2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION (*gl_info)
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
41 IWineD3DDeviceImpl *device = This->resource.device;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 struct wined3d_context *context = NULL;
44 renderbuffer_entry_t *entry, *entry2;
46 TRACE("(%p) : Cleaning up.\n", This);
48 /* Need a context to destroy the texture. Use the currently active render
49 * target, but only if the primary render target exists. Otherwise
50 * lastActiveRenderTarget is garbage. When destroying the primary render
51 * target, Uninit3D() will activate a context before doing anything. */
52 if (device->render_targets && device->render_targets[0])
54 context = context_acquire(device, NULL);
59 if (This->texture_name)
61 /* Release the OpenGL texture. */
62 TRACE("Deleting texture %u.\n", This->texture_name);
63 glDeleteTextures(1, &This->texture_name);
66 if (This->Flags & SFLAG_PBO)
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
72 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
74 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
75 HeapFree(GetProcessHeap(), 0, entry);
80 if (This->Flags & SFLAG_DIBSECTION)
83 SelectObject(This->hDC, This->dib.holdbitmap);
85 /* Release the DIB section. */
86 DeleteObject(This->dib.DIBsection);
87 This->dib.bitmap_data = NULL;
88 This->resource.allocatedMemory = NULL;
91 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
92 if (This->overlay_dest) list_remove(&This->overlay_entry);
94 HeapFree(GetProcessHeap(), 0, This->palette9);
96 resource_cleanup((IWineD3DResource *)This);
98 if (context) context_release(context);
101 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)
105 if (format_desc->format == WINED3DFMT_UNKNOWN)
109 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
111 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
112 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
113 size = row_count * row_block_count * format_desc->block_byte_count;
117 /* The pitch is a multiple of 4 bytes. */
118 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
121 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
130 enum tex_types tex_type;
131 GLfloat coords[4][3];
142 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
144 f->l = ((r->left * 2.0f) / w) - 1.0f;
145 f->t = ((r->top * 2.0f) / h) - 1.0f;
146 f->r = ((r->right * 2.0f) / w) - 1.0f;
147 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
152 GLfloat (*coords)[3] = info->coords;
169 FIXME("Unsupported texture target %#x\n", target);
170 /* Fall back to GL_TEXTURE_2D */
172 info->binding = GL_TEXTURE_BINDING_2D;
173 info->bind_target = GL_TEXTURE_2D;
174 info->tex_type = tex_2d;
175 coords[0][0] = (float)rect.left / w;
176 coords[0][1] = (float)rect.top / h;
179 coords[1][0] = (float)rect.right / w;
180 coords[1][1] = (float)rect.top / h;
183 coords[2][0] = (float)rect.left / w;
184 coords[2][1] = (float)rect.bottom / h;
187 coords[3][0] = (float)rect.right / w;
188 coords[3][1] = (float)rect.bottom / h;
192 case GL_TEXTURE_RECTANGLE_ARB:
193 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
194 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
195 info->tex_type = tex_rect;
196 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
197 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
198 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
199 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
203 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
204 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
205 info->tex_type = tex_cube;
206 cube_coords_float(&rect, w, h, &f);
208 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
209 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
210 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
211 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
214 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
215 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
216 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
217 info->tex_type = tex_cube;
218 cube_coords_float(&rect, w, h, &f);
220 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
221 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
222 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
223 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
226 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
227 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
228 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
229 info->tex_type = tex_cube;
230 cube_coords_float(&rect, w, h, &f);
232 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
233 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
234 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
235 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
238 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
239 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
240 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
241 info->tex_type = tex_cube;
242 cube_coords_float(&rect, w, h, &f);
244 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
245 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
246 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
247 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
250 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
251 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
252 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
253 info->tex_type = tex_cube;
254 cube_coords_float(&rect, w, h, &f);
256 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
257 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
258 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
259 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
262 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
263 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
264 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
265 info->tex_type = tex_cube;
266 cube_coords_float(&rect, w, h, &f);
268 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
269 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
270 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
271 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
276 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
279 *rect_out = *rect_in;
284 rect_out->right = This->currentDesc.Width;
285 rect_out->bottom = This->currentDesc.Height;
289 /* GL locking and context activation is done by the caller */
290 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
292 IWineD3DBaseTextureImpl *texture;
293 struct blt_info info;
295 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
297 glEnable(info.bind_target);
298 checkGLcall("glEnable(bind_target)");
300 /* Bind the texture */
301 glBindTexture(info.bind_target, src_surface->texture_name);
302 checkGLcall("glBindTexture");
304 /* Filtering for StretchRect */
305 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
306 wined3d_gl_mag_filter(magLookup, Filter));
307 checkGLcall("glTexParameteri");
308 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
309 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
310 checkGLcall("glTexParameteri");
311 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
313 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
314 checkGLcall("glTexEnvi");
317 glBegin(GL_TRIANGLE_STRIP);
318 glTexCoord3fv(info.coords[0]);
319 glVertex2i(dst_rect->left, dst_rect->top);
321 glTexCoord3fv(info.coords[1]);
322 glVertex2i(dst_rect->right, dst_rect->top);
324 glTexCoord3fv(info.coords[2]);
325 glVertex2i(dst_rect->left, dst_rect->bottom);
327 glTexCoord3fv(info.coords[3]);
328 glVertex2i(dst_rect->right, dst_rect->bottom);
331 /* Unbind the texture */
332 glBindTexture(info.bind_target, 0);
333 checkGLcall("glBindTexture(info->bind_target, 0)");
335 /* We changed the filtering settings on the texture. Inform the
336 * container about this to get the filters reset properly next draw. */
337 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
339 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
340 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
342 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
346 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
347 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
348 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
349 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
351 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
352 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
353 void (*cleanup)(IWineD3DSurfaceImpl *This);
354 unsigned int resource_size;
357 if (multisample_quality > 0)
359 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
360 multisample_quality = 0;
363 /* FIXME: Check that the format is supported by the device. */
365 resource_size = surface_calculate_size(format_desc, alignment, width, height);
367 /* Look at the implementation and set the correct Vtable. */
368 switch (surface_type)
371 surface->lpVtbl = &IWineD3DSurface_Vtbl;
372 cleanup = surface_cleanup;
376 surface->lpVtbl = &IWineGDISurface_Vtbl;
377 cleanup = surface_gdi_cleanup;
381 ERR("Requested unknown surface implementation %#x.\n", surface_type);
382 return WINED3DERR_INVALIDCALL;
385 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
386 device, resource_size, usage, format_desc, pool, parent, parent_ops);
389 WARN("Failed to initialize resource, returning %#x.\n", hr);
393 /* "Standalone" surface. */
394 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
396 surface->currentDesc.Width = width;
397 surface->currentDesc.Height = height;
398 surface->currentDesc.MultiSampleType = multisample_type;
399 surface->currentDesc.MultiSampleQuality = multisample_quality;
400 surface->texture_level = level;
401 list_init(&surface->overlays);
404 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
405 if (discard) surface->Flags |= SFLAG_DISCARD;
406 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
408 /* Quick lockable sanity check.
409 * TODO: remove this after surfaces, usage and lockability have been debugged properly
410 * this function is too deep to need to care about things like this.
411 * Levels need to be checked too, since they all affect what can be done. */
414 case WINED3DPOOL_SCRATCH:
417 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
418 "which are mutually exclusive, setting lockable to TRUE.\n");
423 case WINED3DPOOL_SYSTEMMEM:
425 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
428 case WINED3DPOOL_MANAGED:
429 if (usage & WINED3DUSAGE_DYNAMIC)
430 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
433 case WINED3DPOOL_DEFAULT:
434 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
435 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
439 FIXME("Unknown pool %#x.\n", pool);
443 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
445 FIXME("Trying to create a render target that isn't in the default pool.\n");
448 /* Mark the texture as dirty so that it gets loaded first time around. */
449 surface_add_dirty_rect(surface, NULL);
450 list_init(&surface->renderbuffers);
452 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
454 /* Call the private setup routine */
455 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
458 ERR("Private setup failed, returning %#x\n", hr);
466 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
468 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
471 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
476 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
480 name = &surface->texture_name_srgb;
481 flag = SFLAG_INSRGBTEX;
485 name = &surface->texture_name;
486 flag = SFLAG_INTEXTURE;
489 if (!*name && new_name)
491 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
492 * surface has no texture name yet. See if we can get rid of this. */
493 if (surface->Flags & flag)
494 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
495 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, flag, FALSE);
499 surface_force_reload(surface);
502 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
504 TRACE("surface %p, target %#x.\n", surface, target);
506 if (surface->texture_target != target)
508 if (target == GL_TEXTURE_RECTANGLE_ARB)
510 surface->Flags &= ~SFLAG_NORMCOORD;
512 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
514 surface->Flags |= SFLAG_NORMCOORD;
517 surface->texture_target = target;
518 surface_force_reload(surface);
521 /* Context activation is done by the caller. */
522 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
523 DWORD active_sampler;
525 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
526 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
527 * gl states. The current texture unit should always be a valid one.
529 * To be more specific, this is tricky because we can implicitly be called
530 * from sampler() in state.c. This means we can't touch anything other than
531 * whatever happens to be the currently active texture, or we would risk
532 * marking already applied sampler states dirty again.
534 * TODO: Track the current active texture per GL context instead of using glGet
536 GLint active_texture;
538 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
540 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
542 if (active_sampler != WINED3D_UNMAPPED_STAGE)
544 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
546 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
549 /* This function checks if the primary render target uses the 8bit paletted format. */
550 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
552 if (device->render_targets && device->render_targets[0])
554 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
555 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
556 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
562 /* This call just downloads data, the caller is responsible for binding the
563 * correct texture. */
564 /* Context activation is done by the caller. */
565 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
567 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
569 /* Only support read back of converted P8 surfaces */
570 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
572 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
578 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
580 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
581 This, This->texture_level, format_desc->glFormat, format_desc->glType,
582 This->resource.allocatedMemory);
584 if (This->Flags & SFLAG_PBO)
586 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
587 checkGLcall("glBindBufferARB");
588 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
589 checkGLcall("glGetCompressedTexImageARB");
590 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
591 checkGLcall("glBindBufferARB");
595 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
596 This->texture_level, This->resource.allocatedMemory));
597 checkGLcall("glGetCompressedTexImageARB");
603 GLenum format = format_desc->glFormat;
604 GLenum type = format_desc->glType;
608 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
609 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
612 type = GL_UNSIGNED_BYTE;
615 if (This->Flags & SFLAG_NONPOW2) {
616 unsigned char alignment = This->resource.device->surface_alignment;
617 src_pitch = format_desc->byte_count * This->pow2Width;
618 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
619 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
620 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
622 mem = This->resource.allocatedMemory;
625 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
626 This, This->texture_level, format, type, mem);
628 if(This->Flags & SFLAG_PBO) {
629 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
630 checkGLcall("glBindBufferARB");
632 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
633 checkGLcall("glGetTexImage");
635 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
636 checkGLcall("glBindBufferARB");
638 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
639 checkGLcall("glGetTexImage");
643 if (This->Flags & SFLAG_NONPOW2) {
644 const BYTE *src_data;
648 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
649 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
650 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
652 * We're doing this...
654 * instead of boxing the texture :
655 * |<-texture width ->| -->pow2width| /\
656 * |111111111111111111| | |
657 * |222 Texture 222222| boxed empty | texture height
658 * |3333 Data 33333333| | |
659 * |444444444444444444| | \/
660 * ----------------------------------- |
661 * | boxed empty | boxed empty | pow2height
663 * -----------------------------------
666 * we're repacking the data to the expected texture width
668 * |<-texture width ->| -->pow2width| /\
669 * |111111111111111111222222222222222| |
670 * |222333333333333333333444444444444| texture height
674 * | empty | pow2height
676 * -----------------------------------
680 * |<-texture width ->| /\
681 * |111111111111111111|
682 * |222222222222222222|texture height
683 * |333333333333333333|
684 * |444444444444444444| \/
685 * --------------------
687 * this also means that any references to allocatedMemory should work with the data as if were a
688 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
690 * internally the texture is still stored in a boxed format so any references to textureName will
691 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
693 * Performance should not be an issue, because applications normally do not lock the surfaces when
694 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
695 * and doesn't have to be re-read.
