2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * Copyright 2007 Henri Verbeet
12 * Copyright 2006-2007 Roderick Colenbrander
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 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
38 static void surface_download_data(IWineD3DSurfaceImpl *This) {
39 if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size + 4);
40 if (This->resource.format == WINED3DFMT_DXT1 ||
41 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
42 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
43 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
44 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
46 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
47 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
49 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
50 checkGLcall("glGetCompressedTexImageARB()");
57 if(This->Flags & SFLAG_CONVERTED) {
58 FIXME("Read back converted textures unsupported\n");
62 if (This->Flags & SFLAG_NONPOW2) {
63 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
64 src_pitch = This->bytesPerPixel * This->pow2Width;
65 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
66 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
67 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
69 mem = This->resource.allocatedMemory;
72 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
73 This->glDescription.glFormat, This->glDescription.glType, mem);
75 if(This->Flags & SFLAG_PBO) {
76 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
77 checkGLcall("glBindBufferARB");
79 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
80 This->glDescription.glType, NULL);
81 checkGLcall("glGetTexImage()");
83 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
84 checkGLcall("glBindBufferARB");
86 glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
87 This->glDescription.glType, mem);
88 checkGLcall("glGetTexImage()");
91 if (This->Flags & SFLAG_NONPOW2) {
92 LPBYTE src_data, dst_data;
95 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
96 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
97 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
101 * instead of boxing the texture :
102 * |<-texture width ->| -->pow2width| /\
103 * |111111111111111111| | |
104 * |222 Texture 222222| boxed empty | texture height
105 * |3333 Data 33333333| | |
106 * |444444444444444444| | \/
107 * ----------------------------------- |
108 * | boxed empty | boxed empty | pow2height
110 * -----------------------------------
113 * we're repacking the data to the expected texture width
115 * |<-texture width ->| -->pow2width| /\
116 * |111111111111111111222222222222222| |
117 * |222333333333333333333444444444444| texture height
121 * | empty | pow2height
123 * -----------------------------------
127 * |<-texture width ->| /\
128 * |111111111111111111|
129 * |222222222222222222|texture height
130 * |333333333333333333|
131 * |444444444444444444| \/
132 * --------------------
134 * this also means that any references to allocatedMemory should work with the data as if were a
135 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
137 * internally the texture is still stored in a boxed format so any references to textureName will
138 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
140 * Performance should not be an issue, because applications normally do not lock the surfaces when
141 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
142 * and doesn't have to be re-read.
145 dst_data = This->resource.allocatedMemory;
146 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
147 for (y = 1 ; y < This->currentDesc.Height; y++) {
148 /* skip the first row */
149 src_data += src_pitch;
150 dst_data += dst_pitch;
151 memcpy(dst_data, src_data, dst_pitch);
154 HeapFree(GetProcessHeap(), 0, mem);
157 /* Surface has now been downloaded */
158 This->Flags |= SFLAG_INSYSMEM;
161 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
162 if (This->resource.format == WINED3DFMT_DXT1 ||
163 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
164 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
165 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
166 FIXME("Using DXT1/3/5 without advertized support\n");
168 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
169 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
170 This->Flags |= SFLAG_CLIENT;
173 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
174 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
175 * function uses glCompressedTexImage2D instead of the SubImage call
177 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
180 if(This->Flags & SFLAG_PBO) {
181 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
182 checkGLcall("glBindBufferARB");
183 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
185 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
186 width, height, 0 /* border */, This->resource.size, NULL));
187 checkGLcall("glCompressedTexSubImage2D");
189 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
190 checkGLcall("glBindBufferARB");
192 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
193 width, height, 0 /* border */, This->resource.size, data));
194 checkGLcall("glCompressedTexSubImage2D");
199 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
202 if(This->Flags & SFLAG_PBO) {
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
204 checkGLcall("glBindBufferARB");
205 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
207 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
208 checkGLcall("glTexSubImage2D");
210 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
211 checkGLcall("glBindBufferARB");
214 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
215 checkGLcall("glTexSubImage2D");
222 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
223 BOOL enable_client_storage = FALSE;
225 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", This,
226 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
228 if (This->resource.format == WINED3DFMT_DXT1 ||
229 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
230 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
231 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
232 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
238 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
239 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
240 /* In some cases we want to disable client storage.
241 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
242 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
243 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
244 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
245 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
247 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
248 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
249 This->Flags &= SFLAG_CLIENT;
250 enable_client_storage = TRUE;
252 This->Flags |= SFLAG_CLIENT;
253 /* Below point opengl to our allocated texture memory */
256 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type,
257 This->Flags & SFLAG_CLIENT ? This->resource.allocatedMemory : NULL);
258 checkGLcall("glTexImage2D");
260 if(enable_client_storage) {
261 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
262 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
266 This->Flags |= SFLAG_ALLOCATED;
269 /* In D3D the depth stencil dimensions have to be greater than or equal to the
270 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
271 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
272 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
273 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
274 renderbuffer_entry_t *entry;
275 GLuint renderbuffer = 0;
276 unsigned int src_width, src_height;
278 src_width = This->pow2Width;
279 src_height = This->pow2Height;
281 /* A depth stencil smaller than the render target is not valid */
282 if (width > src_width || height > src_height) return;
284 /* Remove any renderbuffer set if the sizes match */
285 if (width == src_width && height == src_height) {
286 This->current_renderbuffer = NULL;
290 /* Look if we've already got a renderbuffer of the correct dimensions */
291 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
292 if (entry->width == width && entry->height == height) {
293 renderbuffer = entry->id;
294 This->current_renderbuffer = entry;
300 const GlPixelFormatDesc *glDesc;
301 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
303 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
304 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
305 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
307 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
308 entry->width = width;
309 entry->height = height;
310 entry->id = renderbuffer;
311 list_add_head(&This->renderbuffers, &entry->entry);
313 This->current_renderbuffer = entry;
316 checkGLcall("set_compatible_renderbuffer");
319 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
320 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
321 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
323 TRACE("(%p) : swapchain %p\n", This, swapchain);
325 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
326 TRACE("Returning GL_BACK\n");
328 } else if (swapchain_impl->frontBuffer == iface) {
329 TRACE("Returning GL_FRONT\n");
333 FIXME("Higher back buffer, returning GL_BACK\n");
337 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
338 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
339 ULONG ref = InterlockedDecrement(&This->resource.ref);
340 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
342 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
343 renderbuffer_entry_t *entry, *entry2;
344 TRACE("(%p) : cleaning up\n", This);
346 if(iface == device->lastActiveRenderTarget) {
347 IWineD3DSwapChainImpl *swapchain = device->swapchains ? (IWineD3DSwapChainImpl *) device->swapchains[0] : NULL;
349 TRACE("Last active render target destroyed\n");
350 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
351 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
352 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
353 * and the lastActiveRenderTarget member shouldn't matter
356 if(swapchain->backBuffer && swapchain->backBuffer[0] != iface) {
357 TRACE("Activating primary back buffer\n");
358 ActivateContext(device, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
359 } else if(!swapchain->backBuffer && swapchain->frontBuffer != iface) {
360 /* Single buffering environment */
361 TRACE("Activating primary front buffer\n");
362 ActivateContext(device, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
364 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
365 /* Implicit render target destroyed, that means the device is being destroyed
366 * whatever we set here, it shouldn't matter
368 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
371 /* May happen during ddraw uninitialization */
372 TRACE("Render target set, but swapchain does not exist!\n");
373 device->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
377 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
379 /* Need a context to destroy the texture. Use the currently active render target, but only if
380 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
381 * When destroying the primary rt, Uninit3D will activate a context before doing anything
383 if(device->render_targets && device->render_targets[0]) {
384 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
387 TRACE("Deleting texture %d\n", This->glDescription.textureName);
389 glDeleteTextures(1, &This->glDescription.textureName);
393 if(This->Flags & SFLAG_PBO) {
395 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
398 if(This->Flags & SFLAG_DIBSECTION) {
400 SelectObject(This->hDC, This->dib.holdbitmap);
402 /* Release the DIB section */
403 DeleteObject(This->dib.DIBsection);
404 This->dib.bitmap_data = NULL;
405 This->resource.allocatedMemory = NULL;
407 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
409 HeapFree(GetProcessHeap(), 0, This->palette9);
411 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
412 if(iface == device->ddraw_primary)
413 device->ddraw_primary = NULL;
415 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
416 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
417 HeapFree(GetProcessHeap(), 0, entry);
420 TRACE("(%p) Released\n", This);
421 HeapFree(GetProcessHeap(), 0, This);
427 /* ****************************************************
428 IWineD3DSurface IWineD3DResource parts follow
429 **************************************************** */
431 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
432 /* TODO: check for locks */
433 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
434 IWineD3DBaseTexture *baseTexture = NULL;
435 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
437 TRACE("(%p)Checking to see if the container is a base texture\n", This);
438 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
439 TRACE("Passing to container\n");
440 IWineD3DBaseTexture_PreLoad(baseTexture);
441 IWineD3DBaseTexture_Release(baseTexture);
443 TRACE("(%p) : About to load surface\n", This);
445 if(!device->isInDraw) {
446 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
450 glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
451 if (!This->glDescription.level) {
452 if (!This->glDescription.textureName) {
453 glGenTextures(1, &This->glDescription.textureName);
454 checkGLcall("glGenTextures");
455 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
457 glBindTexture(This->glDescription.target, This->glDescription.textureName);
458 checkGLcall("glBindTexture");
459 IWineD3DSurface_LoadTexture(iface, FALSE);
460 /* This is where we should be reducing the amount of GLMemoryUsed */
461 } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
462 /* assume this is a coding error not a real error for now */
463 FIXME("Mipmap surface has a glTexture bound to it!\n");
465 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
466 /* Tell opengl to try and keep this texture in video ram (well mostly) */
469 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
476 /* ******************************************************
477 IWineD3DSurface IWineD3DSurface parts follow
478 ****************************************************** */
480 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
481 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
482 TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
483 if (This->glDescription.textureName == 0 && textureName != 0) {
484 This->Flags &= ~SFLAG_INTEXTURE;
485 IWineD3DSurface_AddDirtyRect(iface, NULL);
487 This->glDescription.textureName = textureName;
488 This->glDescription.target = target;
489 This->Flags &= ~SFLAG_ALLOCATED;
492 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
493 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
494 TRACE("(%p) : returning %p\n", This, &This->glDescription);
495 *glDescription = &This->glDescription;
498 /* TODO: think about moving this down to resource? */
499 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
500 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
501 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
502 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
503 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
505 return (CONST void*)(This->resource.allocatedMemory);
508 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch, BOOL srcUpsideDown) {
512 BYTE *row, *top, *bottom;
516 switch(This->resource.format)
520 /* GL can't return palettized data, so read ARGB pixels into a
521 * separate block of memory and convert them into palettized format
522 * in software. Slow, but if the app means to use palettized render
523 * targets and locks it...
