shdoclc: Remove a space before an ellipsis in the Italian translation.
[wine/hramrach.git] / dlls / wined3d / surface.c
bloba669b983cd9ead126cae4e290712817487db745e
1 /*
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
30 #include "config.h"
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;
50 ENTER_GL();
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);
71 LEAVE_GL();
73 context_release(context);
76 if (This->Flags & SFLAG_DIBSECTION)
78 /* Release the DC. */
79 SelectObject(This->hDC, This->dib.holdbitmap);
80 DeleteDC(This->hDC);
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;
106 else
108 switch (wined3d_settings.offscreen_rendering_mode)
110 case ORM_FBO:
111 surface->get_drawable_size = get_drawable_size_fbo;
112 break;
114 case ORM_BACKBUFFER:
115 surface->get_drawable_size = get_drawable_size_backbuffer;
116 break;
118 default:
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
120 return;
124 surface->container.type = type;
125 surface->container.u.base = container;
128 struct blt_info
130 GLenum binding;
131 GLenum bind_target;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
136 struct float_rect
138 float l;
139 float t;
140 float r;
141 float b;
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;
155 RECT rect;
156 struct float_rect f;
158 if (rect_in)
159 rect = *rect_in;
160 else
162 rect.left = 0;
163 rect.top = h;
164 rect.right = w;
165 rect.bottom = 0;
168 switch (target)
170 default:
171 FIXME("Unsupported texture target %#x\n", target);
172 /* Fall back to GL_TEXTURE_2D */
173 case 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;
179 coords[0][2] = 0.0f;
181 coords[1][0] = (float)rect.right / w;
182 coords[1][1] = (float)rect.top / h;
183 coords[1][2] = 0.0f;
185 coords[2][0] = (float)rect.left / w;
186 coords[2][1] = (float)rect.bottom / h;
187 coords[2][2] = 0.0f;
189 coords[3][0] = (float)rect.right / w;
190 coords[3][1] = (float)rect.bottom / h;
191 coords[3][2] = 0.0f;
192 break;
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;
202 break;
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;
214 break;
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;
226 break;
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;
238 break;
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;
250 break;
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;
262 break;
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;
274 break;
278 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
280 if (rect_in)
281 *rect_out = *rect_in;
282 else
284 rect_out->left = 0;
285 rect_out->top = 0;
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");
317 /* Draw a quad */
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);
330 glEnd();
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, IUnknown *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_desc *format_desc = getFormatDescEntry(format_id, gl_info);
354 void (*cleanup)(IWineD3DSurfaceImpl *This);
355 unsigned int resource_size;
356 HRESULT hr;
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_desc, alignment, width, height);
368 /* Look at the implementation and set the correct Vtable. */
369 switch (surface_type)
371 case SURFACE_OPENGL:
372 surface->lpVtbl = &IWineD3DSurface_Vtbl;
373 cleanup = surface_cleanup;
374 break;
376 case SURFACE_GDI:
377 surface->lpVtbl = &IWineGDISurface_Vtbl;
378 cleanup = surface_gdi_cleanup;
379 break;
381 default:
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_desc, pool, parent, parent_ops);
388 if (FAILED(hr))
390 WARN("Failed to initialize resource, returning %#x.\n", hr);
391 return 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);
404 /* Flags */
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. */
413 switch (pool)
415 case WINED3DPOOL_SCRATCH:
416 if(!lockable)
418 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
419 "which are mutually exclusive, setting lockable to TRUE.\n");
420 lockable = TRUE;
422 break;
424 case WINED3DPOOL_SYSTEMMEM:
425 if (!lockable)
426 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
427 break;
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");
432 break;
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");
437 break;
439 default:
440 FIXME("Unknown pool %#x.\n", pool);
441 break;
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);
457 if (FAILED(hr))
459 ERR("Private setup failed, returning %#x\n", hr);
460 cleanup(surface);
461 return hr;
464 return 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)
474 GLuint *name;
475 DWORD flag;
477 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
479 if(srgb)
481 name = &surface->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
484 else
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);
499 *name = new_name;
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;
538 ENTER_GL();
539 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
540 LEAVE_GL();
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_desc->id == WINED3DFMT_P8_UINT))
558 return TRUE;
560 return FALSE;
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_desc *format_desc = This->resource.format_desc;
570 /* Only support read back of converted P8 surfaces */
571 if (This->Flags & SFLAG_CONVERTED && format_desc->id != WINED3DFMT_P8_UINT)
573 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format_desc->id));
574 return;
577 ENTER_GL();
579 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
581 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
582 This, This->texture_level, format_desc->glFormat, format_desc->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");
594 else
596 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
597 This->texture_level, This->resource.allocatedMemory));
598 checkGLcall("glGetCompressedTexImageARB");
601 LEAVE_GL();
602 } else {
603 void *mem;
604 GLenum format = format_desc->glFormat;
605 GLenum type = format_desc->glType;
606 int src_pitch = 0;
607 int dst_pitch = 0;
609 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
610 if (format_desc->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
612 format = GL_ALPHA;
613 type = GL_UNSIGNED_BYTE;
616 if (This->Flags & SFLAG_NONPOW2) {
617 unsigned char alignment = This->resource.device->surface_alignment;
618 src_pitch = format_desc->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);
622 } else {
623 mem = This->resource.allocatedMemory;
626 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
627 This, This->texture_level, format, 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, format, type, NULL);
634 checkGLcall("glGetTexImage");
636 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
637 checkGLcall("glBindBufferARB");
638 } else {
639 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
640 checkGLcall("glGetTexImage");
642 LEAVE_GL();
644 if (This->Flags & SFLAG_NONPOW2) {
645 const BYTE *src_data;
646 BYTE *dst_data;
647 UINT y;
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
663 * | | | \/
664 * -----------------------------------
667 * we're repacking the data to the expected texture width
669 * |<-texture width ->| -->pow2width| /\
670 * |111111111111111111222222222222222| |
671 * |222333333333333333333444444444444| texture height
672 * |444444 | |
673 * | | \/
674 * | | |
675 * | empty | pow2height
676 * | | \/
677 * -----------------------------------
679 * == is the same as
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.
698 src_data = mem;
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_desc *format_desc, BOOL srgb, const GLvoid *data)
722 GLsizei width = This->currentDesc.Width;
723 GLsizei height = This->currentDesc.Height;
724 GLenum internal;
726 if (srgb)
728 internal = format_desc->glGammaInternal;
730 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
732 internal = format_desc->rtInternal;
734 else
736 internal = format_desc->glInternal;
739 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
740 This, internal, width, height, format_desc->glFormat, format_desc->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_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
746 ENTER_GL();
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);
754 data = NULL;
757 if (format_desc->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");
765 else
767 TRACE("Calling glTexSubImage2D.\n");
769 glTexSubImage2D(This->texture_target, This->texture_level,
770 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
771 checkGLcall("glTexSubImage2D");
774 if (This->Flags & SFLAG_PBO)
776 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
777 checkGLcall("glBindBufferARB");
780 LEAVE_GL();
782 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
784 IWineD3DDeviceImpl *device = This->resource.device;
785 unsigned int i;
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_desc *format_desc, BOOL srgb)
800 BOOL enable_client_storage = FALSE;
801 GLsizei width = This->pow2Width;
802 GLsizei height = This->pow2Height;
803 const BYTE *mem = NULL;
804 GLenum internal;
806 if (srgb)
808 internal = format_desc->glGammaInternal;
810 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
812 internal = format_desc->rtInternal;
814 else
816 internal = format_desc->glInternal;
819 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->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_desc->id),
823 internal, width, height, format_desc->glFormat, format_desc->glType);
825 ENTER_GL();
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;
840 } else {
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_desc->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");
856 else
858 glTexImage2D(This->texture_target, This->texture_level,
859 internal, width, height, 0, format_desc->glFormat, format_desc->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)");
867 LEAVE_GL();
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;
892 return;
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;
902 break;
906 if (!renderbuffer)
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_desc->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);
934 return GL_NONE;
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");
945 return GL_BACK;
947 else if (surface == swapchain->front_buffer)
949 TRACE("Returning GL_FRONT\n");
950 return GL_FRONT;
953 FIXME("Higher back buffer, returning GL_BACK\n");
954 return GL_BACK;
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);
967 if (dirty_rect)
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);
974 else
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_desc *format = surface->resource.format_desc;
993 IWineD3DDeviceImpl *device = surface->resource.device;
995 switch (format->id)
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;
1004 else
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;
1011 break;
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;
1018 break;
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;
1026 break;
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);
1033 break;
1035 default:
1036 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1037 return FALSE;
1040 return TRUE;
1043 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1045 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1046 ULONG ref = InterlockedDecrement(&This->resource.ref);
1047 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1049 if (!ref)
1051 surface_cleanup(This);
1052 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1054 TRACE("(%p) Released.\n", This);
1055 HeapFree(GetProcessHeap(), 0, This);
1058 return ref;
1061 /* ****************************************************
1062 IWineD3DSurface IWineD3DResource parts follow
1063 **************************************************** */
1065 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1067 IWineD3DDeviceImpl *device = surface->resource.device;
1069 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1071 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1073 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1075 TRACE("Passing to container.\n");
1076 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1078 else
1080 struct wined3d_context *context = NULL;
1082 TRACE("(%p) : About to load surface\n", surface);
1084 if (!device->isInDraw) context = context_acquire(device, NULL);
1086 if (surface->resource.format_desc->id == WINED3DFMT_P8_UINT
1087 || surface->resource.format_desc->id == WINED3DFMT_P8_UINT_A8_UNORM)
1089 if (palette9_changed(surface))
1091 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1092 /* TODO: This is not necessarily needed with hw palettized texture support */
1093 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1094 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1095 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1099 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1101 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1103 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1104 GLclampf tmp;
1105 tmp = 0.9f;
1106 ENTER_GL();
1107 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1108 LEAVE_GL();
1111 if (context) context_release(context);
1115 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1117 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1120 /* Context activation is done by the caller. */
1121 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1123 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1124 This->resource.allocatedMemory =
1125 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1127 ENTER_GL();
1128 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1129 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1130 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1131 checkGLcall("glGetBufferSubDataARB");
1132 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1133 checkGLcall("glDeleteBuffersARB");
1134 LEAVE_GL();
1136 This->pbo = 0;
1137 This->Flags &= ~SFLAG_PBO;
1140 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1142 if (!surface->resource.allocatedMemory)
1144 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1145 surface->resource.size + RESOURCE_ALIGNMENT);
1146 if (!surface->resource.heapMemory)
1148 ERR("Out of memory\n");
1149 return FALSE;
1151 surface->resource.allocatedMemory =
1152 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1154 else
1156 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1159 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1161 return TRUE;
1164 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1166 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1167 IWineD3DDeviceImpl *device = This->resource.device;
1168 const struct wined3d_gl_info *gl_info;
1169 renderbuffer_entry_t *entry, *entry2;
1170 struct wined3d_context *context;
1172 TRACE("(%p)\n", iface);
1174 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1175 /* Default pool resources are supposed to be destroyed before Reset is called.
1176 * Implicit resources stay however. So this means we have an implicit render target
1177 * or depth stencil. The content may be destroyed, but we still have to tear down
1178 * opengl resources, so we cannot leave early.
1180 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1181 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1182 * or the depth stencil into an FBO the texture or render buffer will be removed
1183 * and all flags get lost
1185 surface_init_sysmem(This);
1187 else
1189 /* Load the surface into system memory */
1190 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1191 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1193 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1194 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1195 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1197 context = context_acquire(device, NULL);
1198 gl_info = context->gl_info;
1200 /* Destroy PBOs, but load them into real sysmem before */
1201 if (This->Flags & SFLAG_PBO)
1202 surface_remove_pbo(This, gl_info);
1204 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1205 * all application-created targets the application has to release the surface
1206 * before calling _Reset
1208 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1209 ENTER_GL();
1210 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1211 LEAVE_GL();
1212 list_remove(&entry->entry);
1213 HeapFree(GetProcessHeap(), 0, entry);
1215 list_init(&This->renderbuffers);
1216 This->current_renderbuffer = NULL;
1218 /* If we're in a texture, the texture name belongs to the texture.
1219 * Otherwise, destroy it. */
1220 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1222 ENTER_GL();
1223 glDeleteTextures(1, &This->texture_name);
1224 This->texture_name = 0;
1225 glDeleteTextures(1, &This->texture_name_srgb);
1226 This->texture_name_srgb = 0;
1227 LEAVE_GL();
1230 context_release(context);
1232 resource_unload((IWineD3DResourceImpl *)This);
1235 /* ******************************************************
1236 IWineD3DSurface IWineD3DSurface parts follow
1237 ****************************************************** */
1239 /* Read the framebuffer back into the surface */
1240 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1242 IWineD3DDeviceImpl *device = This->resource.device;
1243 const struct wined3d_gl_info *gl_info;
1244 struct wined3d_context *context;
1245 BYTE *mem;
1246 GLint fmt;
1247 GLint type;
1248 BYTE *row, *top, *bottom;
1249 int i;
1250 BOOL bpp;
1251 RECT local_rect;
1252 BOOL srcIsUpsideDown;
1253 GLint rowLen = 0;
1254 GLint skipPix = 0;
1255 GLint skipRow = 0;
1257 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1258 static BOOL warned = FALSE;
1259 if(!warned) {
1260 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1261 warned = TRUE;
1263 return;
1266 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1267 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1268 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1269 * context->last_was_blit set on the unlock.
