 Marcus Meissner
3 * Copyright 1998-2000 Lionel Ulmer
4 * Copyright 2000-2001 TransGaming Technologies Inc.
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2011 Stefan Dösinger for CodeWeavers
10 * Copyright 2007-2008 Henri Verbeet
11 * Copyright 2006-2008 Roderick Colenbrander
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
37 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
38 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter);
39 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
40 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
41 enum wined3d_texture_filter_type filter);
43 static void surface_cleanup(struct wined3d_surface *surface)
45 struct wined3d_surface *overlay, *cur;
47 TRACE("surface %p.\n", surface);
49 if (surface->texture_name || (surface->flags & SFLAG_PBO)
50 || surface->rb_multisample || surface->rb_resolved
51 || !list_empty(&surface->renderbuffers))
53 struct wined3d_renderbuffer_entry *entry, *entry2;
54 const struct wined3d_gl_info *gl_info;
55 struct wined3d_context *context;
57 context = context_acquire(surface->resource.device, NULL);
58 gl_info = context->gl_info;
62 if (surface->texture_name)
64 TRACE("Deleting texture %u.\n", surface->texture_name);
65 glDeleteTextures(1, &surface->texture_name);
68 if (surface->flags & SFLAG_PBO)
70 TRACE("Deleting PBO %u.\n", surface->pbo);
71 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
74 if (surface->rb_multisample)
76 TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample);
77 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
80 if (surface->rb_resolved)
82 TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved);
83 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
86 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
88 TRACE("Deleting renderbuffer %u.\n", entry->id);
89 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
90 HeapFree(GetProcessHeap(), 0, entry);
95 context_release(context);
98 if (surface->flags & SFLAG_DIBSECTION)
100 DeleteDC(surface->hDC);
101 DeleteObject(surface->dib.DIBsection);
102 surface->dib.bitmap_data = NULL;
103 surface->resource.allocatedMemory = NULL;
106 if (surface->flags & SFLAG_USERPTR)
107 wined3d_surface_set_mem(surface, NULL);
108 if (surface->overlay_dest)
109 list_remove(&surface->overlay_entry);
111 LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
113 list_remove(&overlay->overlay_entry);
114 overlay->overlay_dest = NULL;
117 resource_cleanup(&surface->resource);
120 void surface_update_draw_binding(struct wined3d_surface *surface)
122 if (!surface_is_offscreen(surface) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
123 surface->draw_binding = SFLAG_INDRAWABLE;
124 else if (surface->resource.multisample_type)
125 surface->draw_binding = SFLAG_INRB_MULTISAMPLE;
127 surface->draw_binding = SFLAG_INTEXTURE;
130 void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
132 TRACE("surface %p, container %p.\n", surface, container);
134 if (!container && type != WINED3D_CONTAINER_NONE)
135 ERR("Setting NULL container of type %#x.\n", type);
137 if (type == WINED3D_CONTAINER_SWAPCHAIN)
139 surface->get_drawable_size = get_drawable_size_swapchain;
143 switch (wined3d_settings.offscreen_rendering_mode)
146 surface->get_drawable_size = get_drawable_size_fbo;
150 surface->get_drawable_size = get_drawable_size_backbuffer;
154 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
159 surface->container.type = type;
160 surface->container.u.base = container;
161 surface_update_draw_binding(surface);
168 enum tex_types tex_type;
169 GLfloat coords[4][3];
180 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
182 f->l = ((r->left * 2.0f) / w) - 1.0f;
183 f->t = ((r->top * 2.0f) / h) - 1.0f;
184 f->r = ((r->right * 2.0f) / w) - 1.0f;
185 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
188 static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
190 GLfloat (*coords)[3] = info->coords;
196 FIXME("Unsupported texture target %#x\n", target);
197 /* Fall back to GL_TEXTURE_2D */
199 info->binding = GL_TEXTURE_BINDING_2D;
200 info->bind_target = GL_TEXTURE_2D;
201 info->tex_type = tex_2d;
202 coords[0][0] = (float)rect->left / w;
203 coords[0][1] = (float)rect->top / h;
206 coords[1][0] = (float)rect->right / w;
207 coords[1][1] = (float)rect->top / h;
210 coords[2][0] = (float)rect->left / w;
211 coords[2][1] = (float)rect->bottom / h;
214 coords[3][0] = (float)rect->right / w;
215 coords[3][1] = (float)rect->bottom / h;
219 case GL_TEXTURE_RECTANGLE_ARB:
220 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
221 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
222 info->tex_type = tex_rect;
223 coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
224 coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
225 coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
226 coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
229 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
236 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
237 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
238 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
241 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
248 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
249 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
250 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
253 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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] = 1.0f; coords[0][2] = f.t;
260 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
261 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
262 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
265 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
266 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
267 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
268 info->tex_type = tex_cube;
269 cube_coords_float(rect, w, h, &f);
271 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
272 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
273 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
274 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
277 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
278 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
279 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
280 info->tex_type = tex_cube;
281 cube_coords_float(rect, w, h, &f);
283 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
284 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
285 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
286 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
289 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
290 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
291 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
292 info->tex_type = tex_cube;
293 cube_coords_float(rect, w, h, &f);
295 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
296 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
297 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
298 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
303 static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
306 *rect_out = *rect_in;
311 rect_out->right = surface->resource.width;
312 rect_out->bottom = surface->resource.height;
316 /* GL locking and context activation is done by the caller */
317 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
318 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
320 struct blt_info info;
322 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
324 glEnable(info.bind_target);
325 checkGLcall("glEnable(bind_target)");
327 context_bind_texture(context, info.bind_target, src_surface->texture_name);
329 /* Filtering for StretchRect */
330 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
331 wined3d_gl_mag_filter(magLookup, filter));
332 checkGLcall("glTexParameteri");
333 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
334 wined3d_gl_min_mip_filter(minMipLookup, filter, WINED3D_TEXF_NONE));
335 checkGLcall("glTexParameteri");
336 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
337 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
338 if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
339 glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
340 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
341 checkGLcall("glTexEnvi");
344 glBegin(GL_TRIANGLE_STRIP);
345 glTexCoord3fv(info.coords[0]);
346 glVertex2i(dst_rect->left, dst_rect->top);
348 glTexCoord3fv(info.coords[1]);
349 glVertex2i(dst_rect->right, dst_rect->top);
351 glTexCoord3fv(info.coords[2]);
352 glVertex2i(dst_rect->left, dst_rect->bottom);
354 glTexCoord3fv(info.coords[3]);
355 glVertex2i(dst_rect->right, dst_rect->bottom);
358 /* Unbind the texture */
359 context_bind_texture(context, info.bind_target, 0);
361 /* We changed the filtering settings on the texture. Inform the
362 * container about this to get the filters reset properly next draw. */
363 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
365 struct wined3d_texture *texture = src_surface->container.u.texture;
366 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT;
367 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT;
368 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE;
369 texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
373 static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
375 const struct wined3d_format *format = surface->resource.format;
381 TRACE("surface %p.\n", surface);
383 if (!(format->flags & WINED3DFMT_FLAG_GETDC))
385 WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
386 return WINED3DERR_INVALIDCALL;
389 switch (format->byte_count)
393 /* Allocate extra space to store the RGB bit masks. */
394 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
398 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
402 /* Allocate extra space for a palette. */
403 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
404 sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
409 return E_OUTOFMEMORY;
411 /* Some applications access the surface in via DWORDs, and do not take
412 * the necessary care at the end of the surface. So we need at least
413 * 4 extra bytes at the end of the surface. Check against the page size,
414 * if the last page used for the surface has at least 4 spare bytes we're
415 * safe, otherwise add an extra line to the DIB section. */
416 GetSystemInfo(&sysInfo);
417 if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
420 TRACE("Adding an extra line to the DIB section.\n");
423 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
424 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
425 b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
426 b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
427 b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
428 * wined3d_surface_get_pitch(surface);
429 b_info->bmiHeader.biPlanes = 1;
430 b_info->bmiHeader.biBitCount = format->byte_count * 8;
432 b_info->bmiHeader.biXPelsPerMeter = 0;
433 b_info->bmiHeader.biYPelsPerMeter = 0;
434 b_info->bmiHeader.biClrUsed = 0;
435 b_info->bmiHeader.biClrImportant = 0;
437 /* Get the bit masks */
438 masks = (DWORD *)b_info->bmiColors;
439 switch (surface->resource.format->id)
441 case WINED3DFMT_B8G8R8_UNORM:
442 b_info->bmiHeader.biCompression = BI_RGB;
445 case WINED3DFMT_B5G5R5X1_UNORM:
446 case WINED3DFMT_B5G5R5A1_UNORM:
447 case WINED3DFMT_B4G4R4A4_UNORM:
448 case WINED3DFMT_B4G4R4X4_UNORM:
449 case WINED3DFMT_B2G3R3_UNORM:
450 case WINED3DFMT_B2G3R3A8_UNORM:
451 case WINED3DFMT_R10G10B10A2_UNORM:
452 case WINED3DFMT_R8G8B8A8_UNORM:
453 case WINED3DFMT_R8G8B8X8_UNORM:
454 case WINED3DFMT_B10G10R10A2_UNORM:
455 case WINED3DFMT_B5G6R5_UNORM:
456 case WINED3DFMT_R16G16B16A16_UNORM:
457 b_info->bmiHeader.biCompression = BI_BITFIELDS;
458 masks[0] = format->red_mask;
459 masks[1] = format->green_mask;
460 masks[2] = format->blue_mask;
464 /* Don't know palette */
465 b_info->bmiHeader.biCompression = BI_RGB;
469 TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
470 b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
471 b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
472 surface->dib.DIBsection = CreateDIBSection(0, b_info, DIB_RGB_COLORS, &surface->dib.bitmap_data, 0, 0);
474 if (!surface->dib.DIBsection)
476 ERR("Failed to create DIB section.\n");
477 HeapFree(GetProcessHeap(), 0, b_info);
478 return HRESULT_FROM_WIN32(GetLastError());
481 TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
482 /* Copy the existing surface to the dib section. */
483 if (surface->resource.allocatedMemory)
485 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
486 surface->resource.height * wined3d_surface_get_pitch(surface));
490 /* This is to make maps read the GL texture although memory is allocated. */
491 surface->flags &= ~SFLAG_INSYSMEM;
493 surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
495 HeapFree(GetProcessHeap(), 0, b_info);
497 /* Now allocate a DC. */
498 surface->hDC = CreateCompatibleDC(0);
499 SelectObject(surface->hDC, surface->dib.DIBsection);
500 TRACE("Using wined3d palette %p.\n", surface->palette);
501 SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
503 surface->flags |= SFLAG_DIBSECTION;
508 static BOOL surface_need_pbo(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
510 if (surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
512 if (!(surface->flags & SFLAG_DYNLOCK))
514 if (surface->flags & (SFLAG_CONVERTED | SFLAG_NONPOW2 | SFLAG_PIN_SYSMEM))
516 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT])
522 static void surface_load_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
524 struct wined3d_context *context;
527 context = context_acquire(surface->resource.device, NULL);
530 GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
531 error = glGetError();
532 if (!surface->pbo || error != GL_NO_ERROR)
533 ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
535 TRACE("Binding PBO %u.\n", surface->pbo);
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
538 checkGLcall("glBindBufferARB");
540 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
541 surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
542 checkGLcall("glBufferDataARB");
544 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
545 checkGLcall("glBindBufferARB");
547 /* We don't need the system memory anymore and we can't even use it for PBOs. */
548 if (!(surface->flags & SFLAG_CLIENT))
550 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
551 surface->resource.heapMemory = NULL;
553 surface->resource.allocatedMemory = NULL;
554 surface->flags |= SFLAG_PBO;
556 context_release(context);
559 static void surface_prepare_system_memory(struct wined3d_surface *surface)
561 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
563 TRACE("surface %p.\n", surface);
565 if (!(surface->flags & SFLAG_PBO) && surface_need_pbo(surface, gl_info))
566 surface_load_pbo(surface, gl_info);
567 else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
569 /* Whatever surface we have, make sure that there is memory allocated
570 * for the downloaded copy, or a PBO to map. */
571 if (!surface->resource.heapMemory)
572 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
574 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
575 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
577 if (surface->flags & SFLAG_INSYSMEM)
578 ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
582 static void surface_evict_sysmem(struct wined3d_surface *surface)
584 if (surface->resource.map_count || (surface->flags & SFLAG_DONOTFREE))
587 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
588 surface->resource.allocatedMemory = NULL;
589 surface->resource.heapMemory = NULL;
590 surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
593 /* Context activation is done by the caller. */
594 static void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
596 TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb);
598 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
600 struct wined3d_texture *texture = surface->container.u.texture;
602 TRACE("Passing to container (%p).\n", texture);
603 texture->texture_ops->texture_bind(texture, context, srgb);
607 if (surface->texture_level)
609 ERR("Standalone surface %p is non-zero texture level %u.\n",
610 surface, surface->texture_level);
614 ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
618 if (!surface->texture_name)
620 glGenTextures(1, &surface->texture_name);
621 checkGLcall("glGenTextures");
623 TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
625 context_bind_texture(context, surface->texture_target, surface->texture_name);
626 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
627 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
628 glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
629 glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
630 glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
631 checkGLcall("glTexParameteri");
635 context_bind_texture(context, surface->texture_target, surface->texture_name);
642 /* Context activation is done by the caller. */
643 static void surface_bind_and_dirtify(struct wined3d_surface *surface,
644 struct wined3d_context *context, BOOL srgb)
646 struct wined3d_device *device = surface->resource.device;
647 DWORD active_sampler;
649 /* We don't need a specific texture unit, but after binding the texture
650 * the current unit is dirty. Read the unit back instead of switching to
651 * 0, this avoids messing around with the state manager's GL states. The
652 * current texture unit should always be a valid one.
654 * To be more specific, this is tricky because we can implicitly be
655 * called from sampler() in state.c. This means we can't touch anything
656 * other than whatever happens to be the currently active texture, or we
657 * would risk marking already applied sampler states dirty again. */
658 active_sampler = device->rev_tex_unit_map[context->active_texture];
660 if (active_sampler != WINED3D_UNMAPPED_STAGE)
661 device_invalidate_state(device, STATE_SAMPLER(active_sampler));
662 surface_bind(surface, context, srgb);
665 static void surface_force_reload(struct wined3d_surface *surface)
667 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
670 static void surface_release_client_storage(struct wined3d_surface *surface)
672 struct wined3d_context *context = context_acquire(surface->resource.device, NULL);
675 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
676 if (surface->texture_name)
678 surface_bind_and_dirtify(surface, context, FALSE);
679 glTexImage2D(surface->texture_target, surface->texture_level,
680 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
682 if (surface->texture_name_srgb)
684 surface_bind_and_dirtify(surface, context, TRUE);
685 glTexImage2D(surface->texture_target, surface->texture_level,
686 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
688 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
691 context_release(context);
693 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
694 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
695 surface_force_reload(surface);
698 static HRESULT surface_private_setup(struct wined3d_surface *surface)
700 /* TODO: Check against the maximum texture sizes supported by the video card. */
701 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
702 unsigned int pow2Width, pow2Height;
704 TRACE("surface %p.\n", surface);
706 surface->texture_name = 0;
707 surface->texture_target = GL_TEXTURE_2D;
709 /* Non-power2 support */
710 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
712 pow2Width = surface->resource.width;
713 pow2Height = surface->resource.height;
717 /* Find the nearest pow2 match */
718 pow2Width = pow2Height = 1;
719 while (pow2Width < surface->resource.width)
721 while (pow2Height < surface->resource.height)
724 surface->pow2Width = pow2Width;
725 surface->pow2Height = pow2Height;
727 if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
729 /* TODO: Add support for non power two compressed textures. */
730 if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
732 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
733 surface, surface->resource.width, surface->resource.height);
734 return WINED3DERR_NOTAVAILABLE;
738 if (pow2Width != surface->resource.width
739 || pow2Height != surface->resource.height)
741 surface->flags |= SFLAG_NONPOW2;
744 if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
745 && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
747 /* One of three options:
748 * 1: Do the same as we do with NPOT and scale the texture, (any
749 * texture ops would require the texture to be scaled which is
751 * 2: Set the texture to the maximum size (bad idea).
752 * 3: WARN and return WINED3DERR_NOTAVAILABLE;
753 * 4: Create the surface, but allow it to be used only for DirectDraw
754 * Blts. Some apps (e.g. Swat 3) create textures with a Height of
755 * 16 and a Width > 3000 and blt 16x16 letter areas from them to
756 * the render target. */
757 if (surface->resource.pool == WINED3D_POOL_DEFAULT || surface->resource.pool == WINED3D_POOL_MANAGED)
759 WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
760 return WINED3DERR_NOTAVAILABLE;
763 /* We should never use this surface in combination with OpenGL! */
764 TRACE("Creating an oversized surface: %ux%u.\n",
765 surface->pow2Width, surface->pow2Height);
769 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8
770 * and EXT_PALETTED_TEXTURE is used in combination with texture
771 * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that
772 * EXT_PALETTED_TEXTURE doesn't work in combination with
773 * ARB_TEXTURE_RECTANGLE. */
774 if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
775 && !(surface->resource.format->id == WINED3DFMT_P8_UINT
776 && gl_info->supported[EXT_PALETTED_TEXTURE]
777 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
779 surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
780 surface->pow2Width = surface->resource.width;
781 surface->pow2Height = surface->resource.height;
782 surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
786 switch (wined3d_settings.offscreen_rendering_mode)
789 surface->get_drawable_size = get_drawable_size_fbo;
793 surface->get_drawable_size = get_drawable_size_backbuffer;
797 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
798 return WINED3DERR_INVALIDCALL;
801 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
802 surface->flags |= SFLAG_DISCARDED;
807 static void surface_realize_palette(struct wined3d_surface *surface)
809 struct wined3d_palette *palette = surface->palette;
811 TRACE("surface %p.\n", surface);
813 if (!palette) return;
815 if (surface->resource.format->id == WINED3DFMT_P8_UINT
816 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
818 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
820 /* Make sure the texture is up to date. This call doesn't do
821 * anything if the texture is already up to date. */
822 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
824 /* We want to force a palette refresh, so mark the drawable as not being up to date */
825 if (!surface_is_offscreen(surface))
826 surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
830 if (!(surface->flags & SFLAG_INSYSMEM))
832 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
833 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
835 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
839 if (surface->flags & SFLAG_DIBSECTION)
844 TRACE("Updating the DC's palette.\n");
846 for (i = 0; i < 256; ++i)
848 col[i].rgbRed = palette->palents[i].peRed;
849 col[i].rgbGreen = palette->palents[i].peGreen;
850 col[i].rgbBlue = palette->palents[i].peBlue;
851 col[i].rgbReserved = 0;
853 SetDIBColorTable(surface->hDC, 0, 256, col);
856 /* Propagate the changes to the drawable when we have a palette. */
857 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
858 surface_load_location(surface, surface->draw_binding, NULL);
861 static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
865 /* If there's no destination surface there is nothing to do. */
866 if (!surface->overlay_dest)
869 /* Blt calls ModifyLocation on the dest surface, which in turn calls
870 * DrawOverlay to update the overlay. Prevent an endless recursion. */
871 if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
874 surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
875 hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
876 &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3D_TEXF_LINEAR);
877 surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
882 static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
884 struct wined3d_device *device = surface->resource.device;
885 const RECT *pass_rect = rect;
887 TRACE("surface %p, rect %s, flags %#x.\n",
888 surface, wine_dbgstr_rect(rect), flags);
890 if (flags & WINED3D_MAP_DISCARD)
892 TRACE("WINED3D_MAP_DISCARD flag passed, marking SYSMEM as up to date.\n");
893 surface_prepare_system_memory(surface);
894 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
898 /* surface_load_location() does not check if the rectangle specifies
899 * the full surface. Most callers don't need that, so do it here. */
900 if (rect && !rect->top && !rect->left
901 && rect->right == surface->resource.width
902 && rect->bottom == surface->resource.height)
904 surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
907 if (surface->flags & SFLAG_PBO)
909 const struct wined3d_gl_info *gl_info;
910 struct wined3d_context *context;
912 context = context_acquire(device, NULL);
913 gl_info = context->gl_info;
916 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
917 checkGLcall("glBindBufferARB");
919 /* This shouldn't happen but could occur if some other function
920 * didn't handle the PBO properly. */
921 if (surface->resource.allocatedMemory)
922 ERR("The surface already has PBO memory allocated.\n");
924 surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
925 checkGLcall("glMapBufferARB");
927 /* Make sure the PBO isn't set anymore in order not to break non-PBO
929 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
930 checkGLcall("glBindBufferARB");
933 context_release(context);
936 if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
939 surface_add_dirty_rect(surface, NULL);
942 struct wined3d_box b;
946 b.right = rect->right;
947 b.bottom = rect->bottom;
950 surface_add_dirty_rect(surface, &b);
955 static void surface_unmap(struct wined3d_surface *surface)
957 struct wined3d_device *device = surface->resource.device;
960 TRACE("surface %p.\n", surface);
962 memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
964 if (surface->flags & SFLAG_PBO)
966 const struct wined3d_gl_info *gl_info;
967 struct wined3d_context *context;
969 TRACE("Freeing PBO memory.\n");
971 context = context_acquire(device, NULL);
972 gl_info = context->gl_info;
975 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
976 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
977 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
978 checkGLcall("glUnmapBufferARB");
980 context_release(context);
982 surface->resource.allocatedMemory = NULL;
985 TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
987 if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
989 TRACE("Not dirtified, nothing to do.\n");
993 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
994 && surface->container.u.swapchain->front_buffer == surface)
996 if (!surface->dirtyRect.left && !surface->dirtyRect.top
997 && surface->dirtyRect.right == surface->resource.width
998 && surface->dirtyRect.bottom == surface->resource.height)
1004 /* TODO: Proper partial rectangle tracking. */
1005 fullsurface = FALSE;
1006 surface->flags |= SFLAG_INSYSMEM;
1009 surface_load_location(surface, surface->draw_binding, fullsurface ? NULL : &surface->dirtyRect);
1011 /* Partial rectangle tracking is not commonly implemented, it is only
1012 * done for render targets. INSYSMEM was set before to tell
1013 * surface_load_location() where to read the rectangle from.
