2 * IDirect3DSurface8 implementation
4 * Copyright 2002 Jason Edmeades
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #include "wine/debug.h"
29 #include "d3d8_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 # define VTRACE(A) TRACE A
41 /* IDirect3DVolume IUnknown parts follow: */
42 HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
44 ICOM_THIS(IDirect3DSurface8Impl,iface);
46 if (IsEqualGUID(riid, &IID_IUnknown)
47 || IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
48 IDirect3DSurface8Impl_AddRef(iface);
53 WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
57 ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
58 ICOM_THIS(IDirect3DSurface8Impl,iface);
59 TRACE("(%p) : AddRef from %ld\n", This, This->ref);
63 ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
64 ICOM_THIS(IDirect3DSurface8Impl,iface);
65 ULONG ref = --This->ref;
66 TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
68 HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
69 HeapFree(GetProcessHeap(), 0, This);
74 /* IDirect3DSurface8: */
75 HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
76 ICOM_THIS(IDirect3DSurface8Impl,iface);
77 TRACE("(%p) : returning %p\n", This, This->Device);
78 *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
80 * Note Calling this method will increase the internal reference count
81 * on the IDirect3DDevice8 interface.
83 IDirect3DDevice8Impl_AddRef(*ppDevice);
86 HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
87 ICOM_THIS(IDirect3DSurface8Impl,iface);
88 FIXME("(%p) : stub\n", This);
91 HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
92 ICOM_THIS(IDirect3DSurface8Impl,iface);
93 FIXME("(%p) : stub\n", This);
96 HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
97 ICOM_THIS(IDirect3DSurface8Impl,iface);
98 FIXME("(%p) : stub\n", This);
101 HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
102 ICOM_THIS(IDirect3DSurface8Impl,iface);
104 res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
105 if (E_NOINTERFACE == res) {
107 * If the surface is created using CreateImageSurface, CreateRenderTarget,
108 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
109 * GetContainer will return the Direct3D device used to create the surface.
111 res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
113 TRACE("(%p) : returning %p\n", This, *ppContainer);
116 HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
117 ICOM_THIS(IDirect3DSurface8Impl,iface);
119 TRACE("(%p) : copying into %p\n", This, pDesc);
120 memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
123 HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
125 ICOM_THIS(IDirect3DSurface8Impl,iface);
127 /* fixme: should we really lock as such? */
129 if (FALSE == This->lockable) {
130 ERR("trying to lock unlockable surf@%p\n", This);
131 return D3DERR_INVALIDCALL;
134 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
136 pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
139 pLockedRect->pBits = This->allocatedMemory;
140 This->lockedRect.left = 0;
141 This->lockedRect.top = 0;
142 This->lockedRect.right = This->myDesc.Width;
143 This->lockedRect.bottom = This->myDesc.Height;
145 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
146 pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
147 This->lockedRect.left = pRect->left;
148 This->lockedRect.top = pRect->top;
149 This->lockedRect.right = pRect->right;
150 This->lockedRect.bottom = pRect->bottom;
154 if (0 == This->myDesc.Usage) { /* classic surface */
156 /* Nothing to do ;) */
158 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
160 if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
167 * for render->surface copy begin to begin of allocatedMemory
168 * unlock can be more easy
170 pLockedRect->pBits = This->allocatedMemory;
173 vcheckGLcall("glFlush");
174 glGetIntegerv(GL_READ_BUFFER, &prev_read);
175 vcheckGLcall("glIntegerv");
176 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
177 vcheckGLcall("glIntegerv");
179 if (This == This->Device->backBuffer) {
180 glReadBuffer(GL_BACK);
181 } else if (This == This->Device->frontBuffer) {
182 glReadBuffer(GL_FRONT);
184 vcheckGLcall("glReadBuffer");
186 switch (This->myDesc.Format) {
189 glReadPixels(This->lockedRect.left, This->lockedRect.top,
190 This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
191 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pLockedRect->pBits);
192 vcheckGLcall("glReadPixels");
197 glReadPixels(This->lockedRect.left, This->lockedRect.top,
198 This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
199 GL_RGB, GL_UNSIGNED_BYTE, pLockedRect->pBits);
200 vcheckGLcall("glReadPixels");
203 case D3DFMT_A8R8G8B8:
205 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
206 vcheckGLcall("glPixelStorei");
207 glReadPixels(This->lockedRect.left, This->lockedRect.top,
208 This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