525 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
526 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
527 * for the color channels when palettizing the colors.
530 type = GL_UNSIGNED_BYTE;
532 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
534 ERR("Out of memory\n");
537 bpp = This->bytesPerPixel * 3;
543 fmt = This->glDescription.glFormat;
544 type = This->glDescription.glType;
545 bpp = This->bytesPerPixel;
548 if(This->Flags & SFLAG_PBO) {
549 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
550 checkGLcall("glBindBufferARB");
553 glReadPixels(rect->left, rect->top,
554 rect->right - rect->left,
555 rect->bottom - rect->top,
557 vcheckGLcall("glReadPixels");
559 if(This->Flags & SFLAG_PBO) {
560 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
561 checkGLcall("glBindBufferARB");
563 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
564 * to get a pointer to it and perform the flipping in software. This is a lot
565 * faster than calling glReadPixels for each line. In case we want more speed
566 * we should rerender it flipped in a FBO and read the data back from the FBO. */
568 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
569 checkGLcall("glBindBufferARB");
571 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
572 checkGLcall("glMapBufferARB");
576 /* TODO: Merge this with the palettization loop below for P8 targets */
579 /* glReadPixels returns the image upside down, and there is no way to prevent this.
580 Flip the lines in software */
581 len = (rect->right - rect->left) * bpp;
582 off = rect->left * bpp;
584 row = HeapAlloc(GetProcessHeap(), 0, len);
586 ERR("Out of memory\n");
587 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
591 top = mem + pitch * rect->top;
592 bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
593 for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
594 memcpy(row, top + off, len);
595 memcpy(top + off, bottom + off, len);
596 memcpy(bottom + off, row, len);
600 HeapFree(GetProcessHeap(), 0, row);
602 /* Unmap the temp PBO buffer */
603 if(This->Flags & SFLAG_PBO) {
604 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
605 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
609 if(This->resource.format == WINED3DFMT_P8) {
611 DWORD width = pitch / 3;
614 pal = This->palette->palents;
616 pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
619 for(y = rect->top; y < rect->bottom; y++) {
620 for(x = rect->left; x < rect->right; x++) {
621 /* start lines pixels */
622 BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
623 BYTE *green = blue + 1;
624 BYTE *red = green + 1;
626 for(c = 0; c < 256; c++) {
627 if(*red == pal[c].peRed &&
628 *green == pal[c].peGreen &&
629 *blue == pal[c].peBlue)
631 *((BYTE *) dest + y * width + x) = c;
637 HeapFree(GetProcessHeap(), 0, mem);
641 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
642 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
643 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
644 IWineD3DSwapChainImpl *swapchain = NULL;
646 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
648 if (This->Flags & SFLAG_LOCKED) {
649 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
650 return WINED3DERR_INVALIDCALL;
652 if (!(This->Flags & SFLAG_LOCKABLE)) {
653 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
654 texture regions, and since the destination is an unlockable region we need
656 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
657 /*return WINED3DERR_INVALIDCALL; */
660 pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
662 /* Mark the surface locked */
663 This->Flags |= SFLAG_LOCKED;
665 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
668 if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
669 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + 4);
670 This->Flags &= ~SFLAG_INSYSMEM; /* This is the marker that surface data has to be downloaded */
673 /* Create a PBO for dynamicly locked surfaces but don't do it for converted or non-pow2 surfaces.
674 * Also don't create a PBO for systemmem surfaces. */
675 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
679 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
680 error = glGetError();
681 if(This->pbo == 0 || error != GL_NO_ERROR) {
682 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
685 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
687 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
688 checkGLcall("glBindBufferARB");
690 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
691 checkGLcall("glBufferDataARB");
693 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
694 checkGLcall("glBindBufferARB");
696 /* We don't need the system memory anymore and we can't even use it for PBOs */
697 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
698 This->resource.allocatedMemory = NULL;
699 This->Flags |= SFLAG_PBO;
703 /* Calculate the correct start address to report */
705 This->lockedRect.left = 0;
706 This->lockedRect.top = 0;
707 This->lockedRect.right = This->currentDesc.Width;
708 This->lockedRect.bottom = This->currentDesc.Height;
709 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
711 This->lockedRect.left = pRect->left;
712 This->lockedRect.top = pRect->top;
713 This->lockedRect.right = pRect->right;
714 This->lockedRect.bottom = pRect->bottom;
715 TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
718 if (This->Flags & SFLAG_NONPOW2) {
719 TRACE("Locking non-power 2 texture\n");
722 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
723 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
726 if(!(This->Flags & SFLAG_DYNLOCK)) {
728 /* MAXLOCKCOUNT is defined in wined3d_private.h */
729 if(This->lockCount > MAXLOCKCOUNT) {
730 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
731 This->Flags |= SFLAG_DYNLOCK;
735 if (Flags & WINED3DLOCK_DISCARD) {
736 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
737 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
738 This->Flags |= SFLAG_INSYSMEM;
741 if (This->Flags & SFLAG_INSYSMEM) {
742 TRACE("Local copy is up to date, not downloading data\n");
746 /* Now download the surface content from opengl
747 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
748 * Offscreen targets which are not active at the moment or are higher targets(fbos) can be locked with the texture path
750 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
751 if(swapchain || iface == myDevice->render_targets[0]) {
752 BOOL srcIsUpsideDown;
754 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
755 static BOOL warned = FALSE;
757 ERR("The application tries to lock the render target, but render target locking is disabled\n");
760 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
764 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
765 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
766 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
767 * context->last_was_blit set on the unlock.
769 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
772 /* Select the correct read buffer, and give some debug output.
773 * There is no need to keep track of the current read buffer or reset it, every part of the code
774 * that reads sets the read buffer as desired.
777 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
778 * Read from the back buffer
780 TRACE("Locking offscreen render target\n");
781 glReadBuffer(myDevice->offscreenBuffer);
782 srcIsUpsideDown = TRUE;
784 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
785 TRACE("Locking %#x buffer\n", buffer);
786 glReadBuffer(buffer);
787 checkGLcall("glReadBuffer");
789 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
790 srcIsUpsideDown = FALSE;
793 switch(wined3d_settings.rendertargetlock_mode) {
797 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
802 read_from_framebuffer(This, &This->lockedRect, This->resource.allocatedMemory, pLockedRect->Pitch, srcIsUpsideDown);
803 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
809 /* Mark the local copy up to date if a full download was done */
810 if(This->lockedRect.left == 0 &&
811 This->lockedRect.top == 0 &&
812 This->lockedRect.right == This->currentDesc.Width &&
813 This->lockedRect.bottom == This->currentDesc.Height) {
814 This->Flags |= SFLAG_INSYSMEM;
816 } else if(iface == myDevice->stencilBufferTarget) {
817 /** the depth stencil in openGL has a format of GL_FLOAT
818 * which should be good for WINED3DFMT_D16_LOCKABLE
820 * it is unclear what format the stencil buffer is in except.
821 * 'Each index is converted to fixed point...
822 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
823 * mappings in the table GL_PIXEL_MAP_S_TO_S.
824 * glReadPixels(This->lockedRect.left,
825 * This->lockedRect.bottom - j - 1,
826 * This->lockedRect.right - This->lockedRect.left,
828 * GL_DEPTH_COMPONENT,
830 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
832 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
833 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
834 * none of that is the case the problem is not in this function :-)
835 ********************************************/
836 FIXME("Depth stencil locking not supported yet\n");
838 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
839 TRACE("locking an ordinary surface\n");
841 if (0 != This->glDescription.textureName) {
842 /* Now I have to copy thing bits back */
844 if(myDevice->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
845 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
849 /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
850 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
851 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
852 checkGLcall("glActiveTextureARB");
854 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
855 IWineD3DSurface_PreLoad(iface);
857 surface_download_data(This);
863 if(This->Flags & SFLAG_PBO) {
864 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
866 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
867 checkGLcall("glBindBufferARB");
869 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
870 if(This->resource.allocatedMemory) {
871 ERR("The surface already has PBO memory allocated!\n");
874 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
875 checkGLcall("glMapBufferARB");
877 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
878 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
879 checkGLcall("glBindBufferARB");
884 /* Calculate the correct start address to report */
886 pLockedRect->pBits = This->resource.allocatedMemory;
888 /* DXTn textures are based on compressed blocks of 4x4 pixels, each
889 * 16 bytes large (8 bytes in case of DXT1). Because of that Pitch has
890 * slightly different meaning compared to regular textures. For DXTn
891 * textures Pitch is the size of a row of blocks, 4 high and "width"
892 * long. The x offset is calculated differently as well, since moving 4
893 * pixels to the right actually moves an entire 4x4 block to right, ie
894 * 16 bytes (8 in case of DXT1). */
895 if (This->resource.format == WINED3DFMT_DXT1) {
896 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 2);
897 } else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3
898 || This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
899 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top / 4) + (pRect->left * 4);
901 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
905 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
908 IWineD3DBaseTexture *pBaseTexture;
911 * as seen in msdn docs
913 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
915 /** Dirtify Container if needed */
916 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
917 TRACE("Making container dirty\n");
918 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
919 IWineD3DBaseTexture_Release(pBaseTexture);
921 TRACE("Surface is standalone, no need to dirty the container\n");
925 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch,
926 This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
930 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
932 GLint prev_rasterpos[4];
934 BOOL storechanged = FALSE, memory_allocated = FALSE;
938 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
940 glDisable(GL_TEXTURE_2D);
941 vcheckGLcall("glDisable(GL_TEXTURE_2D)");
944 vcheckGLcall("glFlush");
945 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
946 vcheckGLcall("glIntegerv");
947 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
948 vcheckGLcall("glIntegerv");
949 glPixelZoom(1.0, -1.0);
950 vcheckGLcall("glPixelZoom");
952 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
953 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
954 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
956 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
957 vcheckGLcall("glRasterPos2f");
959 /* Some drivers(radeon dri, others?) don't like exceptions during
960 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
961 * after ReleaseDC. Reading it will cause an exception, which x11drv will
962 * catch to put the dib section in InSync mode, which leads to a crash
963 * and a blocked x server on my radeon card.
965 * The following lines read the dib section so it is put in inSync mode
966 * before glDrawPixels is called and the crash is prevented. There won't
967 * be any interfering gdi accesses, because UnlockRect is called from
968 * ReleaseDC, and the app won't use the dc any more afterwards.