1014 * Indrawable is set because all modifications from the partial
1015 * sysmem copy are written back to the drawable, thus the surface is
1016 * merged again in the drawable. The sysmem copy is not fully up to
1017 * date because only a subrectangle was read in Map(). */
1020 surface_modify_location(surface, surface->draw_binding, TRUE);
1021 surface_evict_sysmem(surface);
1024 surface->dirtyRect.left = surface->resource.width;
1025 surface->dirtyRect.top = surface->resource.height;
1026 surface->dirtyRect.right = 0;
1027 surface->dirtyRect.bottom = 0;
1029 else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1031 FIXME("Depth / stencil buffer locking is not implemented.\n");
1035 /* Overlays have to be redrawn manually after changes with the GL implementation */
1036 if (surface->overlay_dest)
1037 surface_draw_overlay(surface);
1040 static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
1042 if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
1044 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
1049 static void wined3d_surface_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_surface *src_surface,
1050 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
1052 const struct wined3d_gl_info *gl_info;
1053 struct wined3d_context *context;
1054 DWORD src_mask, dst_mask;
1057 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
1058 device, src_surface, wine_dbgstr_rect(src_rect),
1059 dst_surface, wine_dbgstr_rect(dst_rect));
1061 src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1062 dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1064 if (src_mask != dst_mask)
1066 ERR("Incompatible formats %s and %s.\n",
1067 debug_d3dformat(src_surface->resource.format->id),
1068 debug_d3dformat(dst_surface->resource.format->id));
1074 ERR("Not a depth / stencil format: %s.\n",
1075 debug_d3dformat(src_surface->resource.format->id));
1080 if (src_mask & WINED3DFMT_FLAG_DEPTH)
1081 gl_mask |= GL_DEPTH_BUFFER_BIT;
1082 if (src_mask & WINED3DFMT_FLAG_STENCIL)
1083 gl_mask |= GL_STENCIL_BUFFER_BIT;
1085 /* Make sure the locations are up-to-date. Loading the destination
1086 * surface isn't required if the entire surface is overwritten. */
1087 surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
1088 if (!surface_is_full_rect(dst_surface, dst_rect))
1089 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
1091 context = context_acquire(device, NULL);
1092 if (!context->valid)
1094 context_release(context);
1095 WARN("Invalid context, skipping blit.\n");
1099 gl_info = context->gl_info;
1103 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
1104 glReadBuffer(GL_NONE);
1105 checkGLcall("glReadBuffer()");
1106 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1108 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
1109 context_set_draw_buffer(context, GL_NONE);
1110 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1111 context_invalidate_state(context, STATE_FRAMEBUFFER);
1113 if (gl_mask & GL_DEPTH_BUFFER_BIT)
1115 glDepthMask(GL_TRUE);
1116 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
1118 if (gl_mask & GL_STENCIL_BUFFER_BIT)
1120 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
1122 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1123 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
1126 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
1129 glDisable(GL_SCISSOR_TEST);
1130 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1132 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
1133 dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
1134 checkGLcall("glBlitFramebuffer()");
1138 if (wined3d_settings.strict_draw_ordering)
1139 wglFlush(); /* Flush to ensure ordering across contexts. */
1141 context_release(context);
1144 /* Blit between surface locations. Onscreen on different swapchains is not supported.
1145 * Depth / stencil is not supported. */
1146 static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_texture_filter_type filter,
1147 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
1148 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
1150 const struct wined3d_gl_info *gl_info;
1151 struct wined3d_context *context;
1152 RECT src_rect, dst_rect;
1156 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
1157 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
1158 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
1159 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
1160 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
1162 src_rect = *src_rect_in;
1163 dst_rect = *dst_rect_in;
1167 case WINED3D_TEXF_LINEAR:
1168 gl_filter = GL_LINEAR;
1172 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
1173 case WINED3D_TEXF_NONE:
1174 case WINED3D_TEXF_POINT:
1175 gl_filter = GL_NEAREST;
1179 /* Resolve the source surface first if needed. */
1180 if (src_location == SFLAG_INRB_MULTISAMPLE
1181 && (src_surface->resource.format->id != dst_surface->resource.format->id
1182 || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
1183 || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
1184 src_location = SFLAG_INRB_RESOLVED;
1186 /* Make sure the locations are up-to-date. Loading the destination
1187 * surface isn't required if the entire surface is overwritten. (And is
1188 * in fact harmful if we're being called by surface_load_location() with
1189 * the purpose of loading the destination surface.) */
1190 surface_load_location(src_surface, src_location, NULL);
1191 if (!surface_is_full_rect(dst_surface, &dst_rect))
1192 surface_load_location(dst_surface, dst_location, NULL);
1194 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
1195 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
1196 else context = context_acquire(device, NULL);
1198 if (!context->valid)
1200 context_release(context);
1201 WARN("Invalid context, skipping blit.\n");
1205 gl_info = context->gl_info;
1207 if (src_location == SFLAG_INDRAWABLE)
1209 TRACE("Source surface %p is onscreen.\n", src_surface);
1210 buffer = surface_get_gl_buffer(src_surface);
1211 surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
1215 TRACE("Source surface %p is offscreen.\n", src_surface);
1216 buffer = GL_COLOR_ATTACHMENT0;
1220 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
1221 glReadBuffer(buffer);
1222 checkGLcall("glReadBuffer()");
1223 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
1226 if (dst_location == SFLAG_INDRAWABLE)
1228 TRACE("Destination surface %p is onscreen.\n", dst_surface);
1229 buffer = surface_get_gl_buffer(dst_surface);
1230 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
1234 TRACE("Destination surface %p is offscreen.\n", dst_surface);
1235 buffer = GL_COLOR_ATTACHMENT0;
1239 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
1240 context_set_draw_buffer(context, buffer);
1241 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
1242 context_invalidate_state(context, STATE_FRAMEBUFFER);
1244 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1245 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1246 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1247 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1248 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1250 glDisable(GL_SCISSOR_TEST);
1251 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1253 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
1254 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
1255 checkGLcall("glBlitFramebuffer()");
1259 if (wined3d_settings.strict_draw_ordering
1260 || (dst_location == SFLAG_INDRAWABLE
1261 && dst_surface->container.u.swapchain->front_buffer == dst_surface))
1264 context_release(context);
1267 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1268 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1269 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1271 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
1274 /* Source and/or destination need to be on the GL side */
1275 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
1280 case WINED3D_BLIT_OP_COLOR_BLIT:
1281 if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
1283 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
1287 case WINED3D_BLIT_OP_DEPTH_BLIT:
1288 if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1290 if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
1298 if (!(src_format->id == dst_format->id
1299 || (is_identity_fixup(src_format->color_fixup)
1300 && is_identity_fixup(dst_format->color_fixup))))
1306 /* This function checks if the primary render target uses the 8bit paletted format. */
1307 static BOOL primary_render_target_is_p8(const struct wined3d_device *device)
1309 if (device->fb.render_targets && device->fb.render_targets[0])
1311 const struct wined3d_surface *render_target = device->fb.render_targets[0];
1312 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
1313 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
1319 static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface,
1320 DWORD color, struct wined3d_color *float_color)
1322 const struct wined3d_format *format = surface->resource.format;
1323 const struct wined3d_device *device = surface->resource.device;
1327 case WINED3DFMT_P8_UINT:
1328 if (surface->palette)
1330 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1331 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1332 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1336 float_color->r = 0.0f;
1337 float_color->g = 0.0f;
1338 float_color->b = 0.0f;
1340 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1343 case WINED3DFMT_B5G6R5_UNORM:
1344 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1345 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1346 float_color->b = (color & 0x1f) / 31.0f;
1347 float_color->a = 1.0f;
1350 case WINED3DFMT_B8G8R8_UNORM:
1351 case WINED3DFMT_B8G8R8X8_UNORM:
1352 float_color->r = D3DCOLOR_R(color);
1353 float_color->g = D3DCOLOR_G(color);
1354 float_color->b = D3DCOLOR_B(color);
1355 float_color->a = 1.0f;
1358 case WINED3DFMT_B8G8R8A8_UNORM:
1359 float_color->r = D3DCOLOR_R(color);
1360 float_color->g = D3DCOLOR_G(color);
1361 float_color->b = D3DCOLOR_B(color);
1362 float_color->a = D3DCOLOR_A(color);
1366 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1373 static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
1375 const struct wined3d_format *format = surface->resource.format;
1379 case WINED3DFMT_S1_UINT_D15_UNORM:
1380 *float_depth = depth / (float)0x00007fff;
1383 case WINED3DFMT_D16_UNORM:
1384 *float_depth = depth / (float)0x0000ffff;
1387 case WINED3DFMT_D24_UNORM_S8_UINT:
1388 case WINED3DFMT_X8D24_UNORM:
1389 *float_depth = depth / (float)0x00ffffff;
1392 case WINED3DFMT_D32_UNORM:
1393 *float_depth = depth / (float)0xffffffff;
1397 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1404 /* Do not call while under the GL lock. */
1405 static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
1407 const struct wined3d_resource *resource = &surface->resource;
1408 struct wined3d_device *device = resource->device;
1409 const struct blit_shader *blitter;
1411 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
1412 NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
1415 FIXME("No blitter is capable of performing the requested depth fill operation.\n");
1416 return WINED3DERR_INVALIDCALL;
1419 return blitter->depth_fill(device, surface, rect, depth);
1422 static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
1423 struct wined3d_surface *dst_surface, const RECT *dst_rect)
1425 struct wined3d_device *device = src_surface->resource.device;
1427 if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
1428 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1429 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1430 return WINED3DERR_INVALIDCALL;
1432 wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
1434 surface_modify_ds_location(dst_surface, SFLAG_INTEXTURE,
1435 dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
1440 /* Do not call while under the GL lock. */
1441 HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1442 struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
1443 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
1445 struct wined3d_swapchain *src_swapchain, *dst_swapchain;
1446 struct wined3d_device *device = dst_surface->resource.device;
1447 DWORD src_ds_flags, dst_ds_flags;
1448 RECT src_rect, dst_rect;
1449 BOOL scale, convert;
1451 static const DWORD simple_blit = WINEDDBLT_ASYNC
1452 | WINEDDBLT_COLORFILL
1454 | WINEDDBLT_DEPTHFILL
1455 | WINEDDBLT_DONOTWAIT;
1457 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
1458 dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
1459 flags, fx, debug_d3dtexturefiltertype(filter));
1460 TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
1464 TRACE("dwSize %#x.\n", fx->dwSize);
1465 TRACE("dwDDFX %#x.\n", fx->dwDDFX);
1466 TRACE("dwROP %#x.\n", fx->dwROP);
1467 TRACE("dwDDROP %#x.\n", fx->dwDDROP);
1468 TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
1469 TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
1470 TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
1471 TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
1472 TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
1473 TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
1474 TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
1475 TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
1476 TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
1477 TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
1478 TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
1479 TRACE("dwReserved %#x.\n", fx->dwReserved);
1480 TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
1481 TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
1482 TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
1483 TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
1484 TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
1485 TRACE("ddckDestColorkey {%#x, %#x}.\n",
1486 fx->ddckDestColorkey.color_space_low_value,
1487 fx->ddckDestColorkey.color_space_high_value);
1488 TRACE("ddckSrcColorkey {%#x, %#x}.\n",
1489 fx->ddckSrcColorkey.color_space_low_value,
1490 fx->ddckSrcColorkey.color_space_high_value);
1493 if (dst_surface->resource.map_count || (src_surface && src_surface->resource.map_count))
1495 WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
1496 return WINEDDERR_SURFACEBUSY;
1499 surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
1501 if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
1502 || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
1503 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
1504 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
1505 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
1507 WARN("The application gave us a bad destination rectangle.\n");
1508 return WINEDDERR_INVALIDRECT;
1513 surface_get_rect(src_surface, src_rect_in, &src_rect);
1515 if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
1516 || src_rect.left > src_surface->resource.width || src_rect.left < 0
1517 || src_rect.top > src_surface->resource.height || src_rect.top < 0
1518 || src_rect.right > src_surface->resource.width || src_rect.right < 0
1519 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
1521 WARN("Application gave us bad source rectangle for Blt.\n");
1522 return WINEDDERR_INVALIDRECT;
1527 memset(&src_rect, 0, sizeof(src_rect));
1530 if (!fx || !(fx->dwDDFX))
1531 flags &= ~WINEDDBLT_DDFX;
1533 if (flags & WINEDDBLT_WAIT)
1534 flags &= ~WINEDDBLT_WAIT;
1536 if (flags & WINEDDBLT_ASYNC)
1538 static unsigned int once;
1541 FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
1542 flags &= ~WINEDDBLT_ASYNC;
1545 /* WINEDDBLT_DONOTWAIT appeared in DX7. */
1546 if (flags & WINEDDBLT_DONOTWAIT)
1548 static unsigned int once;
1551 FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
1552 flags &= ~WINEDDBLT_DONOTWAIT;
1555 if (!device->d3d_initialized)
1557 WARN("D3D not initialized, using fallback.\n");
1561 /* We want to avoid invalidating the sysmem location for converted
1562 * surfaces, since otherwise we'd have to convert the data back when
1564 if (dst_surface->flags & SFLAG_CONVERTED)
1566 WARN("Converted surface, using CPU blit.\n");
1567 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1570 if (flags & ~simple_blit)
1572 WARN("Using fallback for complex blit (%#x).\n", flags);
1576 if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1577 src_swapchain = src_surface->container.u.swapchain;
1579 src_swapchain = NULL;
1581 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1582 dst_swapchain = dst_surface->container.u.swapchain;
1584 dst_swapchain = NULL;
1586 /* This isn't strictly needed. FBO blits for example could deal with
1587 * cross-swapchain blits by first downloading the source to a texture
1588 * before switching to the destination context. We just have this here to
1589 * not have to deal with the issue, since cross-swapchain blits should be
1591 if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
1593 FIXME("Using fallback for cross-swapchain blit.\n");
1598 && (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
1599 || src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
1600 convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
1602 dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1604 src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
1608 if (src_ds_flags || dst_ds_flags)
1610 if (flags & WINEDDBLT_DEPTHFILL)
1614 TRACE("Depth fill.\n");
1616 if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
1617 return WINED3DERR_INVALIDCALL;
1619 if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
1624 if (src_ds_flags != dst_ds_flags)
1626 WARN("Rejecting depth / stencil blit between incompatible formats.\n");
1627 return WINED3DERR_INVALIDCALL;
1630 if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
1636 /* In principle this would apply to depth blits as well, but we don't
1637 * implement those in the CPU blitter at the moment. */
1638 if ((dst_surface->flags & SFLAG_INSYSMEM)
1639 && (!src_surface || (src_surface->flags & SFLAG_INSYSMEM)))
1642 TRACE("Not doing sysmem blit because of scaling.\n");
1644 TRACE("Not doing sysmem blit because of format conversion.\n");
1646 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1649 if (flags & WINEDDBLT_COLORFILL)
1651 struct wined3d_color color;
1653 TRACE("Color fill.\n");
1655 if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color))
1658 if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
1663 TRACE("Color blit.\n");
1666 if ((src_surface->flags & SFLAG_INSYSMEM) && !(dst_surface->flags & SFLAG_INSYSMEM))
1669 TRACE("Not doing upload because of scaling.\n");
1671 TRACE("Not doing upload because of format conversion.\n");
1674 POINT dst_point = {dst_rect.left, dst_rect.top};
1676 if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect)))
1678 if (!surface_is_offscreen(dst_surface))
1679 surface_load_location(dst_surface, dst_surface->draw_binding, NULL);
1685 /* Use present for back -> front blits. The idea behind this is
1686 * that present is potentially faster than a blit, in particular
1687 * when FBO blits aren't available. Some ddraw applications like
1688 * Half-Life and Prince of Persia 3D use Blt() from the backbuffer
1689 * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
1690 * applications can't blit directly to the frontbuffer. */
1691 if (dst_swapchain && dst_swapchain->back_buffers
1692 && dst_surface == dst_swapchain->front_buffer
1693 && src_surface == dst_swapchain->back_buffers[0])
1695 enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
1697 TRACE("Using present for backbuffer -> frontbuffer blit.\n");
1699 /* Set the swap effect to COPY, we don't want the backbuffer
1700 * to become undefined. */
1701 dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
1702 wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
1703 dst_swapchain->desc.swap_effect = swap_effect;
1708 if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
1709 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1710 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1712 TRACE("Using FBO blit.\n");
1714 surface_blt_fbo(device, filter,
1715 src_surface, src_surface->draw_binding, &src_rect,
1716 dst_surface, dst_surface->draw_binding, &dst_rect);
1717 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
1721 if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
1722 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
1723 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
1725 TRACE("Using arbfp blit.\n");
1727 if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect)))
1735 /* Special cases for render targets. */
1736 if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
1737 || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
1739 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
1740 src_surface, &src_rect, flags, fx, filter)))
1746 /* For the rest call the X11 surface implementation. For render targets
1747 * this should be implemented OpenGL accelerated in BltOverride, other
1748 * blits are rather rare. */
1749 return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
1752 HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *surface,
1753 struct wined3d_surface *render_target)
1755 TRACE("surface %p, render_target %p.\n", surface, render_target);
1757 /* TODO: Check surface sizes, pools, etc. */
1759 if (render_target->resource.multisample_type)
1760 return WINED3DERR_INVALIDCALL;
1762 return wined3d_surface_blt(surface, NULL, render_target, NULL, 0, NULL, WINED3D_TEXF_POINT);
1765 /* Context activation is done by the caller. */
1766 static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
1768 if (surface->flags & SFLAG_DIBSECTION)
1770 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1774 if (!surface->resource.heapMemory)
1775 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
1776 else if (!(surface->flags & SFLAG_CLIENT))
1777 ERR("Surface %p has heapMemory %p and flags %#x.\n",
1778 surface, surface->resource.heapMemory, surface->flags);
1780 surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
1781 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1785 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
1786 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
1787 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
1788 surface->resource.size, surface->resource.allocatedMemory));
1789 checkGLcall("glGetBufferSubDataARB");
1790 GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
1791 checkGLcall("glDeleteBuffersARB");
1795 surface->flags &= ~SFLAG_PBO;
1798 static BOOL surface_init_sysmem(struct wined3d_surface *surface)
1800 if (!surface->resource.allocatedMemory)
1802 if (!surface->resource.heapMemory)
1804 if (!(surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1805 surface->resource.size + RESOURCE_ALIGNMENT)))
1807 ERR("Failed to allocate memory.\n");
1811 else if (!(surface->flags & SFLAG_CLIENT))
1813 ERR("Surface %p has heapMemory %p and flags %#x.\n",
1814 surface, surface->resource.heapMemory, surface->flags);
1817 surface->resource.allocatedMemory =
1818 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1822 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1825 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1830 /* Do not call while under the GL lock. */
1831 static void surface_unload(struct wined3d_resource *resource)
1833 struct wined3d_surface *surface = surface_from_resource(resource);
1834 struct wined3d_renderbuffer_entry *entry, *entry2;
1835 struct wined3d_device *device = resource->device;
1836 const struct wined3d_gl_info *gl_info;
1837 struct wined3d_context *context;
1839 TRACE("surface %p.\n", surface);
1841 if (resource->pool == WINED3D_POOL_DEFAULT)
1843 /* Default pool resources are supposed to be destroyed before Reset is called.
1844 * Implicit resources stay however. So this means we have an implicit render target
1845 * or depth stencil. The content may be destroyed, but we still have to tear down
1846 * opengl resources, so we cannot leave early.
1848 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1849 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1850 * or the depth stencil into an FBO the texture or render buffer will be removed
1851 * and all flags get lost
1853 if (!(surface->flags & SFLAG_PBO))
1854 surface_init_sysmem(surface);
1855 /* We also get here when the ddraw swapchain is destroyed, for example
1856 * for a mode switch. In this case this surface won't necessarily be
1857 * an implicit surface. We have to mark it lost so that the
1858 * application can restore it after the mode switch. */
1859 surface->flags |= SFLAG_LOST;
1863 /* Load the surface into system memory */
1864 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1865 surface_modify_location(surface, surface->draw_binding, FALSE);
1867 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1868 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1869 surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1871 context = context_acquire(device, NULL);
1872 gl_info = context->gl_info;
1874 /* Destroy PBOs, but load them into real sysmem before */
1875 if (surface->flags & SFLAG_PBO)
1876 surface_remove_pbo(surface, gl_info);
1878 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1879 * all application-created targets the application has to release the surface
1880 * before calling _Reset
1882 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
1885 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1887 list_remove(&entry->entry);
1888 HeapFree(GetProcessHeap(), 0, entry);
1890 list_init(&surface->renderbuffers);
1891 surface->current_renderbuffer = NULL;
1895 /* If we're in a texture, the texture name belongs to the texture.