1271 context = context_acquire(device, This);
1272 context_apply_blit_state(context, device);
1273 gl_info = context->gl_info;
1275 ENTER_GL();
1277 /* Select the correct read buffer, and give some debug output.
1278 * There is no need to keep track of the current read buffer or reset it, every part of the code
1279 * that reads sets the read buffer as desired.
1281 if (surface_is_offscreen(This))
1283 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1284 * Read from the back buffer
1286 TRACE("Locking offscreen render target\n");
1287 glReadBuffer(device->offscreenBuffer);
1288 srcIsUpsideDown = TRUE;
1290 else
1292 /* Onscreen surfaces are always part of a swapchain */
1293 GLenum buffer = surface_get_gl_buffer(This);
1294 TRACE("Locking %#x buffer\n", buffer);
1295 glReadBuffer(buffer);
1296 checkGLcall("glReadBuffer");
1297 srcIsUpsideDown = FALSE;
1300 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1301 if(!rect) {
1302 local_rect.left = 0;
1303 local_rect.top = 0;
1304 local_rect.right = This->currentDesc.Width;
1305 local_rect.bottom = This->currentDesc.Height;
1306 } else {
1307 local_rect = *rect;
1309 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1311 switch (This->resource.format_desc->id)
1313 case WINED3DFMT_P8_UINT:
1315 if (primary_render_target_is_p8(device))
1317 /* In case of P8 render targets the index is stored in the alpha component */
1318 fmt = GL_ALPHA;
1319 type = GL_UNSIGNED_BYTE;
1320 mem = dest;
1321 bpp = This->resource.format_desc->byte_count;
1322 } else {
1323 /* GL can't return palettized data, so read ARGB pixels into a
1324 * separate block of memory and convert them into palettized format
1325 * in software. Slow, but if the app means to use palettized render
1326 * targets and locks it...
1328 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1329 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1330 * for the color channels when palettizing the colors.
1332 fmt = GL_RGB;
1333 type = GL_UNSIGNED_BYTE;
1334 pitch *= 3;
1335 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1336 if(!mem) {
1337 ERR("Out of memory\n");
1338 LEAVE_GL();
1339 return;
1341 bpp = This->resource.format_desc->byte_count * 3;
1344 break;
1346 default:
1347 mem = dest;
1348 fmt = This->resource.format_desc->glFormat;
1349 type = This->resource.format_desc->glType;
1350 bpp = This->resource.format_desc->byte_count;
1353 if(This->Flags & SFLAG_PBO) {
1354 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1355 checkGLcall("glBindBufferARB");
1356 if(mem != NULL) {
1357 ERR("mem not null for pbo -- unexpected\n");
1358 mem = NULL;
1362 /* Save old pixel store pack state */
1363 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1364 checkGLcall("glGetIntegerv");
1365 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1366 checkGLcall("glGetIntegerv");
1367 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1368 checkGLcall("glGetIntegerv");
1370 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1371 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1372 checkGLcall("glPixelStorei");
1373 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1374 checkGLcall("glPixelStorei");
1375 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1376 checkGLcall("glPixelStorei");
1378 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1379 local_rect.right - local_rect.left,
1380 local_rect.bottom - local_rect.top,
1381 fmt, type, mem);
1382 checkGLcall("glReadPixels");
1384 /* Reset previous pixel store pack state */
1385 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1386 checkGLcall("glPixelStorei");
1387 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1388 checkGLcall("glPixelStorei");
1389 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1390 checkGLcall("glPixelStorei");
1392 if(This->Flags & SFLAG_PBO) {
1393 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1394 checkGLcall("glBindBufferARB");
1396 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1397 * to get a pointer to it and perform the flipping in software. This is a lot
1398 * faster than calling glReadPixels for each line. In case we want more speed
1399 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1400 if(!srcIsUpsideDown) {
1401 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1402 checkGLcall("glBindBufferARB");
1404 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1405 checkGLcall("glMapBufferARB");
1409 /* TODO: Merge this with the palettization loop below for P8 targets */
1410 if(!srcIsUpsideDown) {
1411 UINT len, off;
1412 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1413 Flip the lines in software */
1414 len = (local_rect.right - local_rect.left) * bpp;
1415 off = local_rect.left * bpp;
1417 row = HeapAlloc(GetProcessHeap(), 0, len);
1418 if(!row) {
1419 ERR("Out of memory\n");
1420 if (This->resource.format_desc->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1421 LEAVE_GL();
1422 return;
1425 top = mem + pitch * local_rect.top;
1426 bottom = mem + pitch * (local_rect.bottom - 1);
1427 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1428 memcpy(row, top + off, len);
1429 memcpy(top + off, bottom + off, len);
1430 memcpy(bottom + off, row, len);
1431 top += pitch;
1432 bottom -= pitch;
1434 HeapFree(GetProcessHeap(), 0, row);
1436 /* Unmap the temp PBO buffer */
1437 if(This->Flags & SFLAG_PBO) {
1438 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1439 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1443 LEAVE_GL();
1444 context_release(context);
1446 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1447 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1448 * the same color but we have no choice.
1449 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1451 if (This->resource.format_desc->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1453 const PALETTEENTRY *pal = NULL;
1454 DWORD width = pitch / 3;
1455 int x, y, c;
1457 if(This->palette) {
1458 pal = This->palette->palents;
1459 } else {
1460 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1461 HeapFree(GetProcessHeap(), 0, mem);
1462 return ;
1465 for(y = local_rect.top; y < local_rect.bottom; y++) {
1466 for(x = local_rect.left; x < local_rect.right; x++) {
1467 /* start lines pixels */
1468 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1469 const BYTE *green = blue + 1;
1470 const BYTE *red = green + 1;
1472 for(c = 0; c < 256; c++) {
1473 if(*red == pal[c].peRed &&
1474 *green == pal[c].peGreen &&
1475 *blue == pal[c].peBlue)
1477 *((BYTE *) dest + y * width + x) = c;
1478 break;
1483 HeapFree(GetProcessHeap(), 0, mem);
1487 /* Read the framebuffer contents into a texture */
1488 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1490 IWineD3DDeviceImpl *device = This->resource.device;
1491 const struct wined3d_gl_info *gl_info;
1492 struct wined3d_context *context;
1494 if (!surface_is_offscreen(This))
1496 /* We would need to flip onscreen surfaces, but there's no efficient
1497 * way to do that here. It makes more sense for the caller to
1498 * explicitly go through sysmem. */
1499 ERR("Not supported for onscreen targets.\n");
1500 return;
1503 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1504 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1505 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1507 context = context_acquire(device, This);
1508 gl_info = context->gl_info;
1510 surface_prepare_texture(This, gl_info, srgb);
1511 surface_bind_and_dirtify(This, srgb);
1513 TRACE("Reading back offscreen render target %p.\n", This);
1515 ENTER_GL();
1517 glReadBuffer(device->offscreenBuffer);
1518 checkGLcall("glReadBuffer");
1520 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1521 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1522 checkGLcall("glCopyTexSubImage2D");
1524 LEAVE_GL();
1526 context_release(context);
1529 /* Context activation is done by the caller. */
1530 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1531 const struct wined3d_gl_info *gl_info, BOOL srgb)
1533 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1534 CONVERT_TYPES convert;
1535 struct wined3d_format_desc desc;
1537 if (surface->Flags & alloc_flag) return;
1539 d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
1540 if(convert != NO_CONVERSION || desc.convert) surface->Flags |= SFLAG_CONVERTED;
1541 else surface->Flags &= ~SFLAG_CONVERTED;
1543 surface_bind_and_dirtify(surface, srgb);
1544 surface_allocate_surface(surface, gl_info, &desc, srgb);
1545 surface->Flags |= alloc_flag;
1548 /* Context activation is done by the caller. */
1549 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1551 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1553 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1554 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1555 UINT i;
1557 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1559 for (i = 0; i < sub_count; ++i)
1561 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1562 surface_prepare_texture_internal(s, gl_info, srgb);
1565 return;
1568 surface_prepare_texture_internal(surface, gl_info, srgb);
1571 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1573 IWineD3DDeviceImpl *device = This->resource.device;
1574 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1576 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1577 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1578 * changed
1580 if(!(This->Flags & SFLAG_DYNLOCK)) {
1581 This->lockCount++;
1582 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1583 if(This->lockCount > MAXLOCKCOUNT) {
1584 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1585 This->Flags |= SFLAG_DYNLOCK;
1589 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1590 * Also don't create a PBO for systemmem surfaces.
1592 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1593 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1594 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1596 GLenum error;
1597 struct wined3d_context *context;
1599 context = context_acquire(device, NULL);
1600 ENTER_GL();
1602 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1603 error = glGetError();
1604 if(This->pbo == 0 || error != GL_NO_ERROR) {
1605 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1608 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1610 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1611 checkGLcall("glBindBufferARB");
1613 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1614 checkGLcall("glBufferDataARB");
1616 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1617 checkGLcall("glBindBufferARB");
1619 /* We don't need the system memory anymore and we can't even use it for PBOs */
1620 if(!(This->Flags & SFLAG_CLIENT)) {
1621 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1622 This->resource.heapMemory = NULL;
1624 This->resource.allocatedMemory = NULL;
1625 This->Flags |= SFLAG_PBO;
1626 LEAVE_GL();
1627 context_release(context);
1629 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1631 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1632 * or a pbo to map
1634 if(!This->resource.heapMemory) {
1635 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1637 This->resource.allocatedMemory =
1638 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1639 if(This->Flags & SFLAG_INSYSMEM) {
1640 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1645 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1646 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1647 IWineD3DDeviceImpl *device = This->resource.device;
1648 const RECT *pass_rect = pRect;
1650 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1651 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1653 /* This is also done in the base class, but we have to verify this before loading any data from
1654 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1655 * may interfere, and all other bad things may happen
1657 if (This->Flags & SFLAG_LOCKED) {
1658 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1659 return WINED3DERR_INVALIDCALL;
1661 This->Flags |= SFLAG_LOCKED;
1663 if (!(This->Flags & SFLAG_LOCKABLE))
1665 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1668 if (Flags & WINED3DLOCK_DISCARD) {
1669 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1670 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1671 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1672 This->Flags |= SFLAG_INSYSMEM;
1673 goto lock_end;
1676 if (This->Flags & SFLAG_INSYSMEM) {
1677 TRACE("Local copy is up to date, not downloading data\n");
1678 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1679 goto lock_end;
1682 /* surface_load_location() does not check if the rectangle specifies
1683 * the full surface. Most callers don't need that, so do it here. */
1684 if (pRect && pRect->top == 0 && pRect->left == 0
1685 && pRect->right == This->currentDesc.Width
1686 && pRect->bottom == This->currentDesc.Height)
1688 pass_rect = NULL;
1691 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1692 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1694 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1697 lock_end:
1698 if (This->Flags & SFLAG_PBO)
1700 const struct wined3d_gl_info *gl_info;
1701 struct wined3d_context *context;
1703 context = context_acquire(device, NULL);
1704 gl_info = context->gl_info;
1706 ENTER_GL();
1707 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1708 checkGLcall("glBindBufferARB");
1710 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1711 if(This->resource.allocatedMemory) {
1712 ERR("The surface already has PBO memory allocated!\n");
1715 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1716 checkGLcall("glMapBufferARB");
1718 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1719 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1720 checkGLcall("glBindBufferARB");
1722 LEAVE_GL();
1723 context_release(context);
1726 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1727 /* Don't dirtify */
1729 else
1731 surface_add_dirty_rect(This, pRect);
1733 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1735 TRACE("Making container dirty.\n");
1736 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1738 else
1740 TRACE("Surface is standalone, no need to dirty the container\n");
1744 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1747 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1748 GLint prev_store;
1749 GLint prev_rasterpos[4];
1750 GLint skipBytes = 0;
1751 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1752 IWineD3DDeviceImpl *device = This->resource.device;
1753 const struct wined3d_gl_info *gl_info;
1754 struct wined3d_context *context;
1756 /* Activate the correct context for the render target */
1757 context = context_acquire(device, This);
1758 context_apply_blit_state(context, device);
1759 gl_info = context->gl_info;
1761 ENTER_GL();
1763 if (!surface_is_offscreen(This))
1765 GLenum buffer = surface_get_gl_buffer(This);
1766 TRACE("Unlocking %#x buffer.\n", buffer);
1767 context_set_draw_buffer(context, buffer);
1769 else
1771 /* Primary offscreen render target */
1772 TRACE("Offscreen render target.\n");
1773 context_set_draw_buffer(context, device->offscreenBuffer);
1776 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1777 checkGLcall("glGetIntegerv");
1778 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1779 checkGLcall("glGetIntegerv");
1780 glPixelZoom(1.0f, -1.0f);
1781 checkGLcall("glPixelZoom");
1783 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1784 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1785 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1787 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1788 checkGLcall("glRasterPos3i");
1790 /* Some drivers(radeon dri, others?) don't like exceptions during
1791 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1792 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1793 * catch to put the dib section in InSync mode, which leads to a crash
1794 * and a blocked x server on my radeon card.