698 dst_data = This->resource.allocatedMemory;
699 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
700 for (y = 1 ; y < This->currentDesc.Height; y++) {
701 /* skip the first row */
702 src_data += src_pitch;
703 dst_data += dst_pitch;
704 memcpy(dst_data, src_data, dst_pitch);
707 HeapFree(GetProcessHeap(), 0, mem);
711 /* Surface has now been downloaded */
712 This->Flags |= SFLAG_INSYSMEM;
715 /* This call just uploads data, the caller is responsible for binding the
716 * correct texture. */
717 /* Context activation is done by the caller. */
718 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
719 const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
721 GLsizei width = This->currentDesc.Width;
722 GLsizei height = This->currentDesc.Height;
727 internal = format_desc->glGammaInternal;
729 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
731 internal = format_desc->rtInternal;
735 internal = format_desc->glInternal;
738 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
739 This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
740 TRACE("target %#x, level %u, resource size %u.\n",
741 This->texture_target, This->texture_level, This->resource.size);
743 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
747 if (This->Flags & SFLAG_PBO)
749 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
750 checkGLcall("glBindBufferARB");
752 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
756 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
758 TRACE("Calling glCompressedTexSubImage2DARB.\n");
760 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
761 0, 0, width, height, internal, This->resource.size, data));
762 checkGLcall("glCompressedTexSubImage2DARB");
766 TRACE("Calling glTexSubImage2D.\n");
768 glTexSubImage2D(This->texture_target, This->texture_level,
769 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
770 checkGLcall("glTexSubImage2D");
773 if (This->Flags & SFLAG_PBO)
775 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
776 checkGLcall("glBindBufferARB");
781 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
783 IWineD3DDeviceImpl *device = This->resource.device;
786 for (i = 0; i < device->numContexts; ++i)
788 context_surface_update(device->contexts[i], This);
793 /* This call just allocates the texture, the caller is responsible for binding
794 * the correct texture. */
795 /* Context activation is done by the caller. */
796 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
797 const struct wined3d_format_desc *format_desc, BOOL srgb)
799 BOOL enable_client_storage = FALSE;
800 GLsizei width = This->pow2Width;
801 GLsizei height = This->pow2Height;
802 const BYTE *mem = NULL;
807 internal = format_desc->glGammaInternal;
809 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
811 internal = format_desc->rtInternal;
815 internal = format_desc->glInternal;
818 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
820 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",
821 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
822 internal, width, height, format_desc->glFormat, format_desc->glType);
826 if (gl_info->supported[APPLE_CLIENT_STORAGE])
828 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
829 /* In some cases we want to disable client storage.
830 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
831 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
832 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
833 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
835 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
836 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
837 This->Flags &= ~SFLAG_CLIENT;
838 enable_client_storage = TRUE;
840 This->Flags |= SFLAG_CLIENT;
842 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
843 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
845 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
849 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
851 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
852 internal, width, height, 0, This->resource.size, mem));
856 glTexImage2D(This->texture_target, This->texture_level,
857 internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
858 checkGLcall("glTexImage2D");
861 if(enable_client_storage) {
862 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
863 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
868 /* In D3D the depth stencil dimensions have to be greater than or equal to the
869 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
870 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
871 /* GL locking is done by the caller */
872 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
874 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
875 renderbuffer_entry_t *entry;
876 GLuint renderbuffer = 0;
877 unsigned int src_width, src_height;
879 src_width = surface->pow2Width;
880 src_height = surface->pow2Height;
882 /* A depth stencil smaller than the render target is not valid */
883 if (width > src_width || height > src_height) return;
885 /* Remove any renderbuffer set if the sizes match */
886 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
887 || (width == src_width && height == src_height))
889 surface->current_renderbuffer = NULL;
893 /* Look if we've already got a renderbuffer of the correct dimensions */
894 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
896 if (entry->width == width && entry->height == height)
898 renderbuffer = entry->id;
899 surface->current_renderbuffer = entry;
906 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
907 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
908 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
909 surface->resource.format_desc->glInternal, width, height);
911 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
912 entry->width = width;
913 entry->height = height;
914 entry->id = renderbuffer;
915 list_add_head(&surface->renderbuffers, &entry->entry);
917 surface->current_renderbuffer = entry;
920 checkGLcall("set_compatible_renderbuffer");
923 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
925 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
927 TRACE("surface %p.\n", surface);
929 if (!(surface->Flags & SFLAG_SWAPCHAIN))
931 ERR("Surface %p is not on a swapchain.\n", surface);
935 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
937 if (swapchain->render_to_fbo)
939 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
940 return GL_COLOR_ATTACHMENT0;
942 TRACE("Returning GL_BACK\n");
945 else if (surface == swapchain->front_buffer)
947 TRACE("Returning GL_FRONT\n");
951 FIXME("Higher back buffer, returning GL_BACK\n");
955 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
956 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
958 IWineD3DBaseTexture *baseTexture = NULL;
960 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
962 if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
963 /* No partial locking for textures yet. */
964 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
966 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
969 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
970 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
971 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
972 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
976 surface->dirtyRect.left = 0;
977 surface->dirtyRect.top = 0;
978 surface->dirtyRect.right = surface->currentDesc.Width;
979 surface->dirtyRect.bottom = surface->currentDesc.Height;
982 /* if the container is a basetexture then mark it dirty. */
983 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
984 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
986 TRACE("Passing to container\n");
987 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
988 IWineD3DBaseTexture_Release(baseTexture);
992 static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
994 IWineD3DDeviceImpl *device = This->resource.device;
996 switch(This->resource.format_desc->format)
998 case WINED3DFMT_P8_UINT:
1002 if (primary_render_target_is_p8(device))
1003 alpha = color << 24;
1007 if (This->palette) {
1008 *argb_color = (alpha |
1009 (This->palette->palents[color].peRed << 16) |
1010 (This->palette->palents[color].peGreen << 8) |
1011 (This->palette->palents[color].peBlue));
1013 *argb_color = alpha;
1018 case WINED3DFMT_B5G6R5_UNORM:
1020 if (color == 0xFFFF) {
1021 *argb_color = 0xFFFFFFFF;
1023 *argb_color = ((0xFF000000) |
1024 ((color & 0xF800) << 8) |
1025 ((color & 0x07E0) << 5) |
1026 ((color & 0x001F) << 3));
1031 case WINED3DFMT_B8G8R8_UNORM:
1032 case WINED3DFMT_B8G8R8X8_UNORM:
1033 *argb_color = 0xFF000000 | color;
1036 case WINED3DFMT_B8G8R8A8_UNORM:
1037 *argb_color = color;
1041 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1047 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1049 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1050 ULONG ref = InterlockedDecrement(&This->resource.ref);
1051 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1055 surface_cleanup(This);
1056 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1058 TRACE("(%p) Released.\n", This);
1059 HeapFree(GetProcessHeap(), 0, This);
1065 /* ****************************************************
1066 IWineD3DSurface IWineD3DResource parts follow
1067 **************************************************** */
1069 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1071 /* TODO: check for locks */
1072 IWineD3DDeviceImpl *device = surface->resource.device;
1073 IWineD3DBaseTexture *baseTexture = NULL;
1075 TRACE("(%p)Checking to see if the container is a base texture\n", surface);
1076 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1077 &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
1079 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *)baseTexture;
1080 TRACE("Passing to container\n");
1081 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
1082 IWineD3DBaseTexture_Release(baseTexture);
1084 struct wined3d_context *context = NULL;
1086 TRACE("(%p) : About to load surface\n", surface);
1088 if (!device->isInDraw) context = context_acquire(device, NULL);
1090 if (surface->resource.format_desc->format == WINED3DFMT_P8_UINT
1091 || surface->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1093 if (palette9_changed(surface))
1095 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1096 /* TODO: This is not necessarily needed with hw palettized texture support */
1097 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
1098 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1099 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
1103 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1105 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1107 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1111 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1115 if (context) context_release(context);
1119 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1121 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1124 /* Context activation is done by the caller. */
1125 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1127 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1128 This->resource.allocatedMemory =
1129 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1133 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1134 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1135 checkGLcall("glGetBufferSubDataARB");
1136 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1137 checkGLcall("glDeleteBuffersARB");
1141 This->Flags &= ~SFLAG_PBO;
1144 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1146 if (!surface->resource.allocatedMemory)
1148 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1149 surface->resource.size + RESOURCE_ALIGNMENT);
1150 if (!surface->resource.heapMemory)
1152 ERR("Out of memory\n");
1155 surface->resource.allocatedMemory =
1156 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1160 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1163 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
1167 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
1168 IWineD3DBaseTexture *texture = NULL;
1169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1170 IWineD3DDeviceImpl *device = This->resource.device;
1171 const struct wined3d_gl_info *gl_info;
1172 renderbuffer_entry_t *entry, *entry2;
1173 struct wined3d_context *context;
1175 TRACE("(%p)\n", iface);
1177 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1178 /* Default pool resources are supposed to be destroyed before Reset is called.
1179 * Implicit resources stay however. So this means we have an implicit render target
1180 * or depth stencil. The content may be destroyed, but we still have to tear down
1181 * opengl resources, so we cannot leave early.
1183 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1184 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1185 * or the depth stencil into an FBO the texture or render buffer will be removed
1186 * and all flags get lost
1188 surface_init_sysmem(This);
1192 /* Load the surface into system memory */
1193 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
1194 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
1196 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
1197 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
1198 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1200 context = context_acquire(device, NULL);
1201 gl_info = context->gl_info;
1203 /* Destroy PBOs, but load them into real sysmem before */
1204 if (This->Flags & SFLAG_PBO)
1205 surface_remove_pbo(This, gl_info);
1207 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1208 * all application-created targets the application has to release the surface
1209 * before calling _Reset
1211 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1213 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1215 list_remove(&entry->entry);
1216 HeapFree(GetProcessHeap(), 0, entry);
1218 list_init(&This->renderbuffers);
1219 This->current_renderbuffer = NULL;
1221 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1224 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
1227 glDeleteTextures(1, &This->texture_name);
1228 This->texture_name = 0;
1229 glDeleteTextures(1, &This->texture_name_srgb);
1230 This->texture_name_srgb = 0;
1233 IWineD3DBaseTexture_Release(texture);
1236 context_release(context);
1239 /* ******************************************************
1240 IWineD3DSurface IWineD3DSurface parts follow
1241 ****************************************************** */
1243 /* Read the framebuffer back into the surface */
1244 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1246 IWineD3DDeviceImpl *device = This->resource.device;
1247 const struct wined3d_gl_info *gl_info;
1248 struct wined3d_context *context;
1252 BYTE *row, *top, *bottom;
1256 BOOL srcIsUpsideDown;
1261 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1262 static BOOL warned = FALSE;
1264 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1270 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1271 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1272 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1273 * context->last_was_blit set on the unlock.
1275 context = context_acquire(device, This);
1276 context_apply_blit_state(context, device);
1277 gl_info = context->gl_info;
1281 /* Select the correct read buffer, and give some debug output.
1282 * There is no need to keep track of the current read buffer or reset it, every part of the code
1283 * that reads sets the read buffer as desired.
1285 if (surface_is_offscreen(This))
1287 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1288 * Read from the back buffer
1290 TRACE("Locking offscreen render target\n");
1291 glReadBuffer(device->offscreenBuffer);
1292 srcIsUpsideDown = TRUE;
1296 /* Onscreen surfaces are always part of a swapchain */
1297 GLenum buffer = surface_get_gl_buffer(This);
1298 TRACE("Locking %#x buffer\n", buffer);
1299 glReadBuffer(buffer);
1300 checkGLcall("glReadBuffer");
1301 srcIsUpsideDown = FALSE;
1304 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1306 local_rect.left = 0;
1308 local_rect.right = This->currentDesc.Width;
1309 local_rect.bottom = This->currentDesc.Height;
1313 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1315 switch(This->resource.format_desc->format)
1317 case WINED3DFMT_P8_UINT:
1319 if (primary_render_target_is_p8(device))
1321 /* In case of P8 render targets the index is stored in the alpha component */
1323 type = GL_UNSIGNED_BYTE;
1325 bpp = This->resource.format_desc->byte_count;
1327 /* GL can't return palettized data, so read ARGB pixels into a
1328 * separate block of memory and convert them into palettized format
1329 * in software. Slow, but if the app means to use palettized render
1330 * targets and locks it...
1332 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1333 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1334 * for the color channels when palettizing the colors.
1337 type = GL_UNSIGNED_BYTE;
1339 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1341 ERR("Out of memory\n");
1345 bpp = This->resource.format_desc->byte_count * 3;
1352 fmt = This->resource.format_desc->glFormat;
1353 type = This->resource.format_desc->glType;
1354 bpp = This->resource.format_desc->byte_count;
1357 if(This->Flags & SFLAG_PBO) {
1358 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1359 checkGLcall("glBindBufferARB");
1361 ERR("mem not null for pbo -- unexpected\n");
1366 /* Save old pixel store pack state */
1367 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1368 checkGLcall("glGetIntegerv");
1369 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1370 checkGLcall("glGetIntegerv");
1371 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1372 checkGLcall("glGetIntegerv");
1374 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1375 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1376 checkGLcall("glPixelStorei");
1377 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1378 checkGLcall("glPixelStorei");
1379 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1380 checkGLcall("glPixelStorei");
1382 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1383 local_rect.right - local_rect.left,
1384 local_rect.bottom - local_rect.top,
1386 checkGLcall("glReadPixels");
1388 /* Reset previous pixel store pack state */
1389 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1390 checkGLcall("glPixelStorei");
1391 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1392 checkGLcall("glPixelStorei");
1393 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1394 checkGLcall("glPixelStorei");
1396 if(This->Flags & SFLAG_PBO) {
1397 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1398 checkGLcall("glBindBufferARB");
1400 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1401 * to get a pointer to it and perform the flipping in software. This is a lot
1402 * faster than calling glReadPixels for each line. In case we want more speed
1403 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1404 if(!srcIsUpsideDown) {
1405 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1406 checkGLcall("glBindBufferARB");
1408 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1409 checkGLcall("glMapBufferARB");
1413 /* TODO: Merge this with the palettization loop below for P8 targets */
1414 if(!srcIsUpsideDown) {
1416 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1417 Flip the lines in software */
1418 len = (local_rect.right - local_rect.left) * bpp;
1419 off = local_rect.left * bpp;
1421 row = HeapAlloc(GetProcessHeap(), 0, len);
1423 ERR("Out of memory\n");
1424 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1429 top = mem + pitch * local_rect.top;
1430 bottom = mem + pitch * (local_rect.bottom - 1);
1431 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1432 memcpy(row, top + off, len);
1433 memcpy(top + off, bottom + off, len);
1434 memcpy(bottom + off, row, len);
1438 HeapFree(GetProcessHeap(), 0, row);
1440 /* Unmap the temp PBO buffer */
1441 if(This->Flags & SFLAG_PBO) {
1442 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1443 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1448 context_release(context);
1450 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1451 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1452 * the same color but we have no choice.