970 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
972 read = This->resource.allocatedMemory[0];
975 switch (This->resource.format) {
976 /* No special care needed */
977 case WINED3DFMT_A4R4G4B4:
978 case WINED3DFMT_R5G6B5:
979 case WINED3DFMT_A1R5G5B5:
980 case WINED3DFMT_R8G8B8:
981 type = This->glDescription.glType;
982 fmt = This->glDescription.glFormat;
983 mem = This->resource.allocatedMemory;
984 bpp = This->bytesPerPixel;
987 case WINED3DFMT_X4R4G4B4:
990 unsigned short *data;
991 data = (unsigned short *)This->resource.allocatedMemory;
992 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
998 type = This->glDescription.glType;
999 fmt = This->glDescription.glFormat;
1000 mem = This->resource.allocatedMemory;
1001 bpp = This->bytesPerPixel;
1005 case WINED3DFMT_X1R5G5B5:
1008 unsigned short *data;
1009 data = (unsigned short *)This->resource.allocatedMemory;
1010 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1016 type = This->glDescription.glType;
1017 fmt = This->glDescription.glFormat;
1018 mem = This->resource.allocatedMemory;
1019 bpp = This->bytesPerPixel;
1023 case WINED3DFMT_X8R8G8B8:
1025 /* make sure the X byte is set to alpha on, since it
1026 could be any random value. This fixes the intro movie in Pirates! */
1029 data = (unsigned int *)This->resource.allocatedMemory;
1030 size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
1032 *data |= 0xFF000000;
1039 case WINED3DFMT_A8R8G8B8:
1041 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1042 vcheckGLcall("glPixelStorei");
1043 storechanged = TRUE;
1044 type = This->glDescription.glType;
1045 fmt = This->glDescription.glFormat;
1046 mem = This->resource.allocatedMemory;
1047 bpp = This->bytesPerPixel;
1051 case WINED3DFMT_A2R10G10B10:
1053 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
1054 vcheckGLcall("glPixelStorei");
1055 storechanged = TRUE;
1056 type = This->glDescription.glType;
1057 fmt = This->glDescription.glFormat;
1058 mem = This->resource.allocatedMemory;
1059 bpp = This->bytesPerPixel;
1065 int height = This->glRect.bottom - This->glRect.top;
1066 type = GL_UNSIGNED_BYTE;
1069 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
1071 ERR("Out of memory\n");
1074 memory_allocated = TRUE;
1075 d3dfmt_convert_surface(This->resource.allocatedMemory,
1083 bpp = This->bytesPerPixel * 4;
1089 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
1092 type = This->glDescription.glType;
1093 fmt = This->glDescription.glFormat;
1094 mem = This->resource.allocatedMemory;
1095 bpp = This->bytesPerPixel;
1098 if(This->Flags & SFLAG_PBO) {
1099 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1100 checkGLcall("glBindBufferARB");
1103 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1104 (This->lockedRect.bottom - This->lockedRect.top)-1,
1106 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1107 checkGLcall("glDrawPixels");
1109 if(This->Flags & SFLAG_PBO) {
1110 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1111 checkGLcall("glBindBufferARB");
1114 glPixelZoom(1.0,1.0);
1115 vcheckGLcall("glPixelZoom");
1117 glRasterPos3iv(&prev_rasterpos[0]);
1118 vcheckGLcall("glRasterPos3iv");
1120 /* Reset to previous pack row length */
1121 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1122 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1124 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
1125 vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
1128 /* Blitting environment requires that 2D texturing is enabled. It was turned off before,
1131 glEnable(GL_TEXTURE_2D);
1132 checkGLcall("glEnable(GL_TEXTURE_2D)");
1134 if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
1138 static void flush_to_framebuffer_texture(IWineD3DSurfaceImpl *This) {
1139 float glTexCoord[4];
1141 glTexCoord[0] = (float) This->lockedRect.left / (float) This->pow2Width; /* left */
1142 glTexCoord[1] = (float) This->lockedRect.right / (float) This->pow2Width; /* right */
1143 glTexCoord[2] = (float) This->lockedRect.top / (float) This->pow2Height; /* top */
1144 glTexCoord[3] = (float) This->lockedRect.bottom / (float) This->pow2Height; /* bottom */
1146 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
1150 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
1151 checkGLcall("glEnable glBindTexture");
1153 /* No filtering for blts */
1154 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1155 checkGLcall("glTexParameteri");
1156 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1157 checkGLcall("glTexParameteri");
1159 /* Start drawing a quad */
1162 glColor3d(1.0f, 1.0f, 1.0f);
1163 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
1164 glVertex3f(This->lockedRect.left, This->lockedRect.top, 0.0);
1166 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
1167 glVertex3f(This->lockedRect.left, This->lockedRect.bottom, 0.0);
1169 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
1170 glVertex3d(This->lockedRect.right, This->lockedRect.bottom, 0.0);
1172 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
1173 glVertex3f(This->lockedRect.right, This->lockedRect.top, 0.0);
1176 checkGLcall("glEnd");
1178 /* Unbind the texture */
1179 glBindTexture(GL_TEXTURE_2D, 0);
1180 checkGLcall("glEnable glBindTexture");
1185 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1186 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1187 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1188 IWineD3DSwapChainImpl *swapchain = NULL;
1190 if (!(This->Flags & SFLAG_LOCKED)) {
1191 WARN("trying to Unlock an unlocked surf@%p\n", This);
1192 return WINED3DERR_INVALIDCALL;
1195 if (This->Flags & SFLAG_PBO) {
1196 TRACE("Freeing PBO memory\n");
1197 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1199 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1200 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1201 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1202 checkGLcall("glUnmapBufferARB");
1204 This->resource.allocatedMemory = NULL;
1207 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1209 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1210 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1214 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1215 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1216 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1217 static BOOL warned = FALSE;
1219 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1222 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1226 /* Activate the correct context for the render target */
1227 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1231 /* Primary offscreen render target */
1232 TRACE("Offscreen render target\n");
1233 glDrawBuffer(myDevice->offscreenBuffer);
1234 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1236 GLenum buffer = surface_get_gl_buffer(iface, (IWineD3DSwapChain *)swapchain);
1237 TRACE("Unlocking %#x buffer\n", buffer);
1238 glDrawBuffer(buffer);
1239 checkGLcall("glDrawBuffer");
1241 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1244 switch(wined3d_settings.rendertargetlock_mode) {
1248 flush_to_framebuffer_drawpixels(This);
1253 flush_to_framebuffer_texture(This);
1257 glDrawBuffer(myDevice->offscreenBuffer);
1258 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1259 } else if(swapchain->backBuffer) {
1260 glDrawBuffer(GL_BACK);
1261 checkGLcall("glDrawBuffer(GL_BACK)");
1263 glDrawBuffer(GL_FRONT);
1264 checkGLcall("glDrawBuffer(GL_FRONT)");
1268 This->dirtyRect.left = This->currentDesc.Width;
1269 This->dirtyRect.top = This->currentDesc.Height;
1270 This->dirtyRect.right = 0;
1271 This->dirtyRect.bottom = 0;
1272 This->Flags |= SFLAG_INDRAWABLE;
1273 } else if(iface == myDevice->stencilBufferTarget) {
1274 FIXME("Depth Stencil buffer locking is not implemented\n");
1276 /* The rest should be a normal texture */
1277 IWineD3DBaseTextureImpl *impl;
1278 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1279 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1280 * states need resetting
1282 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1283 if(impl->baseTexture.bindCount) {
1284 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1286 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1291 This->Flags &= ~SFLAG_LOCKED;
1292 memset(&This->lockedRect, 0, sizeof(RECT));
1296 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1297 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1298 WINED3DLOCKED_RECT lock;
1305 const StaticPixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format, NULL, NULL);
1307 TRACE("(%p)->(%p)\n",This,pHDC);
1309 if(This->Flags & SFLAG_USERPTR) {
1310 ERR("Not supported on surfaces with an application-provided surfaces\n");
1311 return WINEDDERR_NODC;
1314 /* Give more detailed info for ddraw */
1315 if (This->Flags & SFLAG_DCINUSE)
1316 return WINEDDERR_DCALREADYCREATED;
1318 /* Can't GetDC if the surface is locked */
1319 if (This->Flags & SFLAG_LOCKED)
1320 return WINED3DERR_INVALIDCALL;
1322 memset(&lock, 0, sizeof(lock)); /* To be sure */
1324 /* Create a DIB section if there isn't a hdc yet */
1327 SYSTEM_INFO sysInfo;
1328 void *oldmem = This->resource.allocatedMemory;
1330 switch (This->bytesPerPixel) {
1333 /* Allocate extra space to store the RGB bit masks. */
1334 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
1338 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
1342 /* Allocate extra space for a palette. */
1343 b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1344 sizeof(BITMAPINFOHEADER)
1346 * (1 << (This->bytesPerPixel * 8)));
1351 return E_OUTOFMEMORY;
1353 /* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the
1354 * surface. So we need at least extra 4 bytes at the end of the surface. Check against the page size,
1355 * if the last page used for the surface has at least 4 spare bytes we're safe, otherwise
1356 * add an extra line to the dib section
1358 GetSystemInfo(&sysInfo);
1359 if( ((This->resource.size + 3) % sysInfo.dwPageSize) < 4) {
1361 TRACE("Adding an extra line to the dib section\n");
1364 b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
1365 /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
1366 b_info->bmiHeader.biWidth = IWineD3DSurface_GetPitch(iface) / This->bytesPerPixel;
1367 b_info->bmiHeader.biHeight = -This->currentDesc.Height -extraline;
1368 b_info->bmiHeader.biSizeImage = ( This->currentDesc.Height + extraline) * IWineD3DSurface_GetPitch(iface);
1369 b_info->bmiHeader.biPlanes = 1;
1370 b_info->bmiHeader.biBitCount = This->bytesPerPixel * 8;
1372 b_info->bmiHeader.biXPelsPerMeter = 0;
1373 b_info->bmiHeader.biYPelsPerMeter = 0;
1374 b_info->bmiHeader.biClrUsed = 0;
1375 b_info->bmiHeader.biClrImportant = 0;
1377 /* Get the bit masks */
1378 masks = (DWORD *) &(b_info->bmiColors);
1379 switch (This->resource.format) {
1380 case WINED3DFMT_R8G8B8:
1381 usage = DIB_RGB_COLORS;