1796 * The following lines read the dib section so it is put in InSync mode
1797 * before glDrawPixels is called and the crash is prevented. There won't
1798 * be any interfering gdi accesses, because UnlockRect is called from
1799 * ReleaseDC, and the app won't use the dc any more afterwards.
1801 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1802 volatile BYTE read;
1803 read = This->resource.allocatedMemory[0];
1806 if(This->Flags & SFLAG_PBO) {
1807 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1808 checkGLcall("glBindBufferARB");
1811 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1812 if(This->Flags & SFLAG_LOCKED) {
1813 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1814 (This->lockedRect.bottom - This->lockedRect.top)-1,
1815 fmt, type,
1816 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1817 checkGLcall("glDrawPixels");
1818 } else {
1819 glDrawPixels(This->currentDesc.Width,
1820 This->currentDesc.Height,
1821 fmt, type, mem);
1822 checkGLcall("glDrawPixels");
1825 if(This->Flags & SFLAG_PBO) {
1826 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1827 checkGLcall("glBindBufferARB");
1830 glPixelZoom(1.0f, 1.0f);
1831 checkGLcall("glPixelZoom");
1833 glRasterPos3iv(&prev_rasterpos[0]);
1834 checkGLcall("glRasterPos3iv");
1836 /* Reset to previous pack row length */
1837 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1838 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1840 LEAVE_GL();
1841 context_release(context);
1844 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1845 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1846 IWineD3DDeviceImpl *device = This->resource.device;
1847 BOOL fullsurface;
1849 if (!(This->Flags & SFLAG_LOCKED)) {
1850 WARN("trying to Unlock an unlocked surf@%p\n", This);
1851 return WINEDDERR_NOTLOCKED;
1854 if (This->Flags & SFLAG_PBO)
1856 const struct wined3d_gl_info *gl_info;
1857 struct wined3d_context *context;
1859 TRACE("Freeing PBO memory\n");
1861 context = context_acquire(device, NULL);
1862 gl_info = context->gl_info;
1864 ENTER_GL();
1865 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1866 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1867 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1868 checkGLcall("glUnmapBufferARB");
1869 LEAVE_GL();
1870 context_release(context);
1872 This->resource.allocatedMemory = NULL;
1875 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1877 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1878 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1879 goto unlock_end;
1882 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1883 || (device->render_targets && This == device->render_targets[0]))
1885 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1886 static BOOL warned = FALSE;
1887 if(!warned) {
1888 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1889 warned = TRUE;
1891 goto unlock_end;
1894 if(This->dirtyRect.left == 0 &&
1895 This->dirtyRect.top == 0 &&
1896 This->dirtyRect.right == This->currentDesc.Width &&
1897 This->dirtyRect.bottom == This->currentDesc.Height) {
1898 fullsurface = TRUE;
1899 } else {
1900 /* TODO: Proper partial rectangle tracking */
1901 fullsurface = FALSE;
1902 This->Flags |= SFLAG_INSYSMEM;
1905 switch(wined3d_settings.rendertargetlock_mode) {
1906 case RTL_READTEX:
1907 surface_load_location(This, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1908 /* drop through */
1910 case RTL_READDRAW:
1911 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1912 break;
1915 if(!fullsurface) {
1916 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1917 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1918 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1919 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1920 * not fully up to date because only a subrectangle was read in LockRect.
1922 This->Flags &= ~SFLAG_INSYSMEM;
1923 This->Flags |= SFLAG_INDRAWABLE;
1926 This->dirtyRect.left = This->currentDesc.Width;
1927 This->dirtyRect.top = This->currentDesc.Height;
1928 This->dirtyRect.right = 0;
1929 This->dirtyRect.bottom = 0;
1931 else if (This == device->depth_stencil)
1933 FIXME("Depth Stencil buffer locking is not implemented\n");
1934 } else {
1935 /* The rest should be a normal texture */
1936 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1937 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1938 * states need resetting
1940 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1942 IWineD3DBaseTextureImpl *texture = This->container.u.texture;
1943 if (texture->baseTexture.bindCount)
1944 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
1948 unlock_end:
1949 This->Flags &= ~SFLAG_LOCKED;
1950 memset(&This->lockedRect, 0, sizeof(RECT));
1952 /* Overlays have to be redrawn manually after changes with the GL implementation */
1953 if(This->overlay_dest) {
1954 IWineD3DSurface_DrawOverlay(iface);
1956 return WINED3D_OK;
1959 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1961 struct wined3d_context *context;
1963 context = context_acquire(surface->resource.device, NULL);
1965 ENTER_GL();
1966 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1967 if (surface->texture_name)
1969 surface_bind_and_dirtify(surface, FALSE);
1970 glTexImage2D(surface->texture_target, surface->texture_level,
1971 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1973 if (surface->texture_name_srgb)
1975 surface_bind_and_dirtify(surface, TRUE);
1976 glTexImage2D(surface->texture_target, surface->texture_level,
1977 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1979 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1981 LEAVE_GL();
1982 context_release(context);
1984 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1985 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1986 surface_force_reload(surface);
1989 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1991 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1992 WINED3DLOCKED_RECT lock;
1993 HRESULT hr;
1994 RGBQUAD col[256];
1996 TRACE("(%p)->(%p)\n",This,pHDC);
1998 if(This->Flags & SFLAG_USERPTR) {
1999 ERR("Not supported on surfaces with an application-provided surfaces\n");
2000 return WINEDDERR_NODC;
2003 /* Give more detailed info for ddraw */
2004 if (This->Flags & SFLAG_DCINUSE)
2005 return WINEDDERR_DCALREADYCREATED;
2007 /* Can't GetDC if the surface is locked */
2008 if (This->Flags & SFLAG_LOCKED)
2009 return WINED3DERR_INVALIDCALL;
2011 memset(&lock, 0, sizeof(lock)); /* To be sure */
2013 /* Create a DIB section if there isn't a hdc yet */
2014 if (!This->hDC)
2016 if (This->Flags & SFLAG_CLIENT)
2018 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2019 surface_release_client_storage(This);
2021 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2022 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2024 /* Use the dib section from now on if we are not using a PBO */
2025 if(!(This->Flags & SFLAG_PBO))
2026 This->resource.allocatedMemory = This->dib.bitmap_data;
2029 /* Lock the surface */
2030 hr = IWineD3DSurface_LockRect(iface,
2031 &lock,
2032 NULL,
2035 if(This->Flags & SFLAG_PBO) {
2036 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2037 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2040 if(FAILED(hr)) {
2041 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2042 /* keep the dib section */
2043 return hr;
2046 if (This->resource.format_desc->id == WINED3DFMT_P8_UINT
2047 || This->resource.format_desc->id == WINED3DFMT_P8_UINT_A8_UNORM)
2049 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2050 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2051 unsigned int n;
2052 const PALETTEENTRY *pal = NULL;
2054 if(This->palette) {
2055 pal = This->palette->palents;
2056 } else {
2057 IWineD3DSurfaceImpl *dds_primary;
2058 IWineD3DSwapChainImpl *swapchain;
2059 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2060 dds_primary = swapchain->front_buffer;
2061 if (dds_primary && dds_primary->palette)
2062 pal = dds_primary->palette->palents;
2065 if (pal) {
2066 for (n=0; n<256; n++) {
2067 col[n].rgbRed = pal[n].peRed;
2068 col[n].rgbGreen = pal[n].peGreen;
2069 col[n].rgbBlue = pal[n].peBlue;
2070 col[n].rgbReserved = 0;
2072 SetDIBColorTable(This->hDC, 0, 256, col);
2076 *pHDC = This->hDC;
2077 TRACE("returning %p\n",*pHDC);
2078 This->Flags |= SFLAG_DCINUSE;
2080 return WINED3D_OK;
2083 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2085 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2087 TRACE("(%p)->(%p)\n",This,hDC);
2089 if (!(This->Flags & SFLAG_DCINUSE))
2090 return WINEDDERR_NODC;
2092 if (This->hDC !=hDC) {
2093 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2094 return WINEDDERR_NODC;
2097 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2098 /* Copy the contents of the DIB over to the PBO */
2099 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2102 /* we locked first, so unlock now */
2103 IWineD3DSurface_UnlockRect(iface);
2105 This->Flags &= ~SFLAG_DCINUSE;
2107 return WINED3D_OK;
2110 /* ******************************************************
2111 IWineD3DSurface Internal (No mapping to directx api) parts follow
2112 ****************************************************** */
2114 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
2116 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2117 IWineD3DDeviceImpl *device = This->resource.device;
2118 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2119 BOOL blit_supported = FALSE;
2121 /* Copy the default values from the surface. Below we might perform fixups */
2122 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2123 *desc = *This->resource.format_desc;
2124 *convert = NO_CONVERSION;
2126 /* Ok, now look if we have to do any conversion */
2127 switch (This->resource.format_desc->id)
2129 case WINED3DFMT_P8_UINT:
2130 /* ****************
2131 Paletted Texture
2132 **************** */
2134 /* Below the call to blit_supported is disabled for Wine 1.2 because the function isn't operating correctly yet.
2135 * At the moment 8-bit blits are handled in software and if certain GL extensions are around, surface conversion
2136 * is performed at upload time. The blit_supported call recognizes it as a destination fixup. This type of upload 'fixup'
2137 * and 8-bit to 8-bit blits need to be handled by the blit_shader.
2138 * TODO: get rid of this #if 0
2140 #if 0
2141 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2142 &rect, This->resource.usage, This->resource.pool,
2143 This->resource.format_desc, &rect, This->resource.usage,
2144 This->resource.pool, This->resource.format_desc);
2145 #endif
2146 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2148 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2149 * texturing. Further also use conversion in case of color keying.
2150 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2151 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2152 * conflicts with this.
2154 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2155 || colorkey_active || !use_texturing)
2157 desc->glFormat = GL_RGBA;
2158 desc->glInternal = GL_RGBA;
2159 desc->glType = GL_UNSIGNED_BYTE;
2160 desc->conv_byte_count = 4;
2161 if(colorkey_active) {
2162 *convert = CONVERT_PALETTED_CK;
2163 } else {
2164 *convert = CONVERT_PALETTED;
2167 break;
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");
2178 break;
2180 case WINED3DFMT_B5G6R5_UNORM:
2181 if (colorkey_active) {
2182 *convert = CONVERT_CK_565;
2183 desc->glFormat = GL_RGBA;
2184 desc->glInternal = GL_RGB5_A1;
2185 desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2186 desc->conv_byte_count = 2;
2188 break;
2190 case WINED3DFMT_B5G5R5X1_UNORM:
2191 if (colorkey_active) {
2192 *convert = CONVERT_CK_5551;
2193 desc->glFormat = GL_BGRA;
2194 desc->glInternal = GL_RGB5_A1;
2195 desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2196 desc->conv_byte_count = 2;
2198 break;
2200 case WINED3DFMT_B8G8R8_UNORM:
2201 if (colorkey_active) {
2202 *convert = CONVERT_CK_RGB24;
2203 desc->glFormat = GL_RGBA;
2204 desc->glInternal = GL_RGBA8;
2205 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2206 desc->conv_byte_count = 4;
2208 break;
2210 case WINED3DFMT_B8G8R8X8_UNORM:
2211 if (colorkey_active) {
2212 *convert = CONVERT_RGB32_888;
2213 desc->glFormat = GL_RGBA;
2214 desc->glInternal = GL_RGBA8;
2215 desc->glType = GL_UNSIGNED_INT_8_8_8_8;
2216 desc->conv_byte_count = 4;
2218 break;
2220 default:
2221 break;
2224 return WINED3D_OK;
2227 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2229 IWineD3DDeviceImpl *device = This->resource.device;
2230 IWineD3DPaletteImpl *pal = This->palette;
2231 BOOL index_in_alpha = FALSE;
2232 unsigned int i;
2234 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2235 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2236 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2237 * duplicate entries. Store the color key in the unused alpha component to speed the
2238 * download up and to make conversion unneeded. */
2239 index_in_alpha = primary_render_target_is_p8(device);
2241 if (!pal)
2243 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2245 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2246 if (dxVersion <= 7)
2248 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2249 if (index_in_alpha)
2251 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2252 * there's no palette at this time. */
2253 for (i = 0; i < 256; i++) table[i][3] = i;
2256 else
2258 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2259 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2260 * capability flag is present (wine does advertise this capability) */
2261 for (i = 0; i < 256; ++i)
2263 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2264 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2265 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2266 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2270 else
2272 TRACE("Using surface palette %p\n", pal);
2273 /* Get the surface's palette */
2274 for (i = 0; i < 256; ++i)
2276 table[i][0] = pal->palents[i].peRed;
2277 table[i][1] = pal->palents[i].peGreen;
2278 table[i][2] = pal->palents[i].peBlue;
2280 /* When index_in_alpha is set the palette index is stored in the
2281 * alpha component. In case of a readback we can then read
2282 * GL_ALPHA. Color keying is handled in BltOverride using a
2283 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2284 * color key itself is passed to glAlphaFunc in other cases the
2285 * alpha component of pixels that should be masked away is set to 0. */
2286 if (index_in_alpha)
2288 table[i][3] = i;
2290 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2291 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2293 table[i][3] = 0x00;
2295 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2297 table[i][3] = pal->palents[i].peFlags;
2299 else
2301 table[i][3] = 0xFF;
2307 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2308 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2310 const BYTE *source;
2311 BYTE *dest;
2312 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2314 switch (convert) {
2315 case NO_CONVERSION:
2317 memcpy(dst, src, pitch * height);
2318 break;
2320 case CONVERT_PALETTED:
2321 case CONVERT_PALETTED_CK:
2323 IWineD3DPaletteImpl* pal = This->palette;
2324 BYTE table[256][4];
2325 unsigned int x, y;
2327 if( pal == NULL) {
2328 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2331 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2333 for (y = 0; y < height; y++)
2335 source = src + pitch * y;
2336 dest = dst + outpitch * y;
2337 /* This is an 1 bpp format, using the width here is fine */
2338 for (x = 0; x < width; x++) {
2339 BYTE color = *source++;
2340 *dest++ = table[color][0];
2341 *dest++ = table[color][1];
2342 *dest++ = table[color][2];
2343 *dest++ = table[color][3];
2347 break;
2349 case CONVERT_CK_565:
2351 /* Converting the 565 format in 5551 packed to emulate color-keying.
