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 static void surface_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->texture_name || (This->Flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
52 if (This->texture_name)
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
58 if (This->Flags & SFLAG_PBO)
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
73 context_release(context);
76 if (This->Flags & SFLAG_DIBSECTION)
79 SelectObject(This->hDC, This->dib.holdbitmap);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
87 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
90 HeapFree(GetProcessHeap(), 0, This->palette9);
92 resource_cleanup((IWineD3DResource *)This);
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
97 TRACE("surface %p, container %p.\n", surface, container);
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
104 surface->get_drawable_size = get_drawable_size_swapchain;
108 switch (wined3d_settings.offscreen_rendering_mode)
111 surface->get_drawable_size = get_drawable_size_fbo;
115 surface->get_drawable_size = get_drawable_size_backbuffer;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
124 surface->container.type = type;
125 surface->container.u.base = container;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
152 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
154 GLfloat (*coords)[3] = info->coords;
171 FIXME("Unsupported texture target %#x\n", target);
172 /* Fall back to GL_TEXTURE_2D */
174 info->binding = GL_TEXTURE_BINDING_2D;
175 info->bind_target = GL_TEXTURE_2D;
176 info->tex_type = tex_2d;
177 coords[0][0] = (float)rect.left / w;
178 coords[0][1] = (float)rect.top / h;
181 coords[1][0] = (float)rect.right / w;
182 coords[1][1] = (float)rect.top / h;
185 coords[2][0] = (float)rect.left / w;
186 coords[2][1] = (float)rect.bottom / h;
189 coords[3][0] = (float)rect.right / w;
190 coords[3][1] = (float)rect.bottom / h;
194 case GL_TEXTURE_RECTANGLE_ARB:
195 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
196 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
197 info->tex_type = tex_rect;
198 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
199 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
200 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
201 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
204 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
205 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
206 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
207 info->tex_type = tex_cube;
208 cube_coords_float(&rect, w, h, &f);
210 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
211 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
212 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
213 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
216 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
217 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
218 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
219 info->tex_type = tex_cube;
220 cube_coords_float(&rect, w, h, &f);
222 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
223 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
224 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
225 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
228 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
229 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
230 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
231 info->tex_type = tex_cube;
232 cube_coords_float(&rect, w, h, &f);
234 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
235 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
236 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
237 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
240 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
241 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
242 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
243 info->tex_type = tex_cube;
244 cube_coords_float(&rect, w, h, &f);
246 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
247 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
248 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
249 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
252 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
253 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
254 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
255 info->tex_type = tex_cube;
256 cube_coords_float(&rect, w, h, &f);
258 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
259 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
260 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
261 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
264 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
265 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
266 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
267 info->tex_type = tex_cube;
268 cube_coords_float(&rect, w, h, &f);
270 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
271 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
272 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
273 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
278 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
281 *rect_out = *rect_in;
286 rect_out->right = This->currentDesc.Width;
287 rect_out->bottom = This->currentDesc.Height;
291 /* GL locking and context activation is done by the caller */
292 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
294 struct blt_info info;
296 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
298 glEnable(info.bind_target);
299 checkGLcall("glEnable(bind_target)");
301 /* Bind the texture */
302 glBindTexture(info.bind_target, src_surface->texture_name);
303 checkGLcall("glBindTexture");
305 /* Filtering for StretchRect */
306 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
307 wined3d_gl_mag_filter(magLookup, Filter));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
310 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
311 checkGLcall("glTexParameteri");
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
313 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
314 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
315 checkGLcall("glTexEnvi");
318 glBegin(GL_TRIANGLE_STRIP);
319 glTexCoord3fv(info.coords[0]);
320 glVertex2i(dst_rect->left, dst_rect->top);
322 glTexCoord3fv(info.coords[1]);
323 glVertex2i(dst_rect->right, dst_rect->top);
325 glTexCoord3fv(info.coords[2]);
326 glVertex2i(dst_rect->left, dst_rect->bottom);
328 glTexCoord3fv(info.coords[3]);
329 glVertex2i(dst_rect->right, dst_rect->bottom);
332 /* Unbind the texture */
333 glBindTexture(info.bind_target, 0);
334 checkGLcall("glBindTexture(info->bind_target, 0)");
336 /* We changed the filtering settings on the texture. Inform the
337 * container about this to get the filters reset properly next draw. */
338 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
340 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
342 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
343 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
347 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
348 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
349 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
350 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
352 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
353 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
354 void (*cleanup)(IWineD3DSurfaceImpl *This);
355 unsigned int resource_size;
358 if (multisample_quality > 0)
360 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
361 multisample_quality = 0;
364 /* FIXME: Check that the format is supported by the device. */
366 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
368 /* Look at the implementation and set the correct Vtable. */
369 switch (surface_type)
372 surface->lpVtbl = &IWineD3DSurface_Vtbl;
373 cleanup = surface_cleanup;
377 surface->lpVtbl = &IWineGDISurface_Vtbl;
378 cleanup = surface_gdi_cleanup;
382 ERR("Requested unknown surface implementation %#x.\n", surface_type);
383 return WINED3DERR_INVALIDCALL;
386 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
387 device, resource_size, usage, format, pool, parent, parent_ops);
390 WARN("Failed to initialize resource, returning %#x.\n", hr);
394 /* "Standalone" surface. */
395 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
397 surface->currentDesc.Width = width;
398 surface->currentDesc.Height = height;
399 surface->currentDesc.MultiSampleType = multisample_type;
400 surface->currentDesc.MultiSampleQuality = multisample_quality;
401 surface->texture_level = level;
402 list_init(&surface->overlays);
405 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
406 if (discard) surface->Flags |= SFLAG_DISCARD;
407 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
409 /* Quick lockable sanity check.
410 * TODO: remove this after surfaces, usage and lockability have been debugged properly
411 * this function is too deep to need to care about things like this.
412 * Levels need to be checked too, since they all affect what can be done. */
415 case WINED3DPOOL_SCRATCH:
418 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
419 "which are mutually exclusive, setting lockable to TRUE.\n");
424 case WINED3DPOOL_SYSTEMMEM:
426 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
429 case WINED3DPOOL_MANAGED:
430 if (usage & WINED3DUSAGE_DYNAMIC)
431 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
434 case WINED3DPOOL_DEFAULT:
435 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
436 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
440 FIXME("Unknown pool %#x.\n", pool);
444 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
446 FIXME("Trying to create a render target that isn't in the default pool.\n");
449 /* Mark the texture as dirty so that it gets loaded first time around. */
450 surface_add_dirty_rect(surface, NULL);
451 list_init(&surface->renderbuffers);
453 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
455 /* Call the private setup routine */
456 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
459 ERR("Private setup failed, returning %#x\n", hr);
467 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
469 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
472 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
477 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
481 name = &surface->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
486 name = &surface->texture_name;
487 flag = SFLAG_INTEXTURE;
490 if (!*name && new_name)
492 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
493 * surface has no texture name yet. See if we can get rid of this. */
494 if (surface->Flags & flag)
495 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
496 surface_modify_location(surface, flag, FALSE);
500 surface_force_reload(surface);
503 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
505 TRACE("surface %p, target %#x.\n", surface, target);
507 if (surface->texture_target != target)
509 if (target == GL_TEXTURE_RECTANGLE_ARB)
511 surface->Flags &= ~SFLAG_NORMCOORD;
513 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
515 surface->Flags |= SFLAG_NORMCOORD;
518 surface->texture_target = target;
519 surface_force_reload(surface);
522 /* Context activation is done by the caller. */
523 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
524 DWORD active_sampler;
526 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
527 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
528 * gl states. The current texture unit should always be a valid one.
530 * To be more specific, this is tricky because we can implicitly be called
531 * from sampler() in state.c. This means we can't touch anything other than
532 * whatever happens to be the currently active texture, or we would risk
533 * marking already applied sampler states dirty again.
535 * TODO: Track the current active texture per GL context instead of using glGet
537 GLint active_texture;
539 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
541 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
543 if (active_sampler != WINED3D_UNMAPPED_STAGE)
545 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
547 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
550 /* This function checks if the primary render target uses the 8bit paletted format. */
551 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
553 if (device->render_targets && device->render_targets[0])
555 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
556 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
557 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
563 /* This call just downloads data, the caller is responsible for binding the
564 * correct texture. */
565 /* Context activation is done by the caller. */
566 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
568 const struct wined3d_format *format = This->resource.format;
570 /* Only support read back of converted P8 surfaces */
571 if (This->Flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
573 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
579 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
581 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
582 This, This->texture_level, format->glFormat, format->glType,
583 This->resource.allocatedMemory);
585 if (This->Flags & SFLAG_PBO)
587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
588 checkGLcall("glBindBufferARB");
589 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
590 checkGLcall("glGetCompressedTexImageARB");
591 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
592 checkGLcall("glBindBufferARB");
596 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
597 This->texture_level, This->resource.allocatedMemory));
598 checkGLcall("glGetCompressedTexImageARB");
604 GLenum gl_format = format->glFormat;
605 GLenum gl_type = format->glType;
609 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
610 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
612 gl_format = GL_ALPHA;
613 gl_type = GL_UNSIGNED_BYTE;
616 if (This->Flags & SFLAG_NONPOW2) {
617 unsigned char alignment = This->resource.device->surface_alignment;
618 src_pitch = format->byte_count * This->pow2Width;
619 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
620 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
621 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
623 mem = This->resource.allocatedMemory;
626 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
627 This, This->texture_level, gl_format, gl_type, mem);
629 if(This->Flags & SFLAG_PBO) {
630 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
631 checkGLcall("glBindBufferARB");
633 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
634 checkGLcall("glGetTexImage");
636 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
637 checkGLcall("glBindBufferARB");
639 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
640 checkGLcall("glGetTexImage");
644 if (This->Flags & SFLAG_NONPOW2) {
645 const BYTE *src_data;
649 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
650 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
651 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
653 * We're doing this...
655 * instead of boxing the texture :
656 * |<-texture width ->| -->pow2width| /\
657 * |111111111111111111| | |
658 * |222 Texture 222222| boxed empty | texture height
659 * |3333 Data 33333333| | |
660 * |444444444444444444| | \/
661 * ----------------------------------- |
662 * | boxed empty | boxed empty | pow2height
664 * -----------------------------------
667 * we're repacking the data to the expected texture width
669 * |<-texture width ->| -->pow2width| /\
670 * |111111111111111111222222222222222| |
671 * |222333333333333333333444444444444| texture height
675 * | empty | pow2height
677 * -----------------------------------
681 * |<-texture width ->| /\
682 * |111111111111111111|
683 * |222222222222222222|texture height
684 * |333333333333333333|
685 * |444444444444444444| \/
686 * --------------------
688 * this also means that any references to allocatedMemory should work with the data as if were a
689 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
691 * internally the texture is still stored in a boxed format so any references to textureName will
692 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
694 * Performance should not be an issue, because applications normally do not lock the surfaces when
695 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
696 * and doesn't have to be re-read.
699 dst_data = This->resource.allocatedMemory;
700 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
701 for (y = 1 ; y < This->currentDesc.Height; y++) {
702 /* skip the first row */
703 src_data += src_pitch;
704 dst_data += dst_pitch;
705 memcpy(dst_data, src_data, dst_pitch);
708 HeapFree(GetProcessHeap(), 0, mem);
712 /* Surface has now been downloaded */
713 This->Flags |= SFLAG_INSYSMEM;
716 /* This call just uploads data, the caller is responsible for binding the
717 * correct texture. */
718 /* Context activation is done by the caller. */
719 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
720 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
722 GLsizei width = This->currentDesc.Width;
723 GLsizei height = This->currentDesc.Height;
728 internal = format->glGammaInternal;
730 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
732 internal = format->rtInternal;
736 internal = format->glInternal;
739 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
740 This, internal, width, height, format->glFormat, format->glType, data);
741 TRACE("target %#x, level %u, resource size %u.\n",
742 This->texture_target, This->texture_level, This->resource.size);
744 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
748 if (This->Flags & SFLAG_PBO)
750 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
751 checkGLcall("glBindBufferARB");
753 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
757 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
759 TRACE("Calling glCompressedTexSubImage2DARB.\n");
761 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
762 0, 0, width, height, internal, This->resource.size, data));
763 checkGLcall("glCompressedTexSubImage2DARB");
767 TRACE("Calling glTexSubImage2D.\n");
769 glTexSubImage2D(This->texture_target, This->texture_level,
770 0, 0, width, height, format->glFormat, format->glType, data);
771 checkGLcall("glTexSubImage2D");
774 if (This->Flags & SFLAG_PBO)
776 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
777 checkGLcall("glBindBufferARB");
782 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
784 IWineD3DDeviceImpl *device = This->resource.device;
787 for (i = 0; i < device->numContexts; ++i)
789 context_surface_update(device->contexts[i], This);
794 /* This call just allocates the texture, the caller is responsible for binding
795 * the correct texture. */
796 /* Context activation is done by the caller. */
797 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
798 const struct wined3d_format *format, BOOL srgb)
800 BOOL enable_client_storage = FALSE;
801 GLsizei width = This->pow2Width;
802 GLsizei height = This->pow2Height;
803 const BYTE *mem = NULL;
808 internal = format->glGammaInternal;
810 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
812 internal = format->rtInternal;
816 internal = format->glInternal;
819 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
821 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",
822 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
823 internal, width, height, format->glFormat, format->glType);
827 if (gl_info->supported[APPLE_CLIENT_STORAGE])
829 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
830 /* In some cases we want to disable client storage.