1896 * Otherwise, destroy it. */
1897 if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
1899 glDeleteTextures(1, &surface->texture_name);
1900 surface->texture_name = 0;
1901 glDeleteTextures(1, &surface->texture_name_srgb);
1902 surface->texture_name_srgb = 0;
1904 if (surface->rb_multisample)
1906 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
1907 surface->rb_multisample = 0;
1909 if (surface->rb_resolved)
1911 gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
1912 surface->rb_resolved = 0;
1917 context_release(context);
1919 resource_unload(resource);
1922 static const struct wined3d_resource_ops surface_resource_ops =
1927 static const struct wined3d_surface_ops surface_ops =
1929 surface_private_setup,
1930 surface_realize_palette,
1935 /*****************************************************************************
1936 * Initializes the GDI surface, aka creates the DIB section we render to
1937 * The DIB section creation is done by calling GetDC, which will create the
1938 * section and releasing the dc to allow the app to use it. The dib section
1939 * will stay until the surface is released
1941 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
1942 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
1943 * avoid confusion in the shared surface code.
1946 * WINED3D_OK on success
1947 * The return values of called methods on failure
1949 *****************************************************************************/
1950 static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
1954 TRACE("surface %p.\n", surface);
1956 if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
1958 ERR("Overlays not yet supported by GDI surfaces.\n");
1959 return WINED3DERR_INVALIDCALL;
1962 /* Sysmem textures have memory already allocated - release it,
1963 * this avoids an unnecessary memcpy. */
1964 hr = surface_create_dib_section(surface);
1967 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
1968 surface->resource.heapMemory = NULL;
1969 surface->resource.allocatedMemory = surface->dib.bitmap_data;
1972 /* We don't mind the nonpow2 stuff in GDI. */
1973 surface->pow2Width = surface->resource.width;
1974 surface->pow2Height = surface->resource.height;
1979 static void gdi_surface_realize_palette(struct wined3d_surface *surface)
1981 struct wined3d_palette *palette = surface->palette;
1983 TRACE("surface %p.\n", surface);
1985 if (!palette) return;
1987 if (surface->flags & SFLAG_DIBSECTION)
1992 TRACE("Updating the DC's palette.\n");
1994 for (i = 0; i < 256; ++i)
1996 col[i].rgbRed = palette->palents[i].peRed;
1997 col[i].rgbGreen = palette->palents[i].peGreen;
1998 col[i].rgbBlue = palette->palents[i].peBlue;
1999 col[i].rgbReserved = 0;
2001 SetDIBColorTable(surface->hDC, 0, 256, col);
2004 /* Update the image because of the palette change. Some games like e.g.
2005 * Red Alert call SetEntries a lot to implement fading. */
2006 /* Tell the swapchain to update the screen. */
2007 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2009 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2010 if (surface == swapchain->front_buffer)
2012 x11_copy_to_screen(swapchain, NULL);
2017 static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
2019 TRACE("surface %p, rect %s, flags %#x.\n",
2020 surface, wine_dbgstr_rect(rect), flags);
2022 if (!(surface->flags & SFLAG_DIBSECTION))
2026 /* This happens on gdi surfaces if the application set a user pointer
2027 * and resets it. Recreate the DIB section. */
2028 if (FAILED(hr = surface_create_dib_section(surface)))
2030 ERR("Failed to create dib section, hr %#x.\n", hr);
2033 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
2034 surface->resource.heapMemory = NULL;
2035 surface->resource.allocatedMemory = surface->dib.bitmap_data;
2039 static void gdi_surface_unmap(struct wined3d_surface *surface)
2041 TRACE("surface %p.\n", surface);
2043 /* Tell the swapchain to update the screen. */
2044 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2046 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2047 if (surface == swapchain->front_buffer)
2049 x11_copy_to_screen(swapchain, &surface->lockedRect);
2053 memset(&surface->lockedRect, 0, sizeof(RECT));
2056 static const struct wined3d_surface_ops gdi_surface_ops =
2058 gdi_surface_private_setup,
2059 gdi_surface_realize_palette,
2064 void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb)
2069 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
2073 name = &surface->texture_name_srgb;
2074 flag = SFLAG_INSRGBTEX;
2078 name = &surface->texture_name;
2079 flag = SFLAG_INTEXTURE;
2082 if (!*name && new_name)
2084 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
2085 * surface has no texture name yet. See if we can get rid of this. */
2086 if (surface->flags & flag)
2088 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
2089 surface_modify_location(surface, flag, FALSE);
2094 surface_force_reload(surface);
2097 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target)
2099 TRACE("surface %p, target %#x.\n", surface, target);
2101 if (surface->texture_target != target)
2103 if (target == GL_TEXTURE_RECTANGLE_ARB)
2105 surface->flags &= ~SFLAG_NORMCOORD;
2107 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
2109 surface->flags |= SFLAG_NORMCOORD;
2112 surface->texture_target = target;
2113 surface_force_reload(surface);
2116 /* This call just downloads data, the caller is responsible for binding the
2117 * correct texture. */
2118 /* Context activation is done by the caller. */
2119 static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
2121 const struct wined3d_format *format = surface->resource.format;
2123 /* Only support read back of converted P8 surfaces. */
2124 if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
2126 ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
2132 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2134 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
2135 surface, surface->texture_level, format->glFormat, format->glType,
2136 surface->resource.allocatedMemory);
2138 if (surface->flags & SFLAG_PBO)
2140 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2141 checkGLcall("glBindBufferARB");
2142 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
2143 checkGLcall("glGetCompressedTexImageARB");
2144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2145 checkGLcall("glBindBufferARB");
2149 GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
2150 surface->texture_level, surface->resource.allocatedMemory));
2151 checkGLcall("glGetCompressedTexImageARB");
2159 GLenum gl_format = format->glFormat;
2160 GLenum gl_type = format->glType;
2164 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */
2165 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
2167 gl_format = GL_ALPHA;
2168 gl_type = GL_UNSIGNED_BYTE;
2171 if (surface->flags & SFLAG_NONPOW2)
2173 unsigned char alignment = surface->resource.device->surface_alignment;
2174 src_pitch = format->byte_count * surface->pow2Width;
2175 dst_pitch = wined3d_surface_get_pitch(surface);
2176 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
2177 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
2181 mem = surface->resource.allocatedMemory;
2184 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
2185 surface, surface->texture_level, gl_format, gl_type, mem);
2187 if (surface->flags & SFLAG_PBO)
2189 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
2190 checkGLcall("glBindBufferARB");
2192 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
2193 checkGLcall("glGetTexImage");
2195 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
2196 checkGLcall("glBindBufferARB");
2200 glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
2201 checkGLcall("glGetTexImage");
2205 if (surface->flags & SFLAG_NONPOW2)
2207 const BYTE *src_data;
2211 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
2212 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
2213 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
2215 * We're doing this...
2217 * instead of boxing the texture :
2218 * |<-texture width ->| -->pow2width| /\
2219 * |111111111111111111| | |
2220 * |222 Texture 222222| boxed empty | texture height
2221 * |3333 Data 33333333| | |
2222 * |444444444444444444| | \/
2223 * ----------------------------------- |
2224 * | boxed empty | boxed empty | pow2height
2226 * -----------------------------------
2229 * we're repacking the data to the expected texture width
2231 * |<-texture width ->| -->pow2width| /\
2232 * |111111111111111111222222222222222| |
2233 * |222333333333333333333444444444444| texture height
2237 * | empty | pow2height
2239 * -----------------------------------
2243 * |<-texture width ->| /\
2244 * |111111111111111111|
2245 * |222222222222222222|texture height
2246 * |333333333333333333|
2247 * |444444444444444444| \/
2248 * --------------------
2250 * this also means that any references to allocatedMemory should work with the data as if were a
2251 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
2253 * internally the texture is still stored in a boxed format so any references to textureName will
2254 * get a boxed texture with width pow2width and not a texture of width resource.width.
2256 * Performance should not be an issue, because applications normally do not lock the surfaces when
2257 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
2258 * and doesn't have to be re-read. */
2260 dst_data = surface->resource.allocatedMemory;
2261 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
2262 for (y = 1; y < surface->resource.height; ++y)
2264 /* skip the first row */
2265 src_data += src_pitch;
2266 dst_data += dst_pitch;
2267 memcpy(dst_data, src_data, dst_pitch);
2270 HeapFree(GetProcessHeap(), 0, mem);
2274 /* Surface has now been downloaded */
2275 surface->flags |= SFLAG_INSYSMEM;
2278 /* This call just uploads data, the caller is responsible for binding the
2279 * correct texture. */
2280 /* Context activation is done by the caller. */
2281 static void surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2282 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2283 BOOL srgb, const struct wined3d_bo_address *data)
2285 UINT update_w = src_rect->right - src_rect->left;
2286 UINT update_h = src_rect->bottom - src_rect->top;
2288 TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
2289 surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
2290 wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
2292 if (surface->resource.map_count)
2294 WARN("Uploading a surface that is currently mapped, setting SFLAG_PIN_SYSMEM.\n");
2295 surface->flags |= SFLAG_PIN_SYSMEM;
2298 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2300 update_h *= format->height_scale.numerator;
2301 update_h /= format->height_scale.denominator;
2306 if (data->buffer_object)
2308 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
2309 checkGLcall("glBindBufferARB");
2312 if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
2314 UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
2315 UINT row_count = (update_h + format->block_height - 1) / format->block_height;
2316 const BYTE *addr = data->addr;
2319 addr += (src_rect->top / format->block_height) * src_pitch;
2320 addr += (src_rect->left / format->block_width) * format->block_byte_count;
2323 internal = format->glGammaInternal;
2324 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2325 internal = format->rtInternal;
2327 internal = format->glInternal;
2329 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
2330 "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
2331 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
2333 if (row_length == src_pitch)
2335 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2336 dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
2342 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
2343 * can't use the unpack row length like below. */
2344 for (row = 0, y = dst_point->y; row < row_count; ++row)
2346 GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
2347 dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
2348 y += format->block_height;
2352 checkGLcall("glCompressedTexSubImage2DARB");
2356 const BYTE *addr = data->addr;
2358 addr += src_rect->top * src_pitch;
2359 addr += src_rect->left * format->byte_count;
2361 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
2362 surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2363 update_w, update_h, format->glFormat, format->glType, addr);
2365 glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
2366 glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
2367 update_w, update_h, format->glFormat, format->glType, addr);
2368 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2369 checkGLcall("glTexSubImage2D");
2372 if (data->buffer_object)
2374 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
2375 checkGLcall("glBindBufferARB");
2380 if (wined3d_settings.strict_draw_ordering)
2383 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
2385 struct wined3d_device *device = surface->resource.device;
2388 for (i = 0; i < device->context_count; ++i)
2390 context_surface_update(device->contexts[i], surface);
2395 static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2396 struct wined3d_format *format, enum wined3d_conversion_type *conversion_type)
2398 BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
2399 const struct wined3d_device *device = surface->resource.device;
2400 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2401 BOOL blit_supported = FALSE;
2403 /* Copy the default values from the surface. Below we might perform fixups */
2404 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2405 *format = *surface->resource.format;
2406 *conversion_type = WINED3D_CT_NONE;
2408 /* Ok, now look if we have to do any conversion */
2409 switch (surface->resource.format->id)
2411 case WINED3DFMT_P8_UINT:
2412 /* Below the call to blit_supported is disabled for Wine 1.2
2413 * because the function isn't operating correctly yet. At the
2414 * moment 8-bit blits are handled in software and if certain GL
2415 * extensions are around, surface conversion is performed at
2416 * upload time. The blit_supported call recognizes it as a
2417 * destination fixup. This type of upload 'fixup' and 8-bit to
2418 * 8-bit blits need to be handled by the blit_shader.
2419 * TODO: get rid of this #if 0. */
2421 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
2422 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
2423 &rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
2425 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2427 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2428 * texturing. Further also use conversion in case of color keying.
2429 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2430 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2431 * conflicts with this.
2433 if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
2434 || colorkey_active || !use_texturing)
2436 format->glFormat = GL_RGBA;
2437 format->glInternal = GL_RGBA;
2438 format->glType = GL_UNSIGNED_BYTE;
2439 format->conv_byte_count = 4;
2440 if (colorkey_active)
2441 *conversion_type = WINED3D_CT_PALETTED_CK;
2443 *conversion_type = WINED3D_CT_PALETTED;
2447 case WINED3DFMT_B2G3R3_UNORM:
2448 /* **********************
2449 GL_UNSIGNED_BYTE_3_3_2
2450 ********************** */
2451 if (colorkey_active) {
2452 /* This texture format will never be used.. So do not care about color keying
2453 up until the point in time it will be needed :-) */
2454 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2458 case WINED3DFMT_B5G6R5_UNORM:
2459 if (colorkey_active)
2461 *conversion_type = WINED3D_CT_CK_565;
2462 format->glFormat = GL_RGBA;
2463 format->glInternal = GL_RGB5_A1;
2464 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2465 format->conv_byte_count = 2;
2469 case WINED3DFMT_B5G5R5X1_UNORM:
2470 if (colorkey_active)
2472 *conversion_type = WINED3D_CT_CK_5551;
2473 format->glFormat = GL_BGRA;
2474 format->glInternal = GL_RGB5_A1;
2475 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2476 format->conv_byte_count = 2;
2480 case WINED3DFMT_B8G8R8_UNORM:
2481 if (colorkey_active)
2483 *conversion_type = WINED3D_CT_CK_RGB24;
2484 format->glFormat = GL_RGBA;
2485 format->glInternal = GL_RGBA8;
2486 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2487 format->conv_byte_count = 4;
2491 case WINED3DFMT_B8G8R8X8_UNORM:
2492 if (colorkey_active)
2494 *conversion_type = WINED3D_CT_RGB32_888;
2495 format->glFormat = GL_RGBA;
2496 format->glInternal = GL_RGBA8;
2497 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2498 format->conv_byte_count = 4;
2502 case WINED3DFMT_B8G8R8A8_UNORM:
2503 if (colorkey_active)
2505 *conversion_type = WINED3D_CT_CK_ARGB32;
2506 format->conv_byte_count = 4;
2514 if (*conversion_type != WINED3D_CT_NONE)
2516 format->rtInternal = format->glInternal;
2517 format->glGammaInternal = format->glInternal;
2523 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2524 struct wined3d_surface *src_surface, const RECT *src_rect)
2526 const struct wined3d_format *src_format;
2527 const struct wined3d_format *dst_format;
2528 const struct wined3d_gl_info *gl_info;
2529 enum wined3d_conversion_type convert;
2530 struct wined3d_context *context;
2531 struct wined3d_bo_address data;
2532 struct wined3d_format format;
2533 UINT update_w, update_h;
2540 TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
2541 dst_surface, wine_dbgstr_point(dst_point),
2542 src_surface, wine_dbgstr_rect(src_rect));
2544 src_format = src_surface->resource.format;
2545 dst_format = dst_surface->resource.format;
2547 if (src_format->id != dst_format->id)
2549 WARN("Source and destination surfaces should have the same format.\n");
2550 return WINED3DERR_INVALIDCALL;
2559 else if (dst_point->x < 0 || dst_point->y < 0)
2561 WARN("Invalid destination point.\n");
2562 return WINED3DERR_INVALIDCALL;
2569 r.right = src_surface->resource.width;
2570 r.bottom = src_surface->resource.height;
2573 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
2574 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
2576 WARN("Invalid source rectangle.\n");
2577 return WINED3DERR_INVALIDCALL;
2580 src_w = src_surface->resource.width;
2581 src_h = src_surface->resource.height;
2583 dst_w = dst_surface->resource.width;
2584 dst_h = dst_surface->resource.height;
2586 update_w = src_rect->right - src_rect->left;
2587 update_h = src_rect->bottom - src_rect->top;
2589 if (update_w > dst_w || dst_point->x > dst_w - update_w
2590 || update_h > dst_h || dst_point->y > dst_h - update_h)
2592 WARN("Destination out of bounds.\n");
2593 return WINED3DERR_INVALIDCALL;
2596 /* NPOT block sizes would be silly. */
2597 if ((src_format->flags & WINED3DFMT_FLAG_BLOCKS)
2598 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
2599 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
2601 WARN("Update rect not block-aligned.\n");
2602 return WINED3DERR_INVALIDCALL;
2605 /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */
2606 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
2607 if (convert != WINED3D_CT_NONE || format.convert)
2609 RECT dst_rect = {dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h};
2610 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT);
2613 context = context_acquire(dst_surface->resource.device, NULL);
2614 gl_info = context->gl_info;
2616 /* Only load the surface for partial updates. For newly allocated texture
2617 * the texture wouldn't be the current location, and we'd upload zeroes
2618 * just to overwrite them again. */
2619 if (update_w == dst_w && update_h == dst_h)
2620 surface_prepare_texture(dst_surface, context, FALSE);
2622 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
2623 surface_bind(dst_surface, context, FALSE);
2625 data.buffer_object = src_surface->pbo;
2626 data.addr = src_surface->resource.allocatedMemory;
2627 src_pitch = wined3d_surface_get_pitch(src_surface);
2629 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_pitch, dst_point, FALSE, &data);
2631 invalidate_active_texture(dst_surface->resource.device, context);
2633 context_release(context);
2635 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2639 /* This call just allocates the texture, the caller is responsible for binding
2640 * the correct texture. */
2641 /* Context activation is done by the caller. */
2642 static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2643 const struct wined3d_format *format, BOOL srgb)
2645 BOOL enable_client_storage = FALSE;
2646 GLsizei width = surface->pow2Width;
2647 GLsizei height = surface->pow2Height;
2648 const BYTE *mem = NULL;
2653 internal = format->glGammaInternal;
2655 else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
2657 internal = format->rtInternal;
2661 internal = format->glInternal;
2664 if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
2666 height *= format->height_scale.numerator;
2667 height /= format->height_scale.denominator;
2670 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",
2671 surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
2672 internal, width, height, format->glFormat, format->glType);
2676 if (gl_info->supported[APPLE_CLIENT_STORAGE])
2678 if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
2679 || !surface->resource.allocatedMemory)
2681 /* In some cases we want to disable client storage.