2353 Note : in all these conversion, it would be best to average the averaging
2354 pixels to get the color of the pixel that will be color-keyed to
2355 prevent 'color bleeding'. This will be done later on if ever it is
2356 too visible.
2358 Note2: Nvidia documents say that their driver does not support alpha + color keying
2359 on the same surface and disables color keying in such a case
2361 unsigned int x, y;
2362 const WORD *Source;
2363 WORD *Dest;
2365 TRACE("Color keyed 565\n");
2367 for (y = 0; y < height; y++) {
2368 Source = (const WORD *)(src + y * pitch);
2369 Dest = (WORD *) (dst + y * outpitch);
2370 for (x = 0; x < width; x++ ) {
2371 WORD color = *Source++;
2372 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2373 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2374 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2375 *Dest |= 0x0001;
2377 Dest++;
2381 break;
2383 case CONVERT_CK_5551:
2385 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2386 unsigned int x, y;
2387 const WORD *Source;
2388 WORD *Dest;
2389 TRACE("Color keyed 5551\n");
2390 for (y = 0; y < height; y++) {
2391 Source = (const WORD *)(src + y * pitch);
2392 Dest = (WORD *) (dst + y * outpitch);
2393 for (x = 0; x < width; x++ ) {
2394 WORD color = *Source++;
2395 *Dest = color;
2396 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2397 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2398 *Dest |= (1 << 15);
2400 else {
2401 *Dest &= ~(1 << 15);
2403 Dest++;
2407 break;
2409 case CONVERT_CK_RGB24:
2411 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2412 unsigned int x, y;
2413 for (y = 0; y < height; y++)
2415 source = src + pitch * y;
2416 dest = dst + outpitch * y;
2417 for (x = 0; x < width; x++) {
2418 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2419 DWORD dstcolor = color << 8;
2420 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2421 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2422 dstcolor |= 0xff;
2424 *(DWORD*)dest = dstcolor;
2425 source += 3;
2426 dest += 4;
2430 break;
2432 case CONVERT_RGB32_888:
2434 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2435 unsigned int x, y;
2436 for (y = 0; y < height; y++)
2438 source = src + pitch * y;
2439 dest = dst + outpitch * y;
2440 for (x = 0; x < width; x++) {
2441 DWORD color = 0xffffff & *(const DWORD*)source;
2442 DWORD dstcolor = color << 8;
2443 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2444 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2445 dstcolor |= 0xff;
2447 *(DWORD*)dest = dstcolor;
2448 source += 4;
2449 dest += 4;
2453 break;
2455 default:
2456 ERR("Unsupported conversion type %#x.\n", convert);
2458 return WINED3D_OK;
2461 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2463 IWineD3DDeviceImpl *device = This->resource.device;
2465 if (This->palette || (This->resource.format_desc->id != WINED3DFMT_P8_UINT
2466 && This->resource.format_desc->id != WINED3DFMT_P8_UINT_A8_UNORM))
2468 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2469 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2471 return FALSE;
2474 if (This->palette9)
2476 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2478 return FALSE;
2480 } else {
2481 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2483 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2484 return TRUE;
2487 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2488 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2489 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2491 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2493 if (!(This->Flags & flag)) {
2494 TRACE("Reloading because surface is dirty\n");
2495 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2496 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2497 /* Reload: vice versa OR */
2498 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2499 /* Also reload: Color key is active AND the color key has changed */
2500 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2501 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2502 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2503 TRACE("Reloading because of color keying\n");
2504 /* To perform the color key conversion we need a sysmem copy of
2505 * the surface. Make sure we have it
2508 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2509 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2510 /* TODO: This is not necessarily needed with hw palettized texture support */
2511 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2512 } else {
2513 TRACE("surface is already in texture\n");
2514 return WINED3D_OK;
2517 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2518 * These resources are not bound by device size or format restrictions. Because of this,
2519 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2520 * However, these resources can always be created, locked, and copied.
2522 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2524 FIXME("(%p) Operation not supported for scratch textures\n",This);
2525 return WINED3DERR_INVALIDCALL;
2528 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2530 if (!(This->Flags & SFLAG_DONOTFREE)) {
2531 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2532 This->resource.allocatedMemory = NULL;
2533 This->resource.heapMemory = NULL;
2534 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2537 return WINED3D_OK;
2540 /* Context activation is done by the caller. */
2541 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2543 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2545 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2547 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2549 TRACE("Passing to container.\n");
2550 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2552 else
2554 GLuint *name;
2556 TRACE("(%p) : Binding surface\n", This);
2558 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2560 ENTER_GL();
2562 if (!This->texture_level)
2564 if (!*name) {
2565 glGenTextures(1, name);
2566 checkGLcall("glGenTextures");
2567 TRACE("Surface %p given name %d\n", This, *name);
2569 glBindTexture(This->texture_target, *name);
2570 checkGLcall("glBindTexture");
2571 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2572 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2573 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2574 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2575 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2576 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2577 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2578 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2579 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2580 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2582 /* This is where we should be reducing the amount of GLMemoryUsed */
2583 } else if (*name) {
2584 /* Mipmap surfaces should have a base texture container */
2585 ERR("Mipmap surface has a glTexture bound to it!\n");
2588 glBindTexture(This->texture_target, *name);
2589 checkGLcall("glBindTexture");
2591 LEAVE_GL();
2595 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2597 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2598 HRESULT hr;
2600 TRACE("(%p) : Calling base function first\n", This);
2601 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2602 if(SUCCEEDED(hr)) {
2603 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2604 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2605 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2607 return hr;
2610 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2611 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2613 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2614 WARN("Surface is locked or the HDC is in use\n");
2615 return WINED3DERR_INVALIDCALL;
2618 if(Mem && Mem != This->resource.allocatedMemory) {
2619 void *release = NULL;
2621 /* Do I have to copy the old surface content? */
2622 if(This->Flags & SFLAG_DIBSECTION) {
2623 /* Release the DC. No need to hold the critical section for the update
2624 * Thread because this thread runs only on front buffers, but this method
2625 * fails for render targets in the check above.
2627 SelectObject(This->hDC, This->dib.holdbitmap);
2628 DeleteDC(This->hDC);
2629 /* Release the DIB section */
2630 DeleteObject(This->dib.DIBsection);
2631 This->dib.bitmap_data = NULL;
2632 This->resource.allocatedMemory = NULL;
2633 This->hDC = NULL;
2634 This->Flags &= ~SFLAG_DIBSECTION;
2635 } else if(!(This->Flags & SFLAG_USERPTR)) {
2636 release = This->resource.heapMemory;
2637 This->resource.heapMemory = NULL;
2639 This->resource.allocatedMemory = Mem;
2640 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2642 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2643 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2645 /* For client textures opengl has to be notified */
2646 if (This->Flags & SFLAG_CLIENT)
2647 surface_release_client_storage(This);
2649 /* Now free the old memory if any */
2650 HeapFree(GetProcessHeap(), 0, release);
2651 } else if(This->Flags & SFLAG_USERPTR) {
2652 /* LockRect and GetDC will re-create the dib section and allocated memory */
2653 This->resource.allocatedMemory = NULL;
2654 /* HeapMemory should be NULL already */
2655 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2656 This->Flags &= ~SFLAG_USERPTR;
2658 if (This->Flags & SFLAG_CLIENT)
2659 surface_release_client_storage(This);
2661 return WINED3D_OK;
2664 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2666 /* Flip the surface contents */
2667 /* Flip the DC */
2669 HDC tmp;
2670 tmp = front->hDC;
2671 front->hDC = back->hDC;
2672 back->hDC = tmp;
2675 /* Flip the DIBsection */
2677 HBITMAP tmp;
2678 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2679 tmp = front->dib.DIBsection;
2680 front->dib.DIBsection = back->dib.DIBsection;
2681 back->dib.DIBsection = tmp;
2683 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2684 else front->Flags &= ~SFLAG_DIBSECTION;
2685 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2686 else back->Flags &= ~SFLAG_DIBSECTION;
2689 /* Flip the surface data */
2691 void* tmp;
2693 tmp = front->dib.bitmap_data;
2694 front->dib.bitmap_data = back->dib.bitmap_data;
2695 back->dib.bitmap_data = tmp;
2697 tmp = front->resource.allocatedMemory;
2698 front->resource.allocatedMemory = back->resource.allocatedMemory;
2699 back->resource.allocatedMemory = tmp;
2701 tmp = front->resource.heapMemory;
2702 front->resource.heapMemory = back->resource.heapMemory;
2703 back->resource.heapMemory = tmp;
2706 /* Flip the PBO */
2708 GLuint tmp_pbo = front->pbo;
2709 front->pbo = back->pbo;
2710 back->pbo = tmp_pbo;
2713 /* client_memory should not be different, but just in case */
2715 BOOL tmp;
2716 tmp = front->dib.client_memory;
2717 front->dib.client_memory = back->dib.client_memory;
2718 back->dib.client_memory = tmp;
2721 /* Flip the opengl texture */
2723 GLuint tmp;
2725 tmp = back->texture_name;
2726 back->texture_name = front->texture_name;
2727 front->texture_name = tmp;
2729 tmp = back->texture_name_srgb;
2730 back->texture_name_srgb = front->texture_name_srgb;
2731 front->texture_name_srgb = tmp;
2735 DWORD tmp_flags = back->Flags;
2736 back->Flags = front->Flags;
2737 front->Flags = tmp_flags;
2741 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2742 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2743 IWineD3DSwapChainImpl *swapchain = NULL;
2745 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2747 /* Flipping is only supported on RenderTargets and overlays*/
2748 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2749 WARN("Tried to flip a non-render target, non-overlay surface\n");
2750 return WINEDDERR_NOTFLIPPABLE;
2753 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2754 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2756 /* Update the overlay if it is visible */
2757 if(This->overlay_dest) {
2758 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2759 } else {
2760 return WINED3D_OK;
2764 if(override) {
2765 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2766 * FIXME("(%p) Target override is not supported by now\n", This);
2767 * Additionally, it isn't really possible to support triple-buffering
2768 * properly on opengl at all
2772 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2774 ERR("Flipped surface is not on a swapchain\n");
2775 return WINEDDERR_NOTFLIPPABLE;
2777 swapchain = This->container.u.swapchain;
2779 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2780 * and only d3d8 and d3d9 apps specify the presentation interval
2782 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2783 /* Most common case first to avoid wasting time on all the other cases */
2784 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2785 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2786 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2787 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2788 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2789 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2790 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2791 } else {
2792 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2795 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2796 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2797 NULL, NULL, swapchain->win_handle, NULL, 0);
2800 /* Does a direct frame buffer -> texture copy. Stretching is done
2801 * with single pixel copy calls
2803 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2804 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2806 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2807 float xrel, yrel;
2808 UINT row;
2809 struct wined3d_context *context;
2810 BOOL upsidedown = FALSE;
2811 RECT dst_rect = *dst_rect_in;
2813 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2814 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2816 if(dst_rect.top > dst_rect.bottom) {
2817 UINT tmp = dst_rect.bottom;
2818 dst_rect.bottom = dst_rect.top;
2819 dst_rect.top = tmp;
2820 upsidedown = TRUE;
2823 context = context_acquire(device, src_surface);
2824 context_apply_blit_state(context, device);
2825 surface_internal_preload(dst_surface, SRGB_RGB);
2826 ENTER_GL();
2828 /* Bind the target texture */
2829 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2830 checkGLcall("glBindTexture");
2831 if (surface_is_offscreen(src_surface))
2833 TRACE("Reading from an offscreen target\n");
2834 upsidedown = !upsidedown;
2835 glReadBuffer(device->offscreenBuffer);
2837 else
2839 glReadBuffer(surface_get_gl_buffer(src_surface));
2841 checkGLcall("glReadBuffer");
2843 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2844 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2846 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2848 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2850 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2851 ERR("Texture filtering not supported in direct blit\n");
2854 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2855 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2857 ERR("Texture filtering not supported in direct blit\n");
2860 if (upsidedown
2861 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2862 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2864 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2866 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2867 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2868 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2869 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2870 } else {
2871 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2872 /* I have to process this row by row to swap the image,
2873 * otherwise it would be upside down, so stretching in y direction
2874 * doesn't cost extra time
2876 * However, stretching in x direction can be avoided if not necessary
2878 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2879 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2881 /* Well, that stuff works, but it's very slow.
