Added YUV routines needed for v4l driver, and in the future possibly
[wine/gsoc-2012-control.git] / dlls / wined3d / surface.c
blob822982047eeac3230eab61eb6fa8974fdb5cc40c
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
28 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
30 /* *******************************************
31 IWineD3DSurface IUnknown parts follow
32 ******************************************* */
33 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
35 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
36 /* Warn ,but be nice about things */
37 TRACE("(%p)->(%s,%p) \n", This,debugstr_guid(riid),ppobj);
38 if (riid == NULL) {
39 ERR("Probably FIXME: Calling query interface with NULL riid\n");
41 if (IsEqualGUID(riid, &IID_IUnknown)
42 || IsEqualGUID(riid, &IID_IWineD3DResource)
43 || IsEqualGUID(riid, &IID_IWineD3DSurface)) {
44 IUnknown_AddRef((IUnknown*)iface);
45 *ppobj = This;
46 return D3D_OK;
48 return E_NOINTERFACE;
51 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
52 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
53 ULONG ref = InterlockedIncrement(&This->resource.ref);
54 TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
55 return ref;
58 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
59 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
60 ULONG ref = InterlockedDecrement(&This->resource.ref);
61 TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
62 if (ref == 0) {
63 if (This->textureName != 0) { /* release the openGL texture.. */
64 ENTER_GL();
65 TRACE("Deleting texture %d\n", This->textureName);
66 glDeleteTextures(1, &This->textureName);
67 LEAVE_GL();
69 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
70 HeapFree(GetProcessHeap(), 0, This);
73 return ref;
76 /* ****************************************************
77 IWineD3DSurface IWineD3DResource parts follow
78 **************************************************** */
79 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
80 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
83 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
84 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
87 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
88 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
91 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
92 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
95 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
96 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
99 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
100 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
103 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
104 /* TODO: re-write the way textures and managed,
105 * use a 'opengl context manager' to manage RenderTarget surfaces
106 ** *********************************************************/
108 /* TODO: check for locks */
109 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
110 IWineD3DBaseTexture *baseTexture = NULL;
111 TRACE("(%p)Checking to see if the container is a base textuer\n", This);
112 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == D3D_OK) {
113 TRACE("Passing to conatiner\n");
114 IWineD3DBaseTexture_PreLoad(baseTexture);
115 IWineD3DBaseTexture_Release(baseTexture);
116 } else{
117 TRACE("(%p) : About to load surface\n", This);
118 ENTER_GL();
119 #if 0 /* TODO: context manager support */
120 IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_2D, ENABLED, NOW /* make sure the state is applied now */);
121 #endif
122 glEnable(GL_TEXTURE_2D); /* make sure texture support is enabled in this context */
123 if (This->currentDesc.Level == 0 && This->textureName == 0) {
124 glGenTextures(1, &This->textureName);
125 checkGLcall("glGenTextures");
126 TRACE("Surface %p given name %d\n", This, This->textureName);
127 glBindTexture(GL_TEXTURE_2D, This->textureName);
128 checkGLcall("glBindTexture");
129 IWineD3DSurface_LoadTexture((IWineD3DSurface *) This, GL_TEXTURE_2D, This->currentDesc.Level);
130 /* This is where we should be reducing the amount of GLMemoryUsed */
131 }else {
132 if (This->currentDesc.Level == 0) {
133 glBindTexture(GL_TEXTURE_2D, This->textureName);
134 checkGLcall("glBindTexture");
135 IWineD3DSurface_LoadTexture((IWineD3DSurface *) This, GL_TEXTURE_2D, This->currentDesc.Level);
136 } else if (This->textureName != 0) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
137 /* assume this is a coding error not a real error for now */
138 FIXME("Mipmap surface has a glTexture bound to it!\n");
141 if (This->resource.pool == D3DPOOL_DEFAULT) {
142 /* Tell opengl to try and keep this texture in video ram (well mostly) */
143 GLclampf tmp;
144 tmp = 0.9f;
145 glPrioritizeTextures(1, &This->textureName, &tmp);
147 /* TODO: disable texture support, if it wastn't enabled when we entered. */
148 #if 0 /* TODO: context manager support */
149 IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_2D, DISABLED,DELAYED
150 /* we don't care when the state is disabled(if atall) */);
151 #endif
152 LEAVE_GL();
154 return;
157 D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
158 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
161 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
162 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
165 /* ******************************************************
166 IWineD3DSurface IWineD3DSurface parts follow
167 ****************************************************** */
169 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
170 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
171 HRESULT hr;
172 if (ppContainer == NULL) {
173 ERR("Get container called witout a null ppContainer\n");
174 return E_NOINTERFACE;
176 TRACE("(%p) : Relaying to queryInterface %p %p\n", This, ppContainer, *ppContainer);
177 /** From MSDN:
178 * If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
179 * or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
180 * GetContainer will return the Direct3D device used to create the surface.