1453 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1455 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1457 const PALETTEENTRY *pal = NULL;
1458 DWORD width = pitch / 3;
1462 pal = This->palette->palents;
1464 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1465 HeapFree(GetProcessHeap(), 0, mem);
1469 for(y = local_rect.top; y < local_rect.bottom; y++) {
1470 for(x = local_rect.left; x < local_rect.right; x++) {
1471 /* start lines pixels */
1472 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1473 const BYTE *green = blue + 1;
1474 const BYTE *red = green + 1;
1476 for(c = 0; c < 256; c++) {
1477 if(*red == pal[c].peRed &&
1478 *green == pal[c].peGreen &&
1479 *blue == pal[c].peBlue)
1481 *((BYTE *) dest + y * width + x) = c;
1487 HeapFree(GetProcessHeap(), 0, mem);
1491 /* Read the framebuffer contents into a texture */
1492 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1494 IWineD3DDeviceImpl *device = This->resource.device;
1495 const struct wined3d_gl_info *gl_info;
1496 struct wined3d_context *context;
1499 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1500 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1501 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1503 context = context_acquire(device, This);
1504 gl_info = context->gl_info;
1506 surface_prepare_texture(This, gl_info, srgb);
1507 surface_bind_and_dirtify(This, srgb);
1510 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1513 /* Select the correct read buffer, and give some debug output.
1514 * There is no need to keep track of the current read buffer or reset it, every part of the code
1515 * that reads sets the read buffer as desired.
1517 if (!surface_is_offscreen(This))
1519 GLenum buffer = surface_get_gl_buffer(This);
1520 TRACE("Locking %#x buffer\n", buffer);
1523 glReadBuffer(buffer);
1524 checkGLcall("glReadBuffer");
1529 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1530 * Read from the back buffer
1532 TRACE("Locking offscreen render target\n");
1534 glReadBuffer(device->offscreenBuffer);
1535 checkGLcall("glReadBuffer");
1540 /* If !SrcIsUpsideDown we should flip the surface.
1541 * This can be done using glCopyTexSubImage2D but this
1542 * is VERY slow, so don't do that. We should prevent
1543 * this code from getting called in such cases or perhaps
1544 * we can use FBOs */
1546 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1547 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1548 checkGLcall("glCopyTexSubImage2D");
1550 glReadBuffer(prevRead);
1551 checkGLcall("glReadBuffer");
1555 context_release(context);
1557 TRACE("Updated target %d\n", This->texture_target);
1560 /* Context activation is done by the caller. */
1561 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1562 const struct wined3d_gl_info *gl_info, BOOL srgb)
1564 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1565 CONVERT_TYPES convert;
1566 struct wined3d_format_desc desc;
1568 if (surface->Flags & alloc_flag) return;
1570 d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
1571 if(convert != NO_CONVERSION || desc.convert) surface->Flags |= SFLAG_CONVERTED;
1572 else surface->Flags &= ~SFLAG_CONVERTED;
1574 surface_bind_and_dirtify(surface, srgb);
1575 surface_allocate_surface(surface, gl_info, &desc, srgb);
1576 surface->Flags |= alloc_flag;
1579 /* Context activation is done by the caller. */
1580 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1582 IWineD3DBaseTextureImpl *texture;
1584 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
1585 &IID_IWineD3DBaseTexture, (void **)&texture)))
1587 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1590 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1592 for (i = 0; i < sub_count; ++i)
1594 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1595 surface_prepare_texture_internal(s, gl_info, srgb);
1598 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
1601 surface_prepare_texture_internal(surface, gl_info, srgb);
1604 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1606 IWineD3DDeviceImpl *device = This->resource.device;
1607 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1609 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1610 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1613 if(!(This->Flags & SFLAG_DYNLOCK)) {
1615 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1616 if(This->lockCount > MAXLOCKCOUNT) {
1617 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1618 This->Flags |= SFLAG_DYNLOCK;
1622 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1623 * Also don't create a PBO for systemmem surfaces.
1625 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1626 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1627 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1630 struct wined3d_context *context;
1632 context = context_acquire(device, NULL);
1635 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1636 error = glGetError();
1637 if(This->pbo == 0 || error != GL_NO_ERROR) {
1638 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1641 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1643 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1644 checkGLcall("glBindBufferARB");
1646 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1647 checkGLcall("glBufferDataARB");
1649 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1650 checkGLcall("glBindBufferARB");
1652 /* We don't need the system memory anymore and we can't even use it for PBOs */
1653 if(!(This->Flags & SFLAG_CLIENT)) {
1654 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1655 This->resource.heapMemory = NULL;
1657 This->resource.allocatedMemory = NULL;
1658 This->Flags |= SFLAG_PBO;
1660 context_release(context);
1662 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1664 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1667 if(!This->resource.heapMemory) {
1668 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1670 This->resource.allocatedMemory =
1671 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1672 if(This->Flags & SFLAG_INSYSMEM) {
1673 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1678 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1679 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1680 IWineD3DDeviceImpl *device = This->resource.device;
1681 const RECT *pass_rect = pRect;
1683 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1684 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1686 /* This is also done in the base class, but we have to verify this before loading any data from
1687 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1688 * may interfere, and all other bad things may happen
1690 if (This->Flags & SFLAG_LOCKED) {
1691 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1692 return WINED3DERR_INVALIDCALL;
1694 This->Flags |= SFLAG_LOCKED;
1696 if (!(This->Flags & SFLAG_LOCKABLE))
1698 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1701 if (Flags & WINED3DLOCK_DISCARD) {
1702 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1703 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1704 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1705 This->Flags |= SFLAG_INSYSMEM;
1709 if (This->Flags & SFLAG_INSYSMEM) {
1710 TRACE("Local copy is up to date, not downloading data\n");
1711 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1715 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1716 * the full surface. Most callers don't need that, so do it here. */
1717 if (pRect && pRect->top == 0 && pRect->left == 0
1718 && pRect->right == This->currentDesc.Width
1719 && pRect->bottom == This->currentDesc.Height)
1724 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1725 && ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
1727 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1731 if (This->Flags & SFLAG_PBO)
1733 const struct wined3d_gl_info *gl_info;
1734 struct wined3d_context *context;
1736 context = context_acquire(device, NULL);
1737 gl_info = context->gl_info;
1740 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1741 checkGLcall("glBindBufferARB");
1743 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1744 if(This->resource.allocatedMemory) {
1745 ERR("The surface already has PBO memory allocated!\n");
1748 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1749 checkGLcall("glMapBufferARB");
1751 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1752 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1753 checkGLcall("glBindBufferARB");
1756 context_release(context);
1759 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1762 IWineD3DBaseTexture *pBaseTexture;
1765 * as seen in msdn docs
1767 surface_add_dirty_rect(This, pRect);
1769 /** Dirtify Container if needed */
1770 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1771 TRACE("Making container dirty\n");
1772 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1773 IWineD3DBaseTexture_Release(pBaseTexture);
1775 TRACE("Surface is standalone, no need to dirty the container\n");
1779 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1782 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1784 GLint prev_rasterpos[4];
1785 GLint skipBytes = 0;
1786 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1787 IWineD3DDeviceImpl *device = This->resource.device;
1788 const struct wined3d_gl_info *gl_info;
1789 struct wined3d_context *context;
1791 /* Activate the correct context for the render target */
1792 context = context_acquire(device, This);
1793 context_apply_blit_state(context, device);
1794 gl_info = context->gl_info;
1798 if (!surface_is_offscreen(This))
1800 GLenum buffer = surface_get_gl_buffer(This);
1801 TRACE("Unlocking %#x buffer.\n", buffer);
1802 context_set_draw_buffer(context, buffer);
1806 /* Primary offscreen render target */
1807 TRACE("Offscreen render target.\n");
1808 context_set_draw_buffer(context, device->offscreenBuffer);
1811 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1812 checkGLcall("glGetIntegerv");
1813 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1814 checkGLcall("glGetIntegerv");
1815 glPixelZoom(1.0f, -1.0f);
1816 checkGLcall("glPixelZoom");
1818 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1819 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1820 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1822 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1823 checkGLcall("glRasterPos3i");
1825 /* Some drivers(radeon dri, others?) don't like exceptions during
1826 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1827 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1828 * catch to put the dib section in InSync mode, which leads to a crash
1829 * and a blocked x server on my radeon card.
1831 * The following lines read the dib section so it is put in InSync mode
1832 * before glDrawPixels is called and the crash is prevented. There won't
1833 * be any interfering gdi accesses, because UnlockRect is called from
1834 * ReleaseDC, and the app won't use the dc any more afterwards.
1836 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1838 read = This->resource.allocatedMemory[0];
1841 if(This->Flags & SFLAG_PBO) {
1842 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1843 checkGLcall("glBindBufferARB");
1846 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1847 if(This->Flags & SFLAG_LOCKED) {
1848 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1849 (This->lockedRect.bottom - This->lockedRect.top)-1,
1851 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1852 checkGLcall("glDrawPixels");
1854 glDrawPixels(This->currentDesc.Width,
1855 This->currentDesc.Height,
1857 checkGLcall("glDrawPixels");
1860 if(This->Flags & SFLAG_PBO) {
1861 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1862 checkGLcall("glBindBufferARB");
1865 glPixelZoom(1.0f, 1.0f);
1866 checkGLcall("glPixelZoom");
1868 glRasterPos3iv(&prev_rasterpos[0]);
1869 checkGLcall("glRasterPos3iv");
1871 /* Reset to previous pack row length */
1872 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1873 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1876 context_release(context);
1879 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1880 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1881 IWineD3DDeviceImpl *device = This->resource.device;
1884 if (!(This->Flags & SFLAG_LOCKED)) {
1885 WARN("trying to Unlock an unlocked surf@%p\n", This);
1886 return WINEDDERR_NOTLOCKED;
1889 if (This->Flags & SFLAG_PBO)
1891 const struct wined3d_gl_info *gl_info;
1892 struct wined3d_context *context;
1894 TRACE("Freeing PBO memory\n");
1896 context = context_acquire(device, NULL);
1897 gl_info = context->gl_info;
1900 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1901 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1902 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1903 checkGLcall("glUnmapBufferARB");
1905 context_release(context);
1907 This->resource.allocatedMemory = NULL;
1910 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1912 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1913 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1917 if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && This == device->render_targets[0]))
1919 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1920 static BOOL warned = FALSE;
1922 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1928 if(This->dirtyRect.left == 0 &&
1929 This->dirtyRect.top == 0 &&
1930 This->dirtyRect.right == This->currentDesc.Width &&
1931 This->dirtyRect.bottom == This->currentDesc.Height) {
1934 /* TODO: Proper partial rectangle tracking */
1935 fullsurface = FALSE;
1936 This->Flags |= SFLAG_INSYSMEM;
1939 switch(wined3d_settings.rendertargetlock_mode) {
1941 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1945 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1950 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1951 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1952 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1953 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1954 * not fully up to date because only a subrectangle was read in LockRect.