2682 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
2683 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
2684 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
2685 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
2687 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2688 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
2689 surface->flags &= ~SFLAG_CLIENT;
2690 enable_client_storage = TRUE;
2694 surface->flags |= SFLAG_CLIENT;
2696 /* Point OpenGL to our allocated texture memory. Do not use
2697 * resource.allocatedMemory here because it might point into a
2698 * PBO. Instead use heapMemory, but get the alignment right. */
2699 mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
2700 + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
2704 if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
2706 GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
2707 internal, width, height, 0, surface->resource.size, mem));
2708 checkGLcall("glCompressedTexImage2DARB");
2712 glTexImage2D(surface->texture_target, surface->texture_level,
2713 internal, width, height, 0, format->glFormat, format->glType, mem);
2714 checkGLcall("glTexImage2D");
2717 if(enable_client_storage) {
2718 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2719 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2724 /* In D3D the depth stencil dimensions have to be greater than or equal to the
2725 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
2726 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
2727 /* GL locking is done by the caller */
2728 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
2730 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
2731 struct wined3d_renderbuffer_entry *entry;
2732 GLuint renderbuffer = 0;
2733 unsigned int src_width, src_height;
2734 unsigned int width, height;
2736 if (rt && rt->resource.format->id != WINED3DFMT_NULL)
2738 width = rt->pow2Width;
2739 height = rt->pow2Height;
2743 width = surface->pow2Width;
2744 height = surface->pow2Height;
2747 src_width = surface->pow2Width;
2748 src_height = surface->pow2Height;
2750 /* A depth stencil smaller than the render target is not valid */
2751 if (width > src_width || height > src_height) return;
2753 /* Remove any renderbuffer set if the sizes match */
2754 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2755 || (width == src_width && height == src_height))
2757 surface->current_renderbuffer = NULL;
2761 /* Look if we've already got a renderbuffer of the correct dimensions */
2762 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
2764 if (entry->width == width && entry->height == height)
2766 renderbuffer = entry->id;
2767 surface->current_renderbuffer = entry;
2774 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
2775 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
2776 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
2777 surface->resource.format->glInternal, width, height);
2779 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
2780 entry->width = width;
2781 entry->height = height;
2782 entry->id = renderbuffer;
2783 list_add_head(&surface->renderbuffers, &entry->entry);
2785 surface->current_renderbuffer = entry;
2788 checkGLcall("set_compatible_renderbuffer");
2791 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
2793 const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
2795 TRACE("surface %p.\n", surface);
2797 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2799 ERR("Surface %p is not on a swapchain.\n", surface);
2803 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
2805 if (swapchain->render_to_fbo)
2807 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
2808 return GL_COLOR_ATTACHMENT0;
2810 TRACE("Returning GL_BACK\n");
2813 else if (surface == swapchain->front_buffer)
2815 TRACE("Returning GL_FRONT\n");
2819 FIXME("Higher back buffer, returning GL_BACK\n");
2823 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
2824 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect)
2826 TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
2828 if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
2829 /* No partial locking for textures yet. */
2830 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2832 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2835 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
2836 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
2837 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
2838 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
2842 surface->dirtyRect.left = 0;
2843 surface->dirtyRect.top = 0;
2844 surface->dirtyRect.right = surface->resource.width;
2845 surface->dirtyRect.bottom = surface->resource.height;
2848 /* if the container is a texture then mark it dirty. */
2849 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
2851 TRACE("Passing to container.\n");
2852 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
2856 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
2858 DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2861 TRACE("surface %p, srgb %#x.\n", surface, srgb);
2863 if (surface->resource.pool == WINED3D_POOL_SCRATCH)
2865 ERR("Not supported on scratch surfaces.\n");
2866 return WINED3DERR_INVALIDCALL;
2869 ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT);
2871 /* Reload if either the texture and sysmem have different ideas about the
2872 * color key, or the actual key values changed. */
2873 if (ck_changed || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
2874 && (surface->gl_color_key.color_space_low_value != surface->src_blt_color_key.color_space_low_value
2875 || surface->gl_color_key.color_space_high_value != surface->src_blt_color_key.color_space_high_value)))
2877 TRACE("Reloading because of color keying\n");
2878 /* To perform the color key conversion we need a sysmem copy of
2879 * the surface. Make sure we have it. */
2881 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
2882 /* Make sure the texture is reloaded because of the color key change,
2883 * this kills performance though :( */
2884 /* TODO: This is not necessarily needed with hw palettized texture support. */
2885 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
2886 /* Switching color keying on / off may change the internal format. */
2888 surface_force_reload(surface);
2890 else if (!(surface->flags & flag))
2892 TRACE("Reloading because surface is dirty.\n");
2896 TRACE("surface is already in texture\n");
2900 /* No partial locking for textures yet. */
2901 surface_load_location(surface, flag, NULL);
2902 surface_evict_sysmem(surface);
2907 /* See also float_16_to_32() in wined3d_private.h */
2908 static inline unsigned short float_32_to_16(const float *in)
2911 float tmp = fabsf(*in);
2912 unsigned int mantissa;
2915 /* Deal with special numbers */
2921 return (*in < 0.0f ? 0xfc00 : 0x7c00);
2923 if (tmp < powf(2, 10))
2929 } while (tmp < powf(2, 10));
2931 else if (tmp >= powf(2, 11))
2937 } while (tmp >= powf(2, 11));
2940 mantissa = (unsigned int)tmp;
2941 if (tmp - mantissa >= 0.5f)
2942 ++mantissa; /* Round to nearest, away from zero. */
2944 exp += 10; /* Normalize the mantissa. */
2945 exp += 15; /* Exponent is encoded with excess 15. */
2947 if (exp > 30) /* too big */
2949 ret = 0x7c00; /* INF */
2953 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
2956 mantissa = mantissa >> 1;
2959 ret = mantissa & 0x3ff;
2963 ret = (exp << 10) | (mantissa & 0x3ff);
2966 ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
2970 ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
2974 TRACE("Surface %p, container %p of type %#x.\n",
2975 surface, surface->container.u.base, surface->container.type);
2977 switch (surface->container.type)
2979 case WINED3D_CONTAINER_TEXTURE:
2980 return wined3d_texture_incref(surface->container.u.texture);
2982 case WINED3D_CONTAINER_SWAPCHAIN:
2983 return wined3d_swapchain_incref(surface->container.u.swapchain);
2986 ERR("Unhandled container type %#x.\n", surface->container.type);
2987 case WINED3D_CONTAINER_NONE:
2991 refcount = InterlockedIncrement(&surface->resource.ref);
2992 TRACE("%p increasing refcount to %u.\n", surface, refcount);
2997 /* Do not call while under the GL lock. */
2998 ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
3002 TRACE("Surface %p, container %p of type %#x.\n",
3003 surface, surface->container.u.base, surface->container.type);
3005 switch (surface->container.type)
3007 case WINED3D_CONTAINER_TEXTURE:
3008 return wined3d_texture_decref(surface->container.u.texture);
3010 case WINED3D_CONTAINER_SWAPCHAIN:
3011 return wined3d_swapchain_decref(surface->container.u.swapchain);
3014 ERR("Unhandled container type %#x.\n", surface->container.type);
3015 case WINED3D_CONTAINER_NONE:
3019 refcount = InterlockedDecrement(&surface->resource.ref);
3020 TRACE("%p decreasing refcount to %u.\n", surface, refcount);
3024 surface_cleanup(surface);
3025 surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
3027 TRACE("Destroyed surface %p.\n", surface);
3028 HeapFree(GetProcessHeap(), 0, surface);
3034 DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
3036 return resource_set_priority(&surface->resource, priority);
3039 DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
3041 return resource_get_priority(&surface->resource);
3044 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
3046 TRACE("surface %p.\n", surface);
3048 if (!surface->resource.device->d3d_initialized)
3050 ERR("D3D not initialized.\n");
3054 surface_internal_preload(surface, SRGB_ANY);
3057 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
3059 TRACE("surface %p.\n", surface);
3061 return surface->resource.parent;
3064 struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
3066 TRACE("surface %p.\n", surface);
3068 return &surface->resource;
3071 HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
3073 TRACE("surface %p, flags %#x.\n", surface, flags);
3077 case WINEDDGBS_CANBLT:
3078 case WINEDDGBS_ISBLTDONE:
3082 return WINED3DERR_INVALIDCALL;
3086 HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
3088 TRACE("surface %p, flags %#x.\n", surface, flags);
3090 /* XXX: DDERR_INVALIDSURFACETYPE */
3094 case WINEDDGFS_CANFLIP:
3095 case WINEDDGFS_ISFLIPDONE:
3099 return WINED3DERR_INVALIDCALL;
3103 HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
3105 TRACE("surface %p.\n", surface);
3107 /* D3D8 and 9 loose full devices, ddraw only surfaces. */
3108 return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
3111 HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
3113 TRACE("surface %p.\n", surface);
3115 surface->flags &= ~SFLAG_LOST;
3119 HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
3121 TRACE("surface %p, palette %p.\n", surface, palette);
3123 if (surface->palette == palette)
3125 TRACE("Nop palette change.\n");
3129 if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
3130 surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
3132 surface->palette = palette;
3136 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
3137 palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
3139 surface->surface_ops->surface_realize_palette(surface);
3145 HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
3146 DWORD flags, const struct wined3d_color_key *color_key)
3148 TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
3150 if (flags & WINEDDCKEY_COLORSPACE)
3152 FIXME(" colorkey value not supported (%08x) !\n", flags);
3153 return WINED3DERR_INVALIDCALL;
3156 /* Dirtify the surface, but only if a key was changed. */
3159 switch (flags & ~WINEDDCKEY_COLORSPACE)
3161 case WINEDDCKEY_DESTBLT:
3162 surface->dst_blt_color_key = *color_key;
3163 surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
3166 case WINEDDCKEY_DESTOVERLAY:
3167 surface->dst_overlay_color_key = *color_key;
3168 surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
3171 case WINEDDCKEY_SRCOVERLAY:
3172 surface->src_overlay_color_key = *color_key;
3173 surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
3176 case WINEDDCKEY_SRCBLT:
3177 surface->src_blt_color_key = *color_key;
3178 surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3184 switch (flags & ~WINEDDCKEY_COLORSPACE)
3186 case WINEDDCKEY_DESTBLT:
3187 surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
3190 case WINEDDCKEY_DESTOVERLAY:
3191 surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
3194 case WINEDDCKEY_SRCOVERLAY:
3195 surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
3198 case WINEDDCKEY_SRCBLT:
3199 surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3207 struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
3209 TRACE("surface %p.\n", surface);
3211 return surface->palette;
3214 DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
3216 const struct wined3d_format *format = surface->resource.format;
3219 TRACE("surface %p.\n", surface);
3221 if (format->flags & WINED3DFMT_FLAG_BLOCKS)
3223 /* Since compressed formats are block based, pitch means the amount of
3224 * bytes to the next row of block rather than the next row of pixels. */
3225 UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
3226 pitch = row_block_count * format->block_byte_count;
3230 unsigned char alignment = surface->resource.device->surface_alignment;
3231 pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
3232 pitch = (pitch + alignment - 1) & ~(alignment - 1);
3235 TRACE("Returning %u.\n", pitch);
3240 HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
3242 TRACE("surface %p, mem %p.\n", surface, mem);
3244 if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE))
3246 WARN("Surface is mapped or the DC is in use.\n");
3247 return WINED3DERR_INVALIDCALL;
3250 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
3251 if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
3253 ERR("Not supported on render targets.\n");
3254 return WINED3DERR_INVALIDCALL;
3257 if (mem && mem != surface->resource.allocatedMemory)
3259 void *release = NULL;
3261 /* Do I have to copy the old surface content? */
3262 if (surface->flags & SFLAG_DIBSECTION)
3264 DeleteDC(surface->hDC);
3265 DeleteObject(surface->dib.DIBsection);
3266 surface->dib.bitmap_data = NULL;
3267 surface->resource.allocatedMemory = NULL;
3268 surface->hDC = NULL;
3269 surface->flags &= ~SFLAG_DIBSECTION;
3271 else if (!(surface->flags & SFLAG_USERPTR))
3273 release = surface->resource.heapMemory;
3274 surface->resource.heapMemory = NULL;
3276 surface->resource.allocatedMemory = mem;
3277 surface->flags |= SFLAG_USERPTR;
3279 /* Now the surface memory is most up do date. Invalidate drawable and texture. */
3280 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3282 /* For client textures OpenGL has to be notified. */
3283 if (surface->flags & SFLAG_CLIENT)
3284 surface_release_client_storage(surface);
3286 /* Now free the old memory if any. */
3287 HeapFree(GetProcessHeap(), 0, release);
3289 else if (surface->flags & SFLAG_USERPTR)
3291 /* HeapMemory should be NULL already. */
3292 if (surface->resource.heapMemory)
3293 ERR("User pointer surface has heap memory allocated.\n");
3297 surface->resource.allocatedMemory = NULL;
3298 surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
3300 if (surface->flags & SFLAG_CLIENT)
3301 surface_release_client_storage(surface);
3303 surface_prepare_system_memory(surface);
3306 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
3312 HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
3316 TRACE("surface %p, x %d, y %d.\n", surface, x, y);
3318 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3320 WARN("Not an overlay surface.\n");
3321 return WINEDDERR_NOTAOVERLAYSURFACE;
3324 w = surface->overlay_destrect.right - surface->overlay_destrect.left;
3325 h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
3326 surface->overlay_destrect.left = x;
3327 surface->overlay_destrect.top = y;
3328 surface->overlay_destrect.right = x + w;
3329 surface->overlay_destrect.bottom = y + h;
3331 surface_draw_overlay(surface);
3336 HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
3338 TRACE("surface %p, x %p, y %p.\n", surface, x, y);
3340 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3342 TRACE("Not an overlay surface.\n");
3343 return WINEDDERR_NOTAOVERLAYSURFACE;
3346 if (!surface->overlay_dest)
3348 TRACE("Overlay not visible.\n");
3351 return WINEDDERR_OVERLAYNOTVISIBLE;
3354 *x = surface->overlay_destrect.left;
3355 *y = surface->overlay_destrect.top;
3357 TRACE("Returning position %d, %d.\n", *x, *y);
3362 HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
3363 DWORD flags, struct wined3d_surface *ref)
3365 FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
3367 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3369 TRACE("Not an overlay surface.\n");
3370 return WINEDDERR_NOTAOVERLAYSURFACE;
3376 HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
3377 struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
3379 TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
3380 surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
3382 if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
3384 WARN("Not an overlay surface.\n");
3385 return WINEDDERR_NOTAOVERLAYSURFACE;
3387 else if (!dst_surface)
3389 WARN("Dest surface is NULL.\n");
3390 return WINED3DERR_INVALIDCALL;
3395 surface->overlay_srcrect = *src_rect;
3399 surface->overlay_srcrect.left = 0;
3400 surface->overlay_srcrect.top = 0;
3401 surface->overlay_srcrect.right = surface->resource.width;
3402 surface->overlay_srcrect.bottom = surface->resource.height;
3407 surface->overlay_destrect = *dst_rect;
3411 surface->overlay_destrect.left = 0;
3412 surface->overlay_destrect.top = 0;
3413 surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
3414 surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
3417 if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
3419 surface->overlay_dest = NULL;
3420 list_remove(&surface->overlay_entry);
3423 if (flags & WINEDDOVER_SHOW)
3425 if (surface->overlay_dest != dst_surface)
3427 surface->overlay_dest = dst_surface;
3428 list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
3431 else if (flags & WINEDDOVER_HIDE)
3433 /* tests show that the rectangles are erased on hide */
3434 surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
3435 surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
3436 surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
3437 surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
3438 surface->overlay_dest = NULL;
3441 surface_draw_overlay(surface);
3446 HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface,
3447 UINT width, UINT height, enum wined3d_format_id format_id,
3448 enum wined3d_multisample_type multisample_type, UINT multisample_quality)
3450 struct wined3d_device *device = surface->resource.device;
3451 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3452 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
3453 UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height);
3455 TRACE("surface %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u.\n",
3456 surface, width, height, debug_d3dformat(format_id), multisample_type, multisample_type);
3459 return WINED3DERR_INVALIDCALL;
3461 if (device->d3d_initialized)
3462 surface->resource.resource_ops->resource_unload(&surface->resource);
3464 if (surface->flags & SFLAG_DIBSECTION)
3466 DeleteDC(surface->hDC);
3467 DeleteObject(surface->dib.DIBsection);
3468 surface->dib.bitmap_data = NULL;
3469 surface->flags &= ~SFLAG_DIBSECTION;
3472 surface->flags &= ~(SFLAG_LOCATIONS | SFLAG_USERPTR);
3473 surface->resource.allocatedMemory = NULL;
3474 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
3475 surface->resource.heapMemory = NULL;
3477 surface->resource.width = width;
3478 surface->resource.height = height;
3479 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
3480 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3482 surface->pow2Width = width;
3483 surface->pow2Height = height;
3487 surface->pow2Width = surface->pow2Height = 1;
3488 while (surface->pow2Width < width)
3489 surface->pow2Width <<= 1;
3490 while (surface->pow2Height < height)
3491 surface->pow2Height <<= 1;
3494 if (surface->pow2Width != width || surface->pow2Height != height)
3495 surface->flags |= SFLAG_NONPOW2;
3497 surface->flags &= ~SFLAG_NONPOW2;
3499 surface->resource.format = format;
3500 surface->resource.multisample_type = multisample_type;
3501 surface->resource.multisample_quality = multisample_quality;
3502 surface->resource.size = resource_size;
3504 if (!surface_init_sysmem(surface))
3505 return E_OUTOFMEMORY;
3510 static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
3511 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3513 unsigned short *dst_s;
3517 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3519 for (y = 0; y < h; ++y)
3521 src_f = (const float *)(src + y * pitch_in);
3522 dst_s = (unsigned short *) (dst + y * pitch_out);
3523 for (x = 0; x < w; ++x)
3525 dst_s[x] = float_32_to_16(src_f + x);
3530 static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
3531 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3533 static const unsigned char convert_5to8[] =
3535 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
3536 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
3537 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
3538 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
3540 static const unsigned char convert_6to8[] =
3542 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
3543 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
3544 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
3545 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
3546 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
3547 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
3548 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
3549 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
3553 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3555 for (y = 0; y < h; ++y)
3557 const WORD *src_line = (const WORD *)(src + y * pitch_in);
3558 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3559 for (x = 0; x < w; ++x)
3561 WORD pixel = src_line[x];
3562 dst_line[x] = 0xff000000
3563 | convert_5to8[(pixel & 0xf800) >> 11] << 16
3564 | convert_6to8[(pixel & 0x07e0) >> 5] << 8
3565 | convert_5to8[(pixel & 0x001f)];
3570 /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
3571 * in both cases we're just setting the X / Alpha channel to 0xff. */
3572 static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
3573 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3577 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3579 for (y = 0; y < h; ++y)
3581 const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
3582 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3584 for (x = 0; x < w; ++x)
3586 dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
3591 static inline BYTE cliptobyte(int x)
3593 return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
3596 static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
3597 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3599 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3602 TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
3604 for (y = 0; y < h; ++y)
3606 const BYTE *src_line = src + y * pitch_in;
3607 DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
3608 for (x = 0; x < w; ++x)
3610 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3611 * C = Y - 16; D = U - 128; E = V - 128;
3612 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3613 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3614 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3615 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3616 * U and V are shared between the pixels. */
3617 if (!(x & 1)) /* For every even pixel, read new U and V. */
3619 d = (int) src_line[1] - 128;
3620 e = (int) src_line[3] - 128;
3622 g2 = - 100 * d - 208 * e + 128;
3625 c2 = 298 * ((int) src_line[0] - 16);
3626 dst_line[x] = 0xff000000
3627 | cliptobyte((c2 + r2) >> 8) << 16 /* red */
3628 | cliptobyte((c2 + g2) >> 8) << 8 /* green */
3629 | cliptobyte((c2 + b2) >> 8); /* blue */
3630 /* Scale RGB values to 0..255 range,
3631 * then clip them if still not in range (may be negative),
3632 * then shift them within DWORD if necessary. */
3638 static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
3639 DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
3642 int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
3644 TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
3646 for (y = 0; y < h; ++y)
3648 const BYTE *src_line = src + y * pitch_in;
3649 WORD *dst_line = (WORD *)(dst + y * pitch_out);
3650 for (x = 0; x < w; ++x)
3652 /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
3653 * C = Y - 16; D = U - 128; E = V - 128;
3654 * R = cliptobyte((298 * C + 409 * E + 128) >> 8);
3655 * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
3656 * B = cliptobyte((298 * C + 516 * D + 128) >> 8);
3657 * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
3658 * U and V are shared between the pixels. */
3659 if (!(x & 1)) /* For every even pixel, read new U and V. */
3661 d = (int) src_line[1] - 128;
3662 e = (int) src_line[3] - 128;
3664 g2 = - 100 * d - 208 * e + 128;
3667 c2 = 298 * ((int) src_line[0] - 16);
3668 dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
3669 | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
3670 | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
3671 /* Scale RGB values to 0..255 range,
3672 * then clip them if still not in range (may be negative),
3673 * then shift them within DWORD if necessary. */
3679 struct d3dfmt_convertor_desc
3681 enum wined3d_format_id from, to;
3682 void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
3685 static const struct d3dfmt_convertor_desc convertors[] =
3687 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
3688 {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
3689 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3690 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
3691 {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
3692 {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
3695 static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
3696 enum wined3d_format_id to)
3700 for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
3702 if (convertors[i].from == from && convertors[i].to == to)
3703 return &convertors[i];
3709 /*****************************************************************************
3710 * surface_convert_format
3712 * Creates a duplicate of a surface in a different format. Is used by Blt to
3713 * blit between surfaces with different formats.
