1 /* Direct3D Common functions
2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains all MESA common code
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 #define NONAMELESSUNION
26 #define NONAMELESSSTRUCT
33 #include "wine/debug.h"
35 #include "mesa_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
39 GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
41 switch (dwRenderState) {
42 case D3DCMP_NEVER: return GL_NEVER;
43 case D3DCMP_LESS: return GL_LESS;
44 case D3DCMP_EQUAL: return GL_EQUAL;
45 case D3DCMP_LESSEQUAL: return GL_LEQUAL;
46 case D3DCMP_GREATER: return GL_GREATER;
47 case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
48 case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
49 case D3DCMP_ALWAYS: return GL_ALWAYS;
50 default: ERR("Unexpected compare type %d !\n", dwRenderState);
55 GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
57 switch (dwRenderState) {
58 case D3DSTENCILOP_KEEP: return GL_KEEP;
59 case D3DSTENCILOP_ZERO: return GL_ZERO;
60 case D3DSTENCILOP_REPLACE: return GL_REPLACE;
61 case D3DSTENCILOP_INCRSAT: return GL_INCR;
62 case D3DSTENCILOP_DECRSAT: return GL_DECR;
63 case D3DSTENCILOP_INVERT: return GL_INVERT;
64 case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
65 case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
66 default: ERR("Unexpected compare type %d !\n", dwRenderState);
71 GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
73 switch ((D3DBLEND) dwRenderState) {
74 case D3DBLEND_ZERO: return GL_ZERO;
75 case D3DBLEND_ONE: return GL_ONE;
76 case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
77 case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
78 case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
79 case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
80 case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
81 case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
82 case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
83 case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
84 case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
85 default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
89 void set_render_state(IDirect3DDeviceImpl* This,
90 D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
92 DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
93 IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
95 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
97 /* First, all the stipple patterns */
98 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
99 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
100 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
104 /* All others state variables */
105 switch (dwRenderStateType) {
106 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
107 IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
109 IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
111 ICOM_INTERFACE(tex, IDirectDrawSurface7));
114 case D3DRENDERSTATE_ANTIALIAS: /* 2 */
116 ERR("D3DRENDERSTATE_ANTIALIAS not supported yet !\n");
119 case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
120 case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
121 case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
122 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
124 if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
125 else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
126 else d3dTexStageStateType = D3DTSS_ADDRESSV;
128 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
129 0, d3dTexStageStateType,
133 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
135 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
137 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
140 case D3DRENDERSTATE_WRAPU: /* 5 */
141 case D3DRENDERSTATE_WRAPV: /* 6 */
142 case D3DRENDERSTATE_WRAP0: /* 128 */
143 case D3DRENDERSTATE_WRAP1: /* 129 */
144 case D3DRENDERSTATE_WRAP2: /* 130 */
145 case D3DRENDERSTATE_WRAP3: /* 131 */
146 case D3DRENDERSTATE_WRAP4: /* 132 */
147 case D3DRENDERSTATE_WRAP5: /* 133 */
148 case D3DRENDERSTATE_WRAP6: /* 134 */
149 case D3DRENDERSTATE_WRAP7: /* 135 */
151 ERR("Texture WRAP modes unsupported by OpenGL.. Expect graphical glitches !\n");
154 case D3DRENDERSTATE_ZENABLE: /* 7 */
155 /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
156 updated either.. No idea about what happens in D3D.