831 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
832 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
833 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
834 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
836 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
837 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
838 This->Flags &= ~SFLAG_CLIENT;
839 enable_client_storage = TRUE;
841 This->Flags |= SFLAG_CLIENT;
843 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
844 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
846 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
850 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
852 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
853 internal, width, height, 0, This->resource.size, mem));
854 checkGLcall("glCompressedTexImage2DARB");
858 glTexImage2D(This->texture_target, This->texture_level,
859 internal, width, height, 0, format->glFormat, format->glType, mem);
860 checkGLcall("glTexImage2D");
863 if(enable_client_storage) {
864 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
865 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
870 /* In D3D the depth stencil dimensions have to be greater than or equal to the
871 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
872 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
873 /* GL locking is done by the caller */
874 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
876 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
877 renderbuffer_entry_t *entry;
878 GLuint renderbuffer = 0;
879 unsigned int src_width, src_height;
881 src_width = surface->pow2Width;
882 src_height = surface->pow2Height;
884 /* A depth stencil smaller than the render target is not valid */
885 if (width > src_width || height > src_height) return;
887 /* Remove any renderbuffer set if the sizes match */
888 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
889 || (width == src_width && height == src_height))
891 surface->current_renderbuffer = NULL;
895 /* Look if we've already got a renderbuffer of the correct dimensions */
896 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
898 if (entry->width == width && entry->height == height)
900 renderbuffer = entry->id;
901 surface->current_renderbuffer = entry;
908 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
909 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
910 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
911 surface->resource.format->glInternal, width, height);
913 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
914 entry->width = width;
915 entry->height = height;
916 entry->id = renderbuffer;
917 list_add_head(&surface->renderbuffers, &entry->entry);
919 surface->current_renderbuffer = entry;
922 checkGLcall("set_compatible_renderbuffer");
925 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
927 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
929 TRACE("surface %p.\n", surface);
931 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
933 ERR("Surface %p is not on a swapchain.\n", surface);
937 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
939 if (swapchain->render_to_fbo)
941 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
942 return GL_COLOR_ATTACHMENT0;
944 TRACE("Returning GL_BACK\n");
947 else if (surface == swapchain->front_buffer)
949 TRACE("Returning GL_FRONT\n");
953 FIXME("Higher back buffer, returning GL_BACK\n");
957 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
958 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
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 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
966 surface_modify_location(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 (surface->container.type == WINED3D_CONTAINER_TEXTURE)
985 TRACE("Passing to container.\n");
986 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
990 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
992 const struct wined3d_format *format = surface->resource.format;
993 IWineD3DDeviceImpl *device = surface->resource.device;
997 case WINED3DFMT_P8_UINT:
998 if (surface->palette)
1000 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1001 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1002 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1006 float_color->r = 0.0f;
1007 float_color->g = 0.0f;
1008 float_color->b = 0.0f;
1010 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1013 case WINED3DFMT_B5G6R5_UNORM:
1014 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1015 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1016 float_color->b = (color & 0x1f) / 31.0f;
1017 float_color->a = 1.0f;
1020 case WINED3DFMT_B8G8R8_UNORM:
1021 case WINED3DFMT_B8G8R8X8_UNORM:
1022 float_color->r = D3DCOLOR_R(color);
1023 float_color->g = D3DCOLOR_G(color);
1024 float_color->b = D3DCOLOR_B(color);
1025 float_color->a = 1.0f;
1028 case WINED3DFMT_B8G8R8A8_UNORM:
1029 float_color->r = D3DCOLOR_R(color);
1030 float_color->g = D3DCOLOR_G(color);
1031 float_color->b = D3DCOLOR_B(color);
1032 float_color->a = D3DCOLOR_A(color);
1036 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1043 /* Do not call while under the GL lock. */
1044 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1046 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1047 ULONG ref = InterlockedDecrement(&This->resource.ref);
1048 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1052 surface_cleanup(This);
1053 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1055 TRACE("(%p) Released.\n", This);
1056 HeapFree(GetProcessHeap(), 0, This);
1062 /* ****************************************************
1063 IWineD3DSurface IWineD3DResource parts follow
1064 **************************************************** */
1066 /* Do not call while under the GL lock. */
1067 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1069 IWineD3DDeviceImpl *device = surface->resource.device;
1071 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1073 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1075 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1077 TRACE("Passing to container.\n");
1078 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1082 struct wined3d_context *context = NULL;
1084 TRACE("(%p) : About to load surface\n", surface);
1086 if (!device->isInDraw) context = context_acquire(device, NULL);
1088 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1089 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1091 if (palette9_changed(surface))
1093 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1094 /* TODO: This is not necessarily needed with hw palettized texture support */
1095 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1096 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1097 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1101 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1103 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1105 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1109 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1113 if (context) context_release(context);
1117 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1119 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1122 /* Context activation is done by the caller. */
1123 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1125 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1126 This->resource.allocatedMemory =
1127 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1130 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1131 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1132 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1133 checkGLcall("glGetBufferSubDataARB");
1134 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1135 checkGLcall("glDeleteBuffersARB");
1139 This->Flags &= ~SFLAG_PBO;
1142 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1144 if (!surface->resource.allocatedMemory)
1146 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1147 surface->resource.size + RESOURCE_ALIGNMENT);
1148 if (!surface->resource.heapMemory)
1150 ERR("Out of memory\n");
1153 surface->resource.allocatedMemory =
1154 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1158 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1161 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1166 /* Do not call while under the GL lock. */
1167 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
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 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1194 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1196 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1197 surface_modify_location(This, 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.
1222 * Otherwise, destroy it. */
1223 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1226 glDeleteTextures(1, &This->texture_name);
1227 This->texture_name = 0;
1228 glDeleteTextures(1, &This->texture_name_srgb);
1229 This->texture_name_srgb = 0;
1233 context_release(context);
1235 resource_unload((IWineD3DResourceImpl *)This);
1238 /* ******************************************************
1239 IWineD3DSurface IWineD3DSurface parts follow
1240 ****************************************************** */
1242 /* Read the framebuffer back into the surface */
1243 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1245 IWineD3DDeviceImpl *device = This->resource.device;
1246 const struct wined3d_gl_info *gl_info;
1247 struct wined3d_context *context;
1251 BYTE *row, *top, *bottom;
1255 BOOL srcIsUpsideDown;
1260 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1261 static BOOL warned = FALSE;
1263 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1269 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1270 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1271 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1272 * context->last_was_blit set on the unlock.
1274 context = context_acquire(device, This);
1275 context_apply_blit_state(context, device);
1276 gl_info = context->gl_info;
1280 /* Select the correct read buffer, and give some debug output.
1281 * There is no need to keep track of the current read buffer or reset it, every part of the code
1282 * that reads sets the read buffer as desired.
1284 if (surface_is_offscreen(This))
1286 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1287 * Read from the back buffer
1289 TRACE("Locking offscreen render target\n");
1290 glReadBuffer(device->offscreenBuffer);
1291 srcIsUpsideDown = TRUE;
1295 /* Onscreen surfaces are always part of a swapchain */
1296 GLenum buffer = surface_get_gl_buffer(This);
1297 TRACE("Locking %#x buffer\n", buffer);
1298 glReadBuffer(buffer);
1299 checkGLcall("glReadBuffer");
1300 srcIsUpsideDown = FALSE;
1303 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1305 local_rect.left = 0;
1307 local_rect.right = This->currentDesc.Width;
1308 local_rect.bottom = This->currentDesc.Height;
1312 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1314 switch (This->resource.format->id)
1316 case WINED3DFMT_P8_UINT:
1318 if (primary_render_target_is_p8(device))
1320 /* In case of P8 render targets the index is stored in the alpha component */
1322 type = GL_UNSIGNED_BYTE;
1324 bpp = This->resource.format->byte_count;
1326 /* GL can't return palettized data, so read ARGB pixels into a
1327 * separate block of memory and convert them into palettized format
1328 * in software. Slow, but if the app means to use palettized render
1329 * targets and locks it...
1331 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1332 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1333 * for the color channels when palettizing the colors.
1336 type = GL_UNSIGNED_BYTE;
1338 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1340 ERR("Out of memory\n");
1344 bpp = This->resource.format->byte_count * 3;
1351 fmt = This->resource.format->glFormat;
1352 type = This->resource.format->glType;
1353 bpp = This->resource.format->byte_count;
1356 if(This->Flags & SFLAG_PBO) {
1357 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1358 checkGLcall("glBindBufferARB");
1360 ERR("mem not null for pbo -- unexpected\n");
1365 /* Save old pixel store pack state */
1366 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1367 checkGLcall("glGetIntegerv");
1368 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1369 checkGLcall("glGetIntegerv");
1370 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1371 checkGLcall("glGetIntegerv");
1373 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1374 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1375 checkGLcall("glPixelStorei");
1376 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1377 checkGLcall("glPixelStorei");
1378 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1379 checkGLcall("glPixelStorei");
1381 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1382 local_rect.right - local_rect.left,
1383 local_rect.bottom - local_rect.top,
1385 checkGLcall("glReadPixels");
1387 /* Reset previous pixel store pack state */
1388 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1389 checkGLcall("glPixelStorei");
1390 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1391 checkGLcall("glPixelStorei");
1392 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1393 checkGLcall("glPixelStorei");
1395 if(This->Flags & SFLAG_PBO) {
1396 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1397 checkGLcall("glBindBufferARB");
1399 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1400 * to get a pointer to it and perform the flipping in software. This is a lot
1401 * faster than calling glReadPixels for each line. In case we want more speed
1402 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1403 if(!srcIsUpsideDown) {
1404 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1405 checkGLcall("glBindBufferARB");
1407 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1408 checkGLcall("glMapBufferARB");
1412 /* TODO: Merge this with the palettization loop below for P8 targets */
1413 if(!srcIsUpsideDown) {
1415 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1416 Flip the lines in software */
1417 len = (local_rect.right - local_rect.left) * bpp;
1418 off = local_rect.left * bpp;
1420 row = HeapAlloc(GetProcessHeap(), 0, len);
1422 ERR("Out of memory\n");
1423 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1428 top = mem + pitch * local_rect.top;
1429 bottom = mem + pitch * (local_rect.bottom - 1);
1430 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1431 memcpy(row, top + off, len);
1432 memcpy(top + off, bottom + off, len);
1433 memcpy(bottom + off, row, len);
1437 HeapFree(GetProcessHeap(), 0, row);
1439 /* Unmap the temp PBO buffer */
1440 if(This->Flags & SFLAG_PBO) {
1441 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1442 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1447 context_release(context);
1449 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1450 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1451 * the same color but we have no choice.