2882 * find a better way instead
2884 UINT col;
2886 for (col = dst_rect.left; col < dst_rect.right; ++col)
2888 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2889 dst_rect.left + col /* x offset */, row /* y offset */,
2890 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2893 else
2895 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2896 dst_rect.left /* x offset */, row /* y offset */,
2897 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2901 checkGLcall("glCopyTexSubImage2D");
2903 LEAVE_GL();
2904 context_release(context);
2906 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2907 * path is never entered
2909 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2912 /* Uses the hardware to stretch and flip the image */
2913 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2914 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2916 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2917 GLuint src, backup = 0;
2918 IWineD3DSwapChainImpl *src_swapchain = NULL;
2919 float left, right, top, bottom; /* Texture coordinates */
2920 UINT fbwidth = src_surface->currentDesc.Width;
2921 UINT fbheight = src_surface->currentDesc.Height;
2922 struct wined3d_context *context;
2923 GLenum drawBuffer = GL_BACK;
2924 GLenum texture_target;
2925 BOOL noBackBufferBackup;
2926 BOOL src_offscreen;
2927 BOOL upsidedown = FALSE;
2928 RECT dst_rect = *dst_rect_in;
2930 TRACE("Using hwstretch blit\n");
2931 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2932 context = context_acquire(device, src_surface);
2933 context_apply_blit_state(context, device);
2934 surface_internal_preload(dst_surface, SRGB_RGB);
2936 src_offscreen = surface_is_offscreen(src_surface);
2937 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2938 if (!noBackBufferBackup && !src_surface->texture_name)
2940 /* Get it a description */
2941 surface_internal_preload(src_surface, SRGB_RGB);
2943 ENTER_GL();
2945 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2946 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2948 if (context->aux_buffers >= 2)
2950 /* Got more than one aux buffer? Use the 2nd aux buffer */
2951 drawBuffer = GL_AUX1;
2953 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2955 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2956 drawBuffer = GL_AUX0;
2959 if(noBackBufferBackup) {
2960 glGenTextures(1, &backup);
2961 checkGLcall("glGenTextures");
2962 glBindTexture(GL_TEXTURE_2D, backup);
2963 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2964 texture_target = GL_TEXTURE_2D;
2965 } else {
2966 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2967 * we are reading from the back buffer, the backup can be used as source texture
2969 texture_target = src_surface->texture_target;
2970 glBindTexture(texture_target, src_surface->texture_name);
2971 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2972 glEnable(texture_target);
2973 checkGLcall("glEnable(texture_target)");
2975 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2976 src_surface->Flags &= ~SFLAG_INTEXTURE;
2979 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2980 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2982 if(dst_rect.top > dst_rect.bottom) {
2983 UINT tmp = dst_rect.bottom;
2984 dst_rect.bottom = dst_rect.top;
2985 dst_rect.top = tmp;
2986 upsidedown = TRUE;
2989 if (src_offscreen)
2991 TRACE("Reading from an offscreen target\n");
2992 upsidedown = !upsidedown;
2993 glReadBuffer(device->offscreenBuffer);
2995 else
2997 glReadBuffer(surface_get_gl_buffer(src_surface));
3000 /* TODO: Only back up the part that will be overwritten */
3001 glCopyTexSubImage2D(texture_target, 0,
3002 0, 0 /* read offsets */,
3003 0, 0,
3004 fbwidth,
3005 fbheight);
3007 checkGLcall("glCopyTexSubImage2D");
3009 /* No issue with overriding these - the sampler is dirty due to blit usage */
3010 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3011 wined3d_gl_mag_filter(magLookup, Filter));
3012 checkGLcall("glTexParameteri");
3013 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3014 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3015 checkGLcall("glTexParameteri");
3017 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3018 src_swapchain = src_surface->container.u.swapchain;
3019 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3021 src = backup ? backup : src_surface->texture_name;
3023 else
3025 glReadBuffer(GL_FRONT);
3026 checkGLcall("glReadBuffer(GL_FRONT)");
3028 glGenTextures(1, &src);
3029 checkGLcall("glGenTextures(1, &src)");
3030 glBindTexture(GL_TEXTURE_2D, src);
3031 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3033 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3034 * out for power of 2 sizes
3036 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3037 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3038 checkGLcall("glTexImage2D");
3039 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3040 0, 0 /* read offsets */,
3041 0, 0,
3042 fbwidth,
3043 fbheight);
3045 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3046 checkGLcall("glTexParameteri");
3047 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3048 checkGLcall("glTexParameteri");
3050 glReadBuffer(GL_BACK);
3051 checkGLcall("glReadBuffer(GL_BACK)");
3053 if(texture_target != GL_TEXTURE_2D) {
3054 glDisable(texture_target);
3055 glEnable(GL_TEXTURE_2D);
3056 texture_target = GL_TEXTURE_2D;
3059 checkGLcall("glEnd and previous");
3061 left = src_rect->left;
3062 right = src_rect->right;
3064 if (upsidedown)
3066 top = src_surface->currentDesc.Height - src_rect->top;
3067 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3069 else
3071 top = src_surface->currentDesc.Height - src_rect->bottom;
3072 bottom = src_surface->currentDesc.Height - src_rect->top;
3075 if (src_surface->Flags & SFLAG_NORMCOORD)
3077 left /= src_surface->pow2Width;
3078 right /= src_surface->pow2Width;
3079 top /= src_surface->pow2Height;
3080 bottom /= src_surface->pow2Height;
3083 /* draw the source texture stretched and upside down. The correct surface is bound already */
3084 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3085 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3087 context_set_draw_buffer(context, drawBuffer);
3088 glReadBuffer(drawBuffer);
3090 glBegin(GL_QUADS);
3091 /* bottom left */
3092 glTexCoord2f(left, bottom);
3093 glVertex2i(0, fbheight);
3095 /* top left */
3096 glTexCoord2f(left, top);
3097 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3099 /* top right */
3100 glTexCoord2f(right, top);
3101 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3103 /* bottom right */
3104 glTexCoord2f(right, bottom);
3105 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3106 glEnd();
3107 checkGLcall("glEnd and previous");
3109 if (texture_target != dst_surface->texture_target)
3111 glDisable(texture_target);
3112 glEnable(dst_surface->texture_target);
3113 texture_target = dst_surface->texture_target;
3116 /* Now read the stretched and upside down image into the destination texture */
3117 glBindTexture(texture_target, dst_surface->texture_name);
3118 checkGLcall("glBindTexture");
3119 glCopyTexSubImage2D(texture_target,
3121 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3122 0, 0, /* We blitted the image to the origin */
3123 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3124 checkGLcall("glCopyTexSubImage2D");
3126 if(drawBuffer == GL_BACK) {
3127 /* Write the back buffer backup back */
3128 if(backup) {
3129 if(texture_target != GL_TEXTURE_2D) {
3130 glDisable(texture_target);
3131 glEnable(GL_TEXTURE_2D);
3132 texture_target = GL_TEXTURE_2D;
3134 glBindTexture(GL_TEXTURE_2D, backup);
3135 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3137 else
3139 if (texture_target != src_surface->texture_target)
3141 glDisable(texture_target);
3142 glEnable(src_surface->texture_target);
3143 texture_target = src_surface->texture_target;
3145 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3146 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3149 glBegin(GL_QUADS);
3150 /* top left */
3151 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3152 glVertex2i(0, 0);
3154 /* bottom left */
3155 glTexCoord2f(0.0f, 0.0f);
3156 glVertex2i(0, fbheight);
3158 /* bottom right */
3159 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3160 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3162 /* top right */
3163 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3164 (float)fbheight / (float)src_surface->pow2Height);
3165 glVertex2i(fbwidth, 0);
3166 glEnd();
3168 glDisable(texture_target);
3169 checkGLcall("glDisable(texture_target)");
3171 /* Cleanup */
3172 if (src != src_surface->texture_name && src != backup)
3174 glDeleteTextures(1, &src);
3175 checkGLcall("glDeleteTextures(1, &src)");
3177 if(backup) {
3178 glDeleteTextures(1, &backup);
3179 checkGLcall("glDeleteTextures(1, &backup)");
3182 LEAVE_GL();
3184 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3186 context_release(context);
3188 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3189 * path is never entered
3191 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3194 /* Until the blit_shader is ready, define some prototypes here. */
3195 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3196 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
3197 const struct wined3d_format_desc *src_format_desc,
3198 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
3199 const struct wined3d_format_desc *dst_format_desc);
3201 /* Front buffer coordinates are always full screen coordinates, but our GL
3202 * drawable is limited to the window's client area. The sysmem and texture
3203 * copies do have the full screen size. Note that GL has a bottom-left
3204 * origin, while D3D has a top-left origin. */
3205 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3207 POINT offset = {0, surface->currentDesc.Height};
3208 RECT windowsize;
3210 GetClientRect(window, &windowsize);
3211 offset.y -= windowsize.bottom - windowsize.top;
3212 ScreenToClient(window, &offset);
3213 OffsetRect(rect, offset.x, offset.y);
3216 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3218 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3219 return FALSE;
3220 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3221 return FALSE;
3222 return TRUE;
3225 /* blit between surface locations. onscreen on different swapchains is not supported.