1382 b_info->bmiHeader.biCompression = BI_RGB;
1385 case WINED3DFMT_X1R5G5B5:
1386 case WINED3DFMT_A1R5G5B5:
1387 case WINED3DFMT_A4R4G4B4:
1388 case WINED3DFMT_X4R4G4B4:
1389 case WINED3DFMT_R3G3B2:
1390 case WINED3DFMT_A8R3G3B2:
1391 case WINED3DFMT_A2B10G10R10:
1392 case WINED3DFMT_A8B8G8R8:
1393 case WINED3DFMT_X8B8G8R8:
1394 case WINED3DFMT_A2R10G10B10:
1395 case WINED3DFMT_R5G6B5:
1396 case WINED3DFMT_A16B16G16R16:
1398 b_info->bmiHeader.biCompression = BI_BITFIELDS;
1399 masks[0] = formatEntry->redMask;
1400 masks[1] = formatEntry->greenMask;
1401 masks[2] = formatEntry->blueMask;
1405 /* Don't know palette */
1406 b_info->bmiHeader.biCompression = BI_RGB;
1413 HeapFree(GetProcessHeap(), 0, b_info);
1414 return HRESULT_FROM_WIN32(GetLastError());
1417 TRACE("Creating a DIB section with size %dx%dx%d, size=%d\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
1418 This->dib.DIBsection = CreateDIBSection(ddc, b_info, usage, &This->dib.bitmap_data, 0 /* Handle */, 0 /* Offset */);
1421 if (!This->dib.DIBsection) {
1422 ERR("CreateDIBSection failed!\n");
1423 HeapFree(GetProcessHeap(), 0, b_info);
1424 return HRESULT_FROM_WIN32(GetLastError());
1427 TRACE("DIBSection at : %p\n", This->dib.bitmap_data);
1428 /* copy the existing surface to the dib section */
1429 if(This->resource.allocatedMemory) {
1430 /* In case of a PBO, allocatedMemory=NULL, it isn't NULL between a LockRect and a UnlockRect */
1431 if(!(This->Flags & SFLAG_PBO))
1432 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, b_info->bmiHeader.biSizeImage);
1433 /* We won't need that any more */
1435 /* This is to make LockRect read the gl Texture although memory is allocated */
1436 This->Flags &= ~SFLAG_INSYSMEM;
1438 This->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
1440 HeapFree(GetProcessHeap(), 0, b_info);
1442 /* Use the dib section from now on if we are not using a PBO */
1443 if(!(This->Flags & SFLAG_PBO))
1444 This->resource.allocatedMemory = This->dib.bitmap_data;
1446 /* Now allocate a HDC */
1447 This->hDC = CreateCompatibleDC(0);
1448 This->dib.holdbitmap = SelectObject(This->hDC, This->dib.DIBsection);
1449 TRACE("using wined3d palette %p\n", This->palette);
1450 SelectPalette(This->hDC,
1451 This->palette ? This->palette->hpal : 0,
1454 This->Flags |= SFLAG_DIBSECTION;
1456 if(This->Flags & SFLAG_CLIENT) {
1457 IWineD3DSurface_PreLoad(iface);
1459 HeapFree(GetProcessHeap(), 0, oldmem);
1462 /* Lock the surface */
1463 hr = IWineD3DSurface_LockRect(iface,
1468 if(This->Flags & SFLAG_PBO) {
1469 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1470 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1474 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1475 /* keep the dib section */
1479 if(This->resource.format == WINED3DFMT_P8 ||
1480 This->resource.format == WINED3DFMT_A8P8) {
1483 PALETTEENTRY ent[256];
1485 GetPaletteEntries(This->palette->hpal, 0, 256, ent);
1486 for (n=0; n<256; n++) {
1487 col[n].rgbRed = ent[n].peRed;
1488 col[n].rgbGreen = ent[n].peGreen;
1489 col[n].rgbBlue = ent[n].peBlue;
1490 col[n].rgbReserved = 0;
1493 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1495 for (n=0; n<256; n++) {
1496 col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
1497 col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
1498 col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
1499 col[n].rgbReserved = 0;
1503 SetDIBColorTable(This->hDC, 0, 256, col);
1507 TRACE("returning %p\n",*pHDC);
1508 This->Flags |= SFLAG_DCINUSE;
1513 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1514 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1516 TRACE("(%p)->(%p)\n",This,hDC);
1518 if (!(This->Flags & SFLAG_DCINUSE))
1519 return WINED3DERR_INVALIDCALL;
1521 if (This->hDC !=hDC) {
1522 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1523 return WINED3DERR_INVALIDCALL;
1526 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1527 /* Copy the contents of the DIB over to the PBO */
1528 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1531 /* we locked first, so unlock now */
1532 IWineD3DSurface_UnlockRect(iface);
1534 This->Flags &= ~SFLAG_DCINUSE;
1539 /* ******************************************************
1540 IWineD3DSurface Internal (No mapping to directx api) parts follow
1541 ****************************************************** */
1543 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1544 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1545 const GlPixelFormatDesc *glDesc;
1546 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1548 /* Default values: From the surface */
1549 *format = glDesc->glFormat;
1550 *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal;
1551 *type = glDesc->glType;
1552 *convert = NO_CONVERSION;
1553 *target_bpp = This->bytesPerPixel;
1555 /* Ok, now look if we have to do any conversion */
1556 switch(This->resource.format) {
1561 /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
1562 * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
1564 if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
1566 *internal = GL_RGBA;
1567 *type = GL_UNSIGNED_BYTE;
1569 if(colorkey_active) {
1570 *convert = CONVERT_PALETTED_CK;
1572 *convert = CONVERT_PALETTED;
1578 case WINED3DFMT_R3G3B2:
1579 /* **********************
1580 GL_UNSIGNED_BYTE_3_3_2
1581 ********************** */
1582 if (colorkey_active) {
1583 /* This texture format will never be used.. So do not care about color keying
1584 up until the point in time it will be needed :-) */
1585 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1589 case WINED3DFMT_R5G6B5:
1590 if (colorkey_active) {
1591 *convert = CONVERT_CK_565;
1593 *internal = GL_RGBA;
1594 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1598 case WINED3DFMT_X1R5G5B5:
1599 if (colorkey_active) {
1600 *convert = CONVERT_CK_5551;
1602 *internal = GL_RGBA;
1603 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1607 case WINED3DFMT_R8G8B8:
1608 if (colorkey_active) {
1609 *convert = CONVERT_CK_RGB24;
1611 *internal = GL_RGBA;
1612 *type = GL_UNSIGNED_INT_8_8_8_8;
1617 case WINED3DFMT_X8R8G8B8:
1618 if (colorkey_active) {
1619 *convert = CONVERT_RGB32_888;
1621 *internal = GL_RGBA;
1622 *type = GL_UNSIGNED_INT_8_8_8_8;
1626 case WINED3DFMT_V8U8:
1627 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1628 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1629 *format = GL_DUDV_ATI;
1630 *internal = GL_DU8DV8_ATI;
1632 /* No conversion - Just change the gl type */
1635 *convert = CONVERT_V8U8;
1637 *internal = GL_RGB8;
1638 *type = GL_UNSIGNED_BYTE;
1642 case WINED3DFMT_L6V5U5:
1643 *convert = CONVERT_L6V5U5;
1644 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1646 /* Use format and types from table */
1648 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1651 *internal = GL_RGB5;
1652 *type = GL_UNSIGNED_SHORT_5_6_5;
1656 case WINED3DFMT_X8L8V8U8:
1657 *convert = CONVERT_X8L8V8U8;
1659 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1660 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1661 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1662 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1663 * the needed type and format parameter, so the internal format contains a
1664 * 4th component, which is returned as alpha
1667 /* Not supported by GL_ATI_envmap_bumpmap */
1669 *internal = GL_RGBA8;
1670 *type = GL_UNSIGNED_BYTE;
1674 case WINED3DFMT_Q8W8V8U8:
1675 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1676 *convert = CONVERT_Q8W8V8U8;
1678 *internal = GL_RGBA8;
1679 *type = GL_UNSIGNED_BYTE;
1681 /* Not supported by GL_ATI_envmap_bumpmap */
1684 case WINED3DFMT_V16U16:
1685 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1686 *convert = CONVERT_V16U16;
1688 *internal = GL_RGB16;
1691 /* What should I do here about GL_ATI_envmap_bumpmap?
1692 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1696 case WINED3DFMT_A4L4:
1697 /* A4L4 exists as an internal gl format, but for some reason there is not
1698 * format+type combination to load it. Thus convert it to A8L8, then load it
1699 * with A4L4 internal, but A8L8 format+type
1701 *convert = CONVERT_A4L4;
1702 *format = GL_LUMINANCE_ALPHA;
1703 *internal = GL_LUMINANCE4_ALPHA4;
1704 *type = GL_UNSIGNED_BYTE;
1708 case WINED3DFMT_R32F:
1709 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1710 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1711 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1714 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1716 *convert = CONVERT_R32F;
1718 *internal = GL_RGB32F_ARB;
1723 case WINED3DFMT_R16F:
1724 /* Similar to R32F */
1725 *convert = CONVERT_R16F;
1727 *internal = GL_RGB16F_ARB;
1728 *type = GL_HALF_FLOAT_ARB;
1739 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1740 BYTE *source, *dest;
1741 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1746 memcpy(dst, src, pitch * height);
1749 case CONVERT_PALETTED:
1750 case CONVERT_PALETTED_CK:
1752 IWineD3DPaletteImpl* pal = This->palette;
1758 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1762 /* Still no palette? Use the device's palette */
1763 /* Get the surface's palette */
1764 for (i = 0; i < 256; i++) {
1765 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1767 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1768 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1769 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1770 if ((convert == CONVERT_PALETTED_CK) &&
1771 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1772 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1773 /* We should maybe here put a more 'neutral' color than the standard bright purple
1774 one often used by application to prevent the nice purple borders when bi-linear
1782 TRACE("Using surface palette %p\n", pal);
1783 /* Get the surface's palette */
1784 for (i = 0; i < 256; i++) {
1785 table[i][0] = pal->palents[i].peRed;
1786 table[i][1] = pal->palents[i].peGreen;
1787 table[i][2] = pal->palents[i].peBlue;
1788 if ((convert == CONVERT_PALETTED_CK) &&
1789 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
1790 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
1791 /* We should maybe here put a more 'neutral' color than the standard bright purple
1792 one often used by application to prevent the nice purple borders when bi-linear
1795 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
1796 table[i][3] = pal->palents[i].peFlags;
1803 for (y = 0; y < height; y++)
1805 source = src + pitch * y;
1806 dest = dst + outpitch * y;
1807 /* This is an 1 bpp format, using the width here is fine */
1808 for (x = 0; x < width; x++) {
1809 BYTE color = *source++;
1810 *dest++ = table[color][0];
1811 *dest++ = table[color][1];
1812 *dest++ = table[color][2];
1813 *dest++ = table[color][3];
1819 case CONVERT_CK_565:
1821 /* Converting the 565 format in 5551 packed to emulate color-keying.