182 hr = IUnknown_QueryInterface(This->container, riid, ppContainer);
183 return hr;
186 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
187 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
189 TRACE("(%p) : copying into %p\n", This, pDesc);
190 *(pDesc->Format) = This->resource.format;
191 *(pDesc->Type) = This->resource.resourceType;
192 *(pDesc->Usage) = This->resource.usage;
193 *(pDesc->Pool) = This->resource.pool;
194 *(pDesc->Size) = This->resource.size; /* dx8 only */
195 *(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
196 *(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
197 *(pDesc->Width) = This->currentDesc.Width;
198 *(pDesc->Height) = This->currentDesc.Height;
199 return D3D_OK;
202 HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
203 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
205 /* fixme: should we really lock as such? */
206 if (This->inTexture && This->inPBuffer) {
207 FIXME("Warning: Surface is in texture memory or pbuffer\n");
208 This->inTexture = 0;
209 This->inPBuffer = 0;
212 if (FALSE == This->lockable) {
213 /* Note: UpdateTextures calls CopyRects which calls this routine to populate the
214 texture regions, and since the destination is an unlockable region we need
215 to tolerate this */
216 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
217 /*return D3DERR_INVALIDCALL; */
220 if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->renderTarget ||
221 iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->depthStencilBuffer) {
222 if (iface == This->resource.wineD3DDevice->backBuffer) {
223 TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
224 } else if (iface == This->resource.wineD3DDevice->frontBuffer) {
225 TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
226 } else if (iface == This->resource.wineD3DDevice->renderTarget) {
227 TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
228 } else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
229 TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
231 } else {
232 TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
235 /* DXTn formats don't have exact pitches as they are to the new row of blocks,
236 where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
237 ie pitch = (width/4) * bytes per block */
238 if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
239 pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 3;
240 else if (This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
241 pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 4;
242 else
243 pLockedRect->Pitch = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
245 if (NULL == pRect) {
246 pLockedRect->pBits = This->resource.allocatedMemory;
247 This->lockedRect.left = 0;
248 This->lockedRect.top = 0;
249 This->lockedRect.right = This->currentDesc.Width;
250 This->lockedRect.bottom = This->currentDesc.Height;
251 TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
252 } else {
253 TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
255 if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
256 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2));
257 } else {
258 pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
260 This->lockedRect.left = pRect->left;
261 This->lockedRect.top = pRect->top;
262 This->lockedRect.right = pRect->right;
263 This->lockedRect.bottom = pRect->bottom;
267 if (0 == This->resource.usage) { /* classic surface */
269 /* Nothing to do ;) */
271 } else if (D3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
273 if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->renderTarget || iface == This->resource.wineD3DDevice->frontBuffer) {
274 GLint prev_store;
275 GLenum prev_read;
277 ENTER_GL();
280 * for render->surface copy begin to begin of allocatedMemory
281 * unlock can be more easy
283 pLockedRect->pBits = This->resource.allocatedMemory;
285 glFlush();
286 vcheckGLcall("glFlush");
287 glGetIntegerv(GL_READ_BUFFER, &prev_read);
288 vcheckGLcall("glIntegerv");
289 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
290 vcheckGLcall("glIntegerv");
292 if (iface == This->resource.wineD3DDevice->backBuffer) {
293 glReadBuffer(GL_BACK);
294 } else if (iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
295 glReadBuffer(GL_FRONT);
296 } else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
297 ERR("Stencil Buffer lock unsupported for now\n");
299 vcheckGLcall("glReadBuffer");