1452 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1454 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1456 const PALETTEENTRY *pal = NULL;
1457 DWORD width = pitch / 3;
1461 pal = This->palette->palents;
1463 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1464 HeapFree(GetProcessHeap(), 0, mem);
1468 for(y = local_rect.top; y < local_rect.bottom; y++) {
1469 for(x = local_rect.left; x < local_rect.right; x++) {
1470 /* start lines pixels */
1471 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1472 const BYTE *green = blue + 1;
1473 const BYTE *red = green + 1;
1475 for(c = 0; c < 256; c++) {
1476 if(*red == pal[c].peRed &&
1477 *green == pal[c].peGreen &&
1478 *blue == pal[c].peBlue)
1480 *((BYTE *) dest + y * width + x) = c;
1486 HeapFree(GetProcessHeap(), 0, mem);
1490 /* Read the framebuffer contents into a texture */
1491 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1493 IWineD3DDeviceImpl *device = This->resource.device;
1494 const struct wined3d_gl_info *gl_info;
1495 struct wined3d_context *context;
1497 if (!surface_is_offscreen(This))
1499 /* We would need to flip onscreen surfaces, but there's no efficient
1500 * way to do that here. It makes more sense for the caller to
1501 * explicitly go through sysmem. */
1502 ERR("Not supported for onscreen targets.\n");
1506 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1507 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1508 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1510 context = context_acquire(device, This);
1511 gl_info = context->gl_info;
1513 surface_prepare_texture(This, gl_info, srgb);
1514 surface_bind_and_dirtify(This, srgb);
1516 TRACE("Reading back offscreen render target %p.\n", This);
1520 glReadBuffer(device->offscreenBuffer);
1521 checkGLcall("glReadBuffer");
1523 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1524 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1525 checkGLcall("glCopyTexSubImage2D");
1529 context_release(context);
1532 /* Context activation is done by the caller. */
1533 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1534 const struct wined3d_gl_info *gl_info, BOOL srgb)
1536 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1537 CONVERT_TYPES convert;
1538 struct wined3d_format format;
1540 if (surface->Flags & alloc_flag) return;
1542 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1543 if (convert != NO_CONVERSION || format.convert) surface->Flags |= SFLAG_CONVERTED;
1544 else surface->Flags &= ~SFLAG_CONVERTED;
1546 surface_bind_and_dirtify(surface, srgb);
1547 surface_allocate_surface(surface, gl_info, &format, srgb);
1548 surface->Flags |= alloc_flag;
1551 /* Context activation is done by the caller. */
1552 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1554 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1556 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1557 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1560 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1562 for (i = 0; i < sub_count; ++i)
1564 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1565 surface_prepare_texture_internal(s, gl_info, srgb);
1571 surface_prepare_texture_internal(surface, gl_info, srgb);
1574 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1576 IWineD3DDeviceImpl *device = This->resource.device;
1577 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1579 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1580 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1583 if(!(This->Flags & SFLAG_DYNLOCK)) {
1585 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1586 if(This->lockCount > MAXLOCKCOUNT) {
1587 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1588 This->Flags |= SFLAG_DYNLOCK;
1592 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1593 * Also don't create a PBO for systemmem surfaces.
1595 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1596 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1597 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1600 struct wined3d_context *context;
1602 context = context_acquire(device, NULL);
1605 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1606 error = glGetError();
1607 if(This->pbo == 0 || error != GL_NO_ERROR) {
1608 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1611 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1613 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1614 checkGLcall("glBindBufferARB");
1616 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1617 checkGLcall("glBufferDataARB");
1619 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1620 checkGLcall("glBindBufferARB");
1622 /* We don't need the system memory anymore and we can't even use it for PBOs */
1623 if(!(This->Flags & SFLAG_CLIENT)) {
1624 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1625 This->resource.heapMemory = NULL;
1627 This->resource.allocatedMemory = NULL;
1628 This->Flags |= SFLAG_PBO;
1630 context_release(context);
1632 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1634 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1637 if(!This->resource.heapMemory) {
1638 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1640 This->resource.allocatedMemory =
1641 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1642 if(This->Flags & SFLAG_INSYSMEM) {
1643 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1648 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1649 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1650 IWineD3DDeviceImpl *device = This->resource.device;
1651 const RECT *pass_rect = pRect;
1653 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1654 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1656 /* This is also done in the base class, but we have to verify this before loading any data from
1657 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1658 * may interfere, and all other bad things may happen
1660 if (This->Flags & SFLAG_LOCKED) {
1661 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1662 return WINED3DERR_INVALIDCALL;
1664 This->Flags |= SFLAG_LOCKED;
1666 if (!(This->Flags & SFLAG_LOCKABLE))
1668 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1671 if (Flags & WINED3DLOCK_DISCARD) {
1672 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1673 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1674 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1675 This->Flags |= SFLAG_INSYSMEM;
1679 if (This->Flags & SFLAG_INSYSMEM) {
1680 TRACE("Local copy is up to date, not downloading data\n");
1681 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1685 /* surface_load_location() does not check if the rectangle specifies
1686 * the full surface. Most callers don't need that, so do it here. */
1687 if (pRect && pRect->top == 0 && pRect->left == 0
1688 && pRect->right == This->currentDesc.Width
1689 && pRect->bottom == This->currentDesc.Height)
1694 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1695 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1697 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1701 if (This->Flags & SFLAG_PBO)
1703 const struct wined3d_gl_info *gl_info;
1704 struct wined3d_context *context;
1706 context = context_acquire(device, NULL);
1707 gl_info = context->gl_info;
1710 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1711 checkGLcall("glBindBufferARB");
1713 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1714 if(This->resource.allocatedMemory) {
1715 ERR("The surface already has PBO memory allocated!\n");
1718 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1719 checkGLcall("glMapBufferARB");
1721 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1722 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1723 checkGLcall("glBindBufferARB");
1726 context_release(context);
1729 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1734 surface_add_dirty_rect(This, pRect);
1736 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1738 TRACE("Making container dirty.\n");
1739 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1743 TRACE("Surface is standalone, no need to dirty the container\n");
1747 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1750 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1752 GLint prev_rasterpos[4];
1753 GLint skipBytes = 0;
1754 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1755 IWineD3DDeviceImpl *device = This->resource.device;
1756 const struct wined3d_gl_info *gl_info;
1757 struct wined3d_context *context;
1759 /* Activate the correct context for the render target */
1760 context = context_acquire(device, This);
1761 context_apply_blit_state(context, device);
1762 gl_info = context->gl_info;
1766 if (!surface_is_offscreen(This))
1768 GLenum buffer = surface_get_gl_buffer(This);
1769 TRACE("Unlocking %#x buffer.\n", buffer);
1770 context_set_draw_buffer(context, buffer);
1774 /* Primary offscreen render target */
1775 TRACE("Offscreen render target.\n");
1776 context_set_draw_buffer(context, device->offscreenBuffer);
1779 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1780 checkGLcall("glGetIntegerv");
1781 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1782 checkGLcall("glGetIntegerv");
1783 glPixelZoom(1.0f, -1.0f);
1784 checkGLcall("glPixelZoom");
1786 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1787 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1788 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1790 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1791 checkGLcall("glRasterPos3i");
1793 /* Some drivers(radeon dri, others?) don't like exceptions during
1794 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1795 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1796 * catch to put the dib section in InSync mode, which leads to a crash
1797 * and a blocked x server on my radeon card.
1799 * The following lines read the dib section so it is put in InSync mode
1800 * before glDrawPixels is called and the crash is prevented. There won't
1801 * be any interfering gdi accesses, because UnlockRect is called from
1802 * ReleaseDC, and the app won't use the dc any more afterwards.
1804 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1806 read = This->resource.allocatedMemory[0];
1809 if(This->Flags & SFLAG_PBO) {
1810 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1811 checkGLcall("glBindBufferARB");
1814 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1815 if(This->Flags & SFLAG_LOCKED) {
1816 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1817 (This->lockedRect.bottom - This->lockedRect.top)-1,
1819 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1820 checkGLcall("glDrawPixels");
1822 glDrawPixels(This->currentDesc.Width,
1823 This->currentDesc.Height,
1825 checkGLcall("glDrawPixels");
1828 if(This->Flags & SFLAG_PBO) {
1829 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1830 checkGLcall("glBindBufferARB");
1833 glPixelZoom(1.0f, 1.0f);
1834 checkGLcall("glPixelZoom");
1836 glRasterPos3iv(&prev_rasterpos[0]);
1837 checkGLcall("glRasterPos3iv");
1839 /* Reset to previous pack row length */
1840 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1841 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1844 context_release(context);
1847 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1848 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1849 IWineD3DDeviceImpl *device = This->resource.device;
1852 if (!(This->Flags & SFLAG_LOCKED)) {
1853 WARN("trying to Unlock an unlocked surf@%p\n", This);
1854 return WINEDDERR_NOTLOCKED;
1857 if (This->Flags & SFLAG_PBO)
1859 const struct wined3d_gl_info *gl_info;
1860 struct wined3d_context *context;
1862 TRACE("Freeing PBO memory\n");
1864 context = context_acquire(device, NULL);
1865 gl_info = context->gl_info;
1868 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1869 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1870 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1871 checkGLcall("glUnmapBufferARB");
1873 context_release(context);
1875 This->resource.allocatedMemory = NULL;
1878 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1880 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1881 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1885 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1886 || (device->render_targets && This == device->render_targets[0]))
1888 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1889 static BOOL warned = FALSE;
1891 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1897 if(This->dirtyRect.left == 0 &&
1898 This->dirtyRect.top == 0 &&
1899 This->dirtyRect.right == This->currentDesc.Width &&
1900 This->dirtyRect.bottom == This->currentDesc.Height) {
1903 /* TODO: Proper partial rectangle tracking */
1904 fullsurface = FALSE;
1905 This->Flags |= SFLAG_INSYSMEM;
1908 switch(wined3d_settings.rendertargetlock_mode) {
1910 surface_load_location(This, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1914 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1919 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1920 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1921 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1922 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1923 * not fully up to date because only a subrectangle was read in LockRect.
1925 This->Flags &= ~SFLAG_INSYSMEM;
1926 This->Flags |= SFLAG_INDRAWABLE;
1929 This->dirtyRect.left = This->currentDesc.Width;
1930 This->dirtyRect.top = This->currentDesc.Height;
1931 This->dirtyRect.right = 0;
1932 This->dirtyRect.bottom = 0;
1934 else if (This == device->depth_stencil)
1936 FIXME("Depth Stencil buffer locking is not implemented\n");
1938 /* The rest should be a normal texture */
1939 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1940 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1941 * states need resetting
1943 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1945 IWineD3DBaseTextureImpl *texture = This->container.u.texture;
1946 if (texture->baseTexture.bindCount)
1947 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
1952 This->Flags &= ~SFLAG_LOCKED;
1953 memset(&This->lockedRect, 0, sizeof(RECT));
1955 /* Overlays have to be redrawn manually after changes with the GL implementation */
1956 if(This->overlay_dest) {
1957 IWineD3DSurface_DrawOverlay(iface);
1962 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1964 struct wined3d_context *context;
1966 context = context_acquire(surface->resource.device, NULL);
1969 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1970 if (surface->texture_name)
1972 surface_bind_and_dirtify(surface, FALSE);
1973 glTexImage2D(surface->texture_target, surface->texture_level,
1974 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1976 if (surface->texture_name_srgb)
1978 surface_bind_and_dirtify(surface, TRUE);
1979 glTexImage2D(surface->texture_target, surface->texture_level,
1980 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1982 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1985 context_release(context);
1987 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1988 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1989 surface_force_reload(surface);
1992 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1994 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1995 WINED3DLOCKED_RECT lock;
1999 TRACE("(%p)->(%p)\n",This,pHDC);
2001 if(This->Flags & SFLAG_USERPTR) {
2002 ERR("Not supported on surfaces with an application-provided surfaces\n");
2003 return WINEDDERR_NODC;
2006 /* Give more detailed info for ddraw */
2007 if (This->Flags & SFLAG_DCINUSE)
2008 return WINEDDERR_DCALREADYCREATED;
2010 /* Can't GetDC if the surface is locked */
2011 if (This->Flags & SFLAG_LOCKED)
2012 return WINED3DERR_INVALIDCALL;
2014 memset(&lock, 0, sizeof(lock)); /* To be sure */
2016 /* Create a DIB section if there isn't a hdc yet */
2019 if (This->Flags & SFLAG_CLIENT)
2021 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2022 surface_release_client_storage(This);
2024 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2025 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2027 /* Use the dib section from now on if we are not using a PBO */
2028 if(!(This->Flags & SFLAG_PBO))
2029 This->resource.allocatedMemory = This->dib.bitmap_data;
2032 /* Lock the surface */
2033 hr = IWineD3DSurface_LockRect(iface,
2038 if(This->Flags & SFLAG_PBO) {
2039 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2040 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2044 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2045 /* keep the dib section */
2049 if (This->resource.format->id == WINED3DFMT_P8_UINT
2050 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2052 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2053 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2055 const PALETTEENTRY *pal = NULL;
2058 pal = This->palette->palents;
2060 IWineD3DSurfaceImpl *dds_primary;
2061 IWineD3DSwapChainImpl *swapchain;
2062 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2063 dds_primary = swapchain->front_buffer;
2064 if (dds_primary && dds_primary->palette)
2065 pal = dds_primary->palette->palents;
2069 for (n=0; n<256; n++) {
2070 col[n].rgbRed = pal[n].peRed;
2071 col[n].rgbGreen = pal[n].peGreen;
2072 col[n].rgbBlue = pal[n].peBlue;
2073 col[n].rgbReserved = 0;
2075 SetDIBColorTable(This->hDC, 0, 256, col);
2080 TRACE("returning %p\n",*pHDC);
2081 This->Flags |= SFLAG_DCINUSE;
2086 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2088 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2090 TRACE("(%p)->(%p)\n",This,hDC);
2092 if (!(This->Flags & SFLAG_DCINUSE))
2093 return WINEDDERR_NODC;
2095 if (This->hDC !=hDC) {
2096 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2097 return WINEDDERR_NODC;
2100 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2101 /* Copy the contents of the DIB over to the PBO */
2102 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2105 /* we locked first, so unlock now */
2106 IWineD3DSurface_UnlockRect(iface);
2108 This->Flags &= ~SFLAG_DCINUSE;
2113 /* ******************************************************
2114 IWineD3DSurface Internal (No mapping to directx api) parts follow
2115 ****************************************************** */
2117 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2118 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2120 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2121 IWineD3DDeviceImpl *device = This->resource.device;
2122 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2123 BOOL blit_supported = FALSE;
2125 /* Copy the default values from the surface. Below we might perform fixups */
2126 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2127 *format = *This->resource.format;
2128 *convert = NO_CONVERSION;
2130 /* Ok, now look if we have to do any conversion */
2131 switch (This->resource.format->id)
2133 case WINED3DFMT_P8_UINT:
2134 /* Below the call to blit_supported is disabled for Wine 1.2
2135 * because the function isn't operating correctly yet. At the
2136 * moment 8-bit blits are handled in software and if certain GL
2137 * extensions are around, surface conversion is performed at
2138 * upload time. The blit_supported call recognizes it as a
2139 * destination fixup. This type of upload 'fixup' and 8-bit to
2140 * 8-bit blits need to be handled by the blit_shader.