158 Maybe replacing the Z function by ALWAYS would be a better idea. */
159 if (dwRenderState == D3DZB_TRUE) {
160 if (glThis->depth_test == FALSE) {
161 glEnable(GL_DEPTH_TEST);
162 glThis->depth_test = TRUE;
164 } else if (dwRenderState == D3DZB_FALSE) {
165 if (glThis->depth_test == TRUE) {
166 glDisable(GL_DEPTH_TEST);
167 glThis->depth_test = FALSE;
170 if (glThis->depth_test == FALSE) {
171 glEnable(GL_DEPTH_TEST);
172 glThis->depth_test = TRUE;
174 WARN(" w-buffering not supported.\n");
178 case D3DRENDERSTATE_FILLMODE: /* 8 */
179 switch ((D3DFILLMODE) dwRenderState) {
181 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
183 case D3DFILL_WIREFRAME:
184 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
187 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
190 ERR("Unhandled fill mode %ld !\n",dwRenderState);
194 case D3DRENDERSTATE_SHADEMODE: /* 9 */
195 switch ((D3DSHADEMODE) dwRenderState) {
197 glShadeModel(GL_FLAT);
199 case D3DSHADE_GOURAUD:
200 glShadeModel(GL_SMOOTH);
203 ERR("Unhandled shade mode %ld !\n",dwRenderState);
207 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
208 if ((dwRenderState != FALSE) && (glThis->depth_mask == FALSE))
209 glDepthMask(GL_TRUE);
210 else if ((dwRenderState == FALSE) && (glThis->depth_mask != FALSE))
211 glDepthMask(GL_FALSE);
212 glThis->depth_mask = dwRenderState;
215 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
216 if ((dwRenderState != 0) && (glThis->alpha_test == FALSE))
217 glEnable(GL_ALPHA_TEST);
218 else if ((dwRenderState == 0) && (glThis->alpha_test != FALSE))
219 glDisable(GL_ALPHA_TEST);
220 glThis->alpha_test = dwRenderState;
223 case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
224 DWORD tex_mag = 0xFFFFFFFF;
226 switch ((D3DTEXTUREFILTER) dwRenderState) {
227 case D3DFILTER_NEAREST:
228 tex_mag = D3DTFG_POINT;
230 case D3DFILTER_LINEAR:
231 tex_mag = D3DTFG_LINEAR;
234 ERR("Unhandled texture mag %ld !\n",dwRenderState);
237 if (tex_mag != 0xFFFFFFFF) {
238 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
242 case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
243 DWORD tex_min = 0xFFFFFFFF;
245 switch ((D3DTEXTUREFILTER) dwRenderState) {
246 case D3DFILTER_NEAREST:
247 tex_min = D3DTFN_POINT;
249 case D3DFILTER_LINEAR:
250 tex_min = D3DTFN_LINEAR;
253 ERR("Unhandled texture min %ld !\n",dwRenderState);
256 if (tex_min != 0xFFFFFFFF) {
257 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
261 case D3DRENDERSTATE_SRCBLEND: /* 19 */
262 case D3DRENDERSTATE_DESTBLEND: /* 20 */
263 glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
264 convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
267 case D3DRENDERSTATE_TEXTUREMAPBLEND: { /* 21 */
268 IDirect3DDevice7 *d3ddev = ICOM_INTERFACE(This, IDirect3DDevice7);
270 switch ((D3DTEXTUREBLEND) dwRenderState) {
271 case D3DTBLEND_DECAL:
272 if (glThis->current_tex_env != GL_REPLACE) {
273 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
274 glThis->current_tex_env = GL_REPLACE;
277 case D3DTBLEND_DECALALPHA:
278 if (glThis->current_tex_env != GL_REPLACE) {
279 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
280 glThis->current_tex_env = GL_DECAL;
283 case D3DTBLEND_MODULATE:
284 if (glThis->current_tex_env != GL_MODULATE) {
285 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
286 glThis->current_tex_env = GL_MODULATE;
289 case D3DTBLEND_MODULATEALPHA:
290 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
291 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
292 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
293 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
294 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
295 IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
298 ERR("Unhandled texture environment %ld !\n",dwRenderState);
302 case D3DRENDERSTATE_CULLMODE: /* 22 */
303 switch ((D3DCULL) dwRenderState) {
305 if (glThis->cull_face != 0) {
306 glDisable(GL_CULL_FACE);
307 glThis->cull_face = 0;
311 if (glThis->cull_face == 0) {
312 glEnable(GL_CULL_FACE);
313 glThis->cull_face = 1;
319 if (glThis->cull_face == 0) {
320 glEnable(GL_CULL_FACE);
321 glThis->cull_face = 1;
327 ERR("Unhandled cull mode %ld !\n",dwRenderState);
331 case D3DRENDERSTATE_ZFUNC: /* 23 */
332 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
335 case D3DRENDERSTATE_ALPHAREF: /* 24 */
336 case D3DRENDERSTATE_ALPHAFUNC: { /* 25 */
337 GLenum func = convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]);
338 GLclampf ref = (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0;
340 if ((func != glThis->current_alpha_test_func) || (ref != glThis->current_alpha_test_ref)) {
341 glAlphaFunc(func, ref);
342 glThis->current_alpha_test_func = func;
343 glThis->current_alpha_test_ref = ref;
348 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
352 glDisable(GL_DITHER);
355 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
356 if ((dwRenderState != 0) && (glThis->blending == 0)) {
358 } else if ((dwRenderState == 0) && (glThis->blending != 0)) {
361 glThis->blending = dwRenderState;
363 /* Hack for some old games ... */
364 if (glThis->version == 1) {
365 lpStateBlock->render_state[D3DRENDERSTATE_COLORKEYENABLE - 1] = dwRenderState;
369 case D3DRENDERSTATE_FOGENABLE: /* 28 */
370 /* Nothing to do here. Only the storage matters :-) */
373 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
375 ERR(" Specular Lighting not supported yet.\n");
378 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
379 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
380 /* We do not support this anyway, so why protest :-) */
383 case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
385 ERR(" Stippled Alpha not supported yet.\n");
388 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
390 color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
391 color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
392 color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
393 color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
