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 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static void surface_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->texture_name
|| (This
->flags
& SFLAG_PBO
) || !list_empty(&This
->renderbuffers
))
43 const struct wined3d_gl_info
*gl_info
;
44 renderbuffer_entry_t
*entry
, *entry2
;
45 struct wined3d_context
*context
;
47 context
= context_acquire(This
->resource
.device
, NULL
);
48 gl_info
= context
->gl_info
;
52 if (This
->texture_name
)
54 TRACE("Deleting texture %u.\n", This
->texture_name
);
55 glDeleteTextures(1, &This
->texture_name
);
58 if (This
->flags
& SFLAG_PBO
)
60 TRACE("Deleting PBO %u.\n", This
->pbo
);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
64 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
66 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
67 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
68 HeapFree(GetProcessHeap(), 0, entry
);
73 context_release(context
);
76 if (This
->flags
& SFLAG_DIBSECTION
)
79 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
81 /* Release the DIB section. */
82 DeleteObject(This
->dib
.DIBsection
);
83 This
->dib
.bitmap_data
= NULL
;
84 This
->resource
.allocatedMemory
= NULL
;
87 if (This
->flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
88 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
90 HeapFree(GetProcessHeap(), 0, This
->palette9
);
92 resource_cleanup(&This
->resource
);
95 void surface_set_container(IWineD3DSurfaceImpl
*surface
, enum wined3d_container_type type
, IWineD3DBase
*container
)
97 TRACE("surface %p, container %p.\n", surface
, container
);
99 if (!container
&& type
!= WINED3D_CONTAINER_NONE
)
100 ERR("Setting NULL container of type %#x.\n", type
);
102 if (type
== WINED3D_CONTAINER_SWAPCHAIN
)
104 surface
->get_drawable_size
= get_drawable_size_swapchain
;
108 switch (wined3d_settings
.offscreen_rendering_mode
)
111 surface
->get_drawable_size
= get_drawable_size_fbo
;
115 surface
->get_drawable_size
= get_drawable_size_backbuffer
;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
124 surface
->container
.type
= type
;
125 surface
->container
.u
.base
= container
;
132 enum tex_types tex_type
;
133 GLfloat coords
[4][3];
144 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
146 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
147 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
148 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
149 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
152 static void surface_get_blt_info(GLenum target
, const RECT
*rect
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
154 GLfloat (*coords
)[3] = info
->coords
;
160 FIXME("Unsupported texture target %#x\n", target
);
161 /* Fall back to GL_TEXTURE_2D */
163 info
->binding
= GL_TEXTURE_BINDING_2D
;
164 info
->bind_target
= GL_TEXTURE_2D
;
165 info
->tex_type
= tex_2d
;
166 coords
[0][0] = (float)rect
->left
/ w
;
167 coords
[0][1] = (float)rect
->top
/ h
;
170 coords
[1][0] = (float)rect
->right
/ w
;
171 coords
[1][1] = (float)rect
->top
/ h
;
174 coords
[2][0] = (float)rect
->left
/ w
;
175 coords
[2][1] = (float)rect
->bottom
/ h
;
178 coords
[3][0] = (float)rect
->right
/ w
;
179 coords
[3][1] = (float)rect
->bottom
/ h
;
183 case GL_TEXTURE_RECTANGLE_ARB
:
184 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
185 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
186 info
->tex_type
= tex_rect
;
187 coords
[0][0] = rect
->left
; coords
[0][1] = rect
->top
; coords
[0][2] = 0.0f
;
188 coords
[1][0] = rect
->right
; coords
[1][1] = rect
->top
; coords
[1][2] = 0.0f
;
189 coords
[2][0] = rect
->left
; coords
[2][1] = rect
->bottom
; coords
[2][2] = 0.0f
;
190 coords
[3][0] = rect
->right
; coords
[3][1] = rect
->bottom
; coords
[3][2] = 0.0f
;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
194 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
195 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
196 info
->tex_type
= tex_cube
;
197 cube_coords_float(rect
, w
, h
, &f
);
199 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
200 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
201 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
202 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
206 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
207 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
208 info
->tex_type
= tex_cube
;
209 cube_coords_float(rect
, w
, h
, &f
);
211 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
212 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
213 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
214 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
218 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
219 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
220 info
->tex_type
= tex_cube
;
221 cube_coords_float(rect
, w
, h
, &f
);
223 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
224 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
225 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
226 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
230 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
231 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
232 info
->tex_type
= tex_cube
;
233 cube_coords_float(rect
, w
, h
, &f
);
235 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
236 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
237 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
238 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
242 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 info
->tex_type
= tex_cube
;
245 cube_coords_float(rect
, w
, h
, &f
);
247 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
248 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
249 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
250 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
254 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
255 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
256 info
->tex_type
= tex_cube
;
257 cube_coords_float(rect
, w
, h
, &f
);