1823 Note : in all these conversion, it would be best to average the averaging
1824 pixels to get the color of the pixel that will be color-keyed to
1825 prevent 'color bleeding'. This will be done later on if ever it is
1828 Note2: Nvidia documents say that their driver does not support alpha + color keying
1829 on the same surface and disables color keying in such a case
1835 TRACE("Color keyed 565\n");
1837 for (y = 0; y < height; y++) {
1838 Source = (WORD *) (src + y * pitch);
1839 Dest = (WORD *) (dst + y * outpitch);
1840 for (x = 0; x < width; x++ ) {
1841 WORD color = *Source++;
1842 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1843 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1844 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1853 case CONVERT_CK_5551:
1855 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1859 TRACE("Color keyed 5551\n");
1860 for (y = 0; y < height; y++) {
1861 Source = (WORD *) (src + y * pitch);
1862 Dest = (WORD *) (dst + y * outpitch);
1863 for (x = 0; x < width; x++ ) {
1864 WORD color = *Source++;
1866 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1867 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1871 *Dest &= ~(1 << 15);
1883 unsigned char *Dest;
1884 for(y = 0; y < height; y++) {
1885 Source = (short *) (src + y * pitch);
1886 Dest = (unsigned char *) (dst + y * outpitch);
1887 for (x = 0; x < width; x++ ) {
1888 long color = (*Source++);
1889 /* B */ Dest[0] = 0xff;
1890 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1891 /* R */ Dest[2] = (color) + 128; /* U */
1898 case CONVERT_Q8W8V8U8:
1902 unsigned char *Dest;
1903 for(y = 0; y < height; y++) {
1904 Source = (DWORD *) (src + y * pitch);
1905 Dest = (unsigned char *) (dst + y * outpitch);
1906 for (x = 0; x < width; x++ ) {
1907 long color = (*Source++);
1908 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1909 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1910 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1911 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1918 case CONVERT_L6V5U5:
1922 unsigned char *Dest;
1924 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1925 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1926 * fixed function and shaders without further conversion once the surface is
1929 for(y = 0; y < height; y++) {
1930 Source = (WORD *) (src + y * pitch);
1931 Dest = (unsigned char *) (dst + y * outpitch);
1932 for (x = 0; x < width; x++ ) {
1933 short color = (*Source++);
1934 unsigned char l = ((color >> 10) & 0xfc);
1935 char v = ((color >> 5) & 0x3e);
1936 char u = ((color ) & 0x1f);
1938 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1939 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1940 * shift. GL reads a signed value and converts it into an unsigned value.
1942 /* M */ Dest[2] = l << 1;
1944 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1945 * from 5 bit values to 8 bit values.
1947 /* V */ Dest[1] = v << 3;
1948 /* U */ Dest[0] = u << 3;
1953 FIXME("Add D3DFMT_L6V5U5 emulation using standard unsigned RGB and shaders\n");
1958 case CONVERT_X8L8V8U8:
1962 unsigned char *Dest;
1964 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1965 /* This implementation works with the fixed function pipeline and shaders
1966 * without further modification after converting the surface.
1968 for(y = 0; y < height; y++) {
1969 Source = (DWORD *) (src + y * pitch);
1970 Dest = (unsigned char *) (dst + y * outpitch);
1971 for (x = 0; x < width; x++ ) {
1972 long color = (*Source++);
1973 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
1974 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
1975 /* U */ Dest[0] = (color & 0xff); /* U */
1976 /* I */ Dest[3] = 255; /* X */
1981 /* Doesn't work correctly with the fixed function pipeline, but can work in
1982 * shaders if the shader is adjusted. (There's no use for this format in gl's
1983 * standard fixed function pipeline anyway).
1985 FIXME("Implement CONVERT_X8L8V8U8 with standard unsigned GL_RGB\n");
1993 unsigned char *Source;
1994 unsigned char *Dest;
1995 for(y = 0; y < height; y++) {
1996 Source = (unsigned char *) (src + y * pitch);
1997 Dest = (unsigned char *) (dst + y * outpitch);
1998 for (x = 0; x < width; x++ ) {
1999 unsigned char color = (*Source++);
2000 /* A */ Dest[1] = (color & 0xf0) << 0;
2001 /* L */ Dest[0] = (color & 0x0f) << 4;
2013 for(y = 0; y < height; y++) {
2014 Source = (float *) (src + y * pitch);
2015 Dest = (float *) (dst + y * outpitch);
2016 for (x = 0; x < width; x++ ) {
2017 float color = (*Source++);
2033 for(y = 0; y < height; y++) {
2034 Source = (WORD *) (src + y * pitch);
2035 Dest = (WORD *) (dst + y * outpitch);
2036 for (x = 0; x < width; x++ ) {
2037 WORD color = (*Source++);
2047 ERR("Unsupported conversation type %d\n", convert);
2052 /* This function is used in case of 8bit paletted textures to upload the palette.
2053 For now it only supports GL_EXT_paletted_texture extension but support for other
2054 extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
2056 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2057 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2058 IWineD3DPaletteImpl* pal = This->palette;
2063 /* Still no palette? Use the device's palette */
2064 /* Get the surface's palette */
2065 for (i = 0; i < 256; i++) {
2066 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2068 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2069 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2070 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2071 if ((convert == CONVERT_PALETTED_CK) &&
2072 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
2073 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2074 /* We should maybe here put a more 'neutral' color than the standard bright purple
2075 one often used by application to prevent the nice purple borders when bi-linear
2083 TRACE("Using surface palette %p\n", pal);
2084 /* Get the surface's palette */
2085 for (i = 0; i < 256; i++) {
2086 table[i][0] = pal->palents[i].peRed;
2087 table[i][1] = pal->palents[i].peGreen;
2088 table[i][2] = pal->palents[i].peBlue;
2089 if ((convert == CONVERT_PALETTED_CK) &&
2090 (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
2091 (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2092 /* We should maybe here put a more 'neutral' color than the standard bright purple
2093 one often used by application to prevent the nice purple borders when bi-linear
2096 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2097 table[i][3] = pal->palents[i].peFlags;
2103 GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2106 static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2107 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2109 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2110 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2111 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2116 if(This->palette9) {
2117 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2121 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2123 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2127 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2128 GLboolean oldwrite[4];
2130 /* Some formats have only some color channels, and the others are 1.0.
2131 * since our rendering renders to all channels, and those pixel formats
2132 * are emulated by using a full texture with the other channels set to 1.0
2133 * manually, clear the unused channels.
2135 * This could be done with hacking colorwriteenable to mask the colors,
2136 * but before drawing the buffer would have to be cleared too, so there's
2139 switch(This->resource.format) {
2140 case WINED3DFMT_R16F:
2141 case WINED3DFMT_R32F:
2142 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2143 /* Do not activate a context, the correct drawable is active already
2144 * though just the read buffer is set, make sure to have the correct draw
2147 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2148 glDisable(GL_SCISSOR_TEST);
2149 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2150 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2151 glClearColor(0.0, 1.0, 1.0, 1.0);
2152 glClear(GL_COLOR_BUFFER_BIT);
2153 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2154 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2155 checkGLcall("Unused channel clear\n");
2162 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2163 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2164 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2165 GLenum format, internal, type;
2166 CONVERT_TYPES convert;
2168 int width, pitch, outpitch;
2171 if (!(This->Flags & SFLAG_INTEXTURE)) {
2172 TRACE("Reloading because surface is dirty\n");
2173 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2174 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2175 /* Reload: vice versa OR */
2176 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2177 /* Also reload: Color key is active AND the color key has changed */
2178 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2179 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2180 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2181 TRACE("Reloading because of color keying\n");
2182 } else if(palette9_changed(This)) {
2183 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
2185 TRACE("surface is already in texture\n");
2189 This->Flags |= SFLAG_INTEXTURE;
2191 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2192 * These resources are not bound by device size or format restrictions. Because of this,
2193 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2194 * However, these resources can always be created, locked, and copied.
2196 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2198 FIXME("(%p) Operation not supported for scratch textures\n",This);
2199 return WINED3DERR_INVALIDCALL;
2202 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb_mode);
2204 if (This->Flags & SFLAG_INDRAWABLE) {
2205 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
2206 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
2207 This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
2208 This->resource.format == WINED3DFMT_DXT5)
2209 FIXME("Format %d not supported\n", This->resource.format);
2214 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2215 vcheckGLcall("glGetIntegerv");
2216 glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2217 vcheckGLcall("glReadBuffer");
2219 if(!(This->Flags & SFLAG_ALLOCATED)) {
2220 surface_allocate_surface(This, internal, This->pow2Width,
2221 This->pow2Height, format, type);
2224 clear_unused_channels(This);
2226 glCopyTexSubImage2D(This->glDescription.target,
2227 This->glDescription.level,
2229 This->currentDesc.Width,
2230 This->currentDesc.Height);
2231 checkGLcall("glCopyTexSubImage2D");
2233 glReadBuffer(prevRead);
2234 vcheckGLcall("glReadBuffer");
2238 TRACE("Updated target %d\n", This->glDescription.target);
2242 /* The only place where LoadTexture() might get called when isInDraw=1
2243 * is ActivateContext where lastActiveRenderTarget is preloaded.