394 glFogfv(GL_FOG_COLOR,color);
395 /* Note: glFogiv does not seem to work */
398 case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
399 case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
400 case D3DRENDERSTATE_FOGSTART: /* 36 */
401 case D3DRENDERSTATE_FOGEND: /* 37 */
402 /* Nothing to do here. Only the storage matters :-) */
405 case D3DRENDERSTATE_FOGDENSITY: /* 38 */
406 glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
409 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
410 /* Nothing done here, only storage matters. */
413 case D3DRENDERSTATE_MIPMAPLODBIAS: /* 46 */
414 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
415 0, D3DTSS_MIPMAPLODBIAS,
419 case D3DRENDERSTATE_ZBIAS: /* 47 */
420 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
421 if (dwRenderState == 0) {
422 glDisable(GL_POLYGON_OFFSET_FILL);
423 glDisable(GL_POLYGON_OFFSET_LINE);
424 glDisable(GL_POLYGON_OFFSET_POINT);
426 glEnable(GL_POLYGON_OFFSET_FILL);
427 glEnable(GL_POLYGON_OFFSET_LINE);
428 glEnable(GL_POLYGON_OFFSET_POINT);
429 glPolygonOffset(1.0, dwRenderState * 1.0);
433 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
436 case D3DRENDERSTATE_STENCILENABLE: /* 52 */
437 if ((dwRenderState != 0) && (glThis->stencil_test == 0))
438 glEnable(GL_STENCIL_TEST);
439 else if ((dwRenderState == 0) && (glThis->stencil_test != 0))
440 glDisable(GL_STENCIL_TEST);
441 glThis->stencil_test = dwRenderState;
444 case D3DRENDERSTATE_STENCILFAIL: /* 53 */
445 case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
446 case D3DRENDERSTATE_STENCILPASS: /* 55 */
447 glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
448 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
449 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
452 case D3DRENDERSTATE_STENCILFUNC: /* 56 */
453 case D3DRENDERSTATE_STENCILREF: /* 57 */
454 case D3DRENDERSTATE_STENCILMASK: /* 58 */
455 glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
456 lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
457 lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
460 case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
461 glStencilMask(dwRenderState);
464 case D3DRENDERSTATE_TEXTUREFACTOR: /* 60 */
465 /* Only the storage matters... */
468 case D3DRENDERSTATE_CLIPPING: /* 136 */
469 case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
473 if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
474 mask = ((dwRenderState) ?
475 (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x00000000));
477 mask = dwRenderState;
479 for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
482 glGetIntegerv(GL_CLIP_PLANE0 + i, &enabled);
483 if (enabled == GL_FALSE) {
484 glEnable(GL_CLIP_PLANE0 + i);
485 /* Need to force a transform change so that this clipping plane parameters are sent
488 glThis->transform_state = GL_TRANSFORM_NONE;
491 glDisable(GL_CLIP_PLANE0 + i);
497 case D3DRENDERSTATE_LIGHTING: /* 137 */
498 /* Nothing to do, only storage matters... */
501 case D3DRENDERSTATE_AMBIENT: { /* 139 */
504 light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
505 light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
506 light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
507 light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
508 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
511 case D3DRENDERSTATE_COLORVERTEX: /* 141 */
512 /* Nothing to do here.. Only storage matters */
515 case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
517 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
519 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
522 case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
524 glEnable(GL_NORMALIZE);
525 glEnable(GL_RESCALE_NORMAL);
527 glDisable(GL_NORMALIZE);
528 glDisable(GL_RESCALE_NORMAL);
532 case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
533 case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
534 case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
535 case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
536 /* Nothing to do here. Only the storage matters :-) */
540 ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n",
541 _get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState);
547 void store_render_state(IDirect3DDeviceImpl *This,
548 D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
550 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
552 /* Some special cases first.. */
553 if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
554 if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
555 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
556 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
558 } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
559 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
560 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
563 } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
564 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
565 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
566 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPU) {
568 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_U;
570 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_U;
571 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPV) {
573 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_V;
575 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_V;
579 lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
582 void get_render_state(IDirect3DDeviceImpl *This,
583 D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
585 *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
587 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
590 void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
593 TRACE("(%p,%p)\n", This, lpStateBlock);
594 for(i = 0; i < HIGHEST_RENDER_STATE; i++)
595 if (lpStateBlock->set_flags.render_state[i])
596 set_render_state(This, i + 1, lpStateBlock);
600 /* Texture management code.