2141 * TODO: get rid of this #if 0. */
2143 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2144 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2145 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2147 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2149 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2150 * texturing. Further also use conversion in case of color keying.
2151 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2152 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2153 * conflicts with this.
2155 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2156 || colorkey_active || !use_texturing)
2158 format->glFormat = GL_RGBA;
2159 format->glInternal = GL_RGBA;
2160 format->glType = GL_UNSIGNED_BYTE;
2161 format->conv_byte_count = 4;
2162 if (colorkey_active)
2163 *convert = CONVERT_PALETTED_CK;
2165 *convert = CONVERT_PALETTED;
2169 case WINED3DFMT_B2G3R3_UNORM:
2170 /* **********************
2171 GL_UNSIGNED_BYTE_3_3_2
2172 ********************** */
2173 if (colorkey_active) {
2174 /* This texture format will never be used.. So do not care about color keying
2175 up until the point in time it will be needed :-) */
2176 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2180 case WINED3DFMT_B5G6R5_UNORM:
2181 if (colorkey_active)
2183 *convert = CONVERT_CK_565;
2184 format->glFormat = GL_RGBA;
2185 format->glInternal = GL_RGB5_A1;
2186 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2187 format->conv_byte_count = 2;
2191 case WINED3DFMT_B5G5R5X1_UNORM:
2192 if (colorkey_active)
2194 *convert = CONVERT_CK_5551;
2195 format->glFormat = GL_BGRA;
2196 format->glInternal = GL_RGB5_A1;
2197 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2198 format->conv_byte_count = 2;
2202 case WINED3DFMT_B8G8R8_UNORM:
2203 if (colorkey_active)
2205 *convert = CONVERT_CK_RGB24;
2206 format->glFormat = GL_RGBA;
2207 format->glInternal = GL_RGBA8;
2208 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2209 format->conv_byte_count = 4;
2213 case WINED3DFMT_B8G8R8X8_UNORM:
2214 if (colorkey_active)
2216 *convert = CONVERT_RGB32_888;
2217 format->glFormat = GL_RGBA;
2218 format->glInternal = GL_RGBA8;
2219 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2220 format->conv_byte_count = 4;
2231 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2233 IWineD3DDeviceImpl *device = This->resource.device;
2234 IWineD3DPaletteImpl *pal = This->palette;
2235 BOOL index_in_alpha = FALSE;
2238 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2239 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2240 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2241 * duplicate entries. Store the color key in the unused alpha component to speed the
2242 * download up and to make conversion unneeded. */
2243 index_in_alpha = primary_render_target_is_p8(device);
2247 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2249 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2252 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2255 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2256 * there's no palette at this time. */
2257 for (i = 0; i < 256; i++) table[i][3] = i;
2262 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2263 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2264 * capability flag is present (wine does advertise this capability) */
2265 for (i = 0; i < 256; ++i)
2267 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2268 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2269 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2270 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2276 TRACE("Using surface palette %p\n", pal);
2277 /* Get the surface's palette */
2278 for (i = 0; i < 256; ++i)
2280 table[i][0] = pal->palents[i].peRed;
2281 table[i][1] = pal->palents[i].peGreen;
2282 table[i][2] = pal->palents[i].peBlue;
2284 /* When index_in_alpha is set the palette index is stored in the
2285 * alpha component. In case of a readback we can then read
2286 * GL_ALPHA. Color keying is handled in BltOverride using a
2287 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2288 * color key itself is passed to glAlphaFunc in other cases the
2289 * alpha component of pixels that should be masked away is set to 0. */
2294 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2295 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2299 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2301 table[i][3] = pal->palents[i].peFlags;
2311 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2312 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2316 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2321 memcpy(dst, src, pitch * height);
2324 case CONVERT_PALETTED:
2325 case CONVERT_PALETTED_CK:
2327 IWineD3DPaletteImpl* pal = This->palette;
2332 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2335 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2337 for (y = 0; y < height; y++)
2339 source = src + pitch * y;
2340 dest = dst + outpitch * y;
2341 /* This is an 1 bpp format, using the width here is fine */
2342 for (x = 0; x < width; x++) {
2343 BYTE color = *source++;
2344 *dest++ = table[color][0];
2345 *dest++ = table[color][1];
2346 *dest++ = table[color][2];
2347 *dest++ = table[color][3];
2353 case CONVERT_CK_565:
2355 /* Converting the 565 format in 5551 packed to emulate color-keying.
2357 Note : in all these conversion, it would be best to average the averaging
2358 pixels to get the color of the pixel that will be color-keyed to
2359 prevent 'color bleeding'. This will be done later on if ever it is
2362 Note2: Nvidia documents say that their driver does not support alpha + color keying
2363 on the same surface and disables color keying in such a case
2369 TRACE("Color keyed 565\n");
2371 for (y = 0; y < height; y++) {
2372 Source = (const WORD *)(src + y * pitch);
2373 Dest = (WORD *) (dst + y * outpitch);
2374 for (x = 0; x < width; x++ ) {
2375 WORD color = *Source++;
2376 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2377 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2378 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2387 case CONVERT_CK_5551:
2389 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2393 TRACE("Color keyed 5551\n");
2394 for (y = 0; y < height; y++) {
2395 Source = (const WORD *)(src + y * pitch);
2396 Dest = (WORD *) (dst + y * outpitch);
2397 for (x = 0; x < width; x++ ) {
2398 WORD color = *Source++;
2400 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2401 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2405 *Dest &= ~(1 << 15);
2413 case CONVERT_CK_RGB24:
2415 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2417 for (y = 0; y < height; y++)
2419 source = src + pitch * y;
2420 dest = dst + outpitch * y;
2421 for (x = 0; x < width; x++) {
2422 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2423 DWORD dstcolor = color << 8;
2424 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2425 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2428 *(DWORD*)dest = dstcolor;
2436 case CONVERT_RGB32_888:
2438 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2440 for (y = 0; y < height; y++)
2442 source = src + pitch * y;
2443 dest = dst + outpitch * y;
2444 for (x = 0; x < width; x++) {
2445 DWORD color = 0xffffff & *(const DWORD*)source;
2446 DWORD dstcolor = color << 8;
2447 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2448 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2451 *(DWORD*)dest = dstcolor;
2460 ERR("Unsupported conversion type %#x.\n", convert);
2465 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2467 IWineD3DDeviceImpl *device = This->resource.device;
2469 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2470 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2472 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2473 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2480 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2485 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2487 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2491 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2492 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2493 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2495 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2497 if (!(This->Flags & flag)) {
2498 TRACE("Reloading because surface is dirty\n");
2499 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2500 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2501 /* Reload: vice versa OR */
2502 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2503 /* Also reload: Color key is active AND the color key has changed */
2504 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2505 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2506 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2507 TRACE("Reloading because of color keying\n");
2508 /* To perform the color key conversion we need a sysmem copy of
2509 * the surface. Make sure we have it
2512 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2513 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2514 /* TODO: This is not necessarily needed with hw palettized texture support */
2515 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2517 TRACE("surface is already in texture\n");
2521 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2522 * These resources are not bound by device size or format restrictions. Because of this,
2523 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2524 * However, these resources can always be created, locked, and copied.
2526 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2528 FIXME("(%p) Operation not supported for scratch textures\n",This);
2529 return WINED3DERR_INVALIDCALL;
2532 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2534 if (!(This->Flags & SFLAG_DONOTFREE)) {
2535 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2536 This->resource.allocatedMemory = NULL;
2537 This->resource.heapMemory = NULL;
2538 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2544 /* Context activation is done by the caller. */
2545 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2547 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2549 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2551 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2553 TRACE("Passing to container.\n");
2554 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2560 TRACE("(%p) : Binding surface\n", This);
2562 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2566 if (!This->texture_level)
2569 glGenTextures(1, name);
2570 checkGLcall("glGenTextures");
2571 TRACE("Surface %p given name %d\n", This, *name);
2573 glBindTexture(This->texture_target, *name);
2574 checkGLcall("glBindTexture");
2575 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2576 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2577 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2578 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2579 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2580 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2581 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2582 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2583 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2584 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2586 /* This is where we should be reducing the amount of GLMemoryUsed */
2588 /* Mipmap surfaces should have a base texture container */
2589 ERR("Mipmap surface has a glTexture bound to it!\n");
2592 glBindTexture(This->texture_target, *name);
2593 checkGLcall("glBindTexture");
2599 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2601 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2604 TRACE("(%p) : Calling base function first\n", This);
2605 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2607 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2608 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2609 This->resource.format->glInternal, This->resource.format->glType);
2614 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2615 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2617 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2618 WARN("Surface is locked or the HDC is in use\n");
2619 return WINED3DERR_INVALIDCALL;
2622 if(Mem && Mem != This->resource.allocatedMemory) {
2623 void *release = NULL;
2625 /* Do I have to copy the old surface content? */
2626 if(This->Flags & SFLAG_DIBSECTION) {
2627 /* Release the DC. No need to hold the critical section for the update
2628 * Thread because this thread runs only on front buffers, but this method
2629 * fails for render targets in the check above.