1956 This->Flags &= ~SFLAG_INSYSMEM;
1957 This->Flags |= SFLAG_INDRAWABLE;
1960 This->dirtyRect.left = This->currentDesc.Width;
1961 This->dirtyRect.top = This->currentDesc.Height;
1962 This->dirtyRect.right = 0;
1963 This->dirtyRect.bottom = 0;
1965 else if (This == device->depth_stencil)
1967 FIXME("Depth Stencil buffer locking is not implemented\n");
1969 /* The rest should be a normal texture */
1970 IWineD3DBaseTextureImpl *impl;
1971 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1972 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1973 * states need resetting
1975 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1976 if (impl->baseTexture.bindCount)
1977 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
1978 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1983 This->Flags &= ~SFLAG_LOCKED;
1984 memset(&This->lockedRect, 0, sizeof(RECT));
1986 /* Overlays have to be redrawn manually after changes with the GL implementation */
1987 if(This->overlay_dest) {
1988 IWineD3DSurface_DrawOverlay(iface);
1993 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1995 struct wined3d_context *context;
1997 context = context_acquire(surface->resource.device, NULL);
2000 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
2001 if (surface->texture_name)
2003 surface_bind_and_dirtify(surface, FALSE);
2004 glTexImage2D(surface->texture_target, surface->texture_level,
2005 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2007 if (surface->texture_name_srgb)
2009 surface_bind_and_dirtify(surface, TRUE);
2010 glTexImage2D(surface->texture_target, surface->texture_level,
2011 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
2013 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2016 context_release(context);
2018 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
2019 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
2020 surface_force_reload(surface);
2023 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
2025 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2026 WINED3DLOCKED_RECT lock;
2030 TRACE("(%p)->(%p)\n",This,pHDC);
2032 if(This->Flags & SFLAG_USERPTR) {
2033 ERR("Not supported on surfaces with an application-provided surfaces\n");
2034 return WINEDDERR_NODC;
2037 /* Give more detailed info for ddraw */
2038 if (This->Flags & SFLAG_DCINUSE)
2039 return WINEDDERR_DCALREADYCREATED;
2041 /* Can't GetDC if the surface is locked */
2042 if (This->Flags & SFLAG_LOCKED)
2043 return WINED3DERR_INVALIDCALL;
2045 memset(&lock, 0, sizeof(lock)); /* To be sure */
2047 /* Create a DIB section if there isn't a hdc yet */
2049 if(This->Flags & SFLAG_CLIENT) {
2050 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2051 surface_release_client_storage(This);
2053 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2054 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2056 /* Use the dib section from now on if we are not using a PBO */
2057 if(!(This->Flags & SFLAG_PBO))
2058 This->resource.allocatedMemory = This->dib.bitmap_data;
2061 /* Lock the surface */
2062 hr = IWineD3DSurface_LockRect(iface,
2067 if(This->Flags & SFLAG_PBO) {
2068 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2069 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2073 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2074 /* keep the dib section */
2078 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2079 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2081 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2082 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2084 const PALETTEENTRY *pal = NULL;
2087 pal = This->palette->palents;
2089 IWineD3DSurfaceImpl *dds_primary;
2090 IWineD3DSwapChainImpl *swapchain;
2091 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2092 dds_primary = swapchain->front_buffer;
2093 if (dds_primary && dds_primary->palette)
2094 pal = dds_primary->palette->palents;
2098 for (n=0; n<256; n++) {
2099 col[n].rgbRed = pal[n].peRed;
2100 col[n].rgbGreen = pal[n].peGreen;
2101 col[n].rgbBlue = pal[n].peBlue;
2102 col[n].rgbReserved = 0;
2104 SetDIBColorTable(This->hDC, 0, 256, col);
2109 TRACE("returning %p\n",*pHDC);
2110 This->Flags |= SFLAG_DCINUSE;
2115 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2117 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2119 TRACE("(%p)->(%p)\n",This,hDC);
2121 if (!(This->Flags & SFLAG_DCINUSE))
2122 return WINEDDERR_NODC;
2124 if (This->hDC !=hDC) {
2125 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2126 return WINEDDERR_NODC;
2129 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2130 /* Copy the contents of the DIB over to the PBO */
2131 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2134 /* we locked first, so unlock now */
2135 IWineD3DSurface_UnlockRect(iface);
2137 This->Flags &= ~SFLAG_DCINUSE;
2142 /* ******************************************************
2143 IWineD3DSurface Internal (No mapping to directx api) parts follow
2144 ****************************************************** */
2146 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
2148 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2149 IWineD3DDeviceImpl *device = This->resource.device;
2150 BOOL blit_supported = FALSE;
2151 RECT rect = {0, 0, This->pow2Width, This->pow2Height};
2153 /* Copy the default values from the surface. Below we might perform fixups */
2154 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2155 *desc = *This->resource.format_desc;
2156 *convert = NO_CONVERSION;
2158 /* Ok, now look if we have to do any conversion */
2159 switch(This->resource.format_desc->format)
2161 case WINED3DFMT_P8_UINT:
2166 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2167 &rect, This->resource.usage, This->resource.pool,
2168 This->resource.format_desc, &rect, This->resource.usage,
2169 This->resource.pool, This->resource.format_desc);
2171 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2172 * texturing. Further also use conversion in case of color keying.
2173 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2174 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2175 * conflicts with this.
2177 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2178 || colorkey_active || !use_texturing)
2180 desc->glFormat = GL_RGBA;
2181 desc->glInternal = GL_RGBA;
2182 desc->glType = GL_UNSIGNED_BYTE;
2183 desc->conv_byte_count = 4;
2184 if(colorkey_active) {
2185 *convert = CONVERT_PALETTED_CK;
2187 *convert = CONVERT_PALETTED;
2192 case WINED3DFMT_B2G3R3_UNORM:
2193 /* **********************
2194 GL_UNSIGNED_BYTE_3_3_2
2195 ********************** */
2196 if (colorkey_active) {
2197 /* This texture format will never be used.. So do not care about color keying
2198 up until the point in time it will be needed :-) */
2199 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2203 case WINED3DFMT_B5G6R5_UNORM:
2204 if (colorkey_active) {
2205 *convert = CONVERT_CK_565;
2206 desc->glFormat = GL_RGBA;
2207 desc->glInternal = GL_RGB5_A1;
2208 desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2209 desc->conv_byte_count = 2;
2213 case WINED3DFMT_B5G5R5X1_UNORM:
2214 if (colorkey_active) {
2215 *convert = CONVERT_CK_5551;
2216 desc->glFormat = GL_BGRA;
2217 desc->glInternal = GL_RGB5_A1;
2218 desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2219 desc->conv_byte_count = 2;
2223 case WINED3DFMT_B8G8R8_UNORM:
2224 if (colorkey_active) {
2225 *convert = CONVERT_CK_RGB24;
2226 desc->glFormat = GL_RGBA;
2227 desc->glInternal = GL_RGBA8;
2228 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2229 desc->conv_byte_count = 4;
2233 case WINED3DFMT_B8G8R8X8_UNORM:
2234 if (colorkey_active) {
2235 *convert = CONVERT_RGB32_888;
2236 desc->glFormat = GL_RGBA;
2237 desc->glInternal = GL_RGBA8;
2238 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2239 desc->conv_byte_count = 4;
2250 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2252 IWineD3DDeviceImpl *device = This->resource.device;
2253 IWineD3DPaletteImpl *pal = This->palette;
2254 BOOL index_in_alpha = FALSE;
2257 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2258 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2259 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2260 * duplicate entries. Store the color key in the unused alpha component to speed the
2261 * download up and to make conversion unneeded. */
2262 index_in_alpha = primary_render_target_is_p8(device);
2266 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2268 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2271 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2274 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2275 * there's no palette at this time. */
2276 for (i = 0; i < 256; i++) table[i][3] = i;
2281 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2282 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2283 * capability flag is present (wine does advertise this capability) */
2284 for (i = 0; i < 256; ++i)
2286 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2287 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2288 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2289 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2295 TRACE("Using surface palette %p\n", pal);
2296 /* Get the surface's palette */
2297 for (i = 0; i < 256; ++i)
2299 table[i][0] = pal->palents[i].peRed;
2300 table[i][1] = pal->palents[i].peGreen;
2301 table[i][2] = pal->palents[i].peBlue;
2303 /* When index_in_alpha is set the palette index is stored in the
2304 * alpha component. In case of a readback we can then read
2305 * GL_ALPHA. Color keying is handled in BltOverride using a
2306 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2307 * color key itself is passed to glAlphaFunc in other cases the
2308 * alpha component of pixels that should be masked away is set to 0. */
2313 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2314 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2318 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2320 table[i][3] = pal->palents[i].peFlags;
2330 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2331 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2335 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2340 memcpy(dst, src, pitch * height);
2343 case CONVERT_PALETTED:
2344 case CONVERT_PALETTED_CK:
2346 IWineD3DPaletteImpl* pal = This->palette;
2351 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2354 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2356 for (y = 0; y < height; y++)
2358 source = src + pitch * y;
2359 dest = dst + outpitch * y;
2360 /* This is an 1 bpp format, using the width here is fine */
2361 for (x = 0; x < width; x++) {
2362 BYTE color = *source++;
2363 *dest++ = table[color][0];
2364 *dest++ = table[color][1];
2365 *dest++ = table[color][2];
2366 *dest++ = table[color][3];
2372 case CONVERT_CK_565:
2374 /* Converting the 565 format in 5551 packed to emulate color-keying.
2376 Note : in all these conversion, it would be best to average the averaging
2377 pixels to get the color of the pixel that will be color-keyed to
2378 prevent 'color bleeding'. This will be done later on if ever it is
2381 Note2: Nvidia documents say that their driver does not support alpha + color keying
2382 on the same surface and disables color keying in such a case
2388 TRACE("Color keyed 565\n");
2390 for (y = 0; y < height; y++) {
2391 Source = (const WORD *)(src + y * pitch);
2392 Dest = (WORD *) (dst + y * outpitch);
2393 for (x = 0; x < width; x++ ) {
2394 WORD color = *Source++;
2395 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2396 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2397 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2406 case CONVERT_CK_5551:
2408 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2412 TRACE("Color keyed 5551\n");
2413 for (y = 0; y < height; y++) {
2414 Source = (const WORD *)(src + y * pitch);
2415 Dest = (WORD *) (dst + y * outpitch);
2416 for (x = 0; x < width; x++ ) {
2417 WORD color = *Source++;
2419 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2420 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2424 *Dest &= ~(1 << 15);
2432 case CONVERT_CK_RGB24:
2434 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2436 for (y = 0; y < height; y++)
2438 source = src + pitch * y;
2439 dest = dst + outpitch * y;
2440 for (x = 0; x < width; x++) {
2441 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2442 DWORD dstcolor = color << 8;
2443 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2444 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2447 *(DWORD*)dest = dstcolor;
2455 case CONVERT_RGB32_888:
2457 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2459 for (y = 0; y < height; y++)
2461 source = src + pitch * y;
2462 dest = dst + outpitch * y;
2463 for (x = 0; x < width; x++) {
2464 DWORD color = 0xffffff & *(const DWORD*)source;
2465 DWORD dstcolor = color << 8;
2466 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2467 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2470 *(DWORD*)dest = dstcolor;
2479 ERR("Unsupported conversion type %#x.\n", convert);
2484 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2486 IWineD3DDeviceImpl *device = This->resource.device;
2488 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2489 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2491 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2492 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2499 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2504 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2506 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2510 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2511 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2512 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2514 if (!(This->Flags & flag)) {
2515 TRACE("Reloading because surface is dirty\n");
2516 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2517 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2518 /* Reload: vice versa OR */
2519 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2520 /* Also reload: Color key is active AND the color key has changed */
2521 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2522 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2523 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2524 TRACE("Reloading because of color keying\n");
2525 /* To perform the color key conversion we need a sysmem copy of
2526 * the surface. Make sure we have it
2529 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2530 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2531 /* TODO: This is not necessarily needed with hw palettized texture support */
2532 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2534 TRACE("surface is already in texture\n");
2538 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2539 * These resources are not bound by device size or format restrictions. Because of this,
2540 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2541 * However, these resources can always be created, locked, and copied.