302 long j;
303 GLenum format = D3DFmt2GLFmt(This->resource.wineD3DDevice, This->resource.format);
304 GLenum type = D3DFmt2GLType(This->resource.wineD3DDevice, This->resource.format);
305 for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
306 glReadPixels(This->lockedRect.left,
307 This->lockedRect.bottom - j - 1,
308 This->lockedRect.right - This->lockedRect.left,
310 format,
311 type,
312 (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
313 vcheckGLcall("glReadPixels");
317 glReadBuffer(prev_read);
318 vcheckGLcall("glReadBuffer");
320 LEAVE_GL();
322 } else {
323 FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->resource.usage);
326 } else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
328 FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->resource.usage);
330 } else {
331 FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
334 if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
335 /* Don't dirtify */
336 } else {
337 IWineD3DBaseTexture *pBaseTexture;
339 * Dirtify on lock
340 * as seen in msdn docs
342 IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
344 /** Dirtify Container if needed */
345 if (D3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
346 TRACE("Making container dirty\n");
347 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
348 IWineD3DBaseTexture_Release(pBaseTexture);
349 }else{
350 TRACE("Surface is standalone, no need to dirty the container\n");
354 TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
356 This->locked = TRUE;
357 return D3D_OK;
360 HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
361 GLint skipBytes = 0;
362 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
364 if (FALSE == This->locked) {
365 ERR("trying to Unlock an unlocked surf@%p\n", This);
366 return D3DERR_INVALIDCALL;
369 if (iface== This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->frontBuffer ||
370 iface == This->resource.wineD3DDevice->depthStencilBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
371 if (iface == This->resource.wineD3DDevice->backBuffer) {
372 TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
373 } else if (iface == This->resource.wineD3DDevice->frontBuffer) {
374 TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
375 } else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
376 TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
377 } else if (iface == This->resource.wineD3DDevice->renderTarget) {
378 TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty);
380 } else {
381 TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
384 if (FALSE == This->Dirty) {
385 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
386 goto unlock_end;
389 if (0 == This->resource.usage) { /* classic surface */
391 * nothing to do
392 * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
394 } else if (D3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
396 if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
397 GLint prev_store;
398 GLenum prev_draw;
399 GLint prev_rasterpos[4];
401 ENTER_GL();
403 glFlush();
404 vcheckGLcall("glFlush");
405 glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
406 vcheckGLcall("glIntegerv");
407 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
408 vcheckGLcall("glIntegerv");
409 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
410 vcheckGLcall("glIntegerv");
411 glPixelZoom(1.0, -1.0);
412 vcheckGLcall("glPixelZoom");
414 /* glDrawPixels transforms the raster position as though it was a vertex -
415 we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
416 per drawprim (and leave set - it will sort itself out due to last_was_rhw */
417 if (!This->resource.wineD3DDevice->last_was_rhw) {
419 double X, Y, height, width, minZ, maxZ;
420 This->resource.wineD3DDevice->last_was_rhw = TRUE;
422 /* Transformed already into viewport coordinates, so we do not need transform
423 matrices. Reset all matrices to identity and leave the default matrix in world
424 mode. */
425 glMatrixMode(GL_MODELVIEW);
426 checkGLcall("glMatrixMode");
427 glLoadIdentity();
428 checkGLcall("glLoadIdentity");
430 glMatrixMode(GL_PROJECTION);
431 checkGLcall("glMatrixMode");
432 glLoadIdentity();
433 checkGLcall("glLoadIdentity");
435 /* Set up the viewport to be full viewport */
436 X = This->resource.wineD3DDevice->stateBlock->viewport.X;
437 Y = This->resource.wineD3DDevice->stateBlock->viewport.Y;