2631 SelectObject(This->hDC, This->dib.holdbitmap);
2632 DeleteDC(This->hDC);
2633 /* Release the DIB section */
2634 DeleteObject(This->dib.DIBsection);
2635 This->dib.bitmap_data = NULL;
2636 This->resource.allocatedMemory = NULL;
2638 This->Flags &= ~SFLAG_DIBSECTION;
2639 } else if(!(This->Flags & SFLAG_USERPTR)) {
2640 release = This->resource.heapMemory;
2641 This->resource.heapMemory = NULL;
2643 This->resource.allocatedMemory = Mem;
2644 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2646 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2647 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2649 /* For client textures opengl has to be notified */
2650 if (This->Flags & SFLAG_CLIENT)
2651 surface_release_client_storage(This);
2653 /* Now free the old memory if any */
2654 HeapFree(GetProcessHeap(), 0, release);
2655 } else if(This->Flags & SFLAG_USERPTR) {
2656 /* LockRect and GetDC will re-create the dib section and allocated memory */
2657 This->resource.allocatedMemory = NULL;
2658 /* HeapMemory should be NULL already */
2659 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2660 This->Flags &= ~SFLAG_USERPTR;
2662 if (This->Flags & SFLAG_CLIENT)
2663 surface_release_client_storage(This);
2668 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2670 /* Flip the surface contents */
2675 front->hDC = back->hDC;
2679 /* Flip the DIBsection */
2682 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2683 tmp = front->dib.DIBsection;
2684 front->dib.DIBsection = back->dib.DIBsection;
2685 back->dib.DIBsection = tmp;
2687 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2688 else front->Flags &= ~SFLAG_DIBSECTION;
2689 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2690 else back->Flags &= ~SFLAG_DIBSECTION;
2693 /* Flip the surface data */
2697 tmp = front->dib.bitmap_data;
2698 front->dib.bitmap_data = back->dib.bitmap_data;
2699 back->dib.bitmap_data = tmp;
2701 tmp = front->resource.allocatedMemory;
2702 front->resource.allocatedMemory = back->resource.allocatedMemory;
2703 back->resource.allocatedMemory = tmp;
2705 tmp = front->resource.heapMemory;
2706 front->resource.heapMemory = back->resource.heapMemory;
2707 back->resource.heapMemory = tmp;
2712 GLuint tmp_pbo = front->pbo;
2713 front->pbo = back->pbo;
2714 back->pbo = tmp_pbo;
2717 /* client_memory should not be different, but just in case */
2720 tmp = front->dib.client_memory;
2721 front->dib.client_memory = back->dib.client_memory;
2722 back->dib.client_memory = tmp;
2725 /* Flip the opengl texture */
2729 tmp = back->texture_name;
2730 back->texture_name = front->texture_name;
2731 front->texture_name = tmp;
2733 tmp = back->texture_name_srgb;
2734 back->texture_name_srgb = front->texture_name_srgb;
2735 front->texture_name_srgb = tmp;
2739 DWORD tmp_flags = back->Flags;
2740 back->Flags = front->Flags;
2741 front->Flags = tmp_flags;
2745 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2746 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2747 IWineD3DSwapChainImpl *swapchain = NULL;
2749 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2751 /* Flipping is only supported on RenderTargets and overlays*/
2752 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2753 WARN("Tried to flip a non-render target, non-overlay surface\n");
2754 return WINEDDERR_NOTFLIPPABLE;
2757 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2758 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2760 /* Update the overlay if it is visible */
2761 if(This->overlay_dest) {
2762 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2769 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2770 * FIXME("(%p) Target override is not supported by now\n", This);
2771 * Additionally, it isn't really possible to support triple-buffering
2772 * properly on opengl at all
2776 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2778 ERR("Flipped surface is not on a swapchain\n");
2779 return WINEDDERR_NOTFLIPPABLE;
2781 swapchain = This->container.u.swapchain;
2783 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2784 * and only d3d8 and d3d9 apps specify the presentation interval
2786 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2787 /* Most common case first to avoid wasting time on all the other cases */
2788 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2789 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2790 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2791 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2792 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2793 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2794 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2796 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2799 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2800 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2801 NULL, NULL, swapchain->win_handle, NULL, 0);
2804 /* Does a direct frame buffer -> texture copy. Stretching is done
2805 * with single pixel copy calls
2807 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2808 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2810 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2813 struct wined3d_context *context;
2814 BOOL upsidedown = FALSE;
2815 RECT dst_rect = *dst_rect_in;
2817 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2818 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2820 if(dst_rect.top > dst_rect.bottom) {
2821 UINT tmp = dst_rect.bottom;
2822 dst_rect.bottom = dst_rect.top;
2827 context = context_acquire(device, src_surface);
2828 context_apply_blit_state(context, device);
2829 surface_internal_preload(dst_surface, SRGB_RGB);
2832 /* Bind the target texture */
2833 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2834 checkGLcall("glBindTexture");
2835 if (surface_is_offscreen(src_surface))
2837 TRACE("Reading from an offscreen target\n");
2838 upsidedown = !upsidedown;
2839 glReadBuffer(device->offscreenBuffer);
2843 glReadBuffer(surface_get_gl_buffer(src_surface));
2845 checkGLcall("glReadBuffer");
2847 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2848 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2850 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2852 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2854 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2855 ERR("Texture filtering not supported in direct blit\n");
2858 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2859 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2861 ERR("Texture filtering not supported in direct blit\n");
2865 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2866 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2868 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2870 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2871 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2872 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2873 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2875 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2876 /* I have to process this row by row to swap the image,
2877 * otherwise it would be upside down, so stretching in y direction
2878 * doesn't cost extra time
2880 * However, stretching in x direction can be avoided if not necessary
2882 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2883 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2885 /* Well, that stuff works, but it's very slow.
2886 * find a better way instead
2890 for (col = dst_rect.left; col < dst_rect.right; ++col)
2892 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2893 dst_rect.left + col /* x offset */, row /* y offset */,
2894 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2899 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2900 dst_rect.left /* x offset */, row /* y offset */,
2901 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2905 checkGLcall("glCopyTexSubImage2D");
2908 context_release(context);
2910 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2911 * path is never entered
2913 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2916 /* Uses the hardware to stretch and flip the image */
2917 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2918 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2920 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2921 GLuint src, backup = 0;
2922 IWineD3DSwapChainImpl *src_swapchain = NULL;
2923 float left, right, top, bottom; /* Texture coordinates */
2924 UINT fbwidth = src_surface->currentDesc.Width;
2925 UINT fbheight = src_surface->currentDesc.Height;
2926 struct wined3d_context *context;
2927 GLenum drawBuffer = GL_BACK;
2928 GLenum texture_target;
2929 BOOL noBackBufferBackup;
2931 BOOL upsidedown = FALSE;
2932 RECT dst_rect = *dst_rect_in;
2934 TRACE("Using hwstretch blit\n");
2935 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2936 context = context_acquire(device, src_surface);
2937 context_apply_blit_state(context, device);
2938 surface_internal_preload(dst_surface, SRGB_RGB);
2940 src_offscreen = surface_is_offscreen(src_surface);
2941 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2942 if (!noBackBufferBackup && !src_surface->texture_name)
2944 /* Get it a description */
2945 surface_internal_preload(src_surface, SRGB_RGB);
2949 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2950 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2952 if (context->aux_buffers >= 2)
2954 /* Got more than one aux buffer? Use the 2nd aux buffer */
2955 drawBuffer = GL_AUX1;
2957 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2959 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2960 drawBuffer = GL_AUX0;
2963 if(noBackBufferBackup) {
2964 glGenTextures(1, &backup);
2965 checkGLcall("glGenTextures");
2966 glBindTexture(GL_TEXTURE_2D, backup);
2967 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2968 texture_target = GL_TEXTURE_2D;
2970 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2971 * we are reading from the back buffer, the backup can be used as source texture
2973 texture_target = src_surface->texture_target;
2974 glBindTexture(texture_target, src_surface->texture_name);
2975 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2976 glEnable(texture_target);
2977 checkGLcall("glEnable(texture_target)");
2979 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2980 src_surface->Flags &= ~SFLAG_INTEXTURE;
2983 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2984 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2986 if(dst_rect.top > dst_rect.bottom) {
2987 UINT tmp = dst_rect.bottom;
2988 dst_rect.bottom = dst_rect.top;
2995 TRACE("Reading from an offscreen target\n");
2996 upsidedown = !upsidedown;
2997 glReadBuffer(device->offscreenBuffer);
3001 glReadBuffer(surface_get_gl_buffer(src_surface));
3004 /* TODO: Only back up the part that will be overwritten */
3005 glCopyTexSubImage2D(texture_target, 0,
3006 0, 0 /* read offsets */,
3011 checkGLcall("glCopyTexSubImage2D");
3013 /* No issue with overriding these - the sampler is dirty due to blit usage */
3014 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3015 wined3d_gl_mag_filter(magLookup, Filter));
3016 checkGLcall("glTexParameteri");
3017 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3018 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3019 checkGLcall("glTexParameteri");
3021 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3022 src_swapchain = src_surface->container.u.swapchain;
3023 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3025 src = backup ? backup : src_surface->texture_name;
3029 glReadBuffer(GL_FRONT);
3030 checkGLcall("glReadBuffer(GL_FRONT)");
3032 glGenTextures(1, &src);
3033 checkGLcall("glGenTextures(1, &src)");
3034 glBindTexture(GL_TEXTURE_2D, src);
3035 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3037 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3038 * out for power of 2 sizes
3040 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3041 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3042 checkGLcall("glTexImage2D");
3043 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3044 0, 0 /* read offsets */,
3049 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3050 checkGLcall("glTexParameteri");
3051 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3052 checkGLcall("glTexParameteri");
3054 glReadBuffer(GL_BACK);
3055 checkGLcall("glReadBuffer(GL_BACK)");
3057 if(texture_target != GL_TEXTURE_2D) {
3058 glDisable(texture_target);
3059 glEnable(GL_TEXTURE_2D);
3060 texture_target = GL_TEXTURE_2D;
3063 checkGLcall("glEnd and previous");
3065 left = src_rect->left;
3066 right = src_rect->right;
3070 top = src_surface->currentDesc.Height - src_rect->top;
3071 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3075 top = src_surface->currentDesc.Height - src_rect->bottom;
3076 bottom = src_surface->currentDesc.Height - src_rect->top;
3079 if (src_surface->Flags & SFLAG_NORMCOORD)
3081 left /= src_surface->pow2Width;
3082 right /= src_surface->pow2Width;
3083 top /= src_surface->pow2Height;
3084 bottom /= src_surface->pow2Height;
3087 /* draw the source texture stretched and upside down. The correct surface is bound already */
3088 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3089 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3091 context_set_draw_buffer(context, drawBuffer);
3092 glReadBuffer(drawBuffer);
3096 glTexCoord2f(left, bottom);
3097 glVertex2i(0, fbheight);
3100 glTexCoord2f(left, top);
3101 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3104 glTexCoord2f(right, top);
3105 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3108 glTexCoord2f(right, bottom);
3109 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3111 checkGLcall("glEnd and previous");
3113 if (texture_target != dst_surface->texture_target)
3115 glDisable(texture_target);
3116 glEnable(dst_surface->texture_target);
3117 texture_target = dst_surface->texture_target;
3120 /* Now read the stretched and upside down image into the destination texture */
3121 glBindTexture(texture_target, dst_surface->texture_name);
3122 checkGLcall("glBindTexture");
3123 glCopyTexSubImage2D(texture_target,
3125 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3126 0, 0, /* We blitted the image to the origin */
3127 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3128 checkGLcall("glCopyTexSubImage2D");
3130 if(drawBuffer == GL_BACK) {
3131 /* Write the back buffer backup back */
3133 if(texture_target != GL_TEXTURE_2D) {
3134 glDisable(texture_target);
3135 glEnable(GL_TEXTURE_2D);
3136 texture_target = GL_TEXTURE_2D;
3138 glBindTexture(GL_TEXTURE_2D, backup);
3139 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3143 if (texture_target != src_surface->texture_target)
3145 glDisable(texture_target);
3146 glEnable(src_surface->texture_target);
3147 texture_target = src_surface->texture_target;
3149 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3150 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3155 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3159 glTexCoord2f(0.0f, 0.0f);
3160 glVertex2i(0, fbheight);
3163 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3164 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3167 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3168 (float)fbheight / (float)src_surface->pow2Height);
3169 glVertex2i(fbwidth, 0);
3172 glDisable(texture_target);
3173 checkGLcall("glDisable(texture_target)");
3176 if (src != src_surface->texture_name && src != backup)
3178 glDeleteTextures(1, &src);
3179 checkGLcall("glDeleteTextures(1, &src)");
3182 glDeleteTextures(1, &backup);
3183 checkGLcall("glDeleteTextures(1, &backup)");
3188 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3190 context_release(context);
3192 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3193 * path is never entered
3195 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3198 /* Until the blit_shader is ready, define some prototypes here. */
3199 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3200 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3201 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3203 /* Front buffer coordinates are always full screen coordinates, but our GL
3204 * drawable is limited to the window's client area. The sysmem and texture
3205 * copies do have the full screen size. Note that GL has a bottom-left
3206 * origin, while D3D has a top-left origin. */
3207 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3209 POINT offset = {0, surface->currentDesc.Height};
3212 GetClientRect(window, &windowsize);
3213 offset.y -= windowsize.bottom - windowsize.top;
3214 ScreenToClient(window, &offset);
3215 OffsetRect(rect, offset.x, offset.y);
3218 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3220 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3222 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3227 /* blit between surface locations. onscreen on different swapchains is not supported.