2543 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2545 FIXME("(%p) Operation not supported for scratch textures\n",This);
2546 return WINED3DERR_INVALIDCALL;
2549 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2553 static unsigned int gen = 0;
2556 if ((gen % 10) == 0) {
2557 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2558 This, This->texture_target, This->texture_level, gen);
2559 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2562 * debugging crash code
2571 if (!(This->Flags & SFLAG_DONOTFREE)) {
2572 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2573 This->resource.allocatedMemory = NULL;
2574 This->resource.heapMemory = NULL;
2575 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2581 /* Context activation is done by the caller. */
2582 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2583 /* TODO: check for locks */
2584 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2585 IWineD3DBaseTexture *baseTexture = NULL;
2587 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2588 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2589 TRACE("Passing to container\n");
2590 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2591 IWineD3DBaseTexture_Release(baseTexture);
2597 TRACE("(%p) : Binding surface\n", This);
2599 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2603 if (!This->texture_level)
2606 glGenTextures(1, name);
2607 checkGLcall("glGenTextures");
2608 TRACE("Surface %p given name %d\n", This, *name);
2610 glBindTexture(This->texture_target, *name);
2611 checkGLcall("glBindTexture");
2612 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2613 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2614 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2615 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2616 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2617 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2618 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2619 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2620 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2621 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2623 /* This is where we should be reducing the amount of GLMemoryUsed */
2625 /* Mipmap surfaces should have a base texture container */
2626 ERR("Mipmap surface has a glTexture bound to it!\n");
2629 glBindTexture(This->texture_target, *name);
2630 checkGLcall("glBindTexture");
2638 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2641 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2642 char *allocatedMemory;
2643 const char *textureRow;
2644 IWineD3DSwapChain *swapChain = NULL;
2645 int width, height, i, y;
2646 GLuint tmpTexture = 0;
2649 Textures may not be stored in ->allocatedgMemory and a GlTexture
2650 so we should lock the surface before saving a snapshot, or at least check that
2652 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2653 by calling GetTexImage and in compressed form by calling
2654 GetCompressedTexImageARB. Queried compressed images can be saved and
2655 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2656 texture images do not need to be processed by the GL and should
2657 significantly improve texture loading performance relative to uncompressed
2660 /* Setup the width and height to be the internal texture width and height. */
2661 width = This->pow2Width;
2662 height = This->pow2Height;
2663 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2664 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2666 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2667 /* if were not a real texture then read the back buffer into a real texture */
2668 /* we don't want to interfere with the back buffer so read the data into a temporary
2669 * texture and then save the data out of the temporary texture
2673 TRACE("(%p) Reading render target into texture\n", This);
2675 glGenTextures(1, &tmpTexture);
2676 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2678 glTexImage2D(GL_TEXTURE_2D,
2685 GL_UNSIGNED_INT_8_8_8_8_REV,
2688 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2689 checkGLcall("glGetIntegerv");
2690 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
2691 checkGLcall("glReadBuffer");
2692 glCopyTexImage2D(GL_TEXTURE_2D,
2701 checkGLcall("glCopyTexImage2D");
2702 glReadBuffer(prevRead);
2705 } else { /* bind the real texture, and make sure it up to date */
2706 surface_internal_preload(This, SRGB_RGB);
2707 surface_bind_and_dirtify(This, FALSE);
2709 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2711 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2712 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2713 checkGLcall("glGetTexImage");
2715 glBindTexture(GL_TEXTURE_2D, 0);
2716 glDeleteTextures(1, &tmpTexture);
2720 f = fopen(filename, "w+");
2722 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2723 return WINED3DERR_INVALIDCALL;
2725 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2726 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2741 fwrite(&width,2,1,f);
2743 fwrite(&height,2,1,f);
2748 /* 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 */
2750 textureRow = allocatedMemory + (width * (height - 1) *4);
2752 textureRow = allocatedMemory;
2753 for (y = 0 ; y < height; y++) {
2754 for (i = 0; i < width; i++) {
2755 color = *((const DWORD*)textureRow);
2756 fputc((color >> 16) & 0xFF, f); /* B */
2757 fputc((color >> 8) & 0xFF, f); /* G */
2758 fputc((color >> 0) & 0xFF, f); /* R */
2759 fputc((color >> 24) & 0xFF, f); /* A */
2762 /* take two rows of the pointer to the texture memory */
2764 (textureRow-= width << 3);
2767 TRACE("Closing file\n");
2771 IWineD3DSwapChain_Release(swapChain);
2773 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2777 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2778 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2781 TRACE("(%p) : Calling base function first\n", This);
2782 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2784 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2785 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2786 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2791 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2792 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2794 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2795 WARN("Surface is locked or the HDC is in use\n");
2796 return WINED3DERR_INVALIDCALL;
2799 if(Mem && Mem != This->resource.allocatedMemory) {
2800 void *release = NULL;
2802 /* Do I have to copy the old surface content? */
2803 if(This->Flags & SFLAG_DIBSECTION) {
2804 /* Release the DC. No need to hold the critical section for the update
2805 * Thread because this thread runs only on front buffers, but this method
2806 * fails for render targets in the check above.
2808 SelectObject(This->hDC, This->dib.holdbitmap);
2809 DeleteDC(This->hDC);
2810 /* Release the DIB section */
2811 DeleteObject(This->dib.DIBsection);
2812 This->dib.bitmap_data = NULL;
2813 This->resource.allocatedMemory = NULL;
2815 This->Flags &= ~SFLAG_DIBSECTION;
2816 } else if(!(This->Flags & SFLAG_USERPTR)) {
2817 release = This->resource.heapMemory;
2818 This->resource.heapMemory = NULL;
2820 This->resource.allocatedMemory = Mem;
2821 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2823 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2824 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2826 /* For client textures opengl has to be notified */
2827 if (This->Flags & SFLAG_CLIENT)
2828 surface_release_client_storage(This);
2830 /* Now free the old memory if any */
2831 HeapFree(GetProcessHeap(), 0, release);
2832 } else if(This->Flags & SFLAG_USERPTR) {
2833 /* LockRect and GetDC will re-create the dib section and allocated memory */
2834 This->resource.allocatedMemory = NULL;
2835 /* HeapMemory should be NULL already */
2836 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2837 This->Flags &= ~SFLAG_USERPTR;
2839 if (This->Flags & SFLAG_CLIENT)
2840 surface_release_client_storage(This);
2845 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2847 /* Flip the surface contents */
2852 front->hDC = back->hDC;
2856 /* Flip the DIBsection */
2859 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2860 tmp = front->dib.DIBsection;
2861 front->dib.DIBsection = back->dib.DIBsection;
2862 back->dib.DIBsection = tmp;
2864 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2865 else front->Flags &= ~SFLAG_DIBSECTION;
2866 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2867 else back->Flags &= ~SFLAG_DIBSECTION;
2870 /* Flip the surface data */
2874 tmp = front->dib.bitmap_data;
2875 front->dib.bitmap_data = back->dib.bitmap_data;
2876 back->dib.bitmap_data = tmp;
2878 tmp = front->resource.allocatedMemory;
2879 front->resource.allocatedMemory = back->resource.allocatedMemory;
2880 back->resource.allocatedMemory = tmp;
2882 tmp = front->resource.heapMemory;
2883 front->resource.heapMemory = back->resource.heapMemory;
2884 back->resource.heapMemory = tmp;
2889 GLuint tmp_pbo = front->pbo;
2890 front->pbo = back->pbo;
2891 back->pbo = tmp_pbo;
2894 /* client_memory should not be different, but just in case */
2897 tmp = front->dib.client_memory;
2898 front->dib.client_memory = back->dib.client_memory;
2899 back->dib.client_memory = tmp;
2902 /* Flip the opengl texture */
2906 tmp = back->texture_name;
2907 back->texture_name = front->texture_name;
2908 front->texture_name = tmp;
2910 tmp = back->texture_name_srgb;
2911 back->texture_name_srgb = front->texture_name_srgb;
2912 front->texture_name_srgb = tmp;
2916 DWORD tmp_flags = back->Flags;
2917 back->Flags = front->Flags;
2918 front->Flags = tmp_flags;
2922 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2923 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2924 IWineD3DSwapChainImpl *swapchain = NULL;
2926 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2928 /* Flipping is only supported on RenderTargets and overlays*/
2929 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2930 WARN("Tried to flip a non-render target, non-overlay surface\n");
2931 return WINEDDERR_NOTFLIPPABLE;
2934 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2935 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2937 /* Update the overlay if it is visible */
2938 if(This->overlay_dest) {
2939 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2946 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2947 * FIXME("(%p) Target override is not supported by now\n", This);
2948 * Additionally, it isn't really possible to support triple-buffering
2949 * properly on opengl at all
2953 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2955 ERR("Flipped surface is not on a swapchain\n");
2956 return WINEDDERR_NOTFLIPPABLE;
2959 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2960 * and only d3d8 and d3d9 apps specify the presentation interval
2962 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2963 /* Most common case first to avoid wasting time on all the other cases */
2964 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2965 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2966 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2967 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2968 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2969 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2970 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2972 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2975 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2976 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2977 NULL, NULL, swapchain->win_handle, NULL, 0);
2978 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2982 /* Does a direct frame buffer -> texture copy. Stretching is done
2983 * with single pixel copy calls
2985 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2986 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2988 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2991 struct wined3d_context *context;
2992 BOOL upsidedown = FALSE;
2993 RECT dst_rect = *dst_rect_in;
2995 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2996 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2998 if(dst_rect.top > dst_rect.bottom) {
2999 UINT tmp = dst_rect.bottom;
3000 dst_rect.bottom = dst_rect.top;
3005 context = context_acquire(device, src_surface);
3006 context_apply_blit_state(context, device);
3007 surface_internal_preload(dst_surface, SRGB_RGB);
3010 /* Bind the target texture */
3011 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
3012 checkGLcall("glBindTexture");
3013 if (surface_is_offscreen(src_surface))
3015 TRACE("Reading from an offscreen target\n");
3016 upsidedown = !upsidedown;
3017 glReadBuffer(device->offscreenBuffer);
3021 glReadBuffer(surface_get_gl_buffer(src_surface));
3023 checkGLcall("glReadBuffer");
3025 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
3026 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
3028 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3030 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3032 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3033 ERR("Texture filtering not supported in direct blit\n");
3036 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3037 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3039 ERR("Texture filtering not supported in direct blit\n");
3043 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3044 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3046 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3048 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3049 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
3050 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
3051 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3053 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
3054 /* I have to process this row by row to swap the image,
3055 * otherwise it would be upside down, so stretching in y direction
3056 * doesn't cost extra time
3058 * However, stretching in x direction can be avoided if not necessary
3060 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
3061 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3063 /* Well, that stuff works, but it's very slow.
3064 * find a better way instead
3068 for (col = dst_rect.left; col < dst_rect.right; ++col)
3070 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3071 dst_rect.left + col /* x offset */, row /* y offset */,
3072 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3077 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
3078 dst_rect.left /* x offset */, row /* y offset */,
3079 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
3083 checkGLcall("glCopyTexSubImage2D");
3086 context_release(context);
3088 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3089 * path is never entered
3091 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
3094 /* Uses the hardware to stretch and flip the image */
3095 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
3096 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
3098 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3099 GLuint src, backup = 0;
3100 IWineD3DSwapChainImpl *src_swapchain = NULL;
3101 float left, right, top, bottom; /* Texture coordinates */
3102 UINT fbwidth = src_surface->currentDesc.Width;
3103 UINT fbheight = src_surface->currentDesc.Height;
3104 struct wined3d_context *context;
3105 GLenum drawBuffer = GL_BACK;
3106 GLenum texture_target;
3107 BOOL noBackBufferBackup;
3109 BOOL upsidedown = FALSE;
3110 RECT dst_rect = *dst_rect_in;
3112 TRACE("Using hwstretch blit\n");
3113 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3114 context = context_acquire(device, src_surface);
3115 context_apply_blit_state(context, device);
3116 surface_internal_preload(dst_surface, SRGB_RGB);
3118 src_offscreen = surface_is_offscreen(src_surface);
3119 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3120 if (!noBackBufferBackup && !src_surface->texture_name)
3122 /* Get it a description */
3123 surface_internal_preload(src_surface, SRGB_RGB);
3127 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3128 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3130 if (context->aux_buffers >= 2)
3132 /* Got more than one aux buffer? Use the 2nd aux buffer */
3133 drawBuffer = GL_AUX1;
3135 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3137 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3138 drawBuffer = GL_AUX0;
3141 if(noBackBufferBackup) {
3142 glGenTextures(1, &backup);
3143 checkGLcall("glGenTextures");
3144 glBindTexture(GL_TEXTURE_2D, backup);
3145 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3146 texture_target = GL_TEXTURE_2D;
3148 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3149 * we are reading from the back buffer, the backup can be used as source texture
3151 texture_target = src_surface->texture_target;
3152 glBindTexture(texture_target, src_surface->texture_name);
3153 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3154 glEnable(texture_target);
3155 checkGLcall("glEnable(texture_target)");
3157 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3158 src_surface->Flags &= ~SFLAG_INTEXTURE;
3161 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3162 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3164 if(dst_rect.top > dst_rect.bottom) {
3165 UINT tmp = dst_rect.bottom;
3166 dst_rect.bottom = dst_rect.top;
3173 TRACE("Reading from an offscreen target\n");
3174 upsidedown = !upsidedown;
3175 glReadBuffer(device->offscreenBuffer);
3179 glReadBuffer(surface_get_gl_buffer(src_surface));
3182 /* TODO: Only back up the part that will be overwritten */
3183 glCopyTexSubImage2D(texture_target, 0,
3184 0, 0 /* read offsets */,
3189 checkGLcall("glCopyTexSubImage2D");
3191 /* No issue with overriding these - the sampler is dirty due to blit usage */
3192 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3193 wined3d_gl_mag_filter(magLookup, Filter));
3194 checkGLcall("glTexParameteri");
3195 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3196 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3197 checkGLcall("glTexParameteri");
3199 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
3200 if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
3201 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3203 src = backup ? backup : src_surface->texture_name;
3207 glReadBuffer(GL_FRONT);
3208 checkGLcall("glReadBuffer(GL_FRONT)");
3210 glGenTextures(1, &src);
3211 checkGLcall("glGenTextures(1, &src)");
3212 glBindTexture(GL_TEXTURE_2D, src);
3213 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3215 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3216 * out for power of 2 sizes
3218 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3219 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3220 checkGLcall("glTexImage2D");
3221 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3222 0, 0 /* read offsets */,
3227 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3228 checkGLcall("glTexParameteri");
3229 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3230 checkGLcall("glTexParameteri");
3232 glReadBuffer(GL_BACK);
3233 checkGLcall("glReadBuffer(GL_BACK)");
3235 if(texture_target != GL_TEXTURE_2D) {
3236 glDisable(texture_target);
3237 glEnable(GL_TEXTURE_2D);
3238 texture_target = GL_TEXTURE_2D;
3241 checkGLcall("glEnd and previous");
3243 left = src_rect->left;
3244 right = src_rect->right;
3248 top = src_surface->currentDesc.Height - src_rect->top;