602 - upload_surface_to_tex_memory_init initialize the code and computes the GL formats
603 according to the surface description.
605 - upload_surface_to_tex_memory does the real upload. If one buffer is split over
606 multiple textures, this can be called multiple times after the '_init' call. 'rect'
607 can be NULL if the whole buffer needs to be upload.
609 - upload_surface_to_tex_memory_release does the clean-up.
611 These functions are called in the following cases :
612 - texture management (ie to upload a D3D texture to GL when it changes).
613 - flush of the 'in-memory' frame buffer to the GL frame buffer using the texture
615 - use of the texture engine to simulate Blits to the 3D Device.
623 CONVERT_CK_4444_ARGB,
628 CONVERT_CK_8888_ARGB,
632 /* Note : we suppose that all the code calling this is protected by the GL lock... Otherwise bad things
634 static GLenum current_format;
635 static GLenum current_pixel_format;
636 static CONVERT_TYPES convert_type;
637 static IDirectDrawSurfaceImpl *current_surface;
638 static GLuint current_level;
639 static DWORD current_tex_width;
640 static DWORD current_tex_height;
641 static GLuint current_alignement_constraints;
642 static int current_storage_width;
644 HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surf_ptr, GLuint level, GLenum *current_internal_format,
645 BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height)
647 const DDPIXELFORMAT * const src_pf = &(surf_ptr->surface_desc.u4.ddpfPixelFormat);
649 BOOL colorkey_active = need_alpha_ck && (surf_ptr->surface_desc.dwFlags & DDSD_CKSRCBLT);
650 GLenum internal_format = GL_LUMINANCE; /* A bogus value to be sure to have a nice Mesa warning :-) */
651 BYTE bpp = GET_BPP(surf_ptr->surface_desc);
652 BOOL sub_texture = TRUE;
654 current_surface = surf_ptr;
655 current_level = level;
657 if (src_pf->dwFlags & DDPF_FOURCC) {
659 int size = surf_ptr->surface_desc.u1.dwLinearSize;
660 int width = surf_ptr->surface_desc.dwWidth;
661 int height = surf_ptr->surface_desc.dwHeight;
662 LPVOID buffer = surf_ptr->surface_desc.lpSurface;
664 switch (src_pf->dwFourCC) {
665 case MAKE_FOURCC('D','X','T','1'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
666 case MAKE_FOURCC('D','X','T','3'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
667 case MAKE_FOURCC('D','X','T','5'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
669 FIXME("FourCC Not supported\n");
674 if (GL_extensions.s3tc_compressed_texture) {
675 GL_extensions.glCompressedTexImage2D(GL_TEXTURE_2D, current_level, retVal, width, height, 0, size, buffer);
677 ERR("Trying to upload S3TC texture whereas the device does not have support for it\n");
682 /* First, do some sanity checks ... */
683 if ((surf_ptr->surface_desc.u1.lPitch % bpp) != 0) {
684 FIXME("Warning : pitch is not a multiple of BPP - not supported yet !\n");
686 /* In that case, no need to have any alignement constraints... */
687 if (current_alignement_constraints != 1) {
688 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
689 current_alignement_constraints = 1;
693 /* Note: we only check width here as you cannot have width non-zero while height is set to zero */
694 if (tex_width == 0) {
697 tex_width = surf_ptr->surface_desc.dwWidth;
698 tex_height = surf_ptr->surface_desc.dwHeight;
701 current_tex_width = tex_width;
702 current_tex_height = tex_height;
704 if (src_pf->dwFlags & DDPF_PALETTEINDEXED8) {
708 current_format = GL_RGBA;
709 internal_format = GL_RGBA;
710 current_pixel_format = GL_UNSIGNED_BYTE;
711 convert_type = CONVERT_PALETTED;
712 } else if (src_pf->dwFlags & DDPF_RGB) {
716 if (src_pf->u1.dwRGBBitCount == 8) {
717 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
718 (src_pf->u5.dwRGBAlphaBitMask != 0x00)) {
721 if ((src_pf->u2.dwRBitMask == 0xE0) &&
722 (src_pf->u3.dwGBitMask == 0x1C) &&
723 (src_pf->u4.dwBBitMask == 0x03)) {
724 /* **********************
725 GL_UNSIGNED_BYTE_3_3_2
726 ********************** */
727 if (colorkey_active) {
728 /* This texture format will never be used.. So do not care about color keying
729 up until the point in time it will be needed :-) */
730 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