3228 * depth / stencil is not supported. */
3229 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3230 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3231 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3233 const struct wined3d_gl_info *gl_info;
3234 struct wined3d_context *context;
3235 RECT src_rect, dst_rect;
3238 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3239 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3240 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3241 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3242 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3244 src_rect = *src_rect_in;
3245 dst_rect = *dst_rect_in;
3249 case WINED3DTEXF_LINEAR:
3250 gl_filter = GL_LINEAR;
3254 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3255 case WINED3DTEXF_NONE:
3256 case WINED3DTEXF_POINT:
3257 gl_filter = GL_NEAREST;
3261 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3262 src_location = SFLAG_INTEXTURE;
3263 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3264 dst_location = SFLAG_INTEXTURE;
3266 /* Make sure the locations are up-to-date. Loading the destination
3267 * surface isn't required if the entire surface is overwritten. (And is
3268 * in fact harmful if we're being called by surface_load_location() with
3269 * the purpose of loading the destination surface.) */
3270 surface_load_location(src_surface, src_location, NULL);
3271 if (!surface_is_full_rect(dst_surface, &dst_rect))
3272 surface_load_location(dst_surface, dst_location, NULL);
3274 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3275 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3276 else context = context_acquire(device, NULL);
3278 if (!context->valid)
3280 context_release(context);
3281 WARN("Invalid context, skipping blit.\n");
3285 gl_info = context->gl_info;
3287 if (src_location == SFLAG_INDRAWABLE)
3289 GLenum buffer = surface_get_gl_buffer(src_surface);
3291 TRACE("Source surface %p is onscreen.\n", src_surface);
3293 if (buffer == GL_FRONT)
3294 surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
3296 src_rect.top = src_surface->currentDesc.Height - src_rect.top;
3297 src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
3300 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3301 glReadBuffer(buffer);
3302 checkGLcall("glReadBuffer()");
3306 TRACE("Source surface %p is offscreen.\n", src_surface);
3308 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3309 glReadBuffer(GL_COLOR_ATTACHMENT0);
3310 checkGLcall("glReadBuffer()");
3314 if (dst_location == SFLAG_INDRAWABLE)
3316 GLenum buffer = surface_get_gl_buffer(dst_surface);
3318 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3320 if (buffer == GL_FRONT)
3321 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3323 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
3324 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
3327 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3328 context_set_draw_buffer(context, buffer);
3332 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3335 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3336 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3339 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3340 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3341 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3342 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3343 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3345 glDisable(GL_SCISSOR_TEST);
3346 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3348 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3349 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3350 checkGLcall("glBlitFramebuffer()");
3354 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3356 context_release(context);
3359 /* Do not call while under the GL lock. */
3360 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3362 IWineD3DDeviceImpl *device = s->resource.device;
3363 const struct blit_shader *blitter;
3365 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3366 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3369 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3370 return WINED3DERR_INVALIDCALL;
3373 return blitter->color_fill(device, s, rect, color);
3376 /* Not called from the VTable */
3377 /* Do not call while under the GL lock. */
3378 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3379 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3380 WINED3DTEXTUREFILTERTYPE Filter)
3382 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3383 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3384 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3385 RECT dst_rect, src_rect;
3387 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3388 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3389 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3391 /* Get the swapchain. One of the surfaces has to be a primary surface */
3392 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3394 WARN("Destination is in sysmem, rejecting gl blt\n");
3395 return WINED3DERR_INVALIDCALL;
3398 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3399 dstSwapchain = dst_surface->container.u.swapchain;
3403 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3405 WARN("Src is in sysmem, rejecting gl blt\n");
3406 return WINED3DERR_INVALIDCALL;
3409 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3410 srcSwapchain = src_surface->container.u.swapchain;
3413 /* Early sort out of cases where no render target is used */
3414 if (!dstSwapchain && !srcSwapchain
3415 && src_surface != device->render_targets[0]
3416 && dst_surface != device->render_targets[0])
3418 TRACE("No surface is render target, not using hardware blit.\n");
3419 return WINED3DERR_INVALIDCALL;
3422 /* No destination color keying supported */
3423 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3424 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3425 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3426 return WINED3DERR_INVALIDCALL;
3429 surface_get_rect(dst_surface, DestRect, &dst_rect);
3430 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3432 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3433 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3434 && dst_surface == dstSwapchain->front_buffer
3435 && src_surface == dstSwapchain->back_buffers[0])
3437 /* Half-Life does a Blt from the back buffer to the front buffer,
3438 * Full surface size, no flags... Use present instead
3440 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3443 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3446 TRACE("Looking if a Present can be done...\n");
3447 /* Source Rectangle must be full surface */
3448 if (src_rect.left || src_rect.top
3449 || src_rect.right != src_surface->currentDesc.Width
3450 || src_rect.bottom != src_surface->currentDesc.Height)
3452 TRACE("No, Source rectangle doesn't match\n");
3456 /* No stretching may occur */
3457 if(src_rect.right != dst_rect.right - dst_rect.left ||
3458 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3459 TRACE("No, stretching is done\n");
3463 /* Destination must be full surface or match the clipping rectangle */
3464 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3468 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3469 pos[0].x = dst_rect.left;
3470 pos[0].y = dst_rect.top;
3471 pos[1].x = dst_rect.right;
3472 pos[1].y = dst_rect.bottom;
3473 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3475 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3476 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3478 TRACE("No, dest rectangle doesn't match(clipper)\n");
3479 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3480 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3484 else if (dst_rect.left || dst_rect.top
3485 || dst_rect.right != dst_surface->currentDesc.Width
3486 || dst_rect.bottom != dst_surface->currentDesc.Height)
3488 TRACE("No, dest rectangle doesn't match(surface size)\n");
3494 /* These flags are unimportant for the flag check, remove them */
3495 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3496 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3498 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3499 * take very long, while a flip is fast.
3500 * This applies to Half-Life, which does such Blts every time it finished
3501 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3502 * menu. This is also used by all apps when they do windowed rendering
3504 * The problem is that flipping is not really the same as copying. After a
3505 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3506 * untouched. Therefore it's necessary to override the swap effect
3507 * and to set it back after the flip.
3509 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3513 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3514 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3516 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3517 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3518 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3520 dstSwapchain->presentParms.SwapEffect = orig_swap;
3527 TRACE("Unsupported blit between buffers on the same swapchain\n");
3528 return WINED3DERR_INVALIDCALL;
3529 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3530 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3531 return WINED3DERR_INVALIDCALL;
3532 } else if(dstSwapchain && srcSwapchain) {
3533 FIXME("Implement hardware blit between two different swapchains\n");
3534 return WINED3DERR_INVALIDCALL;
3536 else if (dstSwapchain)
3538 /* Handled with regular texture -> swapchain blit */
3539 if (src_surface == device->render_targets[0])
3540 TRACE("Blit from active render target to a swapchain\n");
3542 else if (srcSwapchain && dst_surface == device->render_targets[0])
3544 FIXME("Implement blit from a swapchain to the active render target\n");
3545 return WINED3DERR_INVALIDCALL;
3548 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3550 /* Blit from render target to texture */
3553 /* P8 read back is not implemented */
3554 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3555 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3557 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3558 return WINED3DERR_INVALIDCALL;
3561 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3562 TRACE("Color keying not supported by frame buffer to texture blit\n");
3563 return WINED3DERR_INVALIDCALL;
3564 /* Destination color key is checked above */
3567 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3573 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3574 * flip the image nor scale it.
3576 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3577 * -> If the app wants a image width an unscaled width, copy it line per line
3578 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3579 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3580 * back buffer. This is slower than reading line per line, thus not used for flipping
3581 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3584 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3585 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3588 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3589 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3590 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3592 surface_blt_fbo(device, Filter,
3593 src_surface, SFLAG_INDRAWABLE, &src_rect,
3594 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3595 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3597 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3598 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3600 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3601 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3603 TRACE("Using hardware stretching to flip / stretch the texture\n");
3604 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3607 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3609 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3610 dst_surface->resource.allocatedMemory = NULL;
3611 dst_surface->resource.heapMemory = NULL;
3615 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3620 else if (src_surface)
3622 /* Blit from offscreen surface to render target */
3623 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3624 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3625 struct wined3d_context *context;
3627 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3629 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3630 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3631 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3632 src_surface->resource.format,
3633 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3634 dst_surface->resource.format))
3636 TRACE("Using surface_blt_fbo.\n");
3637 /* The source is always a texture, but never the currently active render target, and the texture
3638 * contents are never upside down. */
3639 surface_blt_fbo(device, Filter,
3640 src_surface, SFLAG_INDRAWABLE, &src_rect,
3641 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3642 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3646 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3647 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3648 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3649 src_surface->resource.format,
3650 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3651 dst_surface->resource.format))
3653 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3656 /* Color keying: Check if we have to do a color keyed blt,
3657 * and if not check if a color key is activated.
3659 * Just modify the color keying parameters in the surface and restore them afterwards
3660 * The surface keeps track of the color key last used to load the opengl surface.
3661 * PreLoad will catch the change to the flags and color key and reload if necessary.
3663 if(Flags & WINEDDBLT_KEYSRC) {
3664 /* Use color key from surface */
3665 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3666 /* Use color key from DDBltFx */
3667 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3668 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3670 /* Do not use color key */
3671 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3674 /* Now load the surface */
3675 surface_internal_preload(src_surface, SRGB_RGB);
3677 /* Activate the destination context, set it up for blitting */
3678 context = context_acquire(device, dst_surface);
3679 context_apply_blit_state(context, device);
3681 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3682 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3684 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3685 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3686 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3688 FIXME("Unsupported blit operation falling back to software\n");
3689 return WINED3DERR_INVALIDCALL;
3692 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3696 /* This is for color keying */
3697 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3698 glEnable(GL_ALPHA_TEST);
3699 checkGLcall("glEnable(GL_ALPHA_TEST)");
3701 /* When the primary render target uses P8, the alpha component contains the palette index.
3702 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3703 * should be masked away have alpha set to 0. */
3704 if (primary_render_target_is_p8(device))
3705 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3707 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3708 checkGLcall("glAlphaFunc");
3710 glDisable(GL_ALPHA_TEST);
3711 checkGLcall("glDisable(GL_ALPHA_TEST)");
3714 /* Draw a textured quad
3716 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3718 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3719 glDisable(GL_ALPHA_TEST);
3720 checkGLcall("glDisable(GL_ALPHA_TEST)");
3723 /* Restore the color key parameters */
3724 src_surface->CKeyFlags = oldCKeyFlags;
3725 src_surface->SrcBltCKey = oldBltCKey;
3729 /* Leave the opengl state valid for blitting */
3730 device->blitter->unset_shader((IWineD3DDevice *)device);
3732 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3733 && (dst_surface == dstSwapchain->front_buffer
3734 || dstSwapchain->num_contexts > 1)))
3735 wglFlush(); /* Flush to ensure ordering across contexts. */
3737 context_release(context);
3739 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3740 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3743 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3749 /* Source-Less Blit to render target */
3750 if (Flags & WINEDDBLT_COLORFILL)
3752 WINED3DCOLORVALUE color;
3754 TRACE("Colorfill\n");
3756 /* The color as given in the Blt function is in the surface format. */
3757 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3758 return WINED3DERR_INVALIDCALL;
3760 return surface_color_fill(dst_surface, &dst_rect, &color);
3764 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3765 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3766 return WINED3DERR_INVALIDCALL;
3769 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3770 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3772 IWineD3DDeviceImpl *device = This->resource.device;
3775 if (Flags & WINEDDBLT_DEPTHFILL)
3777 switch (This->resource.format->id)
3779 case WINED3DFMT_D16_UNORM:
3780 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3782 case WINED3DFMT_S1_UINT_D15_UNORM:
3783 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3785 case WINED3DFMT_D24_UNORM_S8_UINT:
3786 case WINED3DFMT_X8D24_UNORM:
3787 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3789 case WINED3DFMT_D32_UNORM:
3790 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3794 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3797 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3798 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3801 FIXME("(%p): Unsupp depthstencil blit\n", This);
3802 return WINED3DERR_INVALIDCALL;
3805 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3806 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD Flags,
3807 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3809 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3810 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3811 IWineD3DDeviceImpl *device = This->resource.device;
3813 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3814 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3815 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3816 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3818 if ((This->Flags & SFLAG_LOCKED) || (src && (src->Flags & SFLAG_LOCKED)))
3820 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3821 return WINEDDERR_SURFACEBUSY;
3824 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3825 * except depth blits, which seem to work
3827 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3829 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3831 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3832 return WINED3DERR_INVALIDCALL;
3834 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3836 TRACE("Z Blit override handled the blit\n");
3841 /* Special cases for RenderTargets */
3842 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3843 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3845 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3849 /* For the rest call the X11 surface implementation.