3226 * depth / stencil is not supported. */
3227 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3228 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3229 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3231 const struct wined3d_gl_info *gl_info;
3232 struct wined3d_context *context;
3233 RECT src_rect, dst_rect;
3234 GLenum gl_filter;
3236 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3237 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3238 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3239 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3240 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3242 src_rect = *src_rect_in;
3243 dst_rect = *dst_rect_in;
3245 switch (filter)
3247 case WINED3DTEXF_LINEAR:
3248 gl_filter = GL_LINEAR;
3249 break;
3251 default:
3252 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3253 case WINED3DTEXF_NONE:
3254 case WINED3DTEXF_POINT:
3255 gl_filter = GL_NEAREST;
3256 break;
3259 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3260 src_location = SFLAG_INTEXTURE;
3261 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3262 dst_location = SFLAG_INTEXTURE;
3264 /* Make sure the locations are up-to-date. Loading the destination
3265 * surface isn't required if the entire surface is overwritten. (And is
3266 * in fact harmful if we're being called by surface_load_location() with
3267 * the purpose of loading the destination surface.) */
3268 surface_load_location(src_surface, src_location, NULL);
3269 if (!surface_is_full_rect(dst_surface, &dst_rect))
3270 surface_load_location(dst_surface, dst_location, NULL);
3272 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3273 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3274 else context = context_acquire(device, NULL);
3276 if (!context->valid)
3278 context_release(context);
3279 WARN("Invalid context, skipping blit.\n");
3280 return;
3283 gl_info = context->gl_info;
3285 if (src_location == SFLAG_INDRAWABLE)
3287 GLenum buffer = surface_get_gl_buffer(src_surface);
3289 TRACE("Source surface %p is onscreen.\n", src_surface);
3291 if (buffer == GL_FRONT)
3292 surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
3294 src_rect.top = src_surface->currentDesc.Height - src_rect.top;
3295 src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
3297 ENTER_GL();
3298 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3299 glReadBuffer(buffer);
3300 checkGLcall("glReadBuffer()");
3302 else
3304 TRACE("Source surface %p is offscreen.\n", src_surface);
3305 ENTER_GL();
3306 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3307 glReadBuffer(GL_COLOR_ATTACHMENT0);
3308 checkGLcall("glReadBuffer()");
3310 LEAVE_GL();
3312 if (dst_location == SFLAG_INDRAWABLE)
3314 GLenum buffer = surface_get_gl_buffer(dst_surface);
3316 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3318 if (buffer == GL_FRONT)
3319 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3321 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
3322 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
3324 ENTER_GL();
3325 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3326 context_set_draw_buffer(context, buffer);
3328 else
3330 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3332 ENTER_GL();
3333 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3334 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3337 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3338 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3339 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3340 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3341 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3343 glDisable(GL_SCISSOR_TEST);
3344 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3346 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3347 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3348 checkGLcall("glBlitFramebuffer()");
3350 LEAVE_GL();
3352 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3354 context_release(context);
3357 /* Not called from the VTable */
3358 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3359 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3360 WINED3DTEXTUREFILTERTYPE Filter)
3362 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3363 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3364 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3365 RECT dst_rect, src_rect;
3367 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3368 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3369 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3371 /* Get the swapchain. One of the surfaces has to be a primary surface */
3372 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3374 WARN("Destination is in sysmem, rejecting gl blt\n");
3375 return WINED3DERR_INVALIDCALL;
3378 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3379 dstSwapchain = dst_surface->container.u.swapchain;
3381 if (src_surface)
3383 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3385 WARN("Src is in sysmem, rejecting gl blt\n");
3386 return WINED3DERR_INVALIDCALL;
3389 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3390 srcSwapchain = src_surface->container.u.swapchain;
3393 /* Early sort out of cases where no render target is used */
3394 if (!dstSwapchain && !srcSwapchain
3395 && src_surface != device->render_targets[0]
3396 && dst_surface != device->render_targets[0])
3398 TRACE("No surface is render target, not using hardware blit.\n");
3399 return WINED3DERR_INVALIDCALL;
3402 /* No destination color keying supported */
3403 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3404 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3405 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3406 return WINED3DERR_INVALIDCALL;
3409 surface_get_rect(dst_surface, DestRect, &dst_rect);
3410 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3412 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3413 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3414 && dst_surface == dstSwapchain->front_buffer
3415 && src_surface == dstSwapchain->back_buffers[0])
3417 /* Half-Life does a Blt from the back buffer to the front buffer,
3418 * Full surface size, no flags... Use present instead
3420 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3423 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3424 while(1)
3426 TRACE("Looking if a Present can be done...\n");
3427 /* Source Rectangle must be full surface */
3428 if (src_rect.left || src_rect.top
3429 || src_rect.right != src_surface->currentDesc.Width
3430 || src_rect.bottom != src_surface->currentDesc.Height)
3432 TRACE("No, Source rectangle doesn't match\n");
3433 break;
3436 /* No stretching may occur */
3437 if(src_rect.right != dst_rect.right - dst_rect.left ||
3438 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3439 TRACE("No, stretching is done\n");
3440 break;
3443 /* Destination must be full surface or match the clipping rectangle */
3444 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3446 RECT cliprect;
3447 POINT pos[2];
3448 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3449 pos[0].x = dst_rect.left;
3450 pos[0].y = dst_rect.top;
3451 pos[1].x = dst_rect.right;
3452 pos[1].y = dst_rect.bottom;
3453 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3455 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3456 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3458 TRACE("No, dest rectangle doesn't match(clipper)\n");
3459 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3460 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3461 break;
3464 else if (dst_rect.left || dst_rect.top
3465 || dst_rect.right != dst_surface->currentDesc.Width
3466 || dst_rect.bottom != dst_surface->currentDesc.Height)
3468 TRACE("No, dest rectangle doesn't match(surface size)\n");
3469 break;
3472 TRACE("Yes\n");
3474 /* These flags are unimportant for the flag check, remove them */
3475 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3476 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3478 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3479 * take very long, while a flip is fast.
3480 * This applies to Half-Life, which does such Blts every time it finished
3481 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3482 * menu. This is also used by all apps when they do windowed rendering
3484 * The problem is that flipping is not really the same as copying. After a
3485 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3486 * untouched. Therefore it's necessary to override the swap effect
3487 * and to set it back after the flip.
3489 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3490 * testcases.
3493 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3494 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3496 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3497 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3498 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3500 dstSwapchain->presentParms.SwapEffect = orig_swap;
3502 return WINED3D_OK;
3504 break;
3507 TRACE("Unsupported blit between buffers on the same swapchain\n");
3508 return WINED3DERR_INVALIDCALL;
3509 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3510 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3511 return WINED3DERR_INVALIDCALL;
3512 } else if(dstSwapchain && srcSwapchain) {
3513 FIXME("Implement hardware blit between two different swapchains\n");
3514 return WINED3DERR_INVALIDCALL;
3516 else if (dstSwapchain)
3518 /* Handled with regular texture -> swapchain blit */
3519 if (src_surface == device->render_targets[0])
3520 TRACE("Blit from active render target to a swapchain\n");
3522 else if (srcSwapchain && dst_surface == device->render_targets[0])
3524 FIXME("Implement blit from a swapchain to the active render target\n");
3525 return WINED3DERR_INVALIDCALL;
3528 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3530 /* Blit from render target to texture */
3531 BOOL stretchx;
3533 /* P8 read back is not implemented */
3534 if (src_surface->resource.format_desc->id == WINED3DFMT_P8_UINT
3535 || dst_surface->resource.format_desc->id == WINED3DFMT_P8_UINT)
3537 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3538 return WINED3DERR_INVALIDCALL;
3541 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3542 TRACE("Color keying not supported by frame buffer to texture blit\n");
3543 return WINED3DERR_INVALIDCALL;
3544 /* Destination color key is checked above */
3547 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3548 stretchx = TRUE;
3549 } else {
3550 stretchx = FALSE;
3553 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3554 * flip the image nor scale it.
3556 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3557 * -> If the app wants a image width an unscaled width, copy it line per line
3558 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3559 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3560 * back buffer. This is slower than reading line per line, thus not used for flipping
3561 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3562 * pixel by pixel
3564 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3565 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3566 * backends.
3568 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3569 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3570 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3572 surface_blt_fbo(device, Filter,
3573 src_surface, SFLAG_INDRAWABLE, &src_rect,
3574 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3575 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3577 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3578 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3580 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3581 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3582 } else {
3583 TRACE("Using hardware stretching to flip / stretch the texture\n");
3584 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3587 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3589 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3590 dst_surface->resource.allocatedMemory = NULL;
3591 dst_surface->resource.heapMemory = NULL;
3593 else
3595 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3598 return WINED3D_OK;
3600 else if (src_surface)
3602 /* Blit from offscreen surface to render target */
3603 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3604 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3605 struct wined3d_context *context;
3607 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3609 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3610 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3611 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3612 src_surface->resource.format_desc,
3613 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3614 dst_surface->resource.format_desc))
3616 TRACE("Using surface_blt_fbo.\n");
3617 /* The source is always a texture, but never the currently active render target, and the texture
3618 * contents are never upside down. */
3619 surface_blt_fbo(device, Filter,
3620 src_surface, SFLAG_INDRAWABLE, &src_rect,
3621 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3622 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3623 return WINED3D_OK;
3626 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3627 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3628 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3629 src_surface->resource.format_desc,
3630 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3631 dst_surface->resource.format_desc))
3633 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3636 /* Color keying: Check if we have to do a color keyed blt,
3637 * and if not check if a color key is activated.
3639 * Just modify the color keying parameters in the surface and restore them afterwards
3640 * The surface keeps track of the color key last used to load the opengl surface.
3641 * PreLoad will catch the change to the flags and color key and reload if necessary.
3643 if(Flags & WINEDDBLT_KEYSRC) {
3644 /* Use color key from surface */
3645 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3646 /* Use color key from DDBltFx */
3647 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3648 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3649 } else {
3650 /* Do not use color key */
3651 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3654 /* Now load the surface */
3655 surface_internal_preload(src_surface, SRGB_RGB);
3657 /* Activate the destination context, set it up for blitting */
3658 context = context_acquire(device, dst_surface);
3659 context_apply_blit_state(context, device);
3661 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3662 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3664 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3665 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
3666 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
3668 FIXME("Unsupported blit operation falling back to software\n");
3669 return WINED3DERR_INVALIDCALL;
3672 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3674 ENTER_GL();
3676 /* This is for color keying */
3677 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3678 glEnable(GL_ALPHA_TEST);
3679 checkGLcall("glEnable(GL_ALPHA_TEST)");
3681 /* When the primary render target uses P8, the alpha component contains the palette index.
3682 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3683 * should be masked away have alpha set to 0. */
3684 if (primary_render_target_is_p8(device))
3685 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3686 else
3687 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3688 checkGLcall("glAlphaFunc");
3689 } else {
3690 glDisable(GL_ALPHA_TEST);
3691 checkGLcall("glDisable(GL_ALPHA_TEST)");
3694 /* Draw a textured quad
3696 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3698 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3699 glDisable(GL_ALPHA_TEST);
3700 checkGLcall("glDisable(GL_ALPHA_TEST)");
3703 /* Restore the color key parameters */
3704 src_surface->CKeyFlags = oldCKeyFlags;
3705 src_surface->SrcBltCKey = oldBltCKey;
3707 LEAVE_GL();
3709 /* Leave the opengl state valid for blitting */
3710 device->blitter->unset_shader((IWineD3DDevice *)device);
3712 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3713 && (dst_surface == dstSwapchain->front_buffer
3714 || dstSwapchain->num_contexts > 1)))
3715 wglFlush(); /* Flush to ensure ordering across contexts. */
3717 context_release(context);
3719 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3720 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3721 * is outdated now
3723 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3725 return WINED3D_OK;
3727 else
3729 /* Source-Less Blit to render target */
3730 if (Flags & WINEDDBLT_COLORFILL)
3732 WINED3DCOLORVALUE color;
3734 TRACE("Colorfill\n");
3736 /* The color as given in the Blt function is in the surface format. */
3737 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3738 return WINED3DERR_INVALIDCALL;
3740 if (ffp_blit.blit_supported(gl_info, BLIT_OP_COLOR_FILL,
3741 NULL, 0, 0, NULL,
3742 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3743 dst_surface->resource.format_desc))
3745 return ffp_blit.color_fill(device, dst_surface, &dst_rect, &color);
3747 else if (cpu_blit.blit_supported(gl_info, BLIT_OP_COLOR_FILL,
3748 NULL, 0, 0, NULL,
3749 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3750 dst_surface->resource.format_desc))
3752 return cpu_blit.color_fill(device, dst_surface, &dst_rect, &color);
3754 return WINED3DERR_INVALIDCALL;
3758 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3759 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3760 return WINED3DERR_INVALIDCALL;
3763 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3764 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3766 IWineD3DDeviceImpl *device = This->resource.device;
3767 float depth;
3769 if (Flags & WINEDDBLT_DEPTHFILL)
3771 switch (This->resource.format_desc->id)
3773 case WINED3DFMT_D16_UNORM:
3774 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3775 break;
3776 case WINED3DFMT_S1_UINT_D15_UNORM:
3777 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3778 break;
3779 case WINED3DFMT_D24_UNORM_S8_UINT:
3780 case WINED3DFMT_X8D24_UNORM:
3781 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3782 break;
3783 case WINED3DFMT_D32_UNORM:
3784 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3785 break;
3786 default:
3787 depth = 0.0f;
3788 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format_desc->id));
3791 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
3792 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3795 FIXME("(%p): Unsupp depthstencil blit\n", This);
3796 return WINED3DERR_INVALIDCALL;
3799 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3800 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD Flags,
3801 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3803 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3804 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3805 IWineD3DDeviceImpl *device = This->resource.device;
3807 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3808 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3809 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3810 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3812 if ((This->Flags & SFLAG_LOCKED) || (src && (src->Flags & SFLAG_LOCKED)))
3814 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3815 return WINEDDERR_SURFACEBUSY;
3818 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3819 * except depth blits, which seem to work
3821 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3823 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3825 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3826 return WINED3DERR_INVALIDCALL;
3828 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3830 TRACE("Z Blit override handled the blit\n");
3831 return WINED3D_OK;
3835 /* Special cases for RenderTargets */
3836 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3837 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3839 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3840 return WINED3D_OK;
3843 /* For the rest call the X11 surface implementation.