209 GL_BGRA, GL_UNSIGNED_BYTE, pLockedRect->pBits);
210 vcheckGLcall("glReadPixels");
211 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
212 vcheckGLcall("glPixelStorei");
216 FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
219 glReadBuffer(prev_read);
220 vcheckGLcall("glReadBuffer");
223 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
226 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
228 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
231 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
234 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
239 * as seen in msdn docs
242 /** Dirtify Container if needed */
243 if (NULL != This->Container) {
244 IDirect3DBaseTexture8* cont = NULL;
245 hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
247 if (SUCCEEDED(hr) && NULL != cont) {
248 /* Now setup the texture appropraitly */
249 D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType(cont);
250 if (containerType == D3DRTYPE_TEXTURE) {
251 IDirect3DTexture8Impl* pTexture = (IDirect3DTexture8Impl*) cont;
252 pTexture->Dirty = TRUE;
253 } else if (containerType == D3DRTYPE_CUBETEXTURE) {
254 IDirect3DCubeTexture8Impl* pTexture = (IDirect3DCubeTexture8Impl*) cont;
255 pTexture->Dirty = TRUE;
257 FIXME("Set dirty on container type %d\n", containerType);
259 IDirect3DBaseTexture8_Release(cont);
265 TRACE("returning pBits=%p, pitch=%d\n", pLockedRect->pBits, pLockedRect->Pitch);
270 HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
271 ICOM_THIS(IDirect3DSurface8Impl,iface);
273 if (FALSE == This->locked) {
274 ERR("trying to lock unlocked surf@%p\n", This);
275 return D3DERR_INVALIDCALL;
278 TRACE("(%p) : see if behavior is correct\n", This);
280 if (FALSE == This->Dirty) {
281 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
285 if (0 == This->myDesc.Usage) { /* classic surface */
287 if (This->Container) {
289 IDirect3DBaseTexture8* cont = NULL;
290 hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
292 if (SUCCEEDED(hr) && NULL != cont) {
293 /* Now setup the texture appropraitly */
294 int containerType = IDirect3DBaseTexture8Impl_GetType(cont);
295 if (containerType == D3DRTYPE_TEXTURE) {
296 IDirect3DTexture8Impl *pTexture = (IDirect3DTexture8Impl *)cont;
297 pTexture->Dirty = TRUE;
298 } else if (containerType == D3DRTYPE_CUBETEXTURE) {
299 IDirect3DCubeTexture8Impl *pTexture = (IDirect3DCubeTexture8Impl *)cont;
300 pTexture->Dirty = TRUE;
302 FIXME("Set dirty on container type %d\n", containerType);
304 IDirect3DBaseTexture8_Release(cont);
309 } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
311 if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
318 vcheckGLcall("glFlush");
319 glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
320 vcheckGLcall("glIntegerv");
321 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
322 vcheckGLcall("glIntegerv");
324 if (This == This->Device->backBuffer) {
325 glDrawBuffer(GL_BACK);
326 } else if (This == This->Device->frontBuffer) {
327 glDrawBuffer(GL_FRONT);
329 vcheckGLcall("glDrawBuffer");
331 glRasterPos2i(This->lockedRect.left, This->lockedRect.top);
332 vcheckGLcall("glRasterPos2f");
333 switch (This->myDesc.Format) {
336 glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
337 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
338 vcheckGLcall("glDrawPixels");
343 glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
344 GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
345 vcheckGLcall("glDrawPixels");
348 case D3DFMT_A8R8G8B8:
350 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
351 vcheckGLcall("glPixelStorei");
352 glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
353 GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
354 vcheckGLcall("glDrawPixels");
355 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
356 vcheckGLcall("glPixelStorei");
360 FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
363 glDrawBuffer(prev_draw);
364 vcheckGLcall("glDrawBuffer");
367 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
370 } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
372 if (This == This->Device->depthStencilBuffer) {
373 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
375 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
379 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
383 This->locked = FALSE;
388 ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
390 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
391 IDirect3DSurface8Impl_QueryInterface,
392 IDirect3DSurface8Impl_AddRef,
393 IDirect3DSurface8Impl_Release,
394 IDirect3DSurface8Impl_GetDevice,
395 IDirect3DSurface8Impl_SetPrivateData,
396 IDirect3DSurface8Impl_GetPrivateData,
397 IDirect3DSurface8Impl_FreePrivateData,
398 IDirect3DSurface8Impl_GetContainer,
399 IDirect3DSurface8Impl_GetDesc,
400 IDirect3DSurface8Impl_LockRect,
401 IDirect3DSurface8Impl_UnlockRect,