3850 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3851 * other Blts are rather rare. */
3852 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, Flags, DDBltFx, Filter);
3855 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3856 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3858 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3859 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3860 IWineD3DDeviceImpl *device = This->resource.device;
3862 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3863 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3865 if ((This->Flags & SFLAG_LOCKED) || (src->Flags & SFLAG_LOCKED))
3867 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3868 return WINEDDERR_SURFACEBUSY;
3871 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3873 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3874 return WINED3DERR_INVALIDCALL;
3877 /* Special cases for RenderTargets */
3878 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3879 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3882 RECT SrcRect, DstRect;
3885 surface_get_rect(src, rsrc, &SrcRect);
3887 DstRect.left = dstx;
3889 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3890 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3892 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3893 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3894 Flags |= WINEDDBLT_KEYSRC;
3895 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3896 Flags |= WINEDDBLT_KEYDEST;
3897 if(trans & WINEDDBLTFAST_WAIT)
3898 Flags |= WINEDDBLT_WAIT;
3899 if(trans & WINEDDBLTFAST_DONOTWAIT)
3900 Flags |= WINEDDBLT_DONOTWAIT;
3902 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3903 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3907 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3910 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3912 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3914 IWineD3DPaletteImpl *pal = This->palette;
3916 TRACE("(%p)\n", This);
3918 if (!pal) return WINED3D_OK;
3920 if (This->resource.format->id == WINED3DFMT_P8_UINT
3921 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3923 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3925 /* Make sure the texture is up to date. This call doesn't do
3926 * anything if the texture is already up to date. */
3927 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3929 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3930 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3934 if (!(This->Flags & SFLAG_INSYSMEM))
3936 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3937 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3939 TRACE("Dirtifying surface\n");
3940 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3944 if(This->Flags & SFLAG_DIBSECTION) {
3945 TRACE("(%p): Updating the hdc's palette\n", This);
3946 for (n=0; n<256; n++) {
3947 col[n].rgbRed = pal->palents[n].peRed;
3948 col[n].rgbGreen = pal->palents[n].peGreen;
3949 col[n].rgbBlue = pal->palents[n].peBlue;
3950 col[n].rgbReserved = 0;
3952 SetDIBColorTable(This->hDC, 0, 256, col);
3955 /* Propagate the changes to the drawable when we have a palette. */
3956 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3957 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3962 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3963 /** Check against the maximum texture sizes supported by the video card **/
3964 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3965 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3966 unsigned int pow2Width, pow2Height;
3968 This->texture_name = 0;
3969 This->texture_target = GL_TEXTURE_2D;
3971 /* Non-power2 support */
3972 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3974 pow2Width = This->currentDesc.Width;
3975 pow2Height = This->currentDesc.Height;
3979 /* Find the nearest pow2 match */
3980 pow2Width = pow2Height = 1;
3981 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3982 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3984 This->pow2Width = pow2Width;
3985 This->pow2Height = pow2Height;
3987 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3989 /* TODO: Add support for non power two compressed textures. */
3990 if (This->resource.format->Flags & WINED3DFMT_FLAG_COMPRESSED)
3992 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3993 This, This->currentDesc.Width, This->currentDesc.Height);
3994 return WINED3DERR_NOTAVAILABLE;
3998 if(pow2Width != This->currentDesc.Width ||
3999 pow2Height != This->currentDesc.Height) {
4000 This->Flags |= SFLAG_NONPOW2;
4003 TRACE("%p\n", This);
4004 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4005 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4007 /* one of three options
4008 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)
4009 2: Set the texture to the maximum size (bad idea)
4010 3: WARN and return WINED3DERR_NOTAVAILABLE;
4011 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.
4013 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4015 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4016 return WINED3DERR_NOTAVAILABLE;
4019 /* We should never use this surface in combination with OpenGL! */
4020 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4024 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4025 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4026 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4028 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4029 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4030 && gl_info->supported[EXT_PALETTED_TEXTURE]
4031 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4033 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4034 This->pow2Width = This->currentDesc.Width;
4035 This->pow2Height = This->currentDesc.Height;
4036 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4040 switch (wined3d_settings.offscreen_rendering_mode)
4043 This->get_drawable_size = get_drawable_size_fbo;
4046 case ORM_BACKBUFFER:
4047 This->get_drawable_size = get_drawable_size_backbuffer;
4051 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4052 return WINED3DERR_INVALIDCALL;
4055 This->Flags |= SFLAG_INSYSMEM;
4060 /* GL locking is done by the caller */
4061 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4062 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4064 IWineD3DDeviceImpl *device = This->resource.device;
4065 GLint compare_mode = GL_NONE;
4066 struct blt_info info;
4067 GLint old_binding = 0;
4069 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4071 glDisable(GL_CULL_FACE);
4072 glDisable(GL_BLEND);
4073 glDisable(GL_ALPHA_TEST);
4074 glDisable(GL_SCISSOR_TEST);
4075 glDisable(GL_STENCIL_TEST);
4076 glEnable(GL_DEPTH_TEST);
4077 glDepthFunc(GL_ALWAYS);
4078 glDepthMask(GL_TRUE);
4079 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4080 glViewport(0, 0, w, h);
4082 surface_get_blt_info(target, NULL, w, h, &info);
4083 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4084 glGetIntegerv(info.binding, &old_binding);
4085 glBindTexture(info.bind_target, texture);
4086 if (gl_info->supported[ARB_SHADOW])
4088 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4089 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4092 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4093 info.tex_type, &This->ds_current_size);
4095 glBegin(GL_TRIANGLE_STRIP);
4096 glTexCoord3fv(info.coords[0]);
4097 glVertex2f(-1.0f, -1.0f);
4098 glTexCoord3fv(info.coords[1]);
4099 glVertex2f(1.0f, -1.0f);
4100 glTexCoord3fv(info.coords[2]);
4101 glVertex2f(-1.0f, 1.0f);
4102 glTexCoord3fv(info.coords[3]);
4103 glVertex2f(1.0f, 1.0f);
4106 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4107 glBindTexture(info.bind_target, old_binding);
4111 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4114 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4115 DWORD location, UINT w, UINT h)
4117 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4119 if (location & ~SFLAG_DS_LOCATIONS)
4120 FIXME("Invalid location (%#x) specified.\n", location);
4122 surface->ds_current_size.cx = w;
4123 surface->ds_current_size.cy = h;
4124 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4125 surface->Flags |= location;
4128 /* Context activation is done by the caller. */
4129 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4131 IWineD3DDeviceImpl *device = surface->resource.device;
4132 const struct wined3d_gl_info *gl_info = context->gl_info;
4134 TRACE("surface %p, new location %#x.\n", surface, location);
4136 /* TODO: Make this work for modes other than FBO */
4137 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4139 if (!(surface->Flags & location))
4141 surface->ds_current_size.cx = 0;
4142 surface->ds_current_size.cy = 0;
4145 if (surface->ds_current_size.cx == surface->currentDesc.Width
4146 && surface->ds_current_size.cy == surface->currentDesc.Height)
4148 TRACE("Location (%#x) is already up to date.\n", location);
4152 if (surface->current_renderbuffer)
4154 FIXME("Not supported with fixed up depth stencil.\n");
4158 if (!(surface->Flags & SFLAG_LOCATIONS))
4160 FIXME("No up to date depth stencil location.\n");
4161 surface->Flags |= location;
4165 if (location == SFLAG_DS_OFFSCREEN)
4167 GLint old_binding = 0;
4171 /* The render target is allowed to be smaller than the depth/stencil
4172 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4173 * than the offscreen surface. Don't overwrite the offscreen surface
4174 * with undefined data. */
4175 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4176 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4178 TRACE("Copying onscreen depth buffer to depth texture.\n");
4182 if (!device->depth_blt_texture)
4184 glGenTextures(1, &device->depth_blt_texture);
4187 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4188 * directly on the FBO texture. That's because we need to flip. */
4189 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4190 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4192 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4193 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4197 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4198 bind_target = GL_TEXTURE_2D;
4200 glBindTexture(bind_target, device->depth_blt_texture);
4201 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4202 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4203 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4204 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4205 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4206 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4207 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4208 glBindTexture(bind_target, old_binding);
4210 /* Setup the destination */
4211 if (!device->depth_blt_rb)
4213 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4214 checkGLcall("glGenRenderbuffersEXT");
4216 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4218 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4219 checkGLcall("glBindRenderbufferEXT");
4220 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4221 checkGLcall("glRenderbufferStorageEXT");
4222 device->depth_blt_rb_w = w;
4223 device->depth_blt_rb_h = h;
4226 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4227 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4228 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4229 checkGLcall("glFramebufferRenderbufferEXT");
4230 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4232 /* Do the actual blit */
4233 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4234 checkGLcall("depth_blt");
4236 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4237 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4241 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4243 else if (location == SFLAG_DS_ONSCREEN)
4245 TRACE("Copying depth texture to onscreen depth buffer.\n");
4249 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4250 surface_depth_blt(surface, gl_info, surface->texture_name,
4251 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4252 checkGLcall("depth_blt");
4254 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4258 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4262 ERR("Invalid location (%#x) specified.\n", location);
4265 surface->Flags |= location;
4266 surface->ds_current_size.cx = surface->currentDesc.Width;
4267 surface->ds_current_size.cy = surface->currentDesc.Height;
4270 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4272 IWineD3DSurfaceImpl *overlay;
4274 TRACE("surface %p, location %s, persistent %#x.\n",
4275 surface, debug_surflocation(flag), persistent);
4277 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4279 if (surface_is_offscreen(surface))
4281 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4282 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4286 TRACE("Surface %p is an onscreen surface.\n", surface);
4292 if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4293 || ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4295 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4297 TRACE("Passing to container.\n");
4298 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4301 surface->Flags &= ~SFLAG_LOCATIONS;
4302 surface->Flags |= flag;
4304 /* Redraw emulated overlays, if any */
4305 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4307 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4309 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4315 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4317 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4319 TRACE("Passing to container\n");
4320 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4323 surface->Flags &= ~flag;
4326 if (!(surface->Flags & SFLAG_LOCATIONS))
4328 ERR("Surface %p does not have any up to date location.\n", surface);
4332 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4334 IWineD3DDeviceImpl *device = This->resource.device;
4335 IWineD3DSwapChainImpl *swapchain;
4336 struct wined3d_context *context;
4337 RECT src_rect, dst_rect;
4339 surface_get_rect(This, rect_in, &src_rect);
4341 context = context_acquire(device, This);
4342 context_apply_blit_state(context, device);
4343 if (context->render_offscreen)
4345 dst_rect.left = src_rect.left;
4346 dst_rect.right = src_rect.right;
4347 dst_rect.top = src_rect.bottom;
4348 dst_rect.bottom = src_rect.top;
4352 dst_rect = src_rect;
4355 swapchain = This->container.type == WINED3D_CONTAINER_SWAPCHAIN ? This->container.u.swapchain : NULL;
4356 if (swapchain && This == swapchain->front_buffer)
4357 surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
4359 device->blitter->set_shader((IWineD3DDevice *) device, This);
4362 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4365 device->blitter->unset_shader((IWineD3DDevice *) device);
4367 if (wined3d_settings.strict_draw_ordering || (swapchain
4368 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4369 wglFlush(); /* Flush to ensure ordering across contexts. */
4371 context_release(context);
4374 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4376 IWineD3DDeviceImpl *device = surface->resource.device;
4377 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4378 BOOL drawable_read_ok = surface_is_offscreen(surface);
4379 struct wined3d_format format;
4380 CONVERT_TYPES convert;
4381 int width, pitch, outpitch;
4383 BOOL in_fbo = FALSE;
4385 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4387 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4389 if (flag == SFLAG_INTEXTURE)
4391 struct wined3d_context *context = context_acquire(device, NULL);
4392 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4393 context_release(context);
4398 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4399 return WINED3DERR_INVALIDCALL;
4403 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4405 if (surface_is_offscreen(surface))