732 current_format = GL_RGB;
733 internal_format = GL_RGB;
734 current_pixel_format = GL_UNSIGNED_BYTE_3_3_2;
735 convert_type = NO_CONVERSION;
740 } else if (src_pf->u1.dwRGBBitCount == 16) {
741 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
742 (src_pf->u5.dwRGBAlphaBitMask != 0x0000)) {
743 if ((src_pf->u2.dwRBitMask == 0xF800) &&
744 (src_pf->u3.dwGBitMask == 0x07C0) &&
745 (src_pf->u4.dwBBitMask == 0x003E) &&
746 (src_pf->u5.dwRGBAlphaBitMask == 0x0001)) {
747 current_format = GL_RGBA;
748 internal_format = GL_RGBA;
749 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
750 if (colorkey_active) {
751 convert_type = CONVERT_CK_5551;
753 convert_type = NO_CONVERSION;
755 } else if ((src_pf->u2.dwRBitMask == 0xF000) &&
756 (src_pf->u3.dwGBitMask == 0x0F00) &&
757 (src_pf->u4.dwBBitMask == 0x00F0) &&
758 (src_pf->u5.dwRGBAlphaBitMask == 0x000F)) {
759 current_format = GL_RGBA;
760 internal_format = GL_RGBA;
761 current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
762 if (colorkey_active) {
763 convert_type = CONVERT_CK_4444;
765 convert_type = NO_CONVERSION;
767 } else if ((src_pf->u2.dwRBitMask == 0x0F00) &&
768 (src_pf->u3.dwGBitMask == 0x00F0) &&
769 (src_pf->u4.dwBBitMask == 0x000F) &&
770 (src_pf->u5.dwRGBAlphaBitMask == 0xF000)) {
771 if (colorkey_active) {
772 convert_type = CONVERT_CK_4444_ARGB;
773 current_format = GL_RGBA;
774 internal_format = GL_RGBA;
775 current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
777 convert_type = NO_CONVERSION;
778 current_format = GL_BGRA;
779 internal_format = GL_RGBA;
780 current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4_REV;
782 } else if ((src_pf->u2.dwRBitMask == 0x7C00) &&
783 (src_pf->u3.dwGBitMask == 0x03E0) &&
784 (src_pf->u4.dwBBitMask == 0x001F) &&
785 (src_pf->u5.dwRGBAlphaBitMask == 0x8000)) {
786 if (colorkey_active) {
787 convert_type = CONVERT_CK_1555;
788 current_format = GL_RGBA;
789 internal_format = GL_RGBA;
790 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
792 convert_type = NO_CONVERSION;
793 current_format = GL_BGRA;
794 internal_format = GL_RGBA;
795 current_pixel_format = GL_UNSIGNED_SHORT_1_5_5_5_REV;
801 if ((src_pf->u2.dwRBitMask == 0xF800) &&
802 (src_pf->u3.dwGBitMask == 0x07E0) &&
803 (src_pf->u4.dwBBitMask == 0x001F)) {
804 if (colorkey_active) {
805 convert_type = CONVERT_CK_565;
806 current_format = GL_RGBA;
807 internal_format = GL_RGBA;
808 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
810 convert_type = NO_CONVERSION;
811 current_format = GL_RGB;
812 internal_format = GL_RGB;
813 current_pixel_format = GL_UNSIGNED_SHORT_5_6_5;
815 } else if ((src_pf->u2.dwRBitMask == 0x7C00) &&
816 (src_pf->u3.dwGBitMask == 0x03E0) &&
817 (src_pf->u4.dwBBitMask == 0x001F)) {
818 convert_type = CONVERT_555;
819 current_format = GL_RGBA;
820 internal_format = GL_RGBA;
821 current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
826 } else if (src_pf->u1.dwRGBBitCount == 24) {
827 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
828 (src_pf->u5.dwRGBAlphaBitMask != 0x000000)) {
831 if ((src_pf->u2.dwRBitMask == 0xFF0000) &&
832 (src_pf->u3.dwGBitMask == 0x00FF00) &&
833 (src_pf->u4.dwBBitMask == 0x0000FF)) {
834 if (colorkey_active) {
835 convert_type = CONVERT_CK_RGB24;
836 current_format = GL_RGBA;
837 internal_format = GL_RGBA;
838 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
840 convert_type = NO_CONVERSION;
841 current_format = GL_BGR;
842 internal_format = GL_RGB;
843 current_pixel_format = GL_UNSIGNED_BYTE;
849 } else if (src_pf->u1.dwRGBBitCount == 32) {
850 if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
851 (src_pf->u5.dwRGBAlphaBitMask != 0x00000000)) {
852 if ((src_pf->u2.dwRBitMask == 0xFF000000) &&
853 (src_pf->u3.dwGBitMask == 0x00FF0000) &&
854 (src_pf->u4.dwBBitMask == 0x0000FF00) &&
855 (src_pf->u5.dwRGBAlphaBitMask == 0x000000FF)) {
856 if (colorkey_active) {
857 convert_type = CONVERT_CK_8888;
859 convert_type = NO_CONVERSION;
861 current_format = GL_RGBA;
862 internal_format = GL_RGBA;
863 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
864 } else if ((src_pf->u2.dwRBitMask == 0x00FF0000) &&
865 (src_pf->u3.dwGBitMask == 0x0000FF00) &&