3716 * source: Source surface
3717 * fmt: Requested destination format
3719 *****************************************************************************/
3720 static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
3722 struct wined3d_map_desc src_map, dst_map;
3723 const struct d3dfmt_convertor_desc *conv;
3724 struct wined3d_surface *ret = NULL;
3727 conv = find_convertor(source->resource.format->id, to_fmt);
3730 FIXME("Cannot find a conversion function from format %s to %s.\n",
3731 debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
3735 wined3d_surface_create(source->resource.device, source->resource.width,
3736 source->resource.height, to_fmt, 0 /* level */, 0 /* usage */, WINED3D_POOL_SCRATCH,
3737 WINED3D_MULTISAMPLE_NONE /* TODO: Multisampled conversion */, 0 /* MultiSampleQuality */,
3738 source->surface_type, WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_DISCARD,
3739 NULL /* parent */, &wined3d_null_parent_ops, &ret);
3742 ERR("Failed to create a destination surface for conversion.\n");
3746 memset(&src_map, 0, sizeof(src_map));
3747 memset(&dst_map, 0, sizeof(dst_map));
3749 if (FAILED(hr = wined3d_surface_map(source, &src_map, NULL, WINED3D_MAP_READONLY)))
3751 ERR("Failed to lock the source surface.\n");
3752 wined3d_surface_decref(ret);
3755 if (FAILED(hr = wined3d_surface_map(ret, &dst_map, NULL, WINED3D_MAP_READONLY)))
3757 ERR("Failed to lock the destination surface.\n");
3758 wined3d_surface_unmap(source);
3759 wined3d_surface_decref(ret);
3763 conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch,
3764 source->resource.width, source->resource.height);
3766 wined3d_surface_unmap(ret);
3767 wined3d_surface_unmap(source);
3772 static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
3773 unsigned int bpp, UINT pitch, DWORD color)
3780 #define COLORFILL_ROW(type) \
3782 type *d = (type *)buf; \
3783 for (x = 0; x < width; ++x) \
3784 d[x] = (type)color; \
3790 COLORFILL_ROW(BYTE);
3794 COLORFILL_ROW(WORD);
3800 for (x = 0; x < width; ++x, d += 3)
3802 d[0] = (color ) & 0xFF;
3803 d[1] = (color >> 8) & 0xFF;
3804 d[2] = (color >> 16) & 0xFF;
3809 COLORFILL_ROW(DWORD);
3813 FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
3814 return WINED3DERR_NOTAVAILABLE;
3817 #undef COLORFILL_ROW
3819 /* Now copy first row. */
3821 for (y = 1; y < height; ++y)
3824 memcpy(buf, first, width * bpp);
3830 HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
3832 TRACE("surface %p.\n", surface);
3834 if (!surface->resource.map_count)
3836 WARN("Trying to unmap unmapped surface.\n");
3837 return WINEDDERR_NOTLOCKED;
3839 --surface->resource.map_count;
3841 surface->surface_ops->surface_unmap(surface);
3846 HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
3847 struct wined3d_map_desc *map_desc, const RECT *rect, DWORD flags)
3849 const struct wined3d_format *format = surface->resource.format;
3851 TRACE("surface %p, map_desc %p, rect %s, flags %#x.\n",
3852 surface, map_desc, wine_dbgstr_rect(rect), flags);
3854 if (surface->resource.map_count)
3856 WARN("Surface is already mapped.\n");
3857 return WINED3DERR_INVALIDCALL;
3859 if ((format->flags & WINED3DFMT_FLAG_BLOCKS)
3860 && rect && (rect->left || rect->top
3861 || rect->right != surface->resource.width
3862 || rect->bottom != surface->resource.height))
3864 UINT width_mask = format->block_width - 1;
3865 UINT height_mask = format->block_height - 1;
3867 if ((rect->left & width_mask) || (rect->right & width_mask)
3868 || (rect->top & height_mask) || (rect->bottom & height_mask))
3870 WARN("Map rect %s is misaligned for %ux%u blocks.\n",
3871 wine_dbgstr_rect(rect), format->block_width, format->block_height);
3873 if (surface->resource.pool == WINED3D_POOL_DEFAULT)
3874 return WINED3DERR_INVALIDCALL;
3878 ++surface->resource.map_count;
3880 if (!(surface->flags & SFLAG_LOCKABLE))
3881 WARN("Trying to lock unlockable surface.\n");
3883 /* Performance optimization: Count how often a surface is mapped, if it is
3884 * mapped regularly do not throw away the system memory copy. This avoids
3885 * the need to download the surface from OpenGL all the time. The surface
3886 * is still downloaded if the OpenGL texture is changed. */
3887 if (!(surface->flags & SFLAG_DYNLOCK))
3889 if (++surface->lockCount > MAXLOCKCOUNT)
3891 TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n");
3892 surface->flags |= SFLAG_DYNLOCK;
3896 surface->surface_ops->surface_map(surface, rect, flags);
3898 if (format->flags & WINED3DFMT_FLAG_BROKEN_PITCH)
3899 map_desc->row_pitch = surface->resource.width * format->byte_count;
3901 map_desc->row_pitch = wined3d_surface_get_pitch(surface);
3902 map_desc->slice_pitch = 0;
3906 map_desc->data = surface->resource.allocatedMemory;
3907 surface->lockedRect.left = 0;
3908 surface->lockedRect.top = 0;
3909 surface->lockedRect.right = surface->resource.width;
3910 surface->lockedRect.bottom = surface->resource.height;
3914 if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
3916 /* Compressed textures are block based, so calculate the offset of
3917 * the block that contains the top-left pixel of the locked rectangle. */
3918 map_desc->data = surface->resource.allocatedMemory
3919 + ((rect->top / format->block_height) * map_desc->row_pitch)
3920 + ((rect->left / format->block_width) * format->block_byte_count);
3924 map_desc->data = surface->resource.allocatedMemory
3925 + (map_desc->row_pitch * rect->top)
3926 + (rect->left * format->byte_count);
3928 surface->lockedRect.left = rect->left;
3929 surface->lockedRect.top = rect->top;
3930 surface->lockedRect.right = rect->right;
3931 surface->lockedRect.bottom = rect->bottom;
3934 TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
3935 TRACE("Returning memory %p, pitch %u.\n", map_desc->data, map_desc->row_pitch);
3940 HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
3942 struct wined3d_map_desc map;
3945 TRACE("surface %p, dc %p.\n", surface, dc);
3947 if (surface->flags & SFLAG_USERPTR)
3949 ERR("Not supported on surfaces with application-provided memory.\n");
3950 return WINEDDERR_NODC;
3953 /* Give more detailed info for ddraw. */
3954 if (surface->flags & SFLAG_DCINUSE)
3955 return WINEDDERR_DCALREADYCREATED;
3957 /* Can't GetDC if the surface is locked. */
3958 if (surface->resource.map_count)
3959 return WINED3DERR_INVALIDCALL;
3961 /* Create a DIB section if there isn't a dc yet. */
3964 if (surface->flags & SFLAG_CLIENT)
3966 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
3967 surface_release_client_storage(surface);
3969 hr = surface_create_dib_section(surface);
3971 return WINED3DERR_INVALIDCALL;
3973 /* Use the DIB section from now on if we are not using a PBO. */
3974 if (!(surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM)))
3976 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
3977 surface->resource.heapMemory = NULL;
3978 surface->resource.allocatedMemory = surface->dib.bitmap_data;
3982 /* Map the surface. */
3983 hr = wined3d_surface_map(surface, &map, NULL, 0);
3986 ERR("Map failed, hr %#x.\n", hr);
3990 /* Sync the DIB with the PBO. This can't be done earlier because Map()
3991 * activates the allocatedMemory. */
3992 if (surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM))
3993 memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->resource.size);
3995 if (surface->resource.format->id == WINED3DFMT_P8_UINT
3996 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3998 /* GetDC on palettized formats is unsupported in D3D9, and the method
3999 * is missing in D3D8, so this should only be used for DX <=7
4000 * surfaces (with non-device palettes). */
4001 const PALETTEENTRY *pal = NULL;
4003 if (surface->palette)
4005 pal = surface->palette->palents;
4009 struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
4010 struct wined3d_surface *dds_primary = swapchain->front_buffer;
4012 if (dds_primary && dds_primary->palette)
4013 pal = dds_primary->palette->palents;
4021 for (i = 0; i < 256; ++i)
4023 col[i].rgbRed = pal[i].peRed;
4024 col[i].rgbGreen = pal[i].peGreen;
4025 col[i].rgbBlue = pal[i].peBlue;
4026 col[i].rgbReserved = 0;
4028 SetDIBColorTable(surface->hDC, 0, 256, col);
4032 surface->flags |= SFLAG_DCINUSE;
4035 TRACE("Returning dc %p.\n", *dc);
4040 HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
4042 TRACE("surface %p, dc %p.\n", surface, dc);
4044 if (!(surface->flags & SFLAG_DCINUSE))
4045 return WINEDDERR_NODC;
4047 if (surface->hDC != dc)
4049 WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
4051 return WINEDDERR_NODC;
4054 /* Copy the contents of the DIB over to the PBO. */
4055 if ((surface->flags & (SFLAG_PBO | SFLAG_PIN_SYSMEM)) && surface->resource.allocatedMemory)
4056 memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->resource.size);
4058 /* We locked first, so unlock now. */
4059 wined3d_surface_unmap(surface);
4061 surface->flags &= ~SFLAG_DCINUSE;
4066 HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
4068 TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
4074 FIXME("Ignoring flags %#x.\n", flags);
4076 WARN("Ignoring flags %#x.\n", flags);
4079 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
4081 ERR("Not supported on swapchain surfaces.\n");
4082 return WINEDDERR_NOTFLIPPABLE;
4085 /* Flipping is only supported on render targets and overlays. */
4086 if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
4088 WARN("Tried to flip a non-render target, non-overlay surface.\n");
4089 return WINEDDERR_NOTFLIPPABLE;
4092 flip_surface(surface, override);
4094 /* Update overlays if they're visible. */
4095 if ((surface->resource.usage & WINED3DUSAGE_OVERLAY) && surface->overlay_dest)
4096 return surface_draw_overlay(surface);
4101 /* Do not call while under the GL lock. */
4102 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
4104 struct wined3d_device *device = surface->resource.device;
4106 TRACE("iface %p, srgb %#x.\n", surface, srgb);
4108 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4110 struct wined3d_texture *texture = surface->container.u.texture;
4112 TRACE("Passing to container (%p).\n", texture);
4113 texture->texture_ops->texture_preload(texture, srgb);
4117 struct wined3d_context *context;
4119 TRACE("(%p) : About to load surface\n", surface);
4121 /* TODO: Use already acquired context when possible. */
4122 context = context_acquire(device, NULL);
4124 surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE);
4126 if (surface->resource.pool == WINED3D_POOL_DEFAULT)
4128 /* Tell opengl to try and keep this texture in video ram (well mostly) */
4132 glPrioritizeTextures(1, &surface->texture_name, &tmp);
4136 context_release(context);
4140 /* Read the framebuffer back into the surface */
4141 static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
4143 struct wined3d_device *device = surface->resource.device;
4144 const struct wined3d_gl_info *gl_info;
4145 struct wined3d_context *context;
4149 BYTE *row, *top, *bottom;
4153 BOOL srcIsUpsideDown;
4158 context = context_acquire(device, surface);
4159 context_apply_blit_state(context, device);
4160 gl_info = context->gl_info;
4164 /* Select the correct read buffer, and give some debug output.
4165 * There is no need to keep track of the current read buffer or reset it, every part of the code
4166 * that reads sets the read buffer as desired.
4168 if (surface_is_offscreen(surface))
4170 /* Mapping the primary render target which is not on a swapchain.
4171 * Read from the back buffer. */
4172 TRACE("Mapping offscreen render target.\n");
4173 glReadBuffer(device->offscreenBuffer);
4174 srcIsUpsideDown = TRUE;
4178 /* Onscreen surfaces are always part of a swapchain */
4179 GLenum buffer = surface_get_gl_buffer(surface);
4180 TRACE("Mapping %#x buffer.\n", buffer);
4181 glReadBuffer(buffer);
4182 checkGLcall("glReadBuffer");
4183 srcIsUpsideDown = FALSE;
4186 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
4189 local_rect.left = 0;
4191 local_rect.right = surface->resource.width;
4192 local_rect.bottom = surface->resource.height;
4198 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
4200 switch (surface->resource.format->id)
4202 case WINED3DFMT_P8_UINT:
4204 if (primary_render_target_is_p8(device))
4206 /* In case of P8 render targets the index is stored in the alpha component */
4208 type = GL_UNSIGNED_BYTE;
4210 bpp = surface->resource.format->byte_count;
4214 /* GL can't return palettized data, so read ARGB pixels into a
4215 * separate block of memory and convert them into palettized format
4216 * in software. Slow, but if the app means to use palettized render
4217 * targets and locks it...
4219 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
4220 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
4221 * for the color channels when palettizing the colors.
4224 type = GL_UNSIGNED_BYTE;
4226 mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3);
4229 ERR("Out of memory\n");
4233 bpp = surface->resource.format->byte_count * 3;
4240 fmt = surface->resource.format->glFormat;
4241 type = surface->resource.format->glType;
4242 bpp = surface->resource.format->byte_count;
4245 if (surface->flags & SFLAG_PBO)
4247 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
4248 checkGLcall("glBindBufferARB");
4251 ERR("mem not null for pbo -- unexpected\n");
4256 /* Save old pixel store pack state */
4257 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
4258 checkGLcall("glGetIntegerv");
4259 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
4260 checkGLcall("glGetIntegerv");
4261 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
4262 checkGLcall("glGetIntegerv");
4264 /* Setup pixel store pack state -- to glReadPixels into the correct place */
4265 glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width);
4266 checkGLcall("glPixelStorei");
4267 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
4268 checkGLcall("glPixelStorei");
4269 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
4270 checkGLcall("glPixelStorei");
4272 glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top,
4273 local_rect.right - local_rect.left,
4274 local_rect.bottom - local_rect.top,
4276 checkGLcall("glReadPixels");
4278 /* Reset previous pixel store pack state */
4279 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
4280 checkGLcall("glPixelStorei");
4281 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
4282 checkGLcall("glPixelStorei");
4283 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
4284 checkGLcall("glPixelStorei");
4286 if (surface->flags & SFLAG_PBO)
4288 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
4289 checkGLcall("glBindBufferARB");
4291 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
4292 * to get a pointer to it and perform the flipping in software. This is a lot
4293 * faster than calling glReadPixels for each line. In case we want more speed
4294 * we should rerender it flipped in a FBO and read the data back from the FBO. */
4295 if (!srcIsUpsideDown)
4297 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4298 checkGLcall("glBindBufferARB");
4300 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
4301 checkGLcall("glMapBufferARB");
4305 /* TODO: Merge this with the palettization loop below for P8 targets */
4306 if(!srcIsUpsideDown) {
4308 /* glReadPixels returns the image upside down, and there is no way to prevent this.
4309 Flip the lines in software */
4310 len = (local_rect.right - local_rect.left) * bpp;
4311 off = local_rect.left * bpp;
4313 row = HeapAlloc(GetProcessHeap(), 0, len);
4315 ERR("Out of memory\n");
4316 if (surface->resource.format->id == WINED3DFMT_P8_UINT)
4317 HeapFree(GetProcessHeap(), 0, mem);
4322 top = mem + pitch * local_rect.top;
4323 bottom = mem + pitch * (local_rect.bottom - 1);
4324 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
4325 memcpy(row, top + off, len);
4326 memcpy(top + off, bottom + off, len);
4327 memcpy(bottom + off, row, len);
4331 HeapFree(GetProcessHeap(), 0, row);
4333 /* Unmap the temp PBO buffer */
4334 if (surface->flags & SFLAG_PBO)
4336 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
4337 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4342 context_release(context);
4344 /* For P8 textures we need to perform an inverse palette lookup. This is
4345 * done by searching for a palette index which matches the RGB value.
4346 * Note this isn't guaranteed to work when there are multiple entries for
4347 * the same color but we have no choice. In case of P8 render targets,
4348 * the index is stored in the alpha component so no conversion is needed. */
4349 if (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
4351 const PALETTEENTRY *pal = NULL;
4352 DWORD width = pitch / 3;
4355 if (surface->palette)
4357 pal = surface->palette->palents;
4361 ERR("Palette is missing, cannot perform inverse palette lookup\n");
4362 HeapFree(GetProcessHeap(), 0, mem);
4366 for(y = local_rect.top; y < local_rect.bottom; y++) {
4367 for(x = local_rect.left; x < local_rect.right; x++) {
4368 /* start lines pixels */
4369 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
4370 const BYTE *green = blue + 1;
4371 const BYTE *red = green + 1;
4373 for(c = 0; c < 256; c++) {
4374 if(*red == pal[c].peRed &&
4375 *green == pal[c].peGreen &&
4376 *blue == pal[c].peBlue)
4378 *((BYTE *) dest + y * width + x) = c;
4384 HeapFree(GetProcessHeap(), 0, mem);
4388 /* Read the framebuffer contents into a texture. Note that this function
4389 * doesn't do any kind of flipping. Using this on an onscreen surface will
4390 * result in a flipped D3D texture. */
4391 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
4393 struct wined3d_device *device = surface->resource.device;
4394 struct wined3d_context *context;
4396 context = context_acquire(device, surface);
4397 device_invalidate_state(device, STATE_FRAMEBUFFER);
4399 surface_prepare_texture(surface, context, srgb);
4400 surface_bind_and_dirtify(surface, context, srgb);
4402 TRACE("Reading back offscreen render target %p.\n", surface);
4406 if (surface_is_offscreen(surface))
4407 glReadBuffer(device->offscreenBuffer);
4409 glReadBuffer(surface_get_gl_buffer(surface));
4410 checkGLcall("glReadBuffer");
4412 glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
4413 0, 0, 0, 0, surface->resource.width, surface->resource.height);
4414 checkGLcall("glCopyTexSubImage2D");
4418 context_release(context);
4421 /* Context activation is done by the caller. */
4422 static void surface_prepare_texture_internal(struct wined3d_surface *surface,
4423 struct wined3d_context *context, BOOL srgb)
4425 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4426 enum wined3d_conversion_type convert;
4427 struct wined3d_format format;
4429 if (surface->flags & alloc_flag) return;
4431 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
4432 if (convert != WINED3D_CT_NONE || format.convert)
4433 surface->flags |= SFLAG_CONVERTED;
4434 else surface->flags &= ~SFLAG_CONVERTED;
4436 surface_bind_and_dirtify(surface, context, srgb);
4437 surface_allocate_surface(surface, context->gl_info, &format, srgb);
4438 surface->flags |= alloc_flag;
4441 /* Context activation is done by the caller. */
4442 void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
4444 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4446 struct wined3d_texture *texture = surface->container.u.texture;
4447 UINT sub_count = texture->level_count * texture->layer_count;
4450 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
4452 for (i = 0; i < sub_count; ++i)
4454 struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
4455 surface_prepare_texture_internal(s, context, srgb);
4461 surface_prepare_texture_internal(surface, context, srgb);
4464 void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
4468 if (surface->rb_multisample)
4471 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
4472 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
4473 gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, surface->resource.multisample_type,
4474 surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
4475 TRACE("Created multisample rb %u.\n", surface->rb_multisample);
4479 if (surface->rb_resolved)
4482 gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
4483 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
4484 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
4485 surface->pow2Width, surface->pow2Height);
4486 TRACE("Created resolved rb %u.\n", surface->rb_resolved);
4490 static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
4491 const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
4493 struct wined3d_device *device = surface->resource.device;
4494 UINT pitch = wined3d_surface_get_pitch(surface);
4495 const struct wined3d_gl_info *gl_info;
4496 struct wined3d_context *context;
4500 surface_get_rect(surface, rect, &local_rect);
4502 mem += local_rect.top * pitch + local_rect.left * bpp;
4503 w = local_rect.right - local_rect.left;
4504 h = local_rect.bottom - local_rect.top;
4506 /* Activate the correct context for the render target */
4507 context = context_acquire(device, surface);
4508 context_apply_blit_state(context, device);
4509 gl_info = context->gl_info;
4513 if (!surface_is_offscreen(surface))
4515 GLenum buffer = surface_get_gl_buffer(surface);
4516 TRACE("Unlocking %#x buffer.\n", buffer);
4517 context_set_draw_buffer(context, buffer);
4519 surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
4520 glPixelZoom(1.0f, -1.0f);
4524 /* Primary offscreen render target */
4525 TRACE("Offscreen render target.\n");
4526 context_set_draw_buffer(context, device->offscreenBuffer);
4528 glPixelZoom(1.0f, 1.0f);
4531 glRasterPos3i(local_rect.left, local_rect.top, 1);
4532 checkGLcall("glRasterPos3i");
4534 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
4535 glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
4537 if (surface->flags & SFLAG_PBO)
4539 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
4540 checkGLcall("glBindBufferARB");
4543 glDrawPixels(w, h, fmt, type, mem);
4544 checkGLcall("glDrawPixels");
4546 if (surface->flags & SFLAG_PBO)
4548 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
4549 checkGLcall("glBindBufferARB");
4552 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4553 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
4557 if (wined3d_settings.strict_draw_ordering
4558 || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
4559 && surface->container.u.swapchain->front_buffer == surface))
4562 context_release(context);
4565 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
4567 /* FIXME: Is this really how color keys are supposed to work? I think it
4568 * makes more sense to compare the individual channels. */
4569 return color >= color_key->color_space_low_value
4570 && color <= color_key->color_space_high_value;
4573 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
4575 const struct wined3d_device *device = surface->resource.device;
4576 const struct wined3d_palette *pal = surface->palette;
4577 BOOL index_in_alpha = FALSE;
4580 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
4581 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
4582 * is slow. Further RGB->P8 conversion is not possible because palettes can have
4583 * duplicate entries. Store the color key in the unused alpha component to speed the
4584 * download up and to make conversion unneeded. */
4585 index_in_alpha = primary_render_target_is_p8(device);
4589 ERR("This code should never get entered for DirectDraw!, expect problems\n");
4592 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
4593 * there's no palette at this time. */
4594 for (i = 0; i < 256; i++) table[i][3] = i;
4599 TRACE("Using surface palette %p\n", pal);
4600 /* Get the surface's palette */
4601 for (i = 0; i < 256; ++i)
4603 table[i][0] = pal->palents[i].peRed;
4604 table[i][1] = pal->palents[i].peGreen;
4605 table[i][2] = pal->palents[i].peBlue;
4607 /* When index_in_alpha is set the palette index is stored in the
4608 * alpha component. In case of a readback we can then read
4609 * GL_ALPHA. Color keying is handled in BltOverride using a
4610 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
4611 * color key itself is passed to glAlphaFunc in other cases the
4612 * alpha component of pixels that should be masked away is set to 0. */
4615 else if (colorkey && color_in_range(&surface->src_blt_color_key, i))
4617 else if (pal->flags & WINEDDPCAPS_ALPHA)
4618 table[i][3] = pal->palents[i].peFlags;
4625 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height,
4626 UINT outpitch, enum wined3d_conversion_type conversion_type, struct wined3d_surface *surface)
4631 TRACE("src %p, dst %p, pitch %u, width %u, height %u, outpitch %u, conversion_type %#x, surface %p.\n",
4632 src, dst, pitch, width, height, outpitch, conversion_type, surface);
4634 switch (conversion_type)
4636 case WINED3D_CT_NONE:
4638 memcpy(dst, src, pitch * height);
4642 case WINED3D_CT_PALETTED:
4643 case WINED3D_CT_PALETTED_CK:
4648 d3dfmt_p8_init_palette(surface, table, (conversion_type == WINED3D_CT_PALETTED_CK));
4650 for (y = 0; y < height; y++)
4652 source = src + pitch * y;
4653 dest = dst + outpitch * y;
4654 /* This is an 1 bpp format, using the width here is fine */
4655 for (x = 0; x < width; x++) {
4656 BYTE color = *source++;
4657 *dest++ = table[color][0];
4658 *dest++ = table[color][1];
4659 *dest++ = table[color][2];
4660 *dest++ = table[color][3];
4666 case WINED3D_CT_CK_565:
4668 /* Converting the 565 format in 5551 packed to emulate color-keying.