3249 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3253 top = src_surface->currentDesc.Height - src_rect->bottom;
3254 bottom = src_surface->currentDesc.Height - src_rect->top;
3257 if (src_surface->Flags & SFLAG_NORMCOORD)
3259 left /= src_surface->pow2Width;
3260 right /= src_surface->pow2Width;
3261 top /= src_surface->pow2Height;
3262 bottom /= src_surface->pow2Height;
3265 /* draw the source texture stretched and upside down. The correct surface is bound already */
3266 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3267 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3269 context_set_draw_buffer(context, drawBuffer);
3270 glReadBuffer(drawBuffer);
3274 glTexCoord2f(left, bottom);
3275 glVertex2i(0, fbheight);
3278 glTexCoord2f(left, top);
3279 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3282 glTexCoord2f(right, top);
3283 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3286 glTexCoord2f(right, bottom);
3287 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3289 checkGLcall("glEnd and previous");
3291 if (texture_target != dst_surface->texture_target)
3293 glDisable(texture_target);
3294 glEnable(dst_surface->texture_target);
3295 texture_target = dst_surface->texture_target;
3298 /* Now read the stretched and upside down image into the destination texture */
3299 glBindTexture(texture_target, dst_surface->texture_name);
3300 checkGLcall("glBindTexture");
3301 glCopyTexSubImage2D(texture_target,
3303 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3304 0, 0, /* We blitted the image to the origin */
3305 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3306 checkGLcall("glCopyTexSubImage2D");
3308 if(drawBuffer == GL_BACK) {
3309 /* Write the back buffer backup back */
3311 if(texture_target != GL_TEXTURE_2D) {
3312 glDisable(texture_target);
3313 glEnable(GL_TEXTURE_2D);
3314 texture_target = GL_TEXTURE_2D;
3316 glBindTexture(GL_TEXTURE_2D, backup);
3317 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3321 if (texture_target != src_surface->texture_target)
3323 glDisable(texture_target);
3324 glEnable(src_surface->texture_target);
3325 texture_target = src_surface->texture_target;
3327 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3328 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3333 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3337 glTexCoord2f(0.0f, 0.0f);
3338 glVertex2i(0, fbheight);
3341 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3342 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3345 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3346 (float)fbheight / (float)src_surface->pow2Height);
3347 glVertex2i(fbwidth, 0);
3350 glDisable(texture_target);
3351 checkGLcall("glDisable(texture_target)");
3354 if (src != src_surface->texture_name && src != backup)
3356 glDeleteTextures(1, &src);
3357 checkGLcall("glDeleteTextures(1, &src)");
3360 glDeleteTextures(1, &backup);
3361 checkGLcall("glDeleteTextures(1, &backup)");
3366 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3368 context_release(context);
3370 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3371 * path is never entered
3373 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
3376 /* Until the blit_shader is ready, define some prototypes here. */
3377 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3378 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
3379 const struct wined3d_format_desc *src_format_desc,
3380 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
3381 const struct wined3d_format_desc *dst_format_desc);
3383 /* Not called from the VTable */
3384 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3385 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3386 WINED3DTEXTUREFILTERTYPE Filter)
3388 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3389 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3390 RECT dst_rect, src_rect;
3392 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3393 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3394 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3396 /* Get the swapchain. One of the surfaces has to be a primary surface */
3397 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3399 WARN("Destination is in sysmem, rejecting gl blt\n");
3400 return WINED3DERR_INVALIDCALL;
3402 IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3403 if (dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dstSwapchain);
3406 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3408 WARN("Src is in sysmem, rejecting gl blt\n");
3409 return WINED3DERR_INVALIDCALL;
3411 IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3412 if (srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)srcSwapchain);
3415 /* Early sort out of cases where no render target is used */
3416 if (!dstSwapchain && !srcSwapchain
3417 && src_surface != device->render_targets[0]
3418 && dst_surface != device->render_targets[0])
3420 TRACE("No surface is render target, not using hardware blit.\n");
3421 return WINED3DERR_INVALIDCALL;
3424 /* No destination color keying supported */
3425 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3426 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3427 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3428 return WINED3DERR_INVALIDCALL;
3431 surface_get_rect(dst_surface, DestRect, &dst_rect);
3432 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3434 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3435 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3436 && dst_surface == dstSwapchain->front_buffer
3437 && src_surface == dstSwapchain->back_buffers[0])
3439 /* Half-life does a Blt from the back buffer to the front buffer,
3440 * Full surface size, no flags... Use present instead
3442 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3445 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3448 TRACE("Looking if a Present can be done...\n");
3449 /* Source Rectangle must be full surface */
3450 if (src_rect.left || src_rect.top
3451 || src_rect.right != src_surface->currentDesc.Width
3452 || src_rect.bottom != src_surface->currentDesc.Height)
3454 TRACE("No, Source rectangle doesn't match\n");
3458 /* No stretching may occur */
3459 if(src_rect.right != dst_rect.right - dst_rect.left ||
3460 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3461 TRACE("No, stretching is done\n");
3465 /* Destination must be full surface or match the clipping rectangle */
3466 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3470 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3471 pos[0].x = dst_rect.left;
3472 pos[0].y = dst_rect.top;
3473 pos[1].x = dst_rect.right;
3474 pos[1].y = dst_rect.bottom;
3475 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3477 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3478 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3480 TRACE("No, dest rectangle doesn't match(clipper)\n");
3481 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3482 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3486 else if (dst_rect.left || dst_rect.top
3487 || dst_rect.right != dst_surface->currentDesc.Width
3488 || dst_rect.bottom != dst_surface->currentDesc.Height)
3490 TRACE("No, dest rectangle doesn't match(surface size)\n");
3496 /* These flags are unimportant for the flag check, remove them */
3497 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3498 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3500 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3501 * take very long, while a flip is fast.
3502 * This applies to Half-Life, which does such Blts every time it finished
3503 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3504 * menu. This is also used by all apps when they do windowed rendering
3506 * The problem is that flipping is not really the same as copying. After a
3507 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3508 * untouched. Therefore it's necessary to override the swap effect
3509 * and to set it back after the flip.
3511 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3515 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3516 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3518 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3519 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3520 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3522 dstSwapchain->presentParms.SwapEffect = orig_swap;
3529 TRACE("Unsupported blit between buffers on the same swapchain\n");
3530 return WINED3DERR_INVALIDCALL;
3531 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3532 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3533 return WINED3DERR_INVALIDCALL;
3534 } else if(dstSwapchain && srcSwapchain) {
3535 FIXME("Implement hardware blit between two different swapchains\n");
3536 return WINED3DERR_INVALIDCALL;
3538 else if (dstSwapchain)
3540 /* Handled with regular texture -> swapchain blit */
3541 if (src_surface == device->render_targets[0])
3542 TRACE("Blit from active render target to a swapchain\n");
3544 else if (srcSwapchain && dst_surface == device->render_targets[0])
3546 FIXME("Implement blit from a swapchain to the active render target\n");
3547 return WINED3DERR_INVALIDCALL;
3550 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3552 /* Blit from render target to texture */
3555 /* P8 read back is not implemented */
3556 if (src_surface->resource.format_desc->format == WINED3DFMT_P8_UINT
3557 || dst_surface->resource.format_desc->format == WINED3DFMT_P8_UINT)
3559 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3560 return WINED3DERR_INVALIDCALL;
3563 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3564 TRACE("Color keying not supported by frame buffer to texture blit\n");
3565 return WINED3DERR_INVALIDCALL;
3566 /* Destination color key is checked above */
3569 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3575 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3576 * flip the image nor scale it.
3578 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3579 * -> If the app wants a image width an unscaled width, copy it line per line
3580 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3581 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3582 * back buffer. This is slower than reading line per line, thus not used for flipping
3583 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3586 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3587 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3590 if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3591 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3592 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3594 stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
3596 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3597 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3599 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3600 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3602 TRACE("Using hardware stretching to flip / stretch the texture\n");
3603 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3606 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3608 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3609 dst_surface->resource.allocatedMemory = NULL;
3610 dst_surface->resource.heapMemory = NULL;
3614 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3619 else if (src_surface)
3621 /* Blit from offscreen surface to render target */
3622 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3623 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3624 struct wined3d_context *context;
3626 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3628 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3629 && fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3630 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3631 src_surface->resource.format_desc,
3632 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3633 dst_surface->resource.format_desc))
3635 TRACE("Using stretch_rect_fbo\n");
3636 /* The source is always a texture, but never the currently active render target, and the texture
3637 * contents are never upside down. */
3638 stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
3642 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3643 && arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3644 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3645 src_surface->resource.format_desc,
3646 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3647 dst_surface->resource.format_desc))
3649 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3652 /* Color keying: Check if we have to do a color keyed blt,
3653 * and if not check if a color key is activated.
3655 * Just modify the color keying parameters in the surface and restore them afterwards
3656 * The surface keeps track of the color key last used to load the opengl surface.
3657 * PreLoad will catch the change to the flags and color key and reload if necessary.
3659 if(Flags & WINEDDBLT_KEYSRC) {
3660 /* Use color key from surface */
3661 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3662 /* Use color key from DDBltFx */
3663 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3664 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3666 /* Do not use color key */
3667 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3670 /* Now load the surface */
3671 surface_internal_preload(src_surface, SRGB_RGB);
3673 /* Activate the destination context, set it up for blitting */
3674 context = context_acquire(device, dst_surface);
3675 context_apply_blit_state(context, device);
3677 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3678 * while OpenGL coordinates are window relative.
3679 * Also beware of the origin difference(top left vs bottom left).
3680 * Also beware that the front buffer's surface size is screen width x screen height,
3681 * whereas the real gl drawable size is the size of the window.
3683 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3686 POINT offset = {0,0};
3688 ClientToScreen(context->win_handle, &offset);
3689 GetClientRect(context->win_handle, &windowsize);
3690 h = windowsize.bottom - windowsize.top;
3691 dst_rect.left -= offset.x; dst_rect.right -=offset.x;
3692 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
3693 dst_rect.top += dst_surface->currentDesc.Height - h;
3694 dst_rect.bottom += dst_surface->currentDesc.Height - h;
3697 if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
3698 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3699 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3701 FIXME("Unsupported blit operation falling back to software\n");
3702 return WINED3DERR_INVALIDCALL;
3705 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3709 /* This is for color keying */
3710 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3711 glEnable(GL_ALPHA_TEST);
3712 checkGLcall("glEnable(GL_ALPHA_TEST)");
3714 /* When the primary render target uses P8, the alpha component contains the palette index.
3715 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3716 * should be masked away have alpha set to 0. */
3717 if (primary_render_target_is_p8(device))
3718 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3720 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3721 checkGLcall("glAlphaFunc");
3723 glDisable(GL_ALPHA_TEST);
3724 checkGLcall("glDisable(GL_ALPHA_TEST)");
3727 /* Draw a textured quad
3729 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3731 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3732 glDisable(GL_ALPHA_TEST);
3733 checkGLcall("glDisable(GL_ALPHA_TEST)");
3736 /* Restore the color key parameters */
3737 src_surface->CKeyFlags = oldCKeyFlags;
3738 src_surface->SrcBltCKey = oldBltCKey;
3742 /* Leave the opengl state valid for blitting */
3743 device->blitter->unset_shader((IWineD3DDevice *)device);
3745 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3746 && (dst_surface == dstSwapchain->front_buffer
3747 || dstSwapchain->num_contexts > 1)))
3748 wglFlush(); /* Flush to ensure ordering across contexts. */
3750 context_release(context);
3752 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3753 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3756 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
3760 /* Source-Less Blit to render target */
3761 if (Flags & WINEDDBLT_COLORFILL) {
3764 TRACE("Colorfill\n");
3766 /* The color as given in the Blt function is in the format of the frame-buffer...
3767 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3769 if (!surface_convert_color_to_argb(dst_surface, DDBltFx->u5.dwFillColor, &color))
3771 /* The color conversion function already prints an error, so need to do it here */
3772 return WINED3DERR_INVALIDCALL;
3775 if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3777 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3778 dst_surface->resource.format_desc))
3780 return ffp_blit.color_fill(device, dst_surface, &dst_rect, color);
3782 else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3784 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3785 dst_surface->resource.format_desc))
3787 return cpu_blit.color_fill(device, dst_surface, &dst_rect, color);
3789 return WINED3DERR_INVALIDCALL;
3793 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3794 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3795 return WINED3DERR_INVALIDCALL;
3798 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3799 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3801 IWineD3DDeviceImpl *device = This->resource.device;
3804 if (Flags & WINEDDBLT_DEPTHFILL) {
3805 switch(This->resource.format_desc->format)
3807 case WINED3DFMT_D16_UNORM:
3808 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3810 case WINED3DFMT_S1_UINT_D15_UNORM:
3811 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3813 case WINED3DFMT_D24_UNORM_S8_UINT:
3814 case WINED3DFMT_X8D24_UNORM:
3815 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3817 case WINED3DFMT_D32_UNORM:
3818 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3822 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3825 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
3826 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3829 FIXME("(%p): Unsupp depthstencil blit\n", This);
3830 return WINED3DERR_INVALIDCALL;
3833 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3834 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3835 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3836 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3837 IWineD3DDeviceImpl *device = This->resource.device;
3839 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3840 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3842 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3844 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3845 return WINEDDERR_SURFACEBUSY;
3848 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3849 * except depth blits, which seem to work
3851 if (This == device->depth_stencil || (Src && Src == device->depth_stencil))
3853 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3855 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3856 return WINED3DERR_INVALIDCALL;
3857 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3858 TRACE("Z Blit override handled the blit\n");
3863 /* Special cases for RenderTargets */
3864 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3865 || (Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3867 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, Src, SrcRect, Flags, DDBltFx, Filter)))
3871 /* For the rest call the X11 surface implementation.