866 (src_pf->u4.dwBBitMask == 0x000000FF) &&
867 (src_pf->u5.dwRGBAlphaBitMask == 0xFF000000)) {
868 if (colorkey_active) {
869 convert_type = CONVERT_CK_8888_ARGB;
870 current_format = GL_RGBA;
871 internal_format = GL_RGBA;
872 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
874 convert_type = NO_CONVERSION;
875 current_format = GL_BGRA;
876 internal_format = GL_RGBA;
877 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8_REV;
883 if ((src_pf->u2.dwRBitMask == 0x00FF0000) &&
884 (src_pf->u3.dwGBitMask == 0x0000FF00) &&
885 (src_pf->u4.dwBBitMask == 0x000000FF)) {
886 if (need_alpha_ck == TRUE) {
887 convert_type = CONVERT_RGB32_888;
888 current_format = GL_RGBA;
889 internal_format = GL_RGBA;
890 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
892 convert_type = NO_CONVERSION;
893 current_format = GL_BGRA;
894 internal_format = GL_RGBA;
895 current_pixel_format = GL_UNSIGNED_INT_8_8_8_8_REV;
909 ERR("Unsupported pixel format for textures : \n");
911 DDRAW_dump_pixelformat(src_pf);
913 return DDERR_INVALIDPIXELFORMAT;
915 if ((need_to_alloc) ||
916 (internal_format != *current_internal_format)) {
917 glTexImage2D(GL_TEXTURE_2D, level, internal_format,
918 tex_width, tex_height, 0,
919 current_format, current_pixel_format, NULL);
920 *current_internal_format = internal_format;
924 if ((sub_texture == TRUE) && (convert_type == NO_CONVERSION)) {
925 current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
927 if (surf_ptr->surface_desc.u1.lPitch == (surf_ptr->surface_desc.dwWidth * bpp)) {
928 current_storage_width = 0;
930 current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
933 glPixelStorei(GL_UNPACK_ROW_LENGTH, current_storage_width);
935 TRACE(" initialized texture upload for level %d with conversion %d.\n", current_level, convert_type);
940 HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer)
942 const DDSURFACEDESC * const src_d = (DDSURFACEDESC *)&(current_surface->surface_desc);
943 void *surf_buffer = NULL;
946 BYTE bpp = GET_BPP(current_surface->surface_desc);
952 lrect.bottom = current_tex_height;
953 lrect.right = current_tex_width;
957 width = rect->right - rect->left;
958 height = rect->bottom - rect->top;
960 if (current_surface->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_FOURCC) {
962 int size = current_surface->surface_desc.u1.dwLinearSize;
963 int width_ = current_surface->surface_desc.dwWidth;
964 int height_ = current_surface->surface_desc.dwHeight;
965 LPVOID buffer = current_surface->surface_desc.lpSurface;
967 switch (current_surface->surface_desc.u4.ddpfPixelFormat.dwFourCC) {
968 case MAKE_FOURCC('D','X','T','1'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
969 case MAKE_FOURCC('D','X','T','3'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
970 case MAKE_FOURCC('D','X','T','5'): retVal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
972 FIXME("Not supported\n");
977 if (GL_extensions.s3tc_compressed_texture) {
978 /* GL_extensions.glCompressedTexSubImage2D(GL_TEXTURE_2D, current_level, xoffset, yoffset, width, height, retVal, (unsigned char*)temp_buffer); */
979 GL_extensions.glCompressedTexImage2D(GL_TEXTURE_2D, current_level, retVal, width_, height_, 0, size, buffer);
981 ERR("Trying to upload S3TC texture whereas the device does not have support for it\n");
986 /* Used when converting stuff */
987 line_increase = src_d->u1.lPitch - (width * bpp);
989 switch (convert_type) {
990 case CONVERT_PALETTED: {
991 IDirectDrawPaletteImpl* pal = current_surface->palette;
995 BYTE *src = (BYTE *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
998 /* Upload a black texture. The real one will be uploaded on palette change */
999 WARN("Palettized texture Loading with a NULL palette !\n");
1000 memset(table, 0, 256 * 4);
1002 /* Get the surface's palette */
1003 for (i = 0; i < 256; i++) {
1004 table[i][0] = pal->palents[i].peRed;
1005 table[i][1] = pal->palents[i].peGreen;
1006 table[i][2] = pal->palents[i].peBlue;
1007 if ((src_d->dwFlags & DDSD_CKSRCBLT) &&
1008 (i >= src_d->ddckCKSrcBlt.dwColorSpaceLowValue) &&
1009 (i <= src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1010 /* We should maybe here put a more 'neutral' color than the standard bright purple