4670 Note : in all these conversion, it would be best to average the averaging
4671 pixels to get the color of the pixel that will be color-keyed to
4672 prevent 'color bleeding'. This will be done later on if ever it is
4675 Note2: Nvidia documents say that their driver does not support alpha + color keying
4676 on the same surface and disables color keying in such a case
4682 TRACE("Color keyed 565\n");
4684 for (y = 0; y < height; y++) {
4685 Source = (const WORD *)(src + y * pitch);
4686 Dest = (WORD *) (dst + y * outpitch);
4687 for (x = 0; x < width; x++ ) {
4688 WORD color = *Source++;
4689 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
4690 if (!color_in_range(&surface->src_blt_color_key, color))
4698 case WINED3D_CT_CK_5551:
4700 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
4704 TRACE("Color keyed 5551\n");
4705 for (y = 0; y < height; y++) {
4706 Source = (const WORD *)(src + y * pitch);
4707 Dest = (WORD *) (dst + y * outpitch);
4708 for (x = 0; x < width; x++ ) {
4709 WORD color = *Source++;
4711 if (!color_in_range(&surface->src_blt_color_key, color))
4714 *Dest &= ~(1 << 15);
4721 case WINED3D_CT_CK_RGB24:
4723 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
4725 for (y = 0; y < height; y++)
4727 source = src + pitch * y;
4728 dest = dst + outpitch * y;
4729 for (x = 0; x < width; x++) {
4730 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
4731 DWORD dstcolor = color << 8;
4732 if (!color_in_range(&surface->src_blt_color_key, color))
4734 *(DWORD*)dest = dstcolor;
4742 case WINED3D_CT_RGB32_888:
4744 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
4746 for (y = 0; y < height; y++)
4748 source = src + pitch * y;
4749 dest = dst + outpitch * y;
4750 for (x = 0; x < width; x++) {
4751 DWORD color = 0xffffff & *(const DWORD*)source;
4752 DWORD dstcolor = color << 8;
4753 if (!color_in_range(&surface->src_blt_color_key, color))
4755 *(DWORD*)dest = dstcolor;
4763 case WINED3D_CT_CK_ARGB32:
4766 for (y = 0; y < height; ++y)
4768 source = src + pitch * y;
4769 dest = dst + outpitch * y;
4770 for (x = 0; x < width; ++x)
4772 DWORD color = *(const DWORD *)source;
4773 if (color_in_range(&surface->src_blt_color_key, color))
4774 color &= ~0xff000000;
4775 *(DWORD*)dest = color;
4784 ERR("Unsupported conversion type %#x.\n", conversion_type);
4789 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
4791 /* Flip the surface contents */
4796 front->hDC = back->hDC;
4800 /* Flip the DIBsection */
4802 HBITMAP tmp = front->dib.DIBsection;
4803 front->dib.DIBsection = back->dib.DIBsection;
4804 back->dib.DIBsection = tmp;
4807 /* Flip the surface data */
4811 tmp = front->dib.bitmap_data;
4812 front->dib.bitmap_data = back->dib.bitmap_data;
4813 back->dib.bitmap_data = tmp;
4815 tmp = front->resource.allocatedMemory;
4816 front->resource.allocatedMemory = back->resource.allocatedMemory;
4817 back->resource.allocatedMemory = tmp;
4819 tmp = front->resource.heapMemory;
4820 front->resource.heapMemory = back->resource.heapMemory;
4821 back->resource.heapMemory = tmp;
4826 GLuint tmp_pbo = front->pbo;
4827 front->pbo = back->pbo;
4828 back->pbo = tmp_pbo;
4831 /* Flip the opengl texture */
4835 tmp = back->texture_name;
4836 back->texture_name = front->texture_name;
4837 front->texture_name = tmp;
4839 tmp = back->texture_name_srgb;
4840 back->texture_name_srgb = front->texture_name_srgb;
4841 front->texture_name_srgb = tmp;
4843 tmp = back->rb_multisample;
4844 back->rb_multisample = front->rb_multisample;
4845 front->rb_multisample = tmp;
4847 tmp = back->rb_resolved;
4848 back->rb_resolved = front->rb_resolved;
4849 front->rb_resolved = tmp;
4851 resource_unload(&back->resource);
4852 resource_unload(&front->resource);
4856 DWORD tmp_flags = back->flags;
4857 back->flags = front->flags;
4858 front->flags = tmp_flags;
4862 /* Does a direct frame buffer -> texture copy. Stretching is done with single
4863 * pixel copy calls. */
4864 static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4865 const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
4867 struct wined3d_device *device = dst_surface->resource.device;
4870 struct wined3d_context *context;
4871 BOOL upsidedown = FALSE;
4872 RECT dst_rect = *dst_rect_in;
4874 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
4875 * glCopyTexSubImage is a bit picky about the parameters we pass to it
4877 if(dst_rect.top > dst_rect.bottom) {
4878 UINT tmp = dst_rect.bottom;
4879 dst_rect.bottom = dst_rect.top;
4884 context = context_acquire(device, src_surface);
4885 context_apply_blit_state(context, device);
4886 surface_internal_preload(dst_surface, SRGB_RGB);
4889 /* Bind the target texture */
4890 context_bind_texture(context, dst_surface->texture_target, dst_surface->texture_name);
4891 if (surface_is_offscreen(src_surface))
4893 TRACE("Reading from an offscreen target\n");
4894 upsidedown = !upsidedown;
4895 glReadBuffer(device->offscreenBuffer);
4899 glReadBuffer(surface_get_gl_buffer(src_surface));
4901 checkGLcall("glReadBuffer");
4903 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
4904 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
4906 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4908 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
4910 if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
4911 ERR("Texture filtering not supported in direct blit.\n");
4913 else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
4914 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4916 ERR("Texture filtering not supported in direct blit\n");
4920 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4921 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
4923 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
4925 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4926 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
4927 src_rect->left, src_surface->resource.height - src_rect->bottom,
4928 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
4932 UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
4933 /* I have to process this row by row to swap the image,
4934 * otherwise it would be upside down, so stretching in y direction
4935 * doesn't cost extra time
4937 * However, stretching in x direction can be avoided if not necessary
4939 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
4940 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
4942 /* Well, that stuff works, but it's very slow.
4943 * find a better way instead
4947 for (col = dst_rect.left; col < dst_rect.right; ++col)
4949 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4950 dst_rect.left + col /* x offset */, row /* y offset */,
4951 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
4956 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
4957 dst_rect.left /* x offset */, row /* y offset */,
4958 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
4962 checkGLcall("glCopyTexSubImage2D");
4965 context_release(context);
4967 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
4968 * path is never entered
4970 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4973 /* Uses the hardware to stretch and flip the image */
4974 static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
4975 const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
4977 struct wined3d_device *device = dst_surface->resource.device;
4978 struct wined3d_swapchain *src_swapchain = NULL;
4979 GLuint src, backup = 0;
4980 float left, right, top, bottom; /* Texture coordinates */
4981 UINT fbwidth = src_surface->resource.width;
4982 UINT fbheight = src_surface->resource.height;
4983 struct wined3d_context *context;
4984 GLenum drawBuffer = GL_BACK;
4985 GLenum texture_target;
4986 BOOL noBackBufferBackup;
4988 BOOL upsidedown = FALSE;
4989 RECT dst_rect = *dst_rect_in;
4991 TRACE("Using hwstretch blit\n");
4992 /* Activate the Proper context for reading from the source surface, set it up for blitting */
4993 context = context_acquire(device, src_surface);
4994 context_apply_blit_state(context, device);
4995 surface_internal_preload(dst_surface, SRGB_RGB);
4997 src_offscreen = surface_is_offscreen(src_surface);
4998 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
4999 if (!noBackBufferBackup && !src_surface->texture_name)
5001 /* Get it a description */
5002 surface_internal_preload(src_surface, SRGB_RGB);
5006 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
5007 * This way we don't have to wait for the 2nd readback to finish to leave this function.
5009 if (context->aux_buffers >= 2)
5011 /* Got more than one aux buffer? Use the 2nd aux buffer */
5012 drawBuffer = GL_AUX1;
5014 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
5016 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
5017 drawBuffer = GL_AUX0;
5020 if(noBackBufferBackup) {
5021 glGenTextures(1, &backup);
5022 checkGLcall("glGenTextures");
5023 context_bind_texture(context, GL_TEXTURE_2D, backup);
5024 texture_target = GL_TEXTURE_2D;
5026 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
5027 * we are reading from the back buffer, the backup can be used as source texture
5029 texture_target = src_surface->texture_target;
5030 context_bind_texture(context, texture_target, src_surface->texture_name);
5031 glEnable(texture_target);
5032 checkGLcall("glEnable(texture_target)");
5034 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
5035 src_surface->flags &= ~SFLAG_INTEXTURE;
5038 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
5039 * glCopyTexSubImage is a bit picky about the parameters we pass to it
5041 if(dst_rect.top > dst_rect.bottom) {
5042 UINT tmp = dst_rect.bottom;
5043 dst_rect.bottom = dst_rect.top;
5050 TRACE("Reading from an offscreen target\n");
5051 upsidedown = !upsidedown;
5052 glReadBuffer(device->offscreenBuffer);
5056 glReadBuffer(surface_get_gl_buffer(src_surface));
5059 /* TODO: Only back up the part that will be overwritten */
5060 glCopyTexSubImage2D(texture_target, 0,
5061 0, 0 /* read offsets */,
5066 checkGLcall("glCopyTexSubImage2D");
5068 /* No issue with overriding these - the sampler is dirty due to blit usage */
5069 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
5070 wined3d_gl_mag_filter(magLookup, filter));
5071 checkGLcall("glTexParameteri");
5072 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
5073 wined3d_gl_min_mip_filter(minMipLookup, filter, WINED3D_TEXF_NONE));
5074 checkGLcall("glTexParameteri");
5076 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5077 src_swapchain = src_surface->container.u.swapchain;
5078 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
5080 src = backup ? backup : src_surface->texture_name;
5084 glReadBuffer(GL_FRONT);
5085 checkGLcall("glReadBuffer(GL_FRONT)");
5087 glGenTextures(1, &src);
5088 checkGLcall("glGenTextures(1, &src)");
5089 context_bind_texture(context, GL_TEXTURE_2D, src);
5091 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
5092 * out for power of 2 sizes
5094 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
5095 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
5096 checkGLcall("glTexImage2D");
5097 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
5098 0, 0 /* read offsets */,
5103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5104 checkGLcall("glTexParameteri");
5105 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5106 checkGLcall("glTexParameteri");
5108 glReadBuffer(GL_BACK);
5109 checkGLcall("glReadBuffer(GL_BACK)");
5111 if(texture_target != GL_TEXTURE_2D) {
5112 glDisable(texture_target);
5113 glEnable(GL_TEXTURE_2D);
5114 texture_target = GL_TEXTURE_2D;
5117 checkGLcall("glEnd and previous");
5119 left = src_rect->left;
5120 right = src_rect->right;
5124 top = src_surface->resource.height - src_rect->top;
5125 bottom = src_surface->resource.height - src_rect->bottom;
5129 top = src_surface->resource.height - src_rect->bottom;
5130 bottom = src_surface->resource.height - src_rect->top;
5133 if (src_surface->flags & SFLAG_NORMCOORD)
5135 left /= src_surface->pow2Width;
5136 right /= src_surface->pow2Width;
5137 top /= src_surface->pow2Height;
5138 bottom /= src_surface->pow2Height;
5141 /* draw the source texture stretched and upside down. The correct surface is bound already */
5142 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
5143 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
5145 context_set_draw_buffer(context, drawBuffer);
5146 glReadBuffer(drawBuffer);
5150 glTexCoord2f(left, bottom);
5154 glTexCoord2f(left, top);
5155 glVertex2i(0, dst_rect.bottom - dst_rect.top);
5158 glTexCoord2f(right, top);
5159 glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
5162 glTexCoord2f(right, bottom);
5163 glVertex2i(dst_rect.right - dst_rect.left, 0);
5165 checkGLcall("glEnd and previous");
5167 if (texture_target != dst_surface->texture_target)
5169 glDisable(texture_target);
5170 glEnable(dst_surface->texture_target);
5171 texture_target = dst_surface->texture_target;
5174 /* Now read the stretched and upside down image into the destination texture */
5175 context_bind_texture(context, texture_target, dst_surface->texture_name);
5176 glCopyTexSubImage2D(texture_target,
5178 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
5179 0, 0, /* We blitted the image to the origin */
5180 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
5181 checkGLcall("glCopyTexSubImage2D");
5183 if(drawBuffer == GL_BACK) {
5184 /* Write the back buffer backup back */
5186 if(texture_target != GL_TEXTURE_2D) {
5187 glDisable(texture_target);
5188 glEnable(GL_TEXTURE_2D);
5189 texture_target = GL_TEXTURE_2D;
5191 context_bind_texture(context, GL_TEXTURE_2D, backup);
5195 if (texture_target != src_surface->texture_target)
5197 glDisable(texture_target);
5198 glEnable(src_surface->texture_target);
5199 texture_target = src_surface->texture_target;
5201 context_bind_texture(context, src_surface->texture_target, src_surface->texture_name);
5206 glTexCoord2f(0.0f, 0.0f);
5207 glVertex2i(0, fbheight);
5210 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
5214 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
5215 (float)fbheight / (float)src_surface->pow2Height);
5216 glVertex2i(fbwidth, 0);
5219 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
5220 glVertex2i(fbwidth, fbheight);
5223 glDisable(texture_target);
5224 checkGLcall("glDisable(texture_target)");
5227 if (src != src_surface->texture_name && src != backup)
5229 glDeleteTextures(1, &src);
5230 checkGLcall("glDeleteTextures(1, &src)");
5233 glDeleteTextures(1, &backup);
5234 checkGLcall("glDeleteTextures(1, &backup)");
5239 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5241 context_release(context);
5243 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
5244 * path is never entered
5246 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
5249 /* Front buffer coordinates are always full screen coordinates, but our GL
5250 * drawable is limited to the window's client area. The sysmem and texture
5251 * copies do have the full screen size. Note that GL has a bottom-left
5252 * origin, while D3D has a top-left origin. */
5253 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
5255 UINT drawable_height;
5257 if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5258 && surface == surface->container.u.swapchain->front_buffer)
5260 POINT offset = {0, 0};
5263 ScreenToClient(window, &offset);
5264 OffsetRect(rect, offset.x, offset.y);
5266 GetClientRect(window, &windowsize);
5267 drawable_height = windowsize.bottom - windowsize.top;
5271 drawable_height = surface->resource.height;
5274 rect->top = drawable_height - rect->top;
5275 rect->bottom = drawable_height - rect->bottom;
5278 static void surface_blt_to_drawable(const struct wined3d_device *device,
5279 enum wined3d_texture_filter_type filter, BOOL color_key,
5280 struct wined3d_surface *src_surface, const RECT *src_rect_in,
5281 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
5283 struct wined3d_context *context;
5284 RECT src_rect, dst_rect;
5286 src_rect = *src_rect_in;
5287 dst_rect = *dst_rect_in;
5289 /* Make sure the surface is up-to-date. This should probably use
5290 * surface_load_location() and worry about the destination surface too,
5291 * unless we're overwriting it completely. */
5292 surface_internal_preload(src_surface, SRGB_RGB);
5294 /* Activate the destination context, set it up for blitting */
5295 context = context_acquire(device, dst_surface);
5296 context_apply_blit_state(context, device);
5298 if (!surface_is_offscreen(dst_surface))
5299 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
5301 device->blitter->set_shader(device->blit_priv, context, src_surface);
5307 glEnable(GL_ALPHA_TEST);
5308 checkGLcall("glEnable(GL_ALPHA_TEST)");
5310 /* When the primary render target uses P8, the alpha component
5311 * contains the palette index. Which means that the colorkey is one of
5312 * the palette entries. In other cases pixels that should be masked
5313 * away have alpha set to 0. */
5314 if (primary_render_target_is_p8(device))
5315 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->src_blt_color_key.color_space_low_value / 256.0f);
5317 glAlphaFunc(GL_NOTEQUAL, 0.0f);
5318 checkGLcall("glAlphaFunc");
5322 glDisable(GL_ALPHA_TEST);
5323 checkGLcall("glDisable(GL_ALPHA_TEST)");
5326 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
5330 glDisable(GL_ALPHA_TEST);
5331 checkGLcall("glDisable(GL_ALPHA_TEST)");
5336 /* Leave the opengl state valid for blitting */
5337 device->blitter->unset_shader(context->gl_info);
5339 if (wined3d_settings.strict_draw_ordering
5340 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
5341 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
5342 wglFlush(); /* Flush to ensure ordering across contexts. */
5344 context_release(context);
5347 /* Do not call while under the GL lock. */
5348 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color)
5350 struct wined3d_device *device = s->resource.device;
5351 const struct blit_shader *blitter;
5353 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
5354 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
5357 FIXME("No blitter is capable of performing the requested color fill operation.\n");
5358 return WINED3DERR_INVALIDCALL;
5361 return blitter->color_fill(device, s, rect, color);
5364 /* Do not call while under the GL lock. */
5365 static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
5366 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
5367 enum wined3d_texture_filter_type filter)
5369 struct wined3d_device *device = dst_surface->resource.device;
5370 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5371 struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
5373 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
5374 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
5375 flags, DDBltFx, debug_d3dtexturefiltertype(filter));
5377 /* Get the swapchain. One of the surfaces has to be a primary surface */
5378 if (dst_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
5380 WARN("Destination is in sysmem, rejecting gl blt\n");
5381 return WINED3DERR_INVALIDCALL;
5384 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5385 dstSwapchain = dst_surface->container.u.swapchain;
5389 if (src_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
5391 WARN("Src is in sysmem, rejecting gl blt\n");
5392 return WINED3DERR_INVALIDCALL;
5395 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
5396 srcSwapchain = src_surface->container.u.swapchain;
5399 /* Early sort out of cases where no render target is used */
5400 if (!dstSwapchain && !srcSwapchain
5401 && src_surface != device->fb.render_targets[0]
5402 && dst_surface != device->fb.render_targets[0])
5404 TRACE("No surface is render target, not using hardware blit.\n");
5405 return WINED3DERR_INVALIDCALL;
5408 /* No destination color keying supported */
5409 if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE))
5411 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
5412 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
5413 return WINED3DERR_INVALIDCALL;
5416 if (dstSwapchain && dstSwapchain == srcSwapchain)
5418 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
5419 return WINED3DERR_INVALIDCALL;
5422 if (dstSwapchain && srcSwapchain)
5424 FIXME("Implement hardware blit between two different swapchains\n");
5425 return WINED3DERR_INVALIDCALL;
5430 /* Handled with regular texture -> swapchain blit */
5431 if (src_surface == device->fb.render_targets[0])
5432 TRACE("Blit from active render target to a swapchain\n");
5434 else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
5436 FIXME("Implement blit from a swapchain to the active render target\n");
5437 return WINED3DERR_INVALIDCALL;
5440 if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
5442 /* Blit from render target to texture */
5445 /* P8 read back is not implemented */
5446 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
5447 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
5449 TRACE("P8 read back not supported by frame buffer to texture blit\n");
5450 return WINED3DERR_INVALIDCALL;
5453 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
5455 TRACE("Color keying not supported by frame buffer to texture blit\n");
5456 return WINED3DERR_INVALIDCALL;
5457 /* Destination color key is checked above */
5460 if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
5465 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
5466 * flip the image nor scale it.
5468 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
5469 * -> If the app wants a image width an unscaled width, copy it line per line
5470 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
5471 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
5472 * back buffer. This is slower than reading line per line, thus not used for flipping
5473 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
5474 * pixel by pixel. */
5475 if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
5476 || dst_rect->bottom - dst_rect->top > src_surface->resource.height)
5478 TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
5479 fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);
5483 TRACE("Using hardware stretching to flip / stretch the texture.\n");
5484 fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter);
5487 if (!dst_surface->resource.map_count && !(dst_surface->flags & SFLAG_DONOTFREE))
5489 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
5490 dst_surface->resource.allocatedMemory = NULL;
5491 dst_surface->resource.heapMemory = NULL;
5495 dst_surface->flags &= ~SFLAG_INSYSMEM;
5500 else if (src_surface)
5502 /* Blit from offscreen surface to render target */
5503 struct wined3d_color_key old_blt_key = src_surface->src_blt_color_key;
5504 DWORD oldCKeyFlags = src_surface->CKeyFlags;
5506 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
5508 if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
5509 src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
5510 dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
5512 FIXME("Unsupported blit operation falling back to software\n");
5513 return WINED3DERR_INVALIDCALL;
5516 /* Color keying: Check if we have to do a color keyed blt,
5517 * and if not check if a color key is activated.