3872 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3873 * other Blts are rather rare
3875 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3878 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3879 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3881 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3882 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3883 IWineD3DDeviceImpl *device = This->resource.device;
3885 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3887 if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
3889 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3890 return WINEDDERR_SURFACEBUSY;
3893 if (device->inScene && (This == device->depth_stencil || srcImpl == device->depth_stencil))
3895 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3896 return WINED3DERR_INVALIDCALL;
3899 /* Special cases for RenderTargets */
3900 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3901 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
3903 RECT SrcRect, DstRect;
3906 surface_get_rect(srcImpl, rsrc, &SrcRect);
3908 DstRect.left = dstx;
3910 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3911 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3913 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3914 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3915 Flags |= WINEDDBLT_KEYSRC;
3916 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3917 Flags |= WINEDDBLT_KEYDEST;
3918 if(trans & WINEDDBLTFAST_WAIT)
3919 Flags |= WINEDDBLT_WAIT;
3920 if(trans & WINEDDBLTFAST_DONOTWAIT)
3921 Flags |= WINEDDBLT_DONOTWAIT;
3923 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3924 &DstRect, srcImpl, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3929 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3932 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3934 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3936 IWineD3DPaletteImpl *pal = This->palette;
3938 TRACE("(%p)\n", This);
3940 if (!pal) return WINED3D_OK;
3942 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
3943 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
3945 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3947 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3948 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3950 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3951 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3953 if(!(This->Flags & SFLAG_INSYSMEM)) {
3954 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3955 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3957 TRACE("Dirtifying surface\n");
3958 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3962 if(This->Flags & SFLAG_DIBSECTION) {
3963 TRACE("(%p): Updating the hdc's palette\n", This);
3964 for (n=0; n<256; n++) {
3965 col[n].rgbRed = pal->palents[n].peRed;
3966 col[n].rgbGreen = pal->palents[n].peGreen;
3967 col[n].rgbBlue = pal->palents[n].peBlue;
3968 col[n].rgbReserved = 0;
3970 SetDIBColorTable(This->hDC, 0, 256, col);
3973 /* Propagate the changes to the drawable when we have a palette. */
3974 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3975 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3980 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3981 /** Check against the maximum texture sizes supported by the video card **/
3982 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3983 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3984 unsigned int pow2Width, pow2Height;
3986 This->texture_name = 0;
3987 This->texture_target = GL_TEXTURE_2D;
3989 /* Non-power2 support */
3990 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
3992 pow2Width = This->currentDesc.Width;
3993 pow2Height = This->currentDesc.Height;
3997 /* Find the nearest pow2 match */
3998 pow2Width = pow2Height = 1;
3999 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4000 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4002 This->pow2Width = pow2Width;
4003 This->pow2Height = pow2Height;
4005 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4006 /** TODO: add support for non power two compressed textures **/
4007 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4009 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4010 This, This->currentDesc.Width, This->currentDesc.Height);
4011 return WINED3DERR_NOTAVAILABLE;
4015 if(pow2Width != This->currentDesc.Width ||
4016 pow2Height != This->currentDesc.Height) {
4017 This->Flags |= SFLAG_NONPOW2;
4020 TRACE("%p\n", This);
4021 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4022 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4024 /* one of three options
4025 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)
4026 2: Set the texture to the maximum size (bad idea)
4027 3: WARN and return WINED3DERR_NOTAVAILABLE;
4028 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.
4030 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4032 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4033 return WINED3DERR_NOTAVAILABLE;
4036 /* We should never use this surface in combination with OpenGL! */
4037 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4041 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4042 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4043 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4045 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4046 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4047 && gl_info->supported[EXT_PALETTED_TEXTURE]
4048 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4050 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4051 This->pow2Width = This->currentDesc.Width;
4052 This->pow2Height = This->currentDesc.Height;
4053 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4057 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4058 switch(wined3d_settings.offscreen_rendering_mode) {
4059 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4060 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4064 This->Flags |= SFLAG_INSYSMEM;
4069 /* GL locking is done by the caller */
4070 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4071 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4073 IWineD3DDeviceImpl *device = This->resource.device;
4074 GLint compare_mode = GL_NONE;
4075 struct blt_info info;
4076 GLint old_binding = 0;
4078 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4080 glDisable(GL_CULL_FACE);
4081 glDisable(GL_BLEND);
4082 glDisable(GL_ALPHA_TEST);
4083 glDisable(GL_SCISSOR_TEST);
4084 glDisable(GL_STENCIL_TEST);
4085 glEnable(GL_DEPTH_TEST);
4086 glDepthFunc(GL_ALWAYS);
4087 glDepthMask(GL_TRUE);
4088 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4089 glViewport(0, 0, w, h);
4091 surface_get_blt_info(target, NULL, w, h, &info);
4092 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4093 glGetIntegerv(info.binding, &old_binding);
4094 glBindTexture(info.bind_target, texture);
4095 if (gl_info->supported[ARB_SHADOW])
4097 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4098 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4101 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4102 info.tex_type, &This->ds_current_size);
4104 glBegin(GL_TRIANGLE_STRIP);
4105 glTexCoord3fv(info.coords[0]);
4106 glVertex2f(-1.0f, -1.0f);
4107 glTexCoord3fv(info.coords[1]);
4108 glVertex2f(1.0f, -1.0f);
4109 glTexCoord3fv(info.coords[2]);
4110 glVertex2f(-1.0f, 1.0f);
4111 glTexCoord3fv(info.coords[3]);
4112 glVertex2f(1.0f, 1.0f);
4115 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4116 glBindTexture(info.bind_target, old_binding);
4120 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4123 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4124 DWORD location, UINT w, UINT h)
4126 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4128 if (location & ~SFLAG_DS_LOCATIONS)
4129 FIXME("Invalid location (%#x) specified.\n", location);
4131 surface->ds_current_size.cx = w;
4132 surface->ds_current_size.cy = h;
4133 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4134 surface->Flags |= location;
4137 /* Context activation is done by the caller. */
4138 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4140 IWineD3DDeviceImpl *device = surface->resource.device;
4141 const struct wined3d_gl_info *gl_info = context->gl_info;
4143 TRACE("surface %p, new location %#x.\n", surface, location);
4145 /* TODO: Make this work for modes other than FBO */
4146 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4148 if (!(surface->Flags & location))
4150 surface->ds_current_size.cx = 0;
4151 surface->ds_current_size.cy = 0;
4154 if (surface->ds_current_size.cx == surface->currentDesc.Width
4155 && surface->ds_current_size.cy == surface->currentDesc.Height)
4157 TRACE("Location (%#x) is already up to date.\n", location);
4161 if (surface->current_renderbuffer)
4163 FIXME("Not supported with fixed up depth stencil.\n");
4167 if (!(surface->Flags & SFLAG_LOCATIONS))
4169 FIXME("No up to date depth stencil location.\n");
4170 surface->Flags |= location;
4174 if (location == SFLAG_DS_OFFSCREEN)
4176 GLint old_binding = 0;
4179 TRACE("Copying onscreen depth buffer to depth texture.\n");
4183 if (!device->depth_blt_texture)
4185 glGenTextures(1, &device->depth_blt_texture);
4188 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4189 * directly on the FBO texture. That's because we need to flip. */
4190 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4191 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4193 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4194 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4198 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4199 bind_target = GL_TEXTURE_2D;
4201 glBindTexture(bind_target, device->depth_blt_texture);
4202 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
4203 0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
4204 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4205 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4206 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4207 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4208 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4209 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4210 glBindTexture(bind_target, old_binding);
4212 /* Setup the destination */
4213 if (!device->depth_blt_rb)
4215 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4216 checkGLcall("glGenRenderbuffersEXT");
4218 if (device->depth_blt_rb_w != surface->currentDesc.Width
4219 || device->depth_blt_rb_h != surface->currentDesc.Height)
4221 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4222 checkGLcall("glBindRenderbufferEXT");
4223 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4224 surface->currentDesc.Width, surface->currentDesc.Height);
4225 checkGLcall("glRenderbufferStorageEXT");
4226 device->depth_blt_rb_w = surface->currentDesc.Width;
4227 device->depth_blt_rb_h = surface->currentDesc.Height;
4230 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4231 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4232 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4233 checkGLcall("glFramebufferRenderbufferEXT");
4234 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4236 /* Do the actual blit */
4237 surface_depth_blt(surface, gl_info, device->depth_blt_texture,
4238 surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
4239 checkGLcall("depth_blt");
4241 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4242 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4246 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4248 else if (location == SFLAG_DS_ONSCREEN)
4250 TRACE("Copying depth texture to onscreen depth buffer.\n");
4254 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4255 surface_depth_blt(surface, gl_info, surface->texture_name,
4256 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4257 checkGLcall("depth_blt");
4259 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4263 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4267 ERR("Invalid location (%#x) specified.\n", location);
4270 surface->Flags |= location;
4271 surface->ds_current_size.cx = surface->currentDesc.Width;
4272 surface->ds_current_size.cy = surface->currentDesc.Height;
4275 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4276 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4277 IWineD3DBaseTexture *texture;
4278 IWineD3DSurfaceImpl *overlay;
4280 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4281 persistent ? "TRUE" : "FALSE");
4283 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4285 if (surface_is_offscreen(This))
4287 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4288 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4292 TRACE("Surface %p is an onscreen surface\n", iface);
4297 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4298 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4299 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4300 TRACE("Passing to container\n");
4301 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4302 IWineD3DBaseTexture_Release(texture);
4305 This->Flags &= ~SFLAG_LOCATIONS;
4306 This->Flags |= flag;
4308 /* Redraw emulated overlays, if any */
4309 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4310 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4311 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4315 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4316 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4317 TRACE("Passing to container\n");
4318 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4319 IWineD3DBaseTexture_Release(texture);
4322 This->Flags &= ~flag;
4325 if(!(This->Flags & SFLAG_LOCATIONS)) {
4326 ERR("%p: Surface does not have any up to date location\n", This);
4330 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4332 IWineD3DDeviceImpl *device = This->resource.device;
4333 IWineD3DSwapChainImpl *swapchain;
4334 struct wined3d_context *context;
4335 RECT src_rect, dst_rect;
4337 surface_get_rect(This, rect_in, &src_rect);
4339 context = context_acquire(device, This);
4340 context_apply_blit_state(context, device);
4341 if (context->render_offscreen)
4343 dst_rect.left = src_rect.left;
4344 dst_rect.right = src_rect.right;
4345 dst_rect.top = src_rect.bottom;
4346 dst_rect.bottom = src_rect.top;
4350 dst_rect = src_rect;
4353 if ((This->Flags & SFLAG_SWAPCHAIN) && This == ((IWineD3DSwapChainImpl *)This->container)->front_buffer)
4356 POINT offset = {0, 0};
4359 ClientToScreen(context->win_handle, &offset);
4360 GetClientRect(context->win_handle, &windowsize);
4361 h = windowsize.bottom - windowsize.top;
4363 dst_rect.left -= offset.x;
4364 dst_rect.right -=offset.x;
4365 dst_rect.top -= offset.y;
4366 dst_rect.bottom -=offset.y;
4367 dst_rect.top += This->currentDesc.Height - h;
4368 dst_rect.bottom += This->currentDesc.Height - h;
4371 device->blitter->set_shader((IWineD3DDevice *) device, This);
4374 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4377 device->blitter->set_shader((IWineD3DDevice *) device, This);
4379 swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
4380 if (wined3d_settings.strict_draw_ordering || (swapchain
4381 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4382 wglFlush(); /* Flush to ensure ordering across contexts. */
4384 context_release(context);
4387 /*****************************************************************************
4388 * IWineD3DSurface::LoadLocation
4390 * Copies the current surface data from wherever it is to the requested
4391 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4392 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4393 * multiple locations, the gl texture is preferred over the drawable, which is
4394 * preferred over system memory. The PBO counts as system memory. If rect is
4395 * not NULL, only the specified rectangle is copied (only supported for
4396 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4397 * location is marked up to date after the copy.