1011 one often used by application to prevent the nice purple borders when bi-linear
1019 if (*temp_buffer == NULL)
1020 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1021 current_tex_width * current_tex_height * sizeof(DWORD));
1022 dst = (BYTE *) *temp_buffer;
1024 for (y = 0; y < height; y++) {
1025 for (x = 0; x < width; x++) {
1026 BYTE color = *src++;
1027 *dst++ = table[color][0];
1028 *dst++ = table[color][1];
1029 *dst++ = table[color][2];
1030 *dst++ = table[color][3];
1032 src += line_increase;
1036 case CONVERT_CK_565: {
1037 /* Converting the 565 format in 5551 packed to emulate color-keying.
1039 Note : in all these conversion, it would be best to average the averaging
1040 pixels to get the color of the pixel that will be color-keyed to
1041 prevent 'color bleeding'. This will be done later on if ever it is
1044 Note2: when using color-keying + alpha, are the alpha bits part of the
1045 color-space or not ?
1048 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1050 if (*temp_buffer == NULL)
1051 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1052 current_tex_width * current_tex_height * sizeof(WORD));
1053 dst = (WORD *) *temp_buffer;
1055 for (y = 0; y < height; y++) {
1056 for (x = 0; x < width; x++) {
1057 WORD color = *src++;
1058 *dst = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1059 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1060 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1064 src = (WORD *) (((BYTE *) src) + line_increase);
1068 case CONVERT_CK_5551: {
1069 /* Change the alpha value of the color-keyed pixels to emulate color-keying. */
1071 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1073 if (*temp_buffer == NULL)
1074 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1075 current_tex_width * current_tex_height * sizeof(WORD));
1076 dst = (WORD *) *temp_buffer;
1078 for (y = 0; y < height; y++) {
1079 for (x = 0; x < width; x++) {
1080 WORD color = *src++;
1081 *dst = color & 0xFFFE;
1082 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1083 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1084 *dst |= color & 0x0001;
1087 src = (WORD *) (((BYTE *) src) + line_increase);
1091 case CONVERT_CK_4444: {
1092 /* Change the alpha value of the color-keyed pixels to emulate color-keying. */
1094 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1096 if (*temp_buffer == NULL)
1097 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1098 current_tex_width * current_tex_height * sizeof(WORD));
1099 dst = (WORD *) *temp_buffer;
1101 for (y = 0; y < height; y++) {
1102 for (x = 0; x < width; x++) {
1103 WORD color = *src++;
1104 *dst = color & 0xFFF0;
1105 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1106 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1107 *dst |= color & 0x000F;
1110 src = (WORD *) (((BYTE *) src) + line_increase);
1114 case CONVERT_CK_4444_ARGB: {
1115 /* Move the four Alpha bits... */
1117 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1119 if (*temp_buffer == NULL)
1120 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1121 current_tex_width * current_tex_height * sizeof(WORD));
1122 dst = (WORD *) *temp_buffer;
1124 for (y = 0; y < height; y++) {
1125 for (x = 0; x < width; x++) {
1126 WORD color = *src++;
1127 *dst = (color & 0x0FFF) << 4;
1128 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1129 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1130 *dst |= (color & 0xF000) >> 12;
1133 src = (WORD *) (((BYTE *) src) + line_increase);
1137 case CONVERT_CK_1555: {
1139 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1141 if (*temp_buffer == NULL)
1142 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1143 current_tex_width * current_tex_height * sizeof(WORD));
1144 dst = (WORD *) *temp_buffer;
1146 for (y = 0; y < height; y++) {
1147 for (x = 0; x < width; x++) {
1148 WORD color = *src++;
1149 *dst = (color & 0x7FFF) << 1;
1150 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1151 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1152 *dst |= (color & 0x8000) >> 15;
1155 src = (WORD *) (((BYTE *) src) + line_increase);
1160 /* Converting the 0555 format in 5551 packed */