5519 * Just modify the color keying parameters in the surface and restore them afterwards
5520 * The surface keeps track of the color key last used to load the opengl surface.
5521 * PreLoad will catch the change to the flags and color key and reload if necessary.
5523 if (flags & WINEDDBLT_KEYSRC)
5525 /* Use color key from surface */
5527 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
5529 /* Use color key from DDBltFx */
5530 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
5531 src_surface->src_blt_color_key = DDBltFx->ddckSrcColorkey;
5535 /* Do not use color key */
5536 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
5539 surface_blt_to_drawable(device, filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
5540 src_surface, src_rect, dst_surface, dst_rect);
5542 /* Restore the color key parameters */
5543 src_surface->CKeyFlags = oldCKeyFlags;
5544 src_surface->src_blt_color_key = old_blt_key;
5546 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
5551 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
5552 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
5553 return WINED3DERR_INVALIDCALL;
5556 /* GL locking is done by the caller */
5557 static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
5558 GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
5560 struct wined3d_device *device = surface->resource.device;
5561 const struct wined3d_gl_info *gl_info = context->gl_info;
5562 GLint compare_mode = GL_NONE;
5563 struct blt_info info;
5564 GLint old_binding = 0;
5567 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
5569 glDisable(GL_CULL_FACE);
5570 glDisable(GL_BLEND);
5571 glDisable(GL_ALPHA_TEST);
5572 glDisable(GL_SCISSOR_TEST);
5573 glDisable(GL_STENCIL_TEST);
5574 glEnable(GL_DEPTH_TEST);
5575 glDepthFunc(GL_ALWAYS);
5576 glDepthMask(GL_TRUE);
5577 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
5578 glViewport(x, y, w, h);
5579 glDepthRange(0.0, 1.0);
5581 SetRect(&rect, 0, h, w, 0);
5582 surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
5583 context_active_texture(context, context->gl_info, 0);
5584 glGetIntegerv(info.binding, &old_binding);
5585 glBindTexture(info.bind_target, texture);
5586 if (gl_info->supported[ARB_SHADOW])
5588 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
5589 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
5592 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5593 gl_info, info.tex_type, &surface->ds_current_size);
5595 glBegin(GL_TRIANGLE_STRIP);
5596 glTexCoord3fv(info.coords[0]);
5597 glVertex2f(-1.0f, -1.0f);
5598 glTexCoord3fv(info.coords[1]);
5599 glVertex2f(1.0f, -1.0f);
5600 glTexCoord3fv(info.coords[2]);
5601 glVertex2f(-1.0f, 1.0f);
5602 glTexCoord3fv(info.coords[3]);
5603 glVertex2f(1.0f, 1.0f);
5606 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
5607 glBindTexture(info.bind_target, old_binding);
5611 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
5614 void surface_modify_ds_location(struct wined3d_surface *surface,
5615 DWORD location, UINT w, UINT h)
5617 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
5619 if (location & ~(SFLAG_LOCATIONS | SFLAG_DISCARDED))
5620 FIXME("Invalid location (%#x) specified.\n", location);
5622 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5623 || (!(surface->flags & SFLAG_INTEXTURE) && (location & SFLAG_INTEXTURE)))
5625 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5627 TRACE("Passing to container.\n");
5628 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5632 surface->ds_current_size.cx = w;
5633 surface->ds_current_size.cy = h;
5634 surface->flags &= ~(SFLAG_LOCATIONS | SFLAG_DISCARDED);
5635 surface->flags |= location;
5638 /* Context activation is done by the caller. */
5639 void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
5641 struct wined3d_device *device = surface->resource.device;
5644 TRACE("surface %p, new location %#x.\n", surface, location);
5646 /* TODO: Make this work for modes other than FBO */
5647 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
5649 if (!(surface->flags & location))
5651 w = surface->ds_current_size.cx;
5652 h = surface->ds_current_size.cy;
5653 surface->ds_current_size.cx = 0;
5654 surface->ds_current_size.cy = 0;
5658 w = surface->resource.width;
5659 h = surface->resource.height;
5662 if (surface->ds_current_size.cx == surface->resource.width
5663 && surface->ds_current_size.cy == surface->resource.height)
5665 TRACE("Location (%#x) is already up to date.\n", location);
5669 if (surface->current_renderbuffer)
5671 FIXME("Not supported with fixed up depth stencil.\n");
5675 if (surface->flags & SFLAG_DISCARDED)
5677 TRACE("Surface was discarded, no need copy data.\n");
5680 case SFLAG_INTEXTURE:
5681 surface_prepare_texture(surface, context, FALSE);
5683 case SFLAG_INRB_MULTISAMPLE:
5684 surface_prepare_rb(surface, context->gl_info, TRUE);
5686 case SFLAG_INDRAWABLE:
5690 FIXME("Unhandled location %#x\n", location);
5692 surface->flags &= ~SFLAG_DISCARDED;
5693 surface->flags |= location;
5694 surface->ds_current_size.cx = surface->resource.width;
5695 surface->ds_current_size.cy = surface->resource.height;
5699 if (!(surface->flags & SFLAG_LOCATIONS))
5701 FIXME("No up to date depth stencil location.\n");
5702 surface->flags |= location;
5703 surface->ds_current_size.cx = surface->resource.width;
5704 surface->ds_current_size.cy = surface->resource.height;
5708 if (location == SFLAG_INTEXTURE)
5710 GLint old_binding = 0;
5713 /* The render target is allowed to be smaller than the depth/stencil
5714 * buffer, so the onscreen depth/stencil buffer is potentially smaller
5715 * than the offscreen surface. Don't overwrite the offscreen surface
5716 * with undefined data. */
5717 w = min(w, context->swapchain->desc.backbuffer_width);
5718 h = min(h, context->swapchain->desc.backbuffer_height);
5720 TRACE("Copying onscreen depth buffer to depth texture.\n");
5724 if (!device->depth_blt_texture)
5726 glGenTextures(1, &device->depth_blt_texture);
5729 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
5730 * directly on the FBO texture. That's because we need to flip. */
5731 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5732 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5733 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
5735 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5736 bind_target = GL_TEXTURE_RECTANGLE_ARB;
5740 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5741 bind_target = GL_TEXTURE_2D;
5743 glBindTexture(bind_target, device->depth_blt_texture);
5744 /* We use GL_DEPTH_COMPONENT instead of the surface's specific
5745 * internal format, because the internal format might include stencil
5746 * data. In principle we should copy stencil data as well, but unless
5747 * the driver supports stencil export it's hard to do, and doesn't
5748 * seem to be needed in practice. If the hardware doesn't support
5749 * writing stencil data, the glCopyTexImage2D() call might trigger
5750 * software fallbacks. */
5751 glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
5752 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5753 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5754 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
5755 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
5756 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
5757 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5758 glBindTexture(bind_target, old_binding);
5760 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5761 NULL, surface, SFLAG_INTEXTURE);
5762 context_set_draw_buffer(context, GL_NONE);
5763 glReadBuffer(GL_NONE);
5765 /* Do the actual blit */
5766 surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
5767 checkGLcall("depth_blt");
5769 context_invalidate_state(context, STATE_FRAMEBUFFER);
5773 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5775 else if (location == SFLAG_INDRAWABLE)
5777 TRACE("Copying depth texture to onscreen depth buffer.\n");
5781 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
5782 context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
5783 surface_depth_blt(surface, context, surface->texture_name,
5784 0, surface->pow2Height - h, w, h, surface->texture_target);
5785 checkGLcall("depth_blt");
5787 context_invalidate_state(context, STATE_FRAMEBUFFER);
5791 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
5795 ERR("Invalid location (%#x) specified.\n", location);
5798 surface->flags |= location;
5799 surface->ds_current_size.cx = surface->resource.width;
5800 surface->ds_current_size.cy = surface->resource.height;
5803 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent)
5805 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
5806 struct wined3d_surface *overlay;
5808 TRACE("surface %p, location %s, persistent %#x.\n",
5809 surface, debug_surflocation(location), persistent);
5811 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface)
5812 && !(surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
5813 && (location & SFLAG_INDRAWABLE))
5814 ERR("Trying to invalidate the SFLAG_INDRAWABLE location of an offscreen surface.\n");
5816 if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
5817 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
5818 location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
5822 if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
5823 || ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX)))
5825 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5827 TRACE("Passing to container.\n");
5828 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5831 surface->flags &= ~SFLAG_LOCATIONS;
5832 surface->flags |= location;
5834 /* Redraw emulated overlays, if any */
5835 if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
5837 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
5839 surface_draw_overlay(overlay);
5845 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
5847 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
5849 TRACE("Passing to container\n");
5850 wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
5853 surface->flags &= ~location;
5856 if (!(surface->flags & SFLAG_LOCATIONS))
5858 ERR("Surface %p does not have any up to date location.\n", surface);
5862 static DWORD resource_access_from_location(DWORD location)
5866 case SFLAG_INSYSMEM:
5867 return WINED3D_RESOURCE_ACCESS_CPU;
5869 case SFLAG_INDRAWABLE:
5870 case SFLAG_INSRGBTEX:
5871 case SFLAG_INTEXTURE:
5872 case SFLAG_INRB_MULTISAMPLE:
5873 case SFLAG_INRB_RESOLVED:
5874 return WINED3D_RESOURCE_ACCESS_GPU;
5877 FIXME("Unhandled location %#x.\n", location);
5882 static void surface_load_sysmem(struct wined3d_surface *surface,
5883 const struct wined3d_gl_info *gl_info, const RECT *rect)
5885 surface_prepare_system_memory(surface);
5887 if (surface->flags & (SFLAG_INRB_MULTISAMPLE | SFLAG_INRB_RESOLVED))
5888 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5890 /* Download the surface to system memory. */
5891 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
5893 struct wined3d_device *device = surface->resource.device;
5894 struct wined3d_context *context;
5896 /* TODO: Use already acquired context when possible. */
5897 context = context_acquire(device, NULL);
5899 surface_bind_and_dirtify(surface, context, !(surface->flags & SFLAG_INTEXTURE));
5900 surface_download_data(surface, gl_info);
5902 context_release(context);
5907 if (surface->flags & SFLAG_INDRAWABLE)
5909 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
5910 wined3d_surface_get_pitch(surface));
5914 FIXME("Can't load surface %p with location flags %#x into sysmem.\n",
5915 surface, surface->flags & SFLAG_LOCATIONS);
5918 static HRESULT surface_load_drawable(struct wined3d_surface *surface,
5919 const struct wined3d_gl_info *gl_info, const RECT *rect)
5921 struct wined3d_device *device = surface->resource.device;
5922 enum wined3d_conversion_type convert;
5923 struct wined3d_format format;
5927 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface))
5929 ERR("Trying to load offscreen surface into SFLAG_INDRAWABLE.\n");
5930 return WINED3DERR_INVALIDCALL;
5933 if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
5934 surface_load_location(surface, SFLAG_INTEXTURE, NULL);
5936 if (surface->flags & SFLAG_INTEXTURE)
5940 surface_get_rect(surface, rect, &r);
5941 surface_blt_to_drawable(device, WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
5946 if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
5948 /* This needs colorspace conversion from sRGB to RGB. We take the slow
5949 * path through sysmem. */
5950 surface_load_location(surface, SFLAG_INSYSMEM, rect);
5953 d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
5955 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
5956 * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
5958 if ((convert != WINED3D_CT_NONE) && (surface->flags & SFLAG_PBO))
5960 struct wined3d_context *context;
5962 TRACE("Removing the pbo attached to surface %p.\n", surface);
5964 /* TODO: Use already acquired context when possible. */
5965 context = context_acquire(device, NULL);
5967 surface_remove_pbo(surface, gl_info);
5969 context_release(context);
5972 if ((convert != WINED3D_CT_NONE) && surface->resource.allocatedMemory)
5974 UINT height = surface->resource.height;
5975 UINT width = surface->resource.width;
5976 UINT src_pitch, dst_pitch;
5978 byte_count = format.conv_byte_count;
5979 src_pitch = wined3d_surface_get_pitch(surface);
5981 /* Stick to the alignment for the converted surface too, makes it
5982 * easier to load the surface. */
5983 dst_pitch = width * byte_count;
5984 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
5986 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
5988 ERR("Out of memory (%u).\n", dst_pitch * height);
5989 return E_OUTOFMEMORY;
5992 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
5993 src_pitch, width, height, dst_pitch, convert, surface);
5995 surface->flags |= SFLAG_CONVERTED;
5999 surface->flags &= ~SFLAG_CONVERTED;
6000 mem = surface->resource.allocatedMemory;
6001 byte_count = format.byte_count;
6004 flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
6006 /* Don't delete PBO memory. */
6007 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6008 HeapFree(GetProcessHeap(), 0, mem);
6013 static HRESULT surface_load_texture(struct wined3d_surface *surface,
6014 const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
6016 RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
6017 struct wined3d_device *device = surface->resource.device;
6018 enum wined3d_conversion_type convert;
6019 struct wined3d_context *context;
6020 UINT width, src_pitch, dst_pitch;
6021 struct wined3d_bo_address data;
6022 struct wined3d_format format;
6023 POINT dst_point = {0, 0};
6026 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
6027 && surface_is_offscreen(surface)
6028 && (surface->flags & SFLAG_INDRAWABLE))
6030 surface_load_fb_texture(surface, srgb);
6035 if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
6036 && (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
6037 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6038 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6039 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6042 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, SFLAG_INTEXTURE,
6043 &src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
6045 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, SFLAG_INSRGBTEX,
6046 &src_rect, surface, SFLAG_INTEXTURE, &src_rect);
6051 if (surface->flags & (SFLAG_INRB_MULTISAMPLE | SFLAG_INRB_RESOLVED)
6052 && (!srgb || (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
6053 && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
6054 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
6055 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
6057 DWORD src_location = surface->flags & SFLAG_INRB_RESOLVED ? SFLAG_INRB_RESOLVED : SFLAG_INRB_MULTISAMPLE;
6058 DWORD dst_location = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
6059 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
6061 surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, src_location,
6062 &rect, surface, dst_location, &rect);
6067 /* Upload from system memory */
6069 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
6070 TRUE /* We will use textures */, &format, &convert);
6074 if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
6076 /* Performance warning... */
6077 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
6078 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6083 if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
6085 /* Performance warning... */
6086 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
6087 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6091 if (!(surface->flags & SFLAG_INSYSMEM))
6093 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
6094 /* Lets hope we get it from somewhere... */
6095 surface_load_location(surface, SFLAG_INSYSMEM, rect);
6098 /* TODO: Use already acquired context when possible. */
6099 context = context_acquire(device, NULL);
6101 surface_prepare_texture(surface, context, srgb);
6102 surface_bind_and_dirtify(surface, context, srgb);
6104 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
6106 surface->flags |= SFLAG_GLCKEY;
6107 surface->gl_color_key = surface->src_blt_color_key;
6109 else surface->flags &= ~SFLAG_GLCKEY;
6111 width = surface->resource.width;
6112 src_pitch = wined3d_surface_get_pitch(surface);
6114 /* Don't use PBOs for converted surfaces. During PBO conversion we look at
6115 * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting
6117 if ((convert != WINED3D_CT_NONE || format.convert) && (surface->flags & SFLAG_PBO))
6119 TRACE("Removing the pbo attached to surface %p.\n", surface);
6120 surface_remove_pbo(surface, gl_info);
6125 /* This code is entered for texture formats which need a fixup. */
6126 UINT height = surface->resource.height;
6128 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6129 dst_pitch = width * format.conv_byte_count;
6130 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6132 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6134 ERR("Out of memory (%u).\n", dst_pitch * height);
6135 context_release(context);
6136 return E_OUTOFMEMORY;
6138 format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
6139 format.byte_count = format.conv_byte_count;
6140 src_pitch = dst_pitch;
6142 else if (convert != WINED3D_CT_NONE && surface->resource.allocatedMemory)
6144 /* This code is only entered for color keying fixups */
6145 UINT height = surface->resource.height;
6147 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
6148 dst_pitch = width * format.conv_byte_count;
6149 dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
6151 if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
6153 ERR("Out of memory (%u).\n", dst_pitch * height);
6154 context_release(context);
6155 return E_OUTOFMEMORY;
6157 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
6158 width, height, dst_pitch, convert, surface);
6159 format.byte_count = format.conv_byte_count;
6160 src_pitch = dst_pitch;
6164 mem = surface->resource.allocatedMemory;
6167 data.buffer_object = surface->pbo;
6169 surface_upload_data(surface, gl_info, &format, &src_rect, src_pitch, &dst_point, srgb, &data);
6171 context_release(context);
6173 /* Don't delete PBO memory. */
6174 if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
6175 HeapFree(GetProcessHeap(), 0, mem);
6180 static void surface_multisample_resolve(struct wined3d_surface *surface)
6182 RECT rect = {0, 0, surface->resource.width, surface->resource.height};
6184 if (!(surface->flags & SFLAG_INRB_MULTISAMPLE))
6185 ERR("Trying to resolve multisampled surface %p, but location SFLAG_INRB_MULTISAMPLE not current.\n", surface);
6187 surface_blt_fbo(surface->resource.device, WINED3D_TEXF_POINT,
6188 surface, SFLAG_INRB_MULTISAMPLE, &rect, surface, SFLAG_INRB_RESOLVED, &rect);
6191 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect)
6193 struct wined3d_device *device = surface->resource.device;
6194 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6197 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect));
6199 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
6201 if (location == SFLAG_INTEXTURE)
6203 struct wined3d_context *context = context_acquire(device, NULL);
6204 surface_load_ds_location(surface, context, location);
6205 context_release(context);
6210 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location));
6211 return WINED3DERR_INVALIDCALL;
6215 if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6216 location = SFLAG_INTEXTURE;
6218 if (surface->flags & location)
6220 TRACE("Location already up to date.\n");
6222 if (location == SFLAG_INSYSMEM && !(surface->flags & SFLAG_PBO)
6223 && surface_need_pbo(surface, gl_info))
6224 surface_load_pbo(surface, gl_info);
6229 if (WARN_ON(d3d_surface))
6231 DWORD required_access = resource_access_from_location(location);
6232 if ((surface->resource.access_flags & required_access) != required_access)
6233 WARN("Operation requires %#x access, but surface only has %#x.\n",
6234 required_access, surface->resource.access_flags);
6237 if (!(surface->flags & SFLAG_LOCATIONS))
6239 ERR("Surface %p does not have any up to date location.\n", surface);
6240 surface->flags |= SFLAG_LOST;
6241 return WINED3DERR_DEVICELOST;
6246 case SFLAG_INSYSMEM:
6247 surface_load_sysmem(surface, gl_info, rect);
6250 case SFLAG_INDRAWABLE:
6251 if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
6255 case SFLAG_INRB_RESOLVED:
6256 surface_multisample_resolve(surface);
6259 case SFLAG_INTEXTURE:
6260 case SFLAG_INSRGBTEX:
6261 if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX)))
6266 ERR("Don't know how to handle location %#x.\n", location);
6272 surface->flags |= location;
6274 if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
6275 surface_evict_sysmem(surface);
6278 if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
6279 && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
6281 surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
6287 BOOL surface_is_offscreen(const struct wined3d_surface *surface)
6289 struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
6291 /* Not on a swapchain - must be offscreen */
6292 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
6294 /* The front buffer is always onscreen */
6295 if (surface == swapchain->front_buffer) return FALSE;
6297 /* If the swapchain is rendered to an FBO, the backbuffer is
6298 * offscreen, otherwise onscreen */
6299 return swapchain->render_to_fbo;
6302 static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
6303 /* Context activation is done by the caller. */
6304 static void ffp_blit_free(struct wined3d_device *device) { }
6306 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
6307 /* Context activation is done by the caller. */
6308 static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
6311 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6313 d3dfmt_p8_init_palette(surface, table, colorkey_active);
6315 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
6317 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
6321 /* Context activation is done by the caller. */
6322 static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
6324 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
6326 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
6327 * else the surface is converted in software at upload time in LoadLocation.