438 height = This->resource.wineD3DDevice->stateBlock->viewport.Height;
439 width = This->resource.wineD3DDevice->stateBlock->viewport.Width;
440 minZ = This->resource.wineD3DDevice->stateBlock->viewport.MinZ;
441 maxZ = This->resource.wineD3DDevice->stateBlock->viewport.MaxZ;
442 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
443 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
444 checkGLcall("glOrtho");
446 /* Window Coord 0 is the middle of the first pixel, so translate by half
447 a pixel (See comment above glTranslate below) */
448 glTranslatef(0.5, 0.5, 0);
449 checkGLcall("glTranslatef(0.5, 0.5, 0)");
452 if (iface == This->resource.wineD3DDevice->backBuffer) {
453 glDrawBuffer(GL_BACK);
454 } else if (iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
455 glDrawBuffer(GL_FRONT);
457 vcheckGLcall("glDrawBuffer");
459 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
460 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
461 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
463 /* And back buffers are not blended */
464 glDisable(GL_BLEND);
466 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
467 vcheckGLcall("glRasterPos2f");
468 switch (This->resource.format) {
469 case WINED3DFMT_R5G6B5:
471 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
472 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->resource.allocatedMemory);
473 vcheckGLcall("glDrawPixels");
475 break;
476 case WINED3DFMT_R8G8B8:
478 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
479 GL_RGB, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
480 vcheckGLcall("glDrawPixels");
482 break;
483 case WINED3DFMT_X8R8G8B8: /* FIXME: there's no alpha change with D3DFMT_X8R8G8B8 but were using GL_BGRA */
484 case WINED3DFMT_A8R8G8B8:
486 glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
487 vcheckGLcall("glPixelStorei");
488 glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
489 GL_BGRA, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
490 vcheckGLcall("glDrawPixels");
491 glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
492 vcheckGLcall("glPixelStorei");
494 break;
495 default:
496 FIXME("Unsupported Format %u in locking func\n", This->resource.format);
499 glPixelZoom(1.0,1.0);
500 vcheckGLcall("glPixelZoom");
501 glDrawBuffer(prev_draw);
502 vcheckGLcall("glDrawBuffer");
503 glRasterPos3iv(&prev_rasterpos[0]);
504 vcheckGLcall("glRasterPos3iv");
506 /* Reset to previous pack row length / blending state */
507 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
508 if (This->resource.wineD3DDevice->stateBlock->renderState[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
510 LEAVE_GL();
512 /** restore clean dirty state */
513 IWineD3DSurface_CleanDirtyRect(iface);
515 } else {
516 FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->resource.usage);
519 } else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
521 if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
522 FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->resource.usage);
523 } else {
524 FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->resource.usage);
527 } else {
528 FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
531 unlock_end:
532 This->locked = FALSE;
533 memset(&This->lockedRect, 0, sizeof(RECT));
534 return D3D_OK;
537 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
538 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
539 FIXME("No support for GetDC yet for surface %p\n", This);
540 return D3DERR_INVALIDCALL;
543 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
544 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
545 FIXME("No support for ReleaseDC yet for surface %p\n", This);
546 return D3DERR_INVALIDCALL;
549 /* ******************************************************
550 IWineD3DSurface Internal (No mapping to directx api) parts follow
551 ****************************************************** */
552 HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, GLenum gl_target, GLenum gl_level) {
553 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
555 if (This->inTexture)
556 return D3D_OK;
558 if (This->inPBuffer) {
559 ENTER_GL();
561 if (gl_level != 0)
562 FIXME("Surface in texture is only supported for level 0\n");
563 else if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
564 This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT3 ||
565 This->resource.format == WINED3DFMT_DXT5)