1162 WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1164 if (*temp_buffer == NULL)
1165 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1166 current_tex_width * current_tex_height * sizeof(WORD));
1167 dst = (WORD *) *temp_buffer;
1169 if (src_d->dwFlags & DDSD_CKSRCBLT) {
1170 for (y = 0; y < height; y++) {
1171 for (x = 0; x < width; x++) {
1172 WORD color = *src++;
1173 *dst = (color & 0x7FFF) << 1;
1174 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1175 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1179 src = (WORD *) (((BYTE *) src) + line_increase);
1182 for (y = 0; y < height; y++) {
1183 for (x = 0; x < width; x++) {
1184 WORD color = *src++;
1185 *dst++ = ((color & 0x7FFF) << 1) | 0x0001;
1187 src = (WORD *) (((BYTE *) src) + line_increase);
1193 case CONVERT_CK_RGB24: {
1194 /* This is a pain :-) */
1196 BYTE *src = (BYTE *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top));
1199 if (*temp_buffer == NULL)
1200 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1201 current_tex_width * current_tex_height * sizeof(DWORD));
1202 dst = (DWORD *) *temp_buffer;
1204 for (y = 0; y < height; y++) {
1205 for (x = 0; x < width; x++) {
1206 DWORD color = *((DWORD *) src) & 0x00FFFFFF;
1209 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1210 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1214 src += line_increase;
1218 case CONVERT_CK_8888: {
1219 /* Just use the alpha component to handle color-keying... */
1221 DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1223 if (*temp_buffer == NULL)
1224 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1225 current_tex_width * current_tex_height * sizeof(DWORD));
1226 dst = (DWORD *) *temp_buffer;
1228 for (y = 0; y < height; y++) {
1229 for (x = 0; x < width; x++) {
1230 DWORD color = *src++;
1231 *dst = color & 0xFFFFFF00;
1232 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1233 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1234 *dst |= color & 0x000000FF;
1237 src = (DWORD *) (((BYTE *) src) + line_increase);
1241 case CONVERT_CK_8888_ARGB: {
1243 DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1245 if (*temp_buffer == NULL)
1246 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1247 current_tex_width * current_tex_height * sizeof(DWORD));
1248 dst = (DWORD *) *temp_buffer;
1250 for (y = 0; y < height; y++) {
1251 for (x = 0; x < width; x++) {
1252 DWORD color = *src++;
1253 *dst = (color & 0x00FFFFFF) << 8;
1254 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1255 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1256 *dst |= (color & 0xFF000000) >> 24;
1259 src = (DWORD *) (((BYTE *) src) + line_increase);
1263 case CONVERT_RGB32_888: {
1264 /* Just add an alpha component and handle color-keying... */
1266 DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
1268 if (*temp_buffer == NULL)
1269 *temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1270 current_tex_width * current_tex_height * sizeof(DWORD));
1271 dst = (DWORD *) *temp_buffer;
1273 if (src_d->dwFlags & DDSD_CKSRCBLT) {
1274 for (y = 0; y < height; y++) {
1275 for (x = 0; x < width; x++) {
1276 DWORD color = *src++;
1278 if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
1279 (color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
1283 src = (DWORD *) (((BYTE *) src) + line_increase);
1286 for (y = 0; y < height; y++) {
1287 for (x = 0; x < width; x++) {
1288 *dst++ = (*src++ << 8) | 0xFF;
1290 src = (DWORD *) (((BYTE *) src) + line_increase);
1296 /* Nothing to do here as the name suggests... Just set-up the buffer correctly */
1297 surf_buffer = (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top));
1301 if (convert_type != NO_CONVERSION) {
1302 /* When doing conversion, the storage is always of width 'width' as there will never
1303 be any Pitch issue... For now :-)
1305 surf_buffer = *temp_buffer;
1306 if (width != current_storage_width) {
1307 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
1308 current_storage_width = width;
1312 glTexSubImage2D(GL_TEXTURE_2D,
1317 current_pixel_format,
1323 HRESULT upload_surface_to_tex_memory_release(void)
1325 current_surface = NULL;