4407 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4408 * Prefer SFLAG_INTEXTURE. */
4409 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4410 drawable_read_ok = FALSE;
4415 TRACE("Surface %p is an onscreen surface.\n", surface);
4419 if (surface->Flags & flag)
4421 TRACE("Location already up to date\n");
4425 if (!(surface->Flags & SFLAG_LOCATIONS))
4427 ERR("Surface %p does not have any up to date location.\n", surface);
4428 surface->Flags |= SFLAG_LOST;
4429 return WINED3DERR_DEVICELOST;
4432 if (flag == SFLAG_INSYSMEM)
4434 surface_prepare_system_memory(surface);
4436 /* Download the surface to system memory */
4437 if (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4439 struct wined3d_context *context = NULL;
4441 if (!device->isInDraw) context = context_acquire(device, NULL);
4443 surface_bind_and_dirtify(surface, !(surface->Flags & SFLAG_INTEXTURE));
4444 surface_download_data(surface, gl_info);
4446 if (context) context_release(context);
4450 /* Note: It might be faster to download into a texture first. */
4451 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4452 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4455 else if (flag == SFLAG_INDRAWABLE)
4457 if (surface->Flags & SFLAG_INTEXTURE)
4459 surface_blt_to_drawable(surface, rect);
4464 if ((surface->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4466 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4467 * values, otherwise we get incorrect values in the target. For now go the slow way
4468 * via a system memory copy
4470 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4473 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4474 FALSE /* We won't use textures */, &format, &convert);
4476 /* The width is in 'length' not in bytes */
4477 width = surface->currentDesc.Width;
4478 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4480 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4481 * but it isn't set (yet) in all cases it is getting called. */
4482 if ((convert != NO_CONVERSION) && (surface->Flags & SFLAG_PBO))
4484 struct wined3d_context *context = NULL;
4486 TRACE("Removing the pbo attached to surface %p.\n", surface);
4488 if (!device->isInDraw) context = context_acquire(device, NULL);
4489 surface_remove_pbo(surface, gl_info);
4490 if (context) context_release(context);
4493 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4495 int height = surface->currentDesc.Height;
4496 byte_count = format.conv_byte_count;
4498 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4499 outpitch = width * byte_count;
4500 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4502 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4504 ERR("Out of memory %d, %d!\n", outpitch, height);
4505 return WINED3DERR_OUTOFVIDEOMEMORY;
4507 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4508 width, height, outpitch, convert, surface);
4510 surface->Flags |= SFLAG_CONVERTED;
4514 surface->Flags &= ~SFLAG_CONVERTED;
4515 mem = surface->resource.allocatedMemory;
4516 byte_count = format.byte_count;
4519 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4521 /* Don't delete PBO memory */
4522 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4523 HeapFree(GetProcessHeap(), 0, mem);
4526 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4528 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4530 if (drawable_read_ok && (surface->Flags & SFLAG_INDRAWABLE))
4532 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4534 else if (surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4535 && (surface->resource.format->Flags & attach_flags) == attach_flags
4536 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4537 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4538 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4540 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4541 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4543 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4544 surface, src_location, &rect, surface, flag, &rect);
4548 /* Upload from system memory */
4549 BOOL srgb = flag == SFLAG_INSRGBTEX;
4550 struct wined3d_context *context = NULL;
4552 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4553 TRUE /* We will use textures */, &format, &convert);
4557 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4559 /* Performance warning... */
4560 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4561 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4566 if ((surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4568 /* Performance warning... */
4569 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4570 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4573 if (!(surface->Flags & SFLAG_INSYSMEM))
4575 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4576 /* Lets hope we get it from somewhere... */
4577 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4580 if (!device->isInDraw) context = context_acquire(device, NULL);
4582 surface_prepare_texture(surface, gl_info, srgb);
4583 surface_bind_and_dirtify(surface, srgb);
4585 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4587 surface->Flags |= SFLAG_GLCKEY;
4588 surface->glCKey = surface->SrcBltCKey;
4590 else surface->Flags &= ~SFLAG_GLCKEY;
4592 /* The width is in 'length' not in bytes */
4593 width = surface->currentDesc.Width;
4594 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4596 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4597 * but it isn't set (yet) in all cases it is getting called. */
4598 if ((convert != NO_CONVERSION || format.convert) && (surface->Flags & SFLAG_PBO))
4600 TRACE("Removing the pbo attached to surface %p.\n", surface);
4601 surface_remove_pbo(surface, gl_info);
4606 /* This code is entered for texture formats which need a fixup. */
4607 int height = surface->currentDesc.Height;
4609 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4610 outpitch = width * format.conv_byte_count;
4611 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4613 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4615 ERR("Out of memory %d, %d!\n", outpitch, height);
4616 if (context) context_release(context);
4617 return WINED3DERR_OUTOFVIDEOMEMORY;
4619 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4621 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4623 /* This code is only entered for color keying fixups */
4624 int height = surface->currentDesc.Height;
4626 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4627 outpitch = width * format.conv_byte_count;
4628 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4630 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4632 ERR("Out of memory %d, %d!\n", outpitch, height);
4633 if (context) context_release(context);
4634 return WINED3DERR_OUTOFVIDEOMEMORY;
4636 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4637 width, height, outpitch, convert, surface);
4641 mem = surface->resource.allocatedMemory;
4644 /* Make sure the correct pitch is used */
4646 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4649 if (mem || (surface->Flags & SFLAG_PBO))
4650 surface_upload_data(surface, gl_info, &format, srgb, mem);
4652 /* Restore the default pitch */
4654 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4657 if (context) context_release(context);
4659 /* Don't delete PBO memory */
4660 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4661 HeapFree(GetProcessHeap(), 0, mem);
4665 if (!rect) surface->Flags |= flag;
4667 if (in_fbo && (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4669 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4670 surface->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4676 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4677 return SURFACE_OPENGL;
4680 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4681 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4684 /* If there's no destination surface there is nothing to do */
4685 if(!This->overlay_dest) return WINED3D_OK;
4687 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4688 * update the overlay. Prevent an endless recursion
4690 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4693 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4694 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4695 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4696 NULL, WINED3DTEXF_LINEAR);
4697 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4702 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4704 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4706 /* Not on a swapchain - must be offscreen */
4707 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4709 /* The front buffer is always onscreen */
4710 if (surface == swapchain->front_buffer) return FALSE;
4712 /* If the swapchain is rendered to an FBO, the backbuffer is
4713 * offscreen, otherwise onscreen */
4714 return swapchain->render_to_fbo;
4717 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4720 IWineD3DBaseSurfaceImpl_QueryInterface,
4721 IWineD3DBaseSurfaceImpl_AddRef,
4722 IWineD3DSurfaceImpl_Release,
4723 /* IWineD3DResource */
4724 IWineD3DBaseSurfaceImpl_GetParent,
4725 IWineD3DBaseSurfaceImpl_SetPrivateData,
4726 IWineD3DBaseSurfaceImpl_GetPrivateData,
4727 IWineD3DBaseSurfaceImpl_FreePrivateData,
4728 IWineD3DBaseSurfaceImpl_SetPriority,
4729 IWineD3DBaseSurfaceImpl_GetPriority,
4730 IWineD3DSurfaceImpl_PreLoad,
4731 IWineD3DSurfaceImpl_UnLoad,
4732 IWineD3DBaseSurfaceImpl_GetType,
4733 /* IWineD3DSurface */
4734 IWineD3DBaseSurfaceImpl_GetDesc,
4735 IWineD3DSurfaceImpl_LockRect,
4736 IWineD3DSurfaceImpl_UnlockRect,
4737 IWineD3DSurfaceImpl_GetDC,
4738 IWineD3DSurfaceImpl_ReleaseDC,
4739 IWineD3DSurfaceImpl_Flip,
4740 IWineD3DSurfaceImpl_Blt,
4741 IWineD3DBaseSurfaceImpl_GetBltStatus,
4742 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4743 IWineD3DBaseSurfaceImpl_IsLost,
4744 IWineD3DBaseSurfaceImpl_Restore,
4745 IWineD3DSurfaceImpl_BltFast,
4746 IWineD3DBaseSurfaceImpl_GetPalette,
4747 IWineD3DBaseSurfaceImpl_SetPalette,
4748 IWineD3DSurfaceImpl_RealizePalette,
4749 IWineD3DBaseSurfaceImpl_SetColorKey,
4750 IWineD3DBaseSurfaceImpl_GetPitch,
4751 IWineD3DSurfaceImpl_SetMem,
4752 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4753 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4754 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4755 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4756 IWineD3DBaseSurfaceImpl_SetClipper,
4757 IWineD3DBaseSurfaceImpl_GetClipper,
4759 IWineD3DSurfaceImpl_LoadTexture,
4760 IWineD3DSurfaceImpl_BindTexture,
4761 IWineD3DBaseSurfaceImpl_GetData,
4762 IWineD3DSurfaceImpl_SetFormat,
4763 IWineD3DSurfaceImpl_PrivateSetup,
4764 IWineD3DSurfaceImpl_GetImplType,
4765 IWineD3DSurfaceImpl_DrawOverlay
4768 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4769 /* Context activation is done by the caller. */
4770 static void ffp_blit_free(IWineD3DDevice *iface) { }
4772 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4773 /* Context activation is done by the caller. */
4774 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4777 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4779 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4781 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4783 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4787 /* Context activation is done by the caller. */
4788 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4790 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4791 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4792 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4794 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4795 * else the surface is converted in software at upload time in LoadLocation.
4797 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4798 ffp_blit_p8_upload_palette(surface, gl_info);
4801 glEnable(surface->texture_target);
4802 checkGLcall("glEnable(surface->texture_target)");
4807 /* Context activation is done by the caller. */
4808 static void ffp_blit_unset(IWineD3DDevice *iface)
4810 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4811 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4814 glDisable(GL_TEXTURE_2D);
4815 checkGLcall("glDisable(GL_TEXTURE_2D)");
4816 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4818 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4819 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4821 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4823 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4824 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4829 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4830 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4831 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4833 enum complex_fixup src_fixup;
4835 if (blit_op == BLIT_OP_COLOR_FILL)
4837 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4839 TRACE("Color fill not supported\n");
4846 src_fixup = get_complex_fixup(src_format->color_fixup);
4847 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4849 TRACE("Checking support for fixup:\n");
4850 dump_color_fixup_desc(src_format->color_fixup);
4853 if (blit_op != BLIT_OP_BLIT)
4855 TRACE("Unsupported blit_op=%d\n", blit_op);
4859 if (!is_identity_fixup(dst_format->color_fixup))
4861 TRACE("Destination fixups are not supported\n");
4865 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4867 TRACE("P8 fixup supported\n");
4871 /* We only support identity conversions. */
4872 if (is_identity_fixup(src_format->color_fixup))
4878 TRACE("[FAILED]\n");
4882 /* Do not call while under the GL lock. */
4883 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4884 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4886 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4888 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4889 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4892 const struct blit_shader ffp_blit = {
4901 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4906 /* Context activation is done by the caller. */
4907 static void cpu_blit_free(IWineD3DDevice *iface)
4911 /* Context activation is done by the caller. */
4912 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4917 /* Context activation is done by the caller. */
4918 static void cpu_blit_unset(IWineD3DDevice *iface)
4922 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4923 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4924 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4926 if (blit_op == BLIT_OP_COLOR_FILL)
4934 /* Do not call while under the GL lock. */
4935 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4936 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4940 memset(&BltFx, 0, sizeof(BltFx));
4941 BltFx.dwSize = sizeof(BltFx);
4942 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4943 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4944 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4947 const struct blit_shader cpu_blit = {
4956 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4957 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4958 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4960 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4963 /* We only support blitting. Things like color keying / color fill should
4964 * be handled by other blitters.
4966 if (blit_op != BLIT_OP_BLIT)
4969 /* Source and/or destination need to be on the GL side */
4970 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4973 if (!((src_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4974 && ((dst_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4977 if (!is_identity_fixup(src_format->color_fixup)
4978 || !is_identity_fixup(dst_format->color_fixup))
4981 if (!(src_format->id == dst_format->id
4982 || (is_identity_fixup(src_format->color_fixup)
4983 && is_identity_fixup(dst_format->color_fixup))))