566 FIXME("Format %d not supported\n", This->resource.format);
567 else {
568 glCopyTexImage2D(gl_target,
570 D3DFmt2GLIntFmt(This->resource.wineD3DDevice,
571 This->resource.format),
574 This->currentDesc.Width,
575 This->currentDesc.Height,
577 TRACE("Updating target %d\n", gl_target);
578 This->inTexture = TRUE;
580 LEAVE_GL();
581 return D3D_OK;
584 if ((This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) &&
585 !GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
587 * wanted a paletted texture and not really support it in HW
588 * so software emulation code begin
590 UINT i;
591 PALETTEENTRY* pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
592 VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->currentDesc.Width * This->currentDesc.Height * sizeof(DWORD));
593 BYTE* dst = (BYTE*) surface;
594 BYTE* src = (BYTE*) This->resource.allocatedMemory;
596 for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
597 BYTE color = *src++;
598 *dst++ = pal[color].peRed;
599 *dst++ = pal[color].peGreen;
600 *dst++ = pal[color].peBlue;
601 if (This->resource.format == WINED3DFMT_A8P8)
602 *dst++ = pal[color].peFlags;
603 else
604 *dst++ = 0xFF;
607 ENTER_GL();
609 TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
610 gl_target,
611 gl_level,
612 GL_RGBA,
613 This->currentDesc.Width,
614 This->currentDesc.Height,
616 GL_RGBA,
617 GL_UNSIGNED_BYTE,
618 surface);
619 glTexImage2D(gl_target,
620 gl_level,
621 GL_RGBA,
622 This->currentDesc.Width,
623 This->currentDesc.Height,
625 GL_RGBA,
626 GL_UNSIGNED_BYTE,
627 surface);
628 checkGLcall("glTexImage2D");
629 HeapFree(GetProcessHeap(), 0, surface);
631 LEAVE_GL();
633 return D3D_OK;
636 if (This->resource.format == WINED3DFMT_DXT1 ||
637 This->resource.format == WINED3DFMT_DXT3 ||
638 This->resource.format == WINED3DFMT_DXT5) {
639 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
640 TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
641 gl_target,
642 gl_level,
643 D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
644 This->currentDesc.Width,
645 This->currentDesc.Height,
647 This->resource.size,
648 This->resource.allocatedMemory);
650 ENTER_GL();
652 GL_EXTCALL(glCompressedTexImage2DARB)(gl_target,
653 gl_level,
654 D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
655 This->currentDesc.Width,
656 This->currentDesc.Height,
658 This->resource.size,
659 This->resource.allocatedMemory);
660 checkGLcall("glCommpressedTexTexImage2D");
662 LEAVE_GL();
663 } else {
664 FIXME("Using DXT1/3/5 without advertized support\n");
666 } else {
668 TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
669 gl_target,
670 gl_level,
671 debug_d3dformat(This->resource.format),
672 D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
673 This->currentDesc.Width,
674 This->currentDesc.Height,
676 D3DFmt2GLFmt(This->resource.wineD3DDevice, This->resource.format),
677 D3DFmt2GLType(This->resource.wineD3DDevice, This->resource.format),
678 This->resource.allocatedMemory);
680 ENTER_GL();
682 glTexImage2D(gl_target,
683 gl_level,
684 D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
685 This->currentDesc.Width,
686 This->currentDesc.Height,
688 D3DFmt2GLFmt(This->resource.wineD3DDevice, This->resource.format),
689 D3DFmt2GLType(This->resource.wineD3DDevice, This->resource.format),
690 This->resource.allocatedMemory);
691 checkGLcall("glTexImage2D");
693 LEAVE_GL();
695 #if 0
697 static unsigned int gen = 0;
698 char buffer[4096];
699 ++gen;
700 if ((gen % 10) == 0) {
701 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen);
702 IWineD3DSurfaceImpl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
705 * debugging crash code
706 if (gen == 250) {
707 void** test = NULL;
708 *test = 0;
712 #endif
715 return D3D_OK;
718 #include <errno.h>
719 #include <stdio.h>
720 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
721 FILE* f = NULL;
722 ULONG i;
723 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
725 f = fopen(filename, "w+");
726 if (NULL == f) {
727 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
728 return D3DERR_INVALIDCALL;
731 TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->resource.format));
733 fprintf(f, "P6\n%u %u\n255\n", This->currentDesc.Width, This->currentDesc.Height);
734 switch (This->resource.format) {
735 case WINED3DFMT_X8R8G8B8:
736 case WINED3DFMT_A8R8G8B8:
738 DWORD color;
739 for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