3844 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3845 * other Blts are rather rare. */
3846 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, Flags, DDBltFx, Filter);
3849 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3850 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3852 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3853 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3854 IWineD3DDeviceImpl *device = This->resource.device;
3856 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3857 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3859 if ((This->Flags & SFLAG_LOCKED) || (src->Flags & SFLAG_LOCKED))
3861 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3862 return WINEDDERR_SURFACEBUSY;
3865 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3867 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3868 return WINED3DERR_INVALIDCALL;
3871 /* Special cases for RenderTargets */
3872 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3873 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3876 RECT SrcRect, DstRect;
3877 DWORD Flags=0;
3879 surface_get_rect(src, rsrc, &SrcRect);
3881 DstRect.left = dstx;
3882 DstRect.top=dsty;
3883 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3884 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3886 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3887 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3888 Flags |= WINEDDBLT_KEYSRC;
3889 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3890 Flags |= WINEDDBLT_KEYDEST;
3891 if(trans & WINEDDBLTFAST_WAIT)
3892 Flags |= WINEDDBLT_WAIT;
3893 if(trans & WINEDDBLTFAST_DONOTWAIT)
3894 Flags |= WINEDDBLT_DONOTWAIT;
3896 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3897 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3898 return WINED3D_OK;
3901 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3904 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3906 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3907 RGBQUAD col[256];
3908 IWineD3DPaletteImpl *pal = This->palette;
3909 unsigned int n;
3910 TRACE("(%p)\n", This);
3912 if (!pal) return WINED3D_OK;
3914 if (This->resource.format_desc->id == WINED3DFMT_P8_UINT
3915 || This->resource.format_desc->id == WINED3DFMT_P8_UINT_A8_UNORM)
3917 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3919 /* Make sure the texture is up to date. This call doesn't do
3920 * anything if the texture is already up to date. */
3921 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3923 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3924 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3926 else
3928 if (!(This->Flags & SFLAG_INSYSMEM))
3930 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3931 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3933 TRACE("Dirtifying surface\n");
3934 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3938 if(This->Flags & SFLAG_DIBSECTION) {
3939 TRACE("(%p): Updating the hdc's palette\n", This);
3940 for (n=0; n<256; n++) {
3941 col[n].rgbRed = pal->palents[n].peRed;
3942 col[n].rgbGreen = pal->palents[n].peGreen;
3943 col[n].rgbBlue = pal->palents[n].peBlue;
3944 col[n].rgbReserved = 0;
3946 SetDIBColorTable(This->hDC, 0, 256, col);
3949 /* Propagate the changes to the drawable when we have a palette. */
3950 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3951 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3953 return WINED3D_OK;
3956 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3957 /** Check against the maximum texture sizes supported by the video card **/
3958 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3959 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3960 unsigned int pow2Width, pow2Height;
3962 This->texture_name = 0;
3963 This->texture_target = GL_TEXTURE_2D;
3965 /* Non-power2 support */
3966 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3968 pow2Width = This->currentDesc.Width;
3969 pow2Height = This->currentDesc.Height;
3971 else
3973 /* Find the nearest pow2 match */
3974 pow2Width = pow2Height = 1;
3975 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3976 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3978 This->pow2Width = pow2Width;
3979 This->pow2Height = pow2Height;
3981 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3982 /** TODO: add support for non power two compressed textures **/
3983 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
3985 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3986 This, This->currentDesc.Width, This->currentDesc.Height);
3987 return WINED3DERR_NOTAVAILABLE;
3991 if(pow2Width != This->currentDesc.Width ||
3992 pow2Height != This->currentDesc.Height) {
3993 This->Flags |= SFLAG_NONPOW2;
3996 TRACE("%p\n", This);
3997 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
3998 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4000 /* one of three options
4001 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)
4002 2: Set the texture to the maximum size (bad idea)
4003 3: WARN and return WINED3DERR_NOTAVAILABLE;
4004 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.
4006 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4008 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4009 return WINED3DERR_NOTAVAILABLE;
4012 /* We should never use this surface in combination with OpenGL! */
4013 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4015 else
4017 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4018 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4019 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4021 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4022 && !(This->resource.format_desc->id == WINED3DFMT_P8_UINT
4023 && gl_info->supported[EXT_PALETTED_TEXTURE]
4024 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4026 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4027 This->pow2Width = This->currentDesc.Width;
4028 This->pow2Height = This->currentDesc.Height;
4029 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4033 switch (wined3d_settings.offscreen_rendering_mode)
4035 case ORM_FBO:
4036 This->get_drawable_size = get_drawable_size_fbo;
4037 break;
4039 case ORM_BACKBUFFER:
4040 This->get_drawable_size = get_drawable_size_backbuffer;
4041 break;
4043 default:
4044 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4045 return WINED3DERR_INVALIDCALL;
4048 This->Flags |= SFLAG_INSYSMEM;
4050 return WINED3D_OK;
4053 /* GL locking is done by the caller */
4054 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4055 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4057 IWineD3DDeviceImpl *device = This->resource.device;
4058 GLint compare_mode = GL_NONE;
4059 struct blt_info info;
4060 GLint old_binding = 0;
4062 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4064 glDisable(GL_CULL_FACE);
4065 glDisable(GL_BLEND);
4066 glDisable(GL_ALPHA_TEST);
4067 glDisable(GL_SCISSOR_TEST);
4068 glDisable(GL_STENCIL_TEST);
4069 glEnable(GL_DEPTH_TEST);
4070 glDepthFunc(GL_ALWAYS);
4071 glDepthMask(GL_TRUE);
4072 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4073 glViewport(0, 0, w, h);
4075 surface_get_blt_info(target, NULL, w, h, &info);
4076 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4077 glGetIntegerv(info.binding, &old_binding);
4078 glBindTexture(info.bind_target, texture);
4079 if (gl_info->supported[ARB_SHADOW])
4081 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4082 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4085 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4086 info.tex_type, &This->ds_current_size);
4088 glBegin(GL_TRIANGLE_STRIP);
4089 glTexCoord3fv(info.coords[0]);
4090 glVertex2f(-1.0f, -1.0f);
4091 glTexCoord3fv(info.coords[1]);
4092 glVertex2f(1.0f, -1.0f);
4093 glTexCoord3fv(info.coords[2]);
4094 glVertex2f(-1.0f, 1.0f);
4095 glTexCoord3fv(info.coords[3]);
4096 glVertex2f(1.0f, 1.0f);
4097 glEnd();
4099 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4100 glBindTexture(info.bind_target, old_binding);
4102 glPopAttrib();
4104 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4107 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4108 DWORD location, UINT w, UINT h)
4110 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4112 if (location & ~SFLAG_DS_LOCATIONS)
4113 FIXME("Invalid location (%#x) specified.\n", location);
4115 surface->ds_current_size.cx = w;
4116 surface->ds_current_size.cy = h;
4117 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4118 surface->Flags |= location;
4121 /* Context activation is done by the caller. */
4122 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4124 IWineD3DDeviceImpl *device = surface->resource.device;
4125 const struct wined3d_gl_info *gl_info = context->gl_info;
4127 TRACE("surface %p, new location %#x.\n", surface, location);
4129 /* TODO: Make this work for modes other than FBO */
4130 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4132 if (!(surface->Flags & location))
4134 surface->ds_current_size.cx = 0;
4135 surface->ds_current_size.cy = 0;
4138 if (surface->ds_current_size.cx == surface->currentDesc.Width
4139 && surface->ds_current_size.cy == surface->currentDesc.Height)
4141 TRACE("Location (%#x) is already up to date.\n", location);
4142 return;
4145 if (surface->current_renderbuffer)
4147 FIXME("Not supported with fixed up depth stencil.\n");
4148 return;
4151 if (!(surface->Flags & SFLAG_LOCATIONS))
4153 FIXME("No up to date depth stencil location.\n");
4154 surface->Flags |= location;
4155 return;
4158 if (location == SFLAG_DS_OFFSCREEN)
4160 GLint old_binding = 0;
4161 GLenum bind_target;
4163 TRACE("Copying onscreen depth buffer to depth texture.\n");
4165 ENTER_GL();
4167 if (!device->depth_blt_texture)
4169 glGenTextures(1, &device->depth_blt_texture);
4172 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4173 * directly on the FBO texture. That's because we need to flip. */
4174 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4175 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4177 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4178 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4180 else
4182 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4183 bind_target = GL_TEXTURE_2D;
4185 glBindTexture(bind_target, device->depth_blt_texture);
4186 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
4187 0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
4188 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4189 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4190 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4191 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4192 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4193 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4194 glBindTexture(bind_target, old_binding);
4196 /* Setup the destination */
4197 if (!device->depth_blt_rb)
4199 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4200 checkGLcall("glGenRenderbuffersEXT");
4202 if (device->depth_blt_rb_w != surface->currentDesc.Width
4203 || device->depth_blt_rb_h != surface->currentDesc.Height)
4205 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4206 checkGLcall("glBindRenderbufferEXT");
4207 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4208 surface->currentDesc.Width, surface->currentDesc.Height);
4209 checkGLcall("glRenderbufferStorageEXT");
4210 device->depth_blt_rb_w = surface->currentDesc.Width;
4211 device->depth_blt_rb_h = surface->currentDesc.Height;
4214 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4215 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4216 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4217 checkGLcall("glFramebufferRenderbufferEXT");
4218 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4220 /* Do the actual blit */
4221 surface_depth_blt(surface, gl_info, device->depth_blt_texture,
4222 surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
4223 checkGLcall("depth_blt");
4225 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4226 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4228 LEAVE_GL();
4230 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4232 else if (location == SFLAG_DS_ONSCREEN)
4234 TRACE("Copying depth texture to onscreen depth buffer.\n");
4236 ENTER_GL();
4238 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4239 surface_depth_blt(surface, gl_info, surface->texture_name,
4240 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4241 checkGLcall("depth_blt");
4243 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4245 LEAVE_GL();
4247 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4249 else
4251 ERR("Invalid location (%#x) specified.\n", location);
4254 surface->Flags |= location;
4255 surface->ds_current_size.cx = surface->currentDesc.Width;
4256 surface->ds_current_size.cy = surface->currentDesc.Height;
4259 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4261 IWineD3DSurfaceImpl *overlay;
4263 TRACE("surface %p, location %s, persistent %#x.\n",
4264 surface, debug_surflocation(flag), persistent);
4266 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4268 if (surface_is_offscreen(surface))
4270 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4271 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4273 else
4275 TRACE("Surface %p is an onscreen surface.\n", surface);
4279 if (persistent)
4281 if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4282 || ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4284 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4286 TRACE("Passing to container.\n");
4287 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4290 surface->Flags &= ~SFLAG_LOCATIONS;
4291 surface->Flags |= flag;
4293 /* Redraw emulated overlays, if any */
4294 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4296 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4298 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4302 else
4304 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4306 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4308 TRACE("Passing to container\n");
4309 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4312 surface->Flags &= ~flag;
4315 if (!(surface->Flags & SFLAG_LOCATIONS))
4317 ERR("Surface %p does not have any up to date location.\n", surface);
4321 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4323 IWineD3DDeviceImpl *device = This->resource.device;
4324 IWineD3DSwapChainImpl *swapchain;
4325 struct wined3d_context *context;
4326 RECT src_rect, dst_rect;
4328 surface_get_rect(This, rect_in, &src_rect);
4330 context = context_acquire(device, This);
4331 context_apply_blit_state(context, device);
4332 if (context->render_offscreen)
4334 dst_rect.left = src_rect.left;
4335 dst_rect.right = src_rect.right;
4336 dst_rect.top = src_rect.bottom;
4337 dst_rect.bottom = src_rect.top;
4339 else
4341 dst_rect = src_rect;
4344 swapchain = This->container.type == WINED3D_CONTAINER_SWAPCHAIN ? This->container.u.swapchain : NULL;
4345 if (swapchain && This == swapchain->front_buffer)
4346 surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
4348 device->blitter->set_shader((IWineD3DDevice *) device, This);
4350 ENTER_GL();
4351 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4352 LEAVE_GL();
4354 device->blitter->unset_shader((IWineD3DDevice *) device);
4356 if (wined3d_settings.strict_draw_ordering || (swapchain
4357 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4358 wglFlush(); /* Flush to ensure ordering across contexts. */
4360 context_release(context);
4363 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4365 IWineD3DDeviceImpl *device = surface->resource.device;
4366 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4367 BOOL drawable_read_ok = surface_is_offscreen(surface);
4368 struct wined3d_format_desc desc;
4369 CONVERT_TYPES convert;
4370 int width, pitch, outpitch;
4371 BYTE *mem;
4372 BOOL in_fbo = FALSE;
4374 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4376 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4378 if (flag == SFLAG_INTEXTURE)
4380 struct wined3d_context *context = context_acquire(device, NULL);
4381 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4382 context_release(context);
4383 return WINED3D_OK;
4385 else
4387 FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag);
4388 return WINED3DERR_INVALIDCALL;
4392 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4394 if (surface_is_offscreen(surface))
4396 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4397 * Prefer SFLAG_INTEXTURE. */
4398 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4399 drawable_read_ok = FALSE;
4400 in_fbo = TRUE;
4402 else
4404 TRACE("Surface %p is an onscreen surface.\n", surface);
4408 if (surface->Flags & flag)
4410 TRACE("Location already up to date\n");
4411 return WINED3D_OK;
4414 if (!(surface->Flags & SFLAG_LOCATIONS))
4416 ERR("Surface %p does not have any up to date location.\n", surface);