2245 if(iface == device->lastActiveRenderTarget && device->isInDraw)
2246 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
2248 /* Otherwise: System memory copy must be most up to date */
2250 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
2251 This->Flags |= SFLAG_GLCKEY;
2252 This->glCKey = This->SrcBltCKey;
2254 else This->Flags &= ~SFLAG_GLCKEY;
2256 /* The width is in 'length' not in bytes */
2257 width = This->currentDesc.Width;
2258 pitch = IWineD3DSurface_GetPitch(iface);
2260 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
2261 int height = This->currentDesc.Height;
2263 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
2264 outpitch = width * bpp;
2265 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
2267 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
2269 ERR("Out of memory %d, %d!\n", outpitch, height);
2270 return WINED3DERR_OUTOFVIDEOMEMORY;
2272 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
2274 This->Flags |= SFLAG_CONVERTED;
2275 } else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
2276 d3dfmt_p8_upload_palette(iface, convert);
2277 This->Flags &= ~SFLAG_CONVERTED;
2278 mem = This->resource.allocatedMemory;
2280 This->Flags &= ~SFLAG_CONVERTED;
2281 mem = This->resource.allocatedMemory;
2284 /* Make sure the correct pitch is used */
2285 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
2287 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
2288 TRACE("non power of two support\n");
2289 if(!(This->Flags & SFLAG_ALLOCATED)) {
2290 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
2292 if (mem || (This->Flags & SFLAG_PBO)) {
2293 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
2296 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
2297 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
2299 if(!(This->Flags & SFLAG_ALLOCATED)) {
2300 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
2302 if (mem || (This->Flags & SFLAG_PBO)) {
2303 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
2307 /* Restore the default pitch */
2308 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2310 /* Don't delete PBO memory */
2311 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
2312 HeapFree(GetProcessHeap(), 0, mem);
2316 static unsigned int gen = 0;
2319 if ((gen % 10) == 0) {
2320 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2321 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2324 * debugging crash code
2333 if (!(This->Flags & SFLAG_DONOTFREE)) {
2334 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
2335 This->resource.allocatedMemory = NULL;
2336 This->Flags &= ~SFLAG_INSYSMEM;
2344 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2347 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2348 char *allocatedMemory;
2350 IWineD3DSwapChain *swapChain = NULL;
2352 GLuint tmpTexture = 0;
2355 Textures may not be stored in ->allocatedgMemory and a GlTexture
2356 so we should lock the surface before saving a snapshot, or at least check that
2358 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2359 by calling GetTexImage and in compressed form by calling
2360 GetCompressedTexImageARB. Queried compressed images can be saved and
2361 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2362 texture images do not need to be processed by the GL and should
2363 significantly improve texture loading performance relative to uncompressed
2366 /* Setup the width and height to be the internal texture width and height. */
2367 width = This->pow2Width;
2368 height = This->pow2Height;
2369 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2370 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2372 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2373 /* if were not a real texture then read the back buffer into a real texture */
2374 /* we don't want to interfere with the back buffer so read the data into a temporary
2375 * texture and then save the data out of the temporary texture
2379 TRACE("(%p) Reading render target into texture\n", This);
2380 glEnable(GL_TEXTURE_2D);
2382 glGenTextures(1, &tmpTexture);
2383 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2385 glTexImage2D(GL_TEXTURE_2D,
2392 GL_UNSIGNED_INT_8_8_8_8_REV,
2395 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2396 vcheckGLcall("glGetIntegerv");
2397 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2398 vcheckGLcall("glReadBuffer");
2399 glCopyTexImage2D(GL_TEXTURE_2D,
2408 checkGLcall("glCopyTexImage2D");
2409 glReadBuffer(prevRead);
2412 } else { /* bind the real texture, and make sure it up to date */
2413 IWineD3DSurface_PreLoad(iface);
2415 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2417 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2418 glGetTexImage(GL_TEXTURE_2D,
2419 This->glDescription.level,
2421 GL_UNSIGNED_INT_8_8_8_8_REV,
2423 checkGLcall("glTexImage2D");
2425 glBindTexture(GL_TEXTURE_2D, 0);
2426 glDeleteTextures(1, &tmpTexture);
2430 f = fopen(filename, "w+");
2432 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2433 return WINED3DERR_INVALIDCALL;
2435 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2436 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2451 fwrite(&width,2,1,f);
2453 fwrite(&height,2,1,f);
2458 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2460 textureRow = allocatedMemory + (width * (height - 1) *4);
2462 textureRow = allocatedMemory;
2463 for (y = 0 ; y < height; y++) {
2464 for (i = 0; i < width; i++) {
2465 color = *((DWORD*)textureRow);
2466 fputc((color >> 16) & 0xFF, f); /* B */
2467 fputc((color >> 8) & 0xFF, f); /* G */
2468 fputc((color >> 0) & 0xFF, f); /* R */
2469 fputc((color >> 24) & 0xFF, f); /* A */
2472 /* take two rows of the pointer to the texture memory */
2474 (textureRow-= width << 3);
2477 TRACE("Closing file\n");
2481 IWineD3DSwapChain_Release(swapChain);
2483 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2488 * Slightly inefficient way to handle multiple dirty rects but it works :)
2490 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2491 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2492 IWineD3DBaseTexture *baseTexture = NULL;
2493 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2494 surface_download_data(This);
2496 This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
2497 if (NULL != pDirtyRect) {
2498 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2499 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2500 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2501 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2503 This->dirtyRect.left = 0;
2504 This->dirtyRect.top = 0;
2505 This->dirtyRect.right = This->currentDesc.Width;
2506 This->dirtyRect.bottom = This->currentDesc.Height;
2508 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2509 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2510 /* if the container is a basetexture then mark it dirty. */
2511 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2512 TRACE("Passing to container\n");
2513 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2514 IWineD3DBaseTexture_Release(baseTexture);
2519 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2520 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2522 const GlPixelFormatDesc *glDesc;
2523 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2525 TRACE("(%p) : Calling base function first\n", This);
2526 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2528 /* Setup some glformat defaults */
2529 This->glDescription.glFormat = glDesc->glFormat;
2530 This->glDescription.glFormatInternal = glDesc->glInternal;
2531 This->glDescription.glType = glDesc->glType;
2533 This->Flags &= ~SFLAG_ALLOCATED;
2534 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2535 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2540 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2541 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2543 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
2544 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
2545 ERR("Not supported on render targets\n");
2546 return WINED3DERR_INVALIDCALL;
2549 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2550 WARN("Surface is locked or the HDC is in use\n");
2551 return WINED3DERR_INVALIDCALL;
2554 if(Mem && Mem != This->resource.allocatedMemory) {
2555 void *release = NULL;
2557 /* Do I have to copy the old surface content? */
2558 if(This->Flags & SFLAG_DIBSECTION) {
2559 /* Release the DC. No need to hold the critical section for the update
2560 * Thread because this thread runs only on front buffers, but this method
2561 * fails for render targets in the check above.
2563 SelectObject(This->hDC, This->dib.holdbitmap);
2564 DeleteDC(This->hDC);
2565 /* Release the DIB section */
2566 DeleteObject(This->dib.DIBsection);
2567 This->dib.bitmap_data = NULL;
2568 This->resource.allocatedMemory = NULL;
2570 This->Flags &= ~SFLAG_DIBSECTION;
2571 } else if(!(This->Flags & SFLAG_USERPTR)) {
2572 release = This->resource.allocatedMemory;
2574 This->resource.allocatedMemory = Mem;
2575 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2577 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2578 This->Flags &= ~(SFLAG_INDRAWABLE | SFLAG_INTEXTURE);
2580 /* For client textures opengl has to be notified */
2581 if(This->Flags & SFLAG_CLIENT) {
2582 This->Flags &= ~SFLAG_ALLOCATED;
2583 IWineD3DSurface_PreLoad(iface);
2584 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2587 /* Now free the old memory if any */
2588 HeapFree(GetProcessHeap(), 0, release);
2589 } else if(This->Flags & SFLAG_USERPTR) {
2590 /* Lockrect and GetDC will re-create the dib section and allocated memory */
2591 This->resource.allocatedMemory = NULL;
2592 This->Flags &= ~SFLAG_USERPTR;
2594 if(This->Flags & SFLAG_CLIENT) {
2595 This->Flags &= ~SFLAG_ALLOCATED;
2596 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2597 IWineD3DSurface_PreLoad(iface);
2603 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2604 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2605 IWineD3DSwapChainImpl *swapchain = NULL;
2607 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2609 /* Flipping is only supported on RenderTargets */
2610 if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
2613 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2614 * FIXME("(%p) Target override is not supported by now\n", This);
2615 * Additionally, it isn't really possible to support triple-buffering
2616 * properly on opengl at all
2620 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2622 ERR("Flipped surface is not on a swapchain\n");
2623 return WINEDDERR_NOTFLIPPABLE;
2626 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2627 * and only d3d8 and d3d9 apps specify the presentation interval
2629 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2630 /* Most common case first to avoid wasting time on all the other cases */
2631 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2632 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2633 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2634 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2635 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2636 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2637 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2639 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2642 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2643 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2644 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2648 /* Does a direct frame buffer -> texture copy. Stretching is done
2649 * with single pixel copy calls
2651 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2652 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2655 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2658 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2660 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2662 /* Bind the target texture */
2663 glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
2664 checkGLcall("glBindTexture");
2666 glReadBuffer(myDevice->offscreenBuffer);
2668 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2669 glReadBuffer(buffer);
2671 checkGLcall("glReadBuffer");
2673 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2674 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2676 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2677 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2679 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2680 ERR("Texture filtering not supported in direct blit\n");
2682 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2683 ERR("Texture filtering not supported in direct blit\n");
2687 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2688 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2689 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2691 glCopyTexSubImage2D(This->glDescription.target,
2692 This->glDescription.level,
2693 drect->x1, drect->y1, /* xoffset, yoffset */
2694 srect->x1, Src->currentDesc.Height - srect->y2,
2695 drect->x2 - drect->x1, drect->y2 - drect->y1);
2697 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2698 /* I have to process this row by row to swap the image,
2699 * otherwise it would be upside down, so stretching in y direction
2700 * doesn't cost extra time
2702 * However, stretching in x direction can be avoided if not necessary
2704 for(row = drect->y1; row < drect->y2; row++) {
2705 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2706 /* Well, that stuff works, but it's very slow.