740 color = ((DWORD*) This->resource.allocatedMemory)[i];
741 fputc((color >> 16) & 0xFF, f);
742 fputc((color >> 8) & 0xFF, f);
743 fputc((color >> 0) & 0xFF, f);
746 break;
747 case WINED3DFMT_R8G8B8:
749 BYTE* color;
750 for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
751 color = ((BYTE*) This->resource.allocatedMemory) + (3 * i);
752 fputc((color[0]) & 0xFF, f);
753 fputc((color[1]) & 0xFF, f);
754 fputc((color[2]) & 0xFF, f);
757 break;
758 case WINED3DFMT_A1R5G5B5:
760 WORD color;
761 for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
762 color = ((WORD*) This->resource.allocatedMemory)[i];
763 fputc(((color >> 10) & 0x1F) * 255 / 31, f);
764 fputc(((color >> 5) & 0x1F) * 255 / 31, f);
765 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
768 break;
769 case WINED3DFMT_A4R4G4B4:
771 WORD color;
772 for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
773 color = ((WORD*) This->resource.allocatedMemory)[i];
774 fputc(((color >> 8) & 0x0F) * 255 / 15, f);
775 fputc(((color >> 4) & 0x0F) * 255 / 15, f);
776 fputc(((color >> 0) & 0x0F) * 255 / 15, f);
779 break;
781 case WINED3DFMT_R5G6B5:
783 WORD color;
784 for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
785 color = ((WORD*) This->resource.allocatedMemory)[i];
786 fputc(((color >> 11) & 0x1F) * 255 / 31, f);
787 fputc(((color >> 5) & 0x3F) * 255 / 63, f);
788 fputc(((color >> 0) & 0x1F) * 255 / 31, f);
791 break;
792 default:
793 FIXME("Unimplemented dump mode format(%u,%s)\n", This->resource.format, debug_d3dformat(This->resource.format));
795 fclose(f);
796 return D3D_OK;
799 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
800 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
801 This->Dirty = FALSE;
802 This->dirtyRect.left = This->currentDesc.Width;
803 This->dirtyRect.top = This->currentDesc.Height;
804 This->dirtyRect.right = 0;
805 This->dirtyRect.bottom = 0;
806 TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
807 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
808 return D3D_OK;
812 * Slightly inefficient way to handle multiple dirty rects but it works :)
814 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
815 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
816 This->Dirty = TRUE;
817 if (NULL != pDirtyRect) {
818 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
819 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
820 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
821 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
822 } else {
823 This->dirtyRect.left = 0;
824 This->dirtyRect.top = 0;
825 This->dirtyRect.right = This->currentDesc.Width;
826 This->dirtyRect.bottom = This->currentDesc.Height;
828 TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
829 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
830 return D3D_OK;
833 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IUnknown *container) {
834 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
835 TRACE("Setting container to %p from %p\n", container, This->container);
836 This->container = container;
837 return D3D_OK;
840 /* TODO: replace this function with context management routines */
841 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) {
842 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
844 This->inPBuffer = inPBuffer;
845 This->inTexture = inTexture;
846 return D3D_OK;
849 IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
851 /* IUnknown */
852 IWineD3DSurfaceImpl_QueryInterface,
853 IWineD3DSurfaceImpl_AddRef,
854 IWineD3DSurfaceImpl_Release,
855 /* IWineD3DResource */
856 IWineD3DSurfaceImpl_GetParent,
857 IWineD3DSurfaceImpl_GetDevice,
858 IWineD3DSurfaceImpl_SetPrivateData,
859 IWineD3DSurfaceImpl_GetPrivateData,
860 IWineD3DSurfaceImpl_FreePrivateData,
861 IWineD3DSurfaceImpl_SetPriority,
862 IWineD3DSurfaceImpl_GetPriority,
863 IWineD3DSurfaceImpl_PreLoad,
864 IWineD3DSurfaceImpl_GetType,
865 /* IWineD3DSurface */
866 IWineD3DSurfaceImpl_GetContainer,
867 IWineD3DSurfaceImpl_GetDesc,
868 IWineD3DSurfaceImpl_LockRect,
869 IWineD3DSurfaceImpl_UnlockRect,
870 IWineD3DSurfaceImpl_GetDC,
871 IWineD3DSurfaceImpl_ReleaseDC,
872 /* Internal use: */
873 IWineD3DSurfaceImpl_CleanDirtyRect,
874 IWineD3DSurfaceImpl_AddDirtyRect,
875 IWineD3DSurfaceImpl_LoadTexture,
876 IWineD3DSurfaceImpl_SaveSnapshot,
877 IWineD3DSurfaceImpl_SetContainer,
878 IWineD3DSurfaceImpl_SetPBufferState