6329 if (!(surface->flags & SFLAG_CONVERTED) && fixup == COMPLEX_FIXUP_P8
6330 && context->gl_info->supported[EXT_PALETTED_TEXTURE])
6331 ffp_blit_p8_upload_palette(surface, context->gl_info);
6334 glEnable(surface->texture_target);
6335 checkGLcall("glEnable(surface->texture_target)");
6340 /* Context activation is done by the caller. */
6341 static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
6344 glDisable(GL_TEXTURE_2D);
6345 checkGLcall("glDisable(GL_TEXTURE_2D)");
6346 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
6348 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
6349 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
6351 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6353 glDisable(GL_TEXTURE_RECTANGLE_ARB);
6354 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
6359 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6360 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
6361 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
6363 enum complex_fixup src_fixup;
6367 case WINED3D_BLIT_OP_COLOR_BLIT:
6368 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
6371 src_fixup = get_complex_fixup(src_format->color_fixup);
6372 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
6374 TRACE("Checking support for fixup:\n");
6375 dump_color_fixup_desc(src_format->color_fixup);
6378 if (!is_identity_fixup(dst_format->color_fixup))
6380 TRACE("Destination fixups are not supported\n");
6384 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
6386 TRACE("P8 fixup supported\n");
6390 /* We only support identity conversions. */
6391 if (is_identity_fixup(src_format->color_fixup))
6397 TRACE("[FAILED]\n");
6400 case WINED3D_BLIT_OP_COLOR_FILL:
6401 if (dst_pool == WINED3D_POOL_SYSTEM_MEM)
6404 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6406 if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
6409 else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
6411 TRACE("Color fill not supported\n");
6415 /* FIXME: We should reject color fills on formats with fixups,
6416 * but this would break P8 color fills for example. */
6420 case WINED3D_BLIT_OP_DEPTH_FILL:
6424 TRACE("Unsupported blit_op=%d\n", blit_op);
6429 /* Do not call while under the GL lock. */
6430 static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
6431 const RECT *dst_rect, const struct wined3d_color *color)
6433 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
6434 struct wined3d_fb_state fb = {&dst_surface, NULL};
6436 device_clear_render_targets(device, 1, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6441 /* Do not call while under the GL lock. */
6442 static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
6443 struct wined3d_surface *surface, const RECT *rect, float depth)
6445 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
6446 struct wined3d_fb_state fb = {NULL, surface};
6448 device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
6453 const struct blit_shader ffp_blit = {
6459 ffp_blit_color_fill,
6460 ffp_blit_depth_fill,
6463 static HRESULT cpu_blit_alloc(struct wined3d_device *device)
6468 /* Context activation is done by the caller. */
6469 static void cpu_blit_free(struct wined3d_device *device)
6473 /* Context activation is done by the caller. */
6474 static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
6479 /* Context activation is done by the caller. */
6480 static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
6484 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
6485 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
6486 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
6488 if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
6496 static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
6497 UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
6498 const struct wined3d_format *format, DWORD flags, const WINEDDBLTFX *fx)
6500 UINT row_block_count;
6501 const BYTE *src_row;
6508 row_block_count = (update_w + format->block_width - 1) / format->block_width;
6512 for (y = 0; y < update_h; y += format->block_height)
6514 memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
6515 src_row += src_pitch;
6516 dst_row += dst_pitch;
6522 if (flags == WINEDDBLT_DDFX && fx->dwDDFX == WINEDDBLTFX_MIRRORUPDOWN)
6524 src_row += (((update_h / format->block_height) - 1) * src_pitch);
6528 case WINED3DFMT_DXT1:
6529 for (y = 0; y < update_h; y += format->block_height)
6534 BYTE control_row[4];
6537 const struct block *s = (const struct block *)src_row;
6538 struct block *d = (struct block *)dst_row;
6540 for (x = 0; x < row_block_count; ++x)
6542 d[x].color[0] = s[x].color[0];
6543 d[x].color[1] = s[x].color[1];
6544 d[x].control_row[0] = s[x].control_row[3];
6545 d[x].control_row[1] = s[x].control_row[2];
6546 d[x].control_row[2] = s[x].control_row[1];
6547 d[x].control_row[3] = s[x].control_row[0];
6549 src_row -= src_pitch;
6550 dst_row += dst_pitch;
6554 case WINED3DFMT_DXT3:
6555 for (y = 0; y < update_h; y += format->block_height)
6561 BYTE control_row[4];
6564 const struct block *s = (const struct block *)src_row;
6565 struct block *d = (struct block *)dst_row;
6567 for (x = 0; x < row_block_count; ++x)
6569 d[x].alpha_row[0] = s[x].alpha_row[3];
6570 d[x].alpha_row[1] = s[x].alpha_row[2];
6571 d[x].alpha_row[2] = s[x].alpha_row[1];
6572 d[x].alpha_row[3] = s[x].alpha_row[0];
6573 d[x].color[0] = s[x].color[0];
6574 d[x].color[1] = s[x].color[1];
6575 d[x].control_row[0] = s[x].control_row[3];
6576 d[x].control_row[1] = s[x].control_row[2];
6577 d[x].control_row[2] = s[x].control_row[1];
6578 d[x].control_row[3] = s[x].control_row[0];
6580 src_row -= src_pitch;
6581 dst_row += dst_pitch;
6586 FIXME("Compressed flip not implemented for format %s.\n",
6587 debug_d3dformat(format->id));
6592 FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
6593 debug_d3dformat(format->id), flags, flags & WINEDDBLT_DDFX ? fx->dwDDFX : 0);
6598 static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
6599 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
6600 const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter)
6602 int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
6603 const struct wined3d_format *src_format, *dst_format;
6604 struct wined3d_surface *orig_src = src_surface;
6605 struct wined3d_map_desc dst_map, src_map;
6606 const BYTE *sbase = NULL;
6607 HRESULT hr = WINED3D_OK;
6612 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
6613 dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
6614 flags, fx, debug_d3dtexturefiltertype(filter));
6616 if (src_surface == dst_surface)
6618 wined3d_surface_map(dst_surface, &dst_map, NULL, 0);
6620 src_format = dst_surface->resource.format;
6621 dst_format = src_format;
6625 dst_format = dst_surface->resource.format;
6628 if (dst_surface->resource.format->id != src_surface->resource.format->id)
6630 src_surface = surface_convert_format(src_surface, dst_format->id);
6633 /* The conv function writes a FIXME */
6634 WARN("Cannot convert source surface format to dest format.\n");
6638 wined3d_surface_map(src_surface, &src_map, NULL, WINED3D_MAP_READONLY);
6639 src_format = src_surface->resource.format;
6643 src_format = dst_format;
6646 wined3d_surface_map(dst_surface, &dst_map, dst_rect, 0);
6649 bpp = dst_surface->resource.format->byte_count;
6650 srcheight = src_rect->bottom - src_rect->top;
6651 srcwidth = src_rect->right - src_rect->left;
6652 dstheight = dst_rect->bottom - dst_rect->top;
6653 dstwidth = dst_rect->right - dst_rect->left;
6654 width = (dst_rect->right - dst_rect->left) * bpp;
6657 sbase = (BYTE *)src_map.data
6658 + ((src_rect->top / src_format->block_height) * src_map.row_pitch)
6659 + ((src_rect->left / src_format->block_width) * src_format->block_byte_count);
6660 if (src_surface != dst_surface)
6661 dbuf = dst_map.data;
6663 dbuf = (BYTE *)dst_map.data
6664 + ((dst_rect->top / dst_format->block_height) * dst_map.row_pitch)
6665 + ((dst_rect->left / dst_format->block_width) * dst_format->block_byte_count);
6667 if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_BLOCKS)
6669 TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
6671 if (src_surface == dst_surface)
6673 FIXME("Only plain blits supported on compressed surfaces.\n");
6678 if (srcheight != dstheight || srcwidth != dstwidth)
6680 WARN("Stretching not supported on compressed surfaces.\n");
6681 hr = WINED3DERR_INVALIDCALL;
6685 if (srcwidth & (src_format->block_width - 1) || srcheight & (src_format->block_height - 1))
6687 WARN("Rectangle not block-aligned.\n");
6688 hr = WINED3DERR_INVALIDCALL;
6692 hr = surface_cpu_blt_compressed(sbase, dbuf,
6693 src_map.row_pitch, dst_map.row_pitch, dstwidth, dstheight,
6694 src_format, flags, fx);
6698 /* First, all the 'source-less' blits */
6699 if (flags & WINEDDBLT_COLORFILL)
6701 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, fx->u5.dwFillColor);
6702 flags &= ~WINEDDBLT_COLORFILL;
6705 if (flags & WINEDDBLT_DEPTHFILL)
6707 FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
6709 if (flags & WINEDDBLT_ROP)
6711 /* Catch some degenerate cases here. */
6715 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, 0);
6717 case 0xAA0029: /* No-op */
6720 hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, ~0U);
6722 case SRCCOPY: /* Well, we do that below? */
6725 FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
6728 flags &= ~WINEDDBLT_ROP;
6730 if (flags & WINEDDBLT_DDROPS)
6732 FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
6734 /* Now the 'with source' blits. */
6737 int sx, xinc, sy, yinc;
6739 if (!dstwidth || !dstheight) /* Hmm... stupid program? */
6742 if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
6743 && (srcwidth != dstwidth || srcheight != dstheight))
6745 /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
6746 FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
6749 xinc = (srcwidth << 16) / dstwidth;
6750 yinc = (srcheight << 16) / dstheight;
6754 /* No effects, we can cheat here. */
6755 if (dstwidth == srcwidth)
6757 if (dstheight == srcheight)
6759 /* No stretching in either direction. This needs to be as
6760 * fast as possible. */
6763 /* Check for overlapping surfaces. */
6764 if (src_surface != dst_surface || dst_rect->top < src_rect->top
6765 || dst_rect->right <= src_rect->left || src_rect->right <= dst_rect->left)
6767 /* No overlap, or dst above src, so copy from top downwards. */
6768 for (y = 0; y < dstheight; ++y)
6770 memcpy(dbuf, sbuf, width);
6771 sbuf += src_map.row_pitch;
6772 dbuf += dst_map.row_pitch;
6775 else if (dst_rect->top > src_rect->top)
6777 /* Copy from bottom upwards. */
6778 sbuf += src_map.row_pitch * dstheight;
6779 dbuf += dst_map.row_pitch * dstheight;
6780 for (y = 0; y < dstheight; ++y)
6782 sbuf -= src_map.row_pitch;
6783 dbuf -= dst_map.row_pitch;
6784 memcpy(dbuf, sbuf, width);
6789 /* Src and dst overlapping on the same line, use memmove. */
6790 for (y = 0; y < dstheight; ++y)
6792 memmove(dbuf, sbuf, width);
6793 sbuf += src_map.row_pitch;
6794 dbuf += dst_map.row_pitch;
6800 /* Stretching in y direction only. */
6801 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6803 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
6804 memcpy(dbuf, sbuf, width);
6805 dbuf += dst_map.row_pitch;
6811 /* Stretching in X direction. */
6813 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
6815 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
6817 if ((sy >> 16) == (last_sy >> 16))
6819 /* This source row is the same as last source row -
6820 * Copy the already stretched row. */
6821 memcpy(dbuf, dbuf - dst_map.row_pitch, width);
6825 #define STRETCH_ROW(type) \
6827 const type *s = (const type *)sbuf; \
6828 type *d = (type *)dbuf; \
6829 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
6830 d[x] = s[sx >> 16]; \
6848 for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
6852 s = sbuf + 3 * (sx >> 16);
6853 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
6854 d[0] = (pixel ) & 0xff;
6855 d[1] = (pixel >> 8) & 0xff;
6856 d[2] = (pixel >> 16) & 0xff;
6862 FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
6863 hr = WINED3DERR_NOTAVAILABLE;
6868 dbuf += dst_map.row_pitch;
6875 LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
6876 DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
6877 DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
6878 if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
6880 /* The color keying flags are checked for correctness in ddraw */
6881 if (flags & WINEDDBLT_KEYSRC)
6883 keylow = src_surface->src_blt_color_key.color_space_low_value;
6884 keyhigh = src_surface->src_blt_color_key.color_space_high_value;
6886 else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
6888 keylow = fx->ddckSrcColorkey.color_space_low_value;
6889 keyhigh = fx->ddckSrcColorkey.color_space_high_value;
6892 if (flags & WINEDDBLT_KEYDEST)
6894 /* Destination color keys are taken from the source surface! */
6895 destkeylow = src_surface->dst_blt_color_key.color_space_low_value;
6896 destkeyhigh = src_surface->dst_blt_color_key.color_space_high_value;
6898 else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
6900 destkeylow = fx->ddckDestColorkey.color_space_low_value;
6901 destkeyhigh = fx->ddckDestColorkey.color_space_high_value;
6910 keymask = src_format->red_mask
6911 | src_format->green_mask
6912 | src_format->blue_mask;
6914 flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
6917 if (flags & WINEDDBLT_DDFX)
6919 BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
6922 dTopRight = dbuf + ((dstwidth - 1) * bpp);
6923 dBottomLeft = dTopLeft + ((dstheight - 1) * dst_map.row_pitch);
6924 dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
6926 if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
6928 /* I don't think we need to do anything about this flag */
6929 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
6931 if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
6934 dTopRight = dTopLeft;
6937 dBottomRight = dBottomLeft;
6939 dstxinc = dstxinc * -1;
6941 if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
6944 dTopLeft = dBottomLeft;
6947 dTopRight = dBottomRight;
6949 dstyinc = dstyinc * -1;
6951 if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
6953 /* I don't think we need to do anything about this flag */
6954 WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
6956 if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
6959 dBottomRight = dTopLeft;
6962 dBottomLeft = dTopRight;
6964 dstxinc = dstxinc * -1;
6965 dstyinc = dstyinc * -1;
6967 if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
6970 dTopLeft = dBottomLeft;
6971 dBottomLeft = dBottomRight;
6972 dBottomRight = dTopRight;
6977 dstxinc = dstxinc * -1;
6979 if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
6982 dTopLeft = dTopRight;
6983 dTopRight = dBottomRight;
6984 dBottomRight = dBottomLeft;
6989 dstyinc = dstyinc * -1;
6991 if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
6993 /* I don't think we need to do anything about this flag */
6994 WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
6997 flags &= ~(WINEDDBLT_DDFX);
7000 #define COPY_COLORKEY_FX(type) \
7003 type *d = (type *)dbuf, *dx, tmp; \
7004 for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
7006 s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
7008 for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
7010 tmp = s[sx >> 16]; \
7011 if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
7012 && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
7016 dx = (type *)(((BYTE *)dx) + dstxinc); \
7018 d = (type *)(((BYTE *)d) + dstyinc); \
7025 COPY_COLORKEY_FX(BYTE);
7028 COPY_COLORKEY_FX(WORD);
7031 COPY_COLORKEY_FX(DWORD);
7036 BYTE *d = dbuf, *dx;
7037 for (y = sy = 0; y < dstheight; ++y, sy += yinc)
7039 sbuf = sbase + (sy >> 16) * src_map.row_pitch;
7041 for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
7043 DWORD pixel, dpixel = 0;
7044 s = sbuf + 3 * (sx>>16);
7045 pixel = s[0] | (s[1] << 8) | (s[2] << 16);
7046 dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
7047 if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
7048 && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
7050 dx[0] = (pixel ) & 0xff;
7051 dx[1] = (pixel >> 8) & 0xff;
7052 dx[2] = (pixel >> 16) & 0xff;
7061 FIXME("%s color-keyed blit not implemented for bpp %u!\n",
7062 (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
7063 hr = WINED3DERR_NOTAVAILABLE;
7065 #undef COPY_COLORKEY_FX
7071 if (flags && FIXME_ON(d3d_surface))
7073 FIXME("\tUnsupported flags: %#x.\n", flags);
7077 wined3d_surface_unmap(dst_surface);
7078 if (src_surface && src_surface != dst_surface)
7079 wined3d_surface_unmap(src_surface);
7080 /* Release the converted surface, if any. */
7081 if (src_surface && src_surface != orig_src)
7082 wined3d_surface_decref(src_surface);
7087 /* Do not call while under the GL lock. */
7088 static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7089 const RECT *dst_rect, const struct wined3d_color *color)
7091 static const RECT src_rect;
7094 memset(&BltFx, 0, sizeof(BltFx));
7095 BltFx.dwSize = sizeof(BltFx);
7096 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
7097 return surface_cpu_blt(dst_surface, dst_rect, NULL, &src_rect,
7098 WINEDDBLT_COLORFILL, &BltFx, WINED3D_TEXF_POINT);
7101 /* Do not call while under the GL lock. */
7102 static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
7103 struct wined3d_surface *surface, const RECT *rect, float depth)
7105 FIXME("Depth filling not implemented by cpu_blit.\n");
7106 return WINED3DERR_INVALIDCALL;
7109 const struct blit_shader cpu_blit = {
7115 cpu_blit_color_fill,
7116 cpu_blit_depth_fill,
7119 static HRESULT surface_init(struct wined3d_surface *surface, enum wined3d_surface_type surface_type, UINT alignment,
7120 UINT width, UINT height, UINT level, enum wined3d_multisample_type multisample_type,
7121 UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
7122 enum wined3d_pool pool, DWORD flags, void *parent, const struct wined3d_parent_ops *parent_ops)
7124 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7125 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
7126 BOOL lockable = flags & WINED3D_SURFACE_MAPPABLE;
7127 unsigned int resource_size;
7130 if (multisample_quality > 0)
7132 FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
7133 multisample_quality = 0;
7136 /* Quick lockable sanity check.
7137 * TODO: remove this after surfaces, usage and lockability have been debugged properly
7138 * this function is too deep to need to care about things like this.
7139 * Levels need to be checked too, since they all affect what can be done. */
7142 case WINED3D_POOL_SCRATCH:
7145 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
7146 "which are mutually exclusive, setting lockable to TRUE.\n");
7151 case WINED3D_POOL_SYSTEM_MEM:
7153 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
7156 case WINED3D_POOL_MANAGED:
7157 if (usage & WINED3DUSAGE_DYNAMIC)
7158 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
7161 case WINED3D_POOL_DEFAULT:
7162 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
7163 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
7167 FIXME("Unknown pool %#x.\n", pool);
7171 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3D_POOL_DEFAULT)
7172 FIXME("Trying to create a render target that isn't in the default pool.\n");
7174 /* FIXME: Check that the format is supported by the device. */
7176 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
7178 return WINED3DERR_INVALIDCALL;
7180 surface->surface_type = surface_type;
7182 switch (surface_type)
7184 case WINED3D_SURFACE_TYPE_OPENGL:
7185 surface->surface_ops = &surface_ops;
7188 case WINED3D_SURFACE_TYPE_GDI:
7189 surface->surface_ops = &gdi_surface_ops;
7193 ERR("Requested unknown surface implementation %#x.\n", surface_type);
7194 return WINED3DERR_INVALIDCALL;
7197 hr = resource_init(&surface->resource, device, WINED3D_RTYPE_SURFACE, format,
7198 multisample_type, multisample_quality, usage, pool, width, height, 1,
7199 resource_size, parent, parent_ops, &surface_resource_ops);
7202 WARN("Failed to initialize resource, returning %#x.\n", hr);
7206 /* "Standalone" surface. */
7207 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
7209 surface->texture_level = level;
7210 list_init(&surface->overlays);
7213 surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
7214 if (flags & WINED3D_SURFACE_DISCARD)
7215 surface->flags |= SFLAG_DISCARD;
7216 if (flags & WINED3D_SURFACE_PIN_SYSMEM)
7217 surface->flags |= SFLAG_PIN_SYSMEM;
7218 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE)
7219 surface->flags |= SFLAG_LOCKABLE;
7220 /* I'm not sure if this qualifies as a hack or as an optimization. It
7221 * seems reasonable to assume that lockable render targets will get
7222 * locked, so we might as well set SFLAG_DYNLOCK right at surface
7223 * creation. However, the other reason we want to do this is that several
7224 * ddraw applications access surface memory while the surface isn't
7225 * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
7226 * future locks prevents these from crashing. */
7227 if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
7228 surface->flags |= SFLAG_DYNLOCK;
7230 /* Mark the texture as dirty so that it gets loaded first time around. */
7231 surface_add_dirty_rect(surface, NULL);
7232 list_init(&surface->renderbuffers);
7234 TRACE("surface %p, memory %p, size %u\n",
7235 surface, surface->resource.allocatedMemory, surface->resource.size);
7237 /* Call the private setup routine */
7238 hr = surface->surface_ops->surface_private_setup(surface);
7241 ERR("Private setup failed, returning %#x\n", hr);
7242 surface_cleanup(surface);
7246 /* Similar to lockable rendertargets above, creating the DIB section
7247 * during surface initialization prevents the sysmem pointer from changing
7248 * after a wined3d_surface_getdc() call. */
7249 if ((usage & WINED3DUSAGE_OWNDC) && !surface->hDC
7250 && SUCCEEDED(surface_create_dib_section(surface)))
7252 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
7253 surface->resource.heapMemory = NULL;
7254 surface->resource.allocatedMemory = surface->dib.bitmap_data;
7260 HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
7261 enum wined3d_format_id format_id, UINT level, DWORD usage, enum wined3d_pool pool,
7262 enum wined3d_multisample_type multisample_type, DWORD multisample_quality,
7263 enum wined3d_surface_type surface_type, DWORD flags, void *parent,
7264 const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
7266 struct wined3d_surface *object;
7269 TRACE("device %p, width %u, height %u, format %s, level %u\n",
7270 device, width, height, debug_d3dformat(format_id), level);
7271 TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
7272 surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
7273 TRACE("surface_type %#x, flags %#x, parent %p, parent_ops %p.\n", surface_type, flags, parent, parent_ops);
7275 if (surface_type == WINED3D_SURFACE_TYPE_OPENGL && !device->adapter)
7277 ERR("OpenGL surfaces are not available without OpenGL.\n");
7278 return WINED3DERR_NOTAVAILABLE;
7281 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
7284 ERR("Failed to allocate surface memory.\n");
7285 return WINED3DERR_OUTOFVIDEOMEMORY;
7288 hr = surface_init(object, surface_type, device->surface_alignment, width, height, level,
7289 multisample_type, multisample_quality, device, usage, format_id, pool, flags, parent, parent_ops);
7292 WARN("Failed to initialize surface, returning %#x.\n", hr);
7293 HeapFree(GetProcessHeap(), 0, object);
7297 TRACE("Created surface %p.\n", object);