2707 * find a better way instead
2711 for(col = drect->x1; col < drect->x2; col++) {
2712 glCopyTexSubImage2D(This->glDescription.target,
2713 This->glDescription.level,
2714 drect->x1 + col, row, /* xoffset, yoffset */
2715 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2719 glCopyTexSubImage2D(This->glDescription.target,
2720 This->glDescription.level,
2721 drect->x1, row, /* xoffset, yoffset */
2722 srect->x1, yoffset - (int) (row * yrel),
2723 drect->x2-drect->x1, 1);
2728 vcheckGLcall("glCopyTexSubImage2D");
2732 /* Uses the hardware to stretch and flip the image */
2733 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2734 GLuint src, backup = 0;
2735 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2736 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2737 float left, right, top, bottom; /* Texture coordinates */
2738 UINT fbwidth = Src->currentDesc.Width;
2739 UINT fbheight = Src->currentDesc.Height;
2740 GLenum drawBuffer = GL_BACK;
2742 TRACE("Using hwstretch blit\n");
2743 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2744 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2746 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2748 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2749 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2751 if(GL_LIMITS(aux_buffers) >= 2) {
2752 /* Got more than one aux buffer? Use the 2nd aux buffer */
2753 drawBuffer = GL_AUX1;
2754 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
2755 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2756 drawBuffer = GL_AUX0;
2759 if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2760 glGenTextures(1, &backup);
2761 checkGLcall("glGenTextures\n");
2762 glBindTexture(GL_TEXTURE_2D, backup);
2763 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2765 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2766 * we are reading from the back buffer, the backup can be used as source texture
2768 if(Src->glDescription.textureName == 0) {
2769 /* Get it a description */
2770 IWineD3DSurface_PreLoad(SrcSurface);
2772 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
2773 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2775 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2776 Src->Flags &= ~SFLAG_INTEXTURE;
2779 glReadBuffer(GL_BACK);
2780 checkGLcall("glReadBuffer(GL_BACK)");
2782 /* TODO: Only back up the part that will be overwritten */
2783 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2784 0, 0 /* read offsets */,
2789 checkGLcall("glCopyTexSubImage2D");
2791 /* No issue with overriding these - the sampler is dirty due to blit usage */
2792 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
2793 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
2794 checkGLcall("glTexParameteri");
2795 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
2796 minMipLookup[Filter][WINED3DTEXF_NONE]);
2797 checkGLcall("glTexParameteri");
2799 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2800 src = backup ? backup : Src->glDescription.textureName;
2802 glReadBuffer(GL_FRONT);
2803 checkGLcall("glReadBuffer(GL_FRONT)");
2805 glGenTextures(1, &src);
2806 checkGLcall("glGenTextures(1, &src)");
2807 glBindTexture(GL_TEXTURE_2D, src);
2808 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2810 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2811 * out for power of 2 sizes
2813 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2814 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2815 checkGLcall("glTexImage2D");
2816 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2817 0, 0 /* read offsets */,
2822 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2823 checkGLcall("glTexParameteri");
2824 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2825 checkGLcall("glTexParameteri");
2827 glReadBuffer(GL_BACK);
2828 checkGLcall("glReadBuffer(GL_BACK)");
2830 checkGLcall("glEnd and previous");
2832 left = (float) srect->x1 / (float) Src->pow2Width;
2833 right = (float) srect->x2 / (float) Src->pow2Width;
2836 top = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2837 bottom = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2839 top = (float) (Src->currentDesc.Height - srect->y2) / (float) Src->pow2Height;
2840 bottom = (float) (Src->currentDesc.Height - srect->y1) / (float) Src->pow2Height;
2843 /* draw the source texture stretched and upside down. The correct surface is bound already */
2844 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
2845 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
2847 glDrawBuffer(drawBuffer);
2848 glReadBuffer(drawBuffer);
2852 glTexCoord2f(left, bottom);
2853 glVertex2i(0, fbheight);
2856 glTexCoord2f(left, top);
2857 glVertex2i(0, fbheight - drect->y2 - drect->y1);
2860 glTexCoord2f(right, top);
2861 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
2864 glTexCoord2f(right, bottom);
2865 glVertex2i(drect->x2 - drect->x1, fbheight);
2867 checkGLcall("glEnd and previous");
2869 /* Now read the stretched and upside down image into the destination texture */
2870 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2871 checkGLcall("glBindTexture");
2872 glCopyTexSubImage2D(This->glDescription.target,
2874 drect->x1, drect->y1, /* xoffset, yoffset */
2875 0, 0, /* We blitted the image to the origin */
2876 drect->x2 - drect->x1, drect->y2 - drect->y1);
2877 checkGLcall("glCopyTexSubImage2D");
2879 /* Write the back buffer backup back */
2880 glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
2881 checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
2883 if(drawBuffer == GL_BACK) {
2886 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
2890 glTexCoord2f(0.0, 0.0);
2891 glVertex2i(0, fbheight);
2894 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
2895 glVertex2i(fbwidth, Src->currentDesc.Height);
2898 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
2899 glVertex2i(fbwidth, 0);
2902 /* Restore the old draw buffer */
2903 glDrawBuffer(GL_BACK);
2907 if(src != Src->glDescription.textureName && src != backup) {
2908 glDeleteTextures(1, &src);
2909 checkGLcall("glDeleteTextures(1, &src)");
2912 glDeleteTextures(1, &backup);
2913 checkGLcall("glDeleteTextures(1, &backup)");
2918 /* Not called from the VTable */
2919 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
2921 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2922 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
2923 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2925 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
2927 /* Get the swapchain. One of the surfaces has to be a primary surface */
2928 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2929 WARN("Destination is in sysmem, rejecting gl blt\n");
2930 return WINED3DERR_INVALIDCALL;
2932 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
2933 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
2935 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
2936 WARN("Src is in sysmem, rejecting gl blt\n");
2937 return WINED3DERR_INVALIDCALL;
2939 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
2940 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
2943 /* Early sort out of cases where no render target is used */
2944 if(!dstSwapchain && !srcSwapchain &&
2945 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
2946 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
2947 return WINED3DERR_INVALIDCALL;
2950 /* No destination color keying supported */
2951 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
2952 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
2953 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
2954 return WINED3DERR_INVALIDCALL;
2958 rect.x1 = DestRect->left;
2959 rect.y1 = DestRect->top;
2960 rect.x2 = DestRect->right;
2961 rect.y2 = DestRect->bottom;
2965 rect.x2 = This->currentDesc.Width;
2966 rect.y2 = This->currentDesc.Height;
2969 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
2970 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
2971 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
2972 /* Half-life does a Blt from the back buffer to the front buffer,
2973 * Full surface size, no flags... Use present instead
2975 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
2978 /* Check rects - IWineD3DDevice_Present doesn't handle them */
2982 TRACE("Looking if a Present can be done...\n");
2983 /* Source Rectangle must be full surface */
2985 if(SrcRect->left != 0 || SrcRect->top != 0 ||
2986 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
2987 TRACE("No, Source rectangle doesn't match\n");
2993 mySrcRect.right = Src->currentDesc.Width;
2994 mySrcRect.bottom = Src->currentDesc.Height;
2996 /* No stretching may occur */
2997 if(mySrcRect.right != rect.x2 - rect.x1 ||
2998 mySrcRect.bottom != rect.y2 - rect.y1) {
2999 TRACE("No, stretching is done\n");
3003 /* Destination must be full surface or match the clipping rectangle */
3004 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3008 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3013 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3016 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3017 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3019 TRACE("No, dest rectangle doesn't match(clipper)\n");
3020 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3021 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3027 if(rect.x1 != 0 || rect.y1 != 0 ||
3028 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3029 TRACE("No, dest rectangle doesn't match(surface size)\n");
3036 /* These flags are unimportant for the flag check, remove them */
3037 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3038 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3040 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3041 * take very long, while a flip is fast.
3042 * This applies to Half-Life, which does such Blts every time it finished
3043 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3044 * menu. This is also used by all apps when they do windowed rendering
3046 * The problem is that flipping is not really the same as copying. After a
3047 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3048 * untouched. Therefore it's necessary to override the swap effect
3049 * and to set it back after the flip.
3051 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3055 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3056 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3058 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3059 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3061 dstSwapchain->presentParms.SwapEffect = orig_swap;
3068 TRACE("Unsupported blit between buffers on the same swapchain\n");
3069 return WINED3DERR_INVALIDCALL;
3070 } else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
3071 (srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
3072 ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
3073 return WINED3DERR_INVALIDCALL;
3076 if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
3077 /* Blit from render target to texture */
3079 BOOL upsideDown, stretchx;
3081 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3082 TRACE("Color keying not supported by frame buffer to texture blit\n");
3083 return WINED3DERR_INVALIDCALL;
3084 /* Destination color key is checked above */
3087 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3088 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3091 if(SrcRect->top < SrcRect->bottom) {
3092 srect.y1 = SrcRect->top;
3093 srect.y2 = SrcRect->bottom;
3096 srect.y1 = SrcRect->bottom;
3097 srect.y2 = SrcRect->top;
3100 srect.x1 = SrcRect->left;
3101 srect.x2 = SrcRect->right;
3105 srect.x2 = Src->currentDesc.Width;
3106 srect.y2 = Src->currentDesc.Height;
3109 if(rect.x1 > rect.x2) {
3113 upsideDown = !upsideDown;
3116 TRACE("Reading from an offscreen target\n");
3117 upsideDown = !upsideDown;
3120 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3126 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3127 * flip the image nor scale it.
3129 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3130 * -> If the app wants a image width an unscaled width, copy it line per line
3131 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3132 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3133 * back buffer. This is slower than reading line per line, thus not used for flipping
3134 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3137 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3138 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3141 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3142 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3143 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3144 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3145 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3146 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3147 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3149 TRACE("Using hardware stretching to flip / stretch the texture\n");
3150 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3153 if(!(This->Flags & SFLAG_DONOTFREE)) {
3154 HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
3155 This->resource.allocatedMemory = NULL;
3157 This->Flags &= ~SFLAG_INSYSMEM;
3159 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3160 * path is never entered
3162 This->Flags |= SFLAG_INTEXTURE;
3166 /* Blit from offscreen surface to render target */
3167 float glTexCoord[4];
3168 DWORD oldCKeyFlags = Src->CKeyFlags;
3169 WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
3170 RECT SourceRectangle;
3172 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3175 SourceRectangle.left = SrcRect->left;
3176 SourceRectangle.right = SrcRect->right;
3177 SourceRectangle.top = SrcRect->top;
3178 SourceRectangle.bottom = SrcRect->bottom;
3180 SourceRectangle.left = 0;
3181 SourceRectangle.right = Src->currentDesc.Width;
3182 SourceRectangle.top = 0;
3183 SourceRectangle.bottom = Src->currentDesc.Height;
3186 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3187 /* Fall back to software */
3188 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3189 SourceRectangle.left, SourceRectangle.top,
3190 SourceRectangle.right, SourceRectangle.bottom);
3191 return WINED3DERR_INVALIDCALL;
3194 /* Color keying: Check if we have to do a color keyed blt,
3195 * and if not check if a color key is activated.
3197 * Just modify the color keying parameters in the surface and restore them afterwards
3198 * The surface keeps track of the color key last used to load the opengl surface.
3199 * PreLoad will catch the change to the flags and color key and reload if necessary.
3201 if(Flags & WINEDDBLT_KEYSRC) {
3202 /* Use color key from surface */
3203 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3204 /* Use color key from DDBltFx */
3205 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3206 This->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3208 /* Do not use color key */
3209 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3212 /* Now load the surface */
3213 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3216 /* Activate the destination context, set it up for blitting */
3217 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3221 TRACE("Drawing to offscreen buffer\n");
3222 glDrawBuffer(myDevice->offscreenBuffer);
3223 checkGLcall("glDrawBuffer");
3225 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
3226 TRACE("Drawing to %#x buffer\n", buffer);
3227 glDrawBuffer(buffer);
3228 checkGLcall("glDrawBuffer");
3231 /* Bind the texture */
3232 glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
3233 checkGLcall("glBindTexture");
3235 /* Filtering for StretchRect */
3236 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
3237 stateLookup[WINELOOKUP_MAGFILTER][Filter - minLookup[WINELOOKUP_MAGFILTER]]);
3238 checkGLcall("glTexParameteri");
3239 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
3240 minMipLookup[Filter][WINED3DTEXF_NONE]);
3241 checkGLcall("glTexParameteri");
3242 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
3243 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
3244 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3245 checkGLcall("glTexEnvi");
3247 /* This is for color keying */
3248 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3249 glEnable(GL_ALPHA_TEST);
3250 checkGLcall("glEnable GL_ALPHA_TEST");
3251 glAlphaFunc(GL_NOTEQUAL, 0.0);
3252 checkGLcall("glAlphaFunc\n");
3254 glDisable(GL_ALPHA_TEST);
3255 checkGLcall("glDisable GL_ALPHA_TEST");
3258 /* Draw a textured quad
3262 glColor3d(1.0f, 1.0f, 1.0f);
3263 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3268 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3269 glVertex3f(rect.x1, rect.y2, 0.0);
3271 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3276 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3281 checkGLcall("glEnd");
3283 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3284 glDisable(GL_ALPHA_TEST);
3285 checkGLcall("glDisable(GL_ALPHA_TEST)");
3288 /* Unbind the texture */
3289 glBindTexture(GL_TEXTURE_2D, 0);
3290 checkGLcall("glEnable glBindTexture");
3292 /* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
3293 * otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
3295 if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
3296 glDrawBuffer(GL_BACK);
3297 checkGLcall("glDrawBuffer");
3299 /* Restore the color key parameters */
3300 Src->CKeyFlags = oldCKeyFlags;
3301 This->SrcBltCKey = oldBltCKey;
3305 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3306 This->Flags &= ~SFLAG_INSYSMEM;
3307 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3310 if(dstSwapchain || wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
3311 This->Flags |= SFLAG_INDRAWABLE;
3312 This->Flags &= ~SFLAG_INTEXTURE;
3314 This->Flags |= SFLAG_INTEXTURE;
3319 /* Source-Less Blit to render target */
3320 if (Flags & WINEDDBLT_COLORFILL) {
3321 /* This is easy to handle for the D3D Device... */
3324 TRACE("Colorfill\n");
3326 /* The color as given in the Blt function is in the format of the frame-buffer...