4400 * flag: Surface location flag to be updated
4401 * rect: rectangle to be copied
4404 * WINED3D_OK on success
4405 * WINED3DERR_DEVICELOST on an internal error
4407 *****************************************************************************/
4408 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4409 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4410 IWineD3DDeviceImpl *device = This->resource.device;
4411 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4412 struct wined3d_format_desc desc;
4413 CONVERT_TYPES convert;
4414 int width, pitch, outpitch;
4416 BOOL drawable_read_ok = TRUE;
4417 BOOL in_fbo = FALSE;
4419 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4421 if (flag == SFLAG_INTEXTURE)
4423 struct wined3d_context *context = context_acquire(device, NULL);
4424 surface_load_ds_location(This, context, SFLAG_DS_OFFSCREEN);
4425 context_release(context);
4430 FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag);
4431 return WINED3DERR_INVALIDCALL;
4435 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4437 if (surface_is_offscreen(This))
4439 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4440 * Prefer SFLAG_INTEXTURE. */
4441 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4442 drawable_read_ok = FALSE;
4447 TRACE("Surface %p is an onscreen surface\n", iface);
4451 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4453 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4456 if(This->Flags & flag) {
4457 TRACE("Location already up to date\n");
4461 if(!(This->Flags & SFLAG_LOCATIONS)) {
4462 ERR("%p: Surface does not have any up to date location\n", This);
4463 This->Flags |= SFLAG_LOST;
4464 return WINED3DERR_DEVICELOST;
4467 if(flag == SFLAG_INSYSMEM) {
4468 surface_prepare_system_memory(This);
4470 /* Download the surface to system memory */
4471 if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4473 struct wined3d_context *context = NULL;
4475 if (!device->isInDraw) context = context_acquire(device, NULL);
4477 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4478 surface_download_data(This, gl_info);
4480 if (context) context_release(context);
4484 /* Note: It might be faster to download into a texture first. */
4485 read_from_framebuffer(This, rect,
4486 This->resource.allocatedMemory,
4487 IWineD3DSurface_GetPitch(iface));
4489 } else if(flag == SFLAG_INDRAWABLE) {
4490 if(This->Flags & SFLAG_INTEXTURE) {
4491 surface_blt_to_drawable(This, rect);
4494 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4495 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4496 * values, otherwise we get incorrect values in the target. For now go the slow way
4497 * via a system memory copy
4499 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4502 d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
4504 /* The width is in 'length' not in bytes */
4505 width = This->currentDesc.Width;
4506 pitch = IWineD3DSurface_GetPitch(iface);
4508 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4509 * but it isn't set (yet) in all cases it is getting called. */
4510 if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
4512 struct wined3d_context *context = NULL;
4514 TRACE("Removing the pbo attached to surface %p\n", This);
4516 if (!device->isInDraw) context = context_acquire(device, NULL);
4517 surface_remove_pbo(This, gl_info);
4518 if (context) context_release(context);
4521 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4522 int height = This->currentDesc.Height;
4523 byte_count = desc.conv_byte_count;
4525 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4526 outpitch = width * byte_count;
4527 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4529 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4531 ERR("Out of memory %d, %d!\n", outpitch, height);
4532 return WINED3DERR_OUTOFVIDEOMEMORY;
4534 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4536 This->Flags |= SFLAG_CONVERTED;
4538 This->Flags &= ~SFLAG_CONVERTED;
4539 mem = This->resource.allocatedMemory;
4540 byte_count = desc.byte_count;
4543 flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
4545 /* Don't delete PBO memory */
4546 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4547 HeapFree(GetProcessHeap(), 0, mem);
4549 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4550 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4551 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4555 /* Upload from system memory */
4556 BOOL srgb = flag == SFLAG_INSRGBTEX;
4557 struct wined3d_context *context = NULL;
4559 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
4563 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4564 /* Performance warning ... */
4565 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4566 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4569 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4570 /* Performance warning ... */
4571 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4572 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4575 if(!(This->Flags & SFLAG_INSYSMEM)) {
4576 /* Should not happen */
4577 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4578 /* Lets hope we get it from somewhere... */
4579 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4582 if (!device->isInDraw) context = context_acquire(device, NULL);
4584 surface_prepare_texture(This, gl_info, srgb);
4585 surface_bind_and_dirtify(This, srgb);
4587 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4588 This->Flags |= SFLAG_GLCKEY;
4589 This->glCKey = This->SrcBltCKey;
4591 else This->Flags &= ~SFLAG_GLCKEY;
4593 /* The width is in 'length' not in bytes */
4594 width = This->currentDesc.Width;
4595 pitch = IWineD3DSurface_GetPitch(iface);
4597 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4598 * but it isn't set (yet) in all cases it is getting called. */
4599 if(((convert != NO_CONVERSION) || desc.convert) && (This->Flags & SFLAG_PBO)) {
4600 TRACE("Removing the pbo attached to surface %p\n", This);
4601 surface_remove_pbo(This, gl_info);
4605 /* This code is entered for texture formats which need a fixup. */
4606 int height = This->currentDesc.Height;
4608 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4609 outpitch = width * desc.conv_byte_count;
4610 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4612 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4614 ERR("Out of memory %d, %d!\n", outpitch, height);
4615 if (context) context_release(context);
4616 return WINED3DERR_OUTOFVIDEOMEMORY;
4618 desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
4619 } else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4620 /* This code is only entered for color keying fixups */
4621 int height = This->currentDesc.Height;
4623 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4624 outpitch = width * desc.conv_byte_count;
4625 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4627 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4629 ERR("Out of memory %d, %d!\n", outpitch, height);
4630 if (context) context_release(context);
4631 return WINED3DERR_OUTOFVIDEOMEMORY;
4633 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4635 mem = This->resource.allocatedMemory;
4638 /* Make sure the correct pitch is used */
4640 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4643 if (mem || (This->Flags & SFLAG_PBO))
4644 surface_upload_data(This, gl_info, &desc, srgb, mem);
4646 /* Restore the default pitch */
4648 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4651 if (context) context_release(context);
4653 /* Don't delete PBO memory */
4654 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4655 HeapFree(GetProcessHeap(), 0, mem);
4660 This->Flags |= flag;
4663 if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4664 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4665 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4671 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4673 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4674 IWineD3DSwapChain *swapchain = NULL;
4676 /* Update the drawable size method */
4678 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4681 This->get_drawable_size = get_drawable_size_swapchain;
4682 IWineD3DSwapChain_Release(swapchain);
4683 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4684 switch(wined3d_settings.offscreen_rendering_mode) {
4685 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4686 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4690 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4693 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4694 return SURFACE_OPENGL;
4697 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4698 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4701 /* If there's no destination surface there is nothing to do */
4702 if(!This->overlay_dest) return WINED3D_OK;
4704 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4705 * update the overlay. Prevent an endless recursion
4707 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4710 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4711 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4712 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4713 NULL, WINED3DTEXF_LINEAR);
4714 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4719 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4721 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
4723 /* Not on a swapchain - must be offscreen */
4724 if (!(surface->Flags & SFLAG_SWAPCHAIN)) return TRUE;
4726 /* The front buffer is always onscreen */
4727 if (surface == swapchain->front_buffer) return FALSE;
4729 /* If the swapchain is rendered to an FBO, the backbuffer is
4730 * offscreen, otherwise onscreen */
4731 return swapchain->render_to_fbo;
4734 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4737 IWineD3DBaseSurfaceImpl_QueryInterface,
4738 IWineD3DBaseSurfaceImpl_AddRef,
4739 IWineD3DSurfaceImpl_Release,
4740 /* IWineD3DResource */
4741 IWineD3DBaseSurfaceImpl_GetParent,
4742 IWineD3DBaseSurfaceImpl_SetPrivateData,
4743 IWineD3DBaseSurfaceImpl_GetPrivateData,
4744 IWineD3DBaseSurfaceImpl_FreePrivateData,
4745 IWineD3DBaseSurfaceImpl_SetPriority,
4746 IWineD3DBaseSurfaceImpl_GetPriority,
4747 IWineD3DSurfaceImpl_PreLoad,
4748 IWineD3DSurfaceImpl_UnLoad,
4749 IWineD3DBaseSurfaceImpl_GetType,
4750 /* IWineD3DSurface */
4751 IWineD3DBaseSurfaceImpl_GetContainer,
4752 IWineD3DBaseSurfaceImpl_GetDesc,
4753 IWineD3DSurfaceImpl_LockRect,
4754 IWineD3DSurfaceImpl_UnlockRect,
4755 IWineD3DSurfaceImpl_GetDC,
4756 IWineD3DSurfaceImpl_ReleaseDC,
4757 IWineD3DSurfaceImpl_Flip,
4758 IWineD3DSurfaceImpl_Blt,
4759 IWineD3DBaseSurfaceImpl_GetBltStatus,
4760 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4761 IWineD3DBaseSurfaceImpl_IsLost,
4762 IWineD3DBaseSurfaceImpl_Restore,
4763 IWineD3DSurfaceImpl_BltFast,
4764 IWineD3DBaseSurfaceImpl_GetPalette,
4765 IWineD3DBaseSurfaceImpl_SetPalette,
4766 IWineD3DSurfaceImpl_RealizePalette,
4767 IWineD3DBaseSurfaceImpl_SetColorKey,
4768 IWineD3DBaseSurfaceImpl_GetPitch,
4769 IWineD3DSurfaceImpl_SetMem,
4770 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4771 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4772 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4773 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4774 IWineD3DBaseSurfaceImpl_SetClipper,
4775 IWineD3DBaseSurfaceImpl_GetClipper,
4777 IWineD3DSurfaceImpl_LoadTexture,
4778 IWineD3DSurfaceImpl_BindTexture,
4779 IWineD3DSurfaceImpl_SaveSnapshot,
4780 IWineD3DSurfaceImpl_SetContainer,
4781 IWineD3DBaseSurfaceImpl_GetData,
4782 IWineD3DSurfaceImpl_SetFormat,
4783 IWineD3DSurfaceImpl_PrivateSetup,
4784 IWineD3DSurfaceImpl_ModifyLocation,
4785 IWineD3DSurfaceImpl_LoadLocation,
4786 IWineD3DSurfaceImpl_GetImplType,
4787 IWineD3DSurfaceImpl_DrawOverlay
4790 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4791 /* Context activation is done by the caller. */
4792 static void ffp_blit_free(IWineD3DDevice *iface) { }
4794 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4795 /* Context activation is done by the caller. */
4796 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4799 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4801 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4803 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4805 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4809 /* Context activation is done by the caller. */
4810 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4812 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4813 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4814 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
4816 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4817 * else the surface is converted in software at upload time in LoadLocation.
4819 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4820 ffp_blit_p8_upload_palette(surface, gl_info);
4823 glEnable(surface->texture_target);
4824 checkGLcall("glEnable(surface->texture_target)");
4829 /* Context activation is done by the caller. */
4830 static void ffp_blit_unset(IWineD3DDevice *iface)
4832 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4833 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4836 glDisable(GL_TEXTURE_2D);
4837 checkGLcall("glDisable(GL_TEXTURE_2D)");
4838 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4840 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4841 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4843 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4845 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4846 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4851 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4852 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4853 const struct wined3d_format_desc *src_format_desc,
4854 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4855 const struct wined3d_format_desc *dst_format_desc)
4857 enum complex_fixup src_fixup;
4859 if (blit_op == BLIT_OP_COLOR_FILL)
4861 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4863 TRACE("Color fill not supported\n");
4870 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
4871 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4873 TRACE("Checking support for fixup:\n");
4874 dump_color_fixup_desc(src_format_desc->color_fixup);
4877 if (blit_op != BLIT_OP_BLIT)
4879 TRACE("Unsupported blit_op=%d\n", blit_op);
4883 if (!is_identity_fixup(dst_format_desc->color_fixup))
4885 TRACE("Destination fixups are not supported\n");
4889 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4891 TRACE("P8 fixup supported\n");
4895 /* We only support identity conversions. */
4896 if (is_identity_fixup(src_format_desc->color_fixup))
4902 TRACE("[FAILED]\n");
4906 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4908 return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
4909 (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
4912 const struct blit_shader ffp_blit = {
4921 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4926 /* Context activation is done by the caller. */
4927 static void cpu_blit_free(IWineD3DDevice *iface)
4931 /* Context activation is done by the caller. */
4932 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4937 /* Context activation is done by the caller. */
4938 static void cpu_blit_unset(IWineD3DDevice *iface)
4942 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4943 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4944 const struct wined3d_format_desc *src_format_desc,
4945 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4946 const struct wined3d_format_desc *dst_format_desc)
4948 if (blit_op == BLIT_OP_COLOR_FILL)
4956 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
4959 memset(&BltFx, 0, sizeof(BltFx));
4960 BltFx.dwSize = sizeof(BltFx);
4961 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
4962 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4965 const struct blit_shader cpu_blit = {
4974 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4975 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4976 const struct wined3d_format_desc *src_format_desc,
4977 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4978 const struct wined3d_format_desc *dst_format_desc)
4980 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4983 /* We only support blitting. Things like color keying / color fill should
4984 * be handled by other blitters.
4986 if (blit_op != BLIT_OP_BLIT)
4989 /* Source and/or destination need to be on the GL side */
4990 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4993 if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4994 && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4997 if (!is_identity_fixup(src_format_desc->color_fixup) ||
4998 !is_identity_fixup(dst_format_desc->color_fixup))
5001 if (!(src_format_desc->format == dst_format_desc->format
5002 || (is_identity_fixup(src_format_desc->color_fixup)
5003 && is_identity_fixup(dst_format_desc->color_fixup))))