4417 surface->Flags |= SFLAG_LOST;
4418 return WINED3DERR_DEVICELOST;
4421 if (flag == SFLAG_INSYSMEM)
4423 surface_prepare_system_memory(surface);
4425 /* Download the surface to system memory */
4426 if (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4428 struct wined3d_context *context = NULL;
4430 if (!device->isInDraw) context = context_acquire(device, NULL);
4432 surface_bind_and_dirtify(surface, !(surface->Flags & SFLAG_INTEXTURE));
4433 surface_download_data(surface, gl_info);
4435 if (context) context_release(context);
4437 else
4439 /* Note: It might be faster to download into a texture first. */
4440 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4441 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4444 else if (flag == SFLAG_INDRAWABLE)
4446 if (surface->Flags & SFLAG_INTEXTURE)
4448 surface_blt_to_drawable(surface, rect);
4450 else
4452 int byte_count;
4453 if ((surface->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4455 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4456 * values, otherwise we get incorrect values in the target. For now go the slow way
4457 * via a system memory copy
4459 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4462 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4463 FALSE /* We won't use textures */, &desc, &convert);
4465 /* The width is in 'length' not in bytes */
4466 width = surface->currentDesc.Width;
4467 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4469 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4470 * but it isn't set (yet) in all cases it is getting called. */
4471 if ((convert != NO_CONVERSION) && (surface->Flags & SFLAG_PBO))
4473 struct wined3d_context *context = NULL;
4475 TRACE("Removing the pbo attached to surface %p.\n", surface);
4477 if (!device->isInDraw) context = context_acquire(device, NULL);
4478 surface_remove_pbo(surface, gl_info);
4479 if (context) context_release(context);
4482 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4484 int height = surface->currentDesc.Height;
4485 byte_count = desc.conv_byte_count;
4487 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4488 outpitch = width * byte_count;
4489 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4491 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4492 if(!mem) {
4493 ERR("Out of memory %d, %d!\n", outpitch, height);
4494 return WINED3DERR_OUTOFVIDEOMEMORY;
4496 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4497 width, height, outpitch, convert, surface);
4499 surface->Flags |= SFLAG_CONVERTED;
4501 else
4503 surface->Flags &= ~SFLAG_CONVERTED;
4504 mem = surface->resource.allocatedMemory;
4505 byte_count = desc.byte_count;
4508 flush_to_framebuffer_drawpixels(surface, desc.glFormat, desc.glType, byte_count, mem);
4510 /* Don't delete PBO memory */
4511 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4512 HeapFree(GetProcessHeap(), 0, mem);
4515 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4517 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4519 if (drawable_read_ok && (surface->Flags & SFLAG_INDRAWABLE))
4521 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4523 else if (surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4524 && (surface->resource.format_desc->Flags & attach_flags) == attach_flags
4525 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4526 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format_desc,
4527 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format_desc))
4529 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4530 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4532 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4533 surface, src_location, &rect, surface, flag, &rect);
4535 else
4537 /* Upload from system memory */
4538 BOOL srgb = flag == SFLAG_INSRGBTEX;
4539 struct wined3d_context *context = NULL;
4541 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4542 TRUE /* We will use textures */, &desc, &convert);
4544 if (srgb)
4546 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4548 /* Performance warning... */
4549 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4550 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4553 else
4555 if ((surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4557 /* Performance warning... */
4558 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4559 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4562 if (!(surface->Flags & SFLAG_INSYSMEM))
4564 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4565 /* Lets hope we get it from somewhere... */
4566 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4569 if (!device->isInDraw) context = context_acquire(device, NULL);
4571 surface_prepare_texture(surface, gl_info, srgb);
4572 surface_bind_and_dirtify(surface, srgb);
4574 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4576 surface->Flags |= SFLAG_GLCKEY;
4577 surface->glCKey = surface->SrcBltCKey;
4579 else surface->Flags &= ~SFLAG_GLCKEY;
4581 /* The width is in 'length' not in bytes */
4582 width = surface->currentDesc.Width;
4583 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4585 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4586 * but it isn't set (yet) in all cases it is getting called. */
4587 if ((convert != NO_CONVERSION || desc.convert) && (surface->Flags & SFLAG_PBO))
4589 TRACE("Removing the pbo attached to surface %p.\n", surface);
4590 surface_remove_pbo(surface, gl_info);
4593 if (desc.convert)
4595 /* This code is entered for texture formats which need a fixup. */
4596 int height = surface->currentDesc.Height;
4598 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4599 outpitch = width * desc.conv_byte_count;
4600 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4602 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4603 if(!mem) {
4604 ERR("Out of memory %d, %d!\n", outpitch, height);
4605 if (context) context_release(context);
4606 return WINED3DERR_OUTOFVIDEOMEMORY;
4608 desc.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4610 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4612 /* This code is only entered for color keying fixups */
4613 int height = surface->currentDesc.Height;
4615 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4616 outpitch = width * desc.conv_byte_count;
4617 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4619 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4620 if(!mem) {
4621 ERR("Out of memory %d, %d!\n", outpitch, height);
4622 if (context) context_release(context);
4623 return WINED3DERR_OUTOFVIDEOMEMORY;
4625 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4626 width, height, outpitch, convert, surface);
4628 else
4630 mem = surface->resource.allocatedMemory;
4633 /* Make sure the correct pitch is used */
4634 ENTER_GL();
4635 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4636 LEAVE_GL();
4638 if (mem || (surface->Flags & SFLAG_PBO))
4639 surface_upload_data(surface, gl_info, &desc, srgb, mem);
4641 /* Restore the default pitch */
4642 ENTER_GL();
4643 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4644 LEAVE_GL();
4646 if (context) context_release(context);
4648 /* Don't delete PBO memory */
4649 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4650 HeapFree(GetProcessHeap(), 0, mem);
4654 if (!rect) surface->Flags |= flag;
4656 if (in_fbo && (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4658 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4659 surface->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4662 return WINED3D_OK;
4665 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4666 return SURFACE_OPENGL;
4669 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4670 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4671 HRESULT hr;
4673 /* If there's no destination surface there is nothing to do */
4674 if(!This->overlay_dest) return WINED3D_OK;
4676 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4677 * update the overlay. Prevent an endless recursion
4679 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4680 return WINED3D_OK;
4682 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4683 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4684 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4685 NULL, WINED3DTEXF_LINEAR);
4686 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4688 return hr;
4691 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4693 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4695 /* Not on a swapchain - must be offscreen */
4696 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4698 /* The front buffer is always onscreen */
4699 if (surface == swapchain->front_buffer) return FALSE;
4701 /* If the swapchain is rendered to an FBO, the backbuffer is
4702 * offscreen, otherwise onscreen */
4703 return swapchain->render_to_fbo;
4706 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4708 /* IUnknown */
4709 IWineD3DBaseSurfaceImpl_QueryInterface,
4710 IWineD3DBaseSurfaceImpl_AddRef,
4711 IWineD3DSurfaceImpl_Release,
4712 /* IWineD3DResource */
4713 IWineD3DBaseSurfaceImpl_GetParent,
4714 IWineD3DBaseSurfaceImpl_SetPrivateData,
4715 IWineD3DBaseSurfaceImpl_GetPrivateData,
4716 IWineD3DBaseSurfaceImpl_FreePrivateData,
4717 IWineD3DBaseSurfaceImpl_SetPriority,
4718 IWineD3DBaseSurfaceImpl_GetPriority,
4719 IWineD3DSurfaceImpl_PreLoad,
4720 IWineD3DSurfaceImpl_UnLoad,
4721 IWineD3DBaseSurfaceImpl_GetType,
4722 /* IWineD3DSurface */
4723 IWineD3DBaseSurfaceImpl_GetDesc,
4724 IWineD3DSurfaceImpl_LockRect,
4725 IWineD3DSurfaceImpl_UnlockRect,
4726 IWineD3DSurfaceImpl_GetDC,
4727 IWineD3DSurfaceImpl_ReleaseDC,
4728 IWineD3DSurfaceImpl_Flip,
4729 IWineD3DSurfaceImpl_Blt,
4730 IWineD3DBaseSurfaceImpl_GetBltStatus,
4731 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4732 IWineD3DBaseSurfaceImpl_IsLost,
4733 IWineD3DBaseSurfaceImpl_Restore,
4734 IWineD3DSurfaceImpl_BltFast,
4735 IWineD3DBaseSurfaceImpl_GetPalette,
4736 IWineD3DBaseSurfaceImpl_SetPalette,
4737 IWineD3DSurfaceImpl_RealizePalette,
4738 IWineD3DBaseSurfaceImpl_SetColorKey,
4739 IWineD3DBaseSurfaceImpl_GetPitch,
4740 IWineD3DSurfaceImpl_SetMem,
4741 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4742 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4743 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4744 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4745 IWineD3DBaseSurfaceImpl_SetClipper,
4746 IWineD3DBaseSurfaceImpl_GetClipper,
4747 /* Internal use: */
4748 IWineD3DSurfaceImpl_LoadTexture,
4749 IWineD3DSurfaceImpl_BindTexture,
4750 IWineD3DBaseSurfaceImpl_GetData,
4751 IWineD3DSurfaceImpl_SetFormat,
4752 IWineD3DSurfaceImpl_PrivateSetup,
4753 IWineD3DSurfaceImpl_GetImplType,
4754 IWineD3DSurfaceImpl_DrawOverlay
4757 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4758 /* Context activation is done by the caller. */
4759 static void ffp_blit_free(IWineD3DDevice *iface) { }
4761 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4762 /* Context activation is done by the caller. */
4763 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4765 BYTE table[256][4];
4766 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4768 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4770 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4771 ENTER_GL();
4772 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4773 LEAVE_GL();
4776 /* Context activation is done by the caller. */
4777 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4779 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4780 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4781 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
4783 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4784 * else the surface is converted in software at upload time in LoadLocation.
4786 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4787 ffp_blit_p8_upload_palette(surface, gl_info);
4789 ENTER_GL();
4790 glEnable(surface->texture_target);
4791 checkGLcall("glEnable(surface->texture_target)");
4792 LEAVE_GL();
4793 return WINED3D_OK;
4796 /* Context activation is done by the caller. */
4797 static void ffp_blit_unset(IWineD3DDevice *iface)
4799 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4800 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4802 ENTER_GL();
4803 glDisable(GL_TEXTURE_2D);
4804 checkGLcall("glDisable(GL_TEXTURE_2D)");
4805 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4807 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4808 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4810 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4812 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4813 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4815 LEAVE_GL();
4818 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4819 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4820 const struct wined3d_format_desc *src_format_desc,
4821 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4822 const struct wined3d_format_desc *dst_format_desc)
4824 enum complex_fixup src_fixup;
4826 if (blit_op == BLIT_OP_COLOR_FILL)
4828 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4830 TRACE("Color fill not supported\n");
4831 return FALSE;
4834 return TRUE;
4837 src_fixup = get_complex_fixup(src_format_desc->color_fixup);
4838 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4840 TRACE("Checking support for fixup:\n");
4841 dump_color_fixup_desc(src_format_desc->color_fixup);
4844 if (blit_op != BLIT_OP_BLIT)
4846 TRACE("Unsupported blit_op=%d\n", blit_op);
4847 return FALSE;
4850 if (!is_identity_fixup(dst_format_desc->color_fixup))
4852 TRACE("Destination fixups are not supported\n");
4853 return FALSE;
4856 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4858 TRACE("P8 fixup supported\n");
4859 return TRUE;
4862 /* We only support identity conversions. */
4863 if (is_identity_fixup(src_format_desc->color_fixup))
4865 TRACE("[OK]\n");
4866 return TRUE;
4869 TRACE("[FAILED]\n");
4870 return FALSE;
4873 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4874 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4876 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4878 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4879 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4882 const struct blit_shader ffp_blit = {
4883 ffp_blit_alloc,
4884 ffp_blit_free,
4885 ffp_blit_set,
4886 ffp_blit_unset,
4887 ffp_blit_supported,
4888 ffp_blit_color_fill
4891 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4893 return WINED3D_OK;
4896 /* Context activation is done by the caller. */
4897 static void cpu_blit_free(IWineD3DDevice *iface)
4901 /* Context activation is done by the caller. */
4902 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4904 return WINED3D_OK;
4907 /* Context activation is done by the caller. */
4908 static void cpu_blit_unset(IWineD3DDevice *iface)
4912 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4913 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4914 const struct wined3d_format_desc *src_format_desc,
4915 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4916 const struct wined3d_format_desc *dst_format_desc)
4918 if (blit_op == BLIT_OP_COLOR_FILL)
4920 return TRUE;
4923 return FALSE;
4926 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4927 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4929 WINEDDBLTFX BltFx;
4931 memset(&BltFx, 0, sizeof(BltFx));
4932 BltFx.dwSize = sizeof(BltFx);
4933 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format_desc, color);
4934 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4935 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4938 const struct blit_shader cpu_blit = {
4939 cpu_blit_alloc,
4940 cpu_blit_free,
4941 cpu_blit_set,
4942 cpu_blit_unset,
4943 cpu_blit_supported,
4944 cpu_blit_color_fill
4947 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4948 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
4949 const struct wined3d_format_desc *src_format_desc,
4950 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
4951 const struct wined3d_format_desc *dst_format_desc)
4953 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4954 return FALSE;
4956 /* We only support blitting. Things like color keying / color fill should
4957 * be handled by other blitters.
4959 if (blit_op != BLIT_OP_BLIT)
4960 return FALSE;
4962 /* Source and/or destination need to be on the GL side */
4963 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4964 return FALSE;
4966 if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4967 && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4968 return FALSE;
4970 if (!is_identity_fixup(src_format_desc->color_fixup) ||
4971 !is_identity_fixup(dst_format_desc->color_fixup))
4972 return FALSE;
4974 if (!(src_format_desc->id == dst_format_desc->id
4975 || (is_identity_fixup(src_format_desc->color_fixup)
4976 && is_identity_fixup(dst_format_desc->color_fixup))))
4977 return FALSE;
4979 return TRUE;