3327 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3329 if (This->resource.format == WINED3DFMT_P8) {
3330 if (This->palette) {
3331 color = ((0xFF000000) |
3332 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3333 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3334 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3339 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3340 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3343 color = ((0xFF000000) |
3344 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3345 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3346 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3349 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3350 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3351 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3353 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3354 color = DDBltFx->u5.dwFillColor;
3357 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3358 return WINED3DERR_INVALIDCALL;
3361 TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
3362 if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
3363 glDrawBuffer(GL_BACK);
3364 checkGLcall("glDrawBuffer(GL_BACK)");
3365 } else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
3366 glDrawBuffer(GL_FRONT);
3367 checkGLcall("glDrawBuffer(GL_FRONT)");
3368 } else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3369 glDrawBuffer(myDevice->offscreenBuffer);
3370 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer3)");
3372 TRACE("Surface is higher back buffer, falling back to software\n");
3373 return WINED3DERR_INVALIDCALL;
3376 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3378 IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
3379 1 /* Number of rectangles */,
3381 WINED3DCLEAR_TARGET,
3386 /* Restore the original draw buffer */
3388 glDrawBuffer(myDevice->offscreenBuffer);
3389 } else if(dstSwapchain->backBuffer && dstSwapchain->backBuffer[0]) {
3390 glDrawBuffer(GL_BACK);
3392 vcheckGLcall("glDrawBuffer");
3398 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3399 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3400 return WINED3DERR_INVALIDCALL;
3403 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3405 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3408 if (Flags & WINEDDBLT_DEPTHFILL) {
3409 switch(This->resource.format) {
3410 case WINED3DFMT_D16:
3411 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3413 case WINED3DFMT_D15S1:
3414 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3416 case WINED3DFMT_D24S8:
3417 case WINED3DFMT_D24X8:
3418 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3420 case WINED3DFMT_D32:
3421 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3425 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3428 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3429 DestRect == NULL ? 0 : 1,
3430 (WINED3DRECT *) DestRect,
3431 WINED3DCLEAR_ZBUFFER,
3437 FIXME("(%p): Unsupp depthstencil blit\n", This);
3438 return WINED3DERR_INVALIDCALL;
3441 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3442 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3443 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3444 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3445 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3446 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3448 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3449 * except depth blits, which seem to work
3451 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3452 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3453 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3454 return WINED3DERR_INVALIDCALL;
3455 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3456 TRACE("Z Blit override handled the blit\n");
3461 /* Special cases for RenderTargets */
3462 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3463 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3464 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3467 /* For the rest call the X11 surface implementation.
3468 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3469 * other Blts are rather rare
3471 return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3474 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3476 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3477 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3478 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3480 if(myDevice->inScene &&
3481 (iface == myDevice->stencilBufferTarget ||
3482 (Source && Source == myDevice->stencilBufferTarget))) {
3483 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3484 return WINED3DERR_INVALIDCALL;
3487 /* Special cases for RenderTargets */
3488 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3489 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3491 RECT SrcRect, DstRect;
3495 SrcRect.left = rsrc->left;
3496 SrcRect.top= rsrc->top;
3497 SrcRect.bottom = rsrc->bottom;
3498 SrcRect.right = rsrc->right;
3502 SrcRect.right = srcImpl->currentDesc.Width;
3503 SrcRect.bottom = srcImpl->currentDesc.Height;
3506 DstRect.left = dstx;
3508 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3509 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3511 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3512 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3513 Flags |= WINEDDBLT_KEYSRC;
3514 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3515 Flags |= WINEDDBLT_KEYDEST;
3516 if(trans & WINEDDBLTFAST_WAIT)
3517 Flags |= WINEDDBLT_WAIT;
3518 if(trans & WINEDDBLTFAST_DONOTWAIT)
3519 Flags |= WINEDDBLT_DONOTWAIT;
3521 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3525 return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3528 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3529 /** Check against the maximum texture sizes supported by the video card **/
3530 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3531 unsigned int pow2Width, pow2Height;
3532 const GlPixelFormatDesc *glDesc;
3534 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3535 /* Setup some glformat defaults */
3536 This->glDescription.glFormat = glDesc->glFormat;
3537 This->glDescription.glFormatInternal = glDesc->glInternal;
3538 This->glDescription.glType = glDesc->glType;
3540 This->glDescription.textureName = 0;
3541 This->glDescription.target = GL_TEXTURE_2D;
3543 /* Non-power2 support */
3544 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3545 pow2Width = This->currentDesc.Width;
3546 pow2Height = This->currentDesc.Height;
3548 /* Find the nearest pow2 match */
3549 pow2Width = pow2Height = 1;
3550 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3551 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3553 This->pow2Width = pow2Width;
3554 This->pow2Height = pow2Height;
3556 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3557 WINED3DFORMAT Format = This->resource.format;
3558 /** TODO: add support for non power two compressed textures **/
3559 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3560 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
3561 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3562 This, This->currentDesc.Width, This->currentDesc.Height);
3563 return WINED3DERR_NOTAVAILABLE;
3567 if(pow2Width != This->currentDesc.Width ||
3568 pow2Height != This->currentDesc.Height) {
3569 This->Flags |= SFLAG_NONPOW2;
3572 TRACE("%p\n", This);
3573 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3574 /* one of three options
3575 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
3576 2: Set the texture to the maximum size (bad idea)
3577 3: WARN and return WINED3DERR_NOTAVAILABLE;
3578 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
3580 WARN("(%p) Creating an oversized surface\n", This);
3581 This->Flags |= SFLAG_OVERSIZE;
3583 /* This will be initialized on the first blt */
3584 This->glRect.left = 0;
3585 This->glRect.top = 0;
3586 This->glRect.right = 0;
3587 This->glRect.bottom = 0;
3589 /* No oversize, gl rect is the full texture size */
3590 This->Flags &= ~SFLAG_OVERSIZE;
3591 This->glRect.left = 0;
3592 This->glRect.top = 0;
3593 This->glRect.right = This->pow2Width;
3594 This->glRect.bottom = This->pow2Height;
3597 if(This->resource.allocatedMemory == NULL) {
3598 /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
3599 * gl does not, so we need to upload zeroes to init the gl texture.
3601 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
3603 This->Flags |= SFLAG_INSYSMEM;
3608 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
3611 IWineD3DBaseSurfaceImpl_QueryInterface,
3612 IWineD3DBaseSurfaceImpl_AddRef,
3613 IWineD3DSurfaceImpl_Release,
3614 /* IWineD3DResource */
3615 IWineD3DBaseSurfaceImpl_GetParent,
3616 IWineD3DBaseSurfaceImpl_GetDevice,
3617 IWineD3DBaseSurfaceImpl_SetPrivateData,
3618 IWineD3DBaseSurfaceImpl_GetPrivateData,
3619 IWineD3DBaseSurfaceImpl_FreePrivateData,
3620 IWineD3DBaseSurfaceImpl_SetPriority,
3621 IWineD3DBaseSurfaceImpl_GetPriority,
3622 IWineD3DSurfaceImpl_PreLoad,
3623 IWineD3DBaseSurfaceImpl_GetType,
3624 /* IWineD3DSurface */
3625 IWineD3DBaseSurfaceImpl_GetContainer,
3626 IWineD3DBaseSurfaceImpl_GetDesc,
3627 IWineD3DSurfaceImpl_LockRect,
3628 IWineD3DSurfaceImpl_UnlockRect,
3629 IWineD3DSurfaceImpl_GetDC,
3630 IWineD3DSurfaceImpl_ReleaseDC,
3631 IWineD3DSurfaceImpl_Flip,
3632 IWineD3DSurfaceImpl_Blt,
3633 IWineD3DBaseSurfaceImpl_GetBltStatus,
3634 IWineD3DBaseSurfaceImpl_GetFlipStatus,
3635 IWineD3DBaseSurfaceImpl_IsLost,
3636 IWineD3DBaseSurfaceImpl_Restore,
3637 IWineD3DSurfaceImpl_BltFast,
3638 IWineD3DBaseSurfaceImpl_GetPalette,
3639 IWineD3DBaseSurfaceImpl_SetPalette,
3640 IWineD3DBaseSurfaceImpl_RealizePalette,
3641 IWineD3DBaseSurfaceImpl_SetColorKey,
3642 IWineD3DBaseSurfaceImpl_GetPitch,
3643 IWineD3DSurfaceImpl_SetMem,
3644 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
3645 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
3646 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
3647 IWineD3DBaseSurfaceImpl_UpdateOverlay,
3648 IWineD3DBaseSurfaceImpl_SetClipper,
3649 IWineD3DBaseSurfaceImpl_GetClipper,
3651 IWineD3DSurfaceImpl_AddDirtyRect,
3652 IWineD3DSurfaceImpl_LoadTexture,
3653 IWineD3DSurfaceImpl_SaveSnapshot,
3654 IWineD3DBaseSurfaceImpl_SetContainer,
3655 IWineD3DSurfaceImpl_SetGlTextureDesc,
3656 IWineD3DSurfaceImpl_GetGlDesc,
3657 IWineD3DSurfaceImpl_GetData,
3658 IWineD3DSurfaceImpl_SetFormat,
3659 IWineD3DSurfaceImpl_PrivateSetup