259 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
260 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
261 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
262 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
270 *rect_out
= *rect_in
;
275 rect_out
->right
= This
->currentDesc
.Width
;
276 rect_out
->bottom
= This
->currentDesc
.Height
;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
283 struct blt_info info
;
285 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
287 glEnable(info
.bind_target
);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
296 wined3d_gl_mag_filter(magLookup
, Filter
));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
299 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
302 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
303 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP
);
308 glTexCoord3fv(info
.coords
[0]);
309 glVertex2i(dst_rect
->left
, dst_rect
->top
);
311 glTexCoord3fv(info
.coords
[1]);
312 glVertex2i(dst_rect
->right
, dst_rect
->top
);
314 glTexCoord3fv(info
.coords
[2]);
315 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
317 glTexCoord3fv(info
.coords
[3]);
318 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
321 /* Unbind the texture */
322 glBindTexture(info
.bind_target
, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
329 IWineD3DBaseTextureImpl
*texture
= src_surface
->container
.u
.texture
;
330 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
331 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
332 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
336 static void surface_realize_palette(IWineD3DSurfaceImpl
*surface
)
338 struct wined3d_palette
*palette
= surface
->palette
;
340 TRACE("surface %p.\n", surface
);
342 if (!palette
) return;
344 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
345 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
347 if (surface
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
349 /* Make sure the texture is up to date. This call doesn't do
350 * anything if the texture is already up to date. */
351 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
353 /* We want to force a palette refresh, so mark the drawable as not being up to date */
354 surface_modify_location(surface
, SFLAG_INDRAWABLE
, FALSE
);
358 if (!(surface
->flags
& SFLAG_INSYSMEM
))
360 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
361 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
363 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
367 if (surface
->flags
& SFLAG_DIBSECTION
)
372 TRACE("Updating the DC's palette.\n");
374 for (i
= 0; i
< 256; ++i
)
376 col
[i
].rgbRed
= palette
->palents
[i
].peRed
;
377 col
[i
].rgbGreen
= palette
->palents
[i
].peGreen
;
378 col
[i
].rgbBlue
= palette
->palents
[i
].peBlue
;
379 col
[i
].rgbReserved
= 0;
381 SetDIBColorTable(surface
->hDC
, 0, 256, col
);
384 /* Propagate the changes to the drawable when we have a palette. */
385 if (surface
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
386 surface_load_location(surface
, SFLAG_INDRAWABLE
, NULL
);
389 static HRESULT
surface_draw_overlay(IWineD3DSurfaceImpl
*surface
)
393 /* If there's no destination surface there is nothing to do. */
394 if (!surface
->overlay_dest
)
397 /* Blt calls ModifyLocation on the dest surface, which in turn calls
398 * DrawOverlay to update the overlay. Prevent an endless recursion. */
399 if (surface
->overlay_dest
->flags
& SFLAG_INOVERLAYDRAW
)
402 surface
->overlay_dest
->flags
|= SFLAG_INOVERLAYDRAW
;
403 hr
= IWineD3DSurface_Blt((IWineD3DSurface
*)surface
->overlay_dest
,
404 &surface
->overlay_destrect
, (IWineD3DSurface
*)surface
, &surface
->overlay_srcrect
,
405 WINEDDBLT_WAIT
, NULL
, WINED3DTEXF_LINEAR
);
406 surface
->overlay_dest
->flags
&= ~SFLAG_INOVERLAYDRAW
;
411 /* Context activation is done by the caller. */
412 static void surface_remove_pbo(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
414 if (!surface
->resource
.heapMemory
)
416 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), 0, surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
417 surface
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
418 + (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
422 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, surface
->pbo
));
423 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
424 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0,
425 surface
->resource
.size
, surface
->resource
.allocatedMemory
));
426 checkGLcall("glGetBufferSubDataARB");
427 GL_EXTCALL(glDeleteBuffersARB(1, &surface
->pbo
));
428 checkGLcall("glDeleteBuffersARB");
432 surface
->flags
&= ~SFLAG_PBO
;
435 /* Do not call while under the GL lock. */
436 static void surface_unload(struct wined3d_resource
*resource
)
438 IWineD3DSurfaceImpl
*surface
= surface_from_resource(resource
);
439 IWineD3DDeviceImpl
*device
= resource
->device
;
440 const struct wined3d_gl_info
*gl_info
;
441 renderbuffer_entry_t
*entry
, *entry2
;
442 struct wined3d_context
*context
;
444 TRACE("surface %p.\n", surface
);
446 if (resource
->pool
== WINED3DPOOL_DEFAULT
)
448 /* Default pool resources are supposed to be destroyed before Reset is called.
449 * Implicit resources stay however. So this means we have an implicit render target
450 * or depth stencil. The content may be destroyed, but we still have to tear down
451 * opengl resources, so we cannot leave early.
453 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
454 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
455 * or the depth stencil into an FBO the texture or render buffer will be removed
456 * and all flags get lost
458 surface_init_sysmem(surface
);
462 /* Load the surface into system memory */
463 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
464 surface_modify_location(surface
, SFLAG_INDRAWABLE
, FALSE
);
466 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
467 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
468 surface
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
470 context
= context_acquire(device
, NULL
);
471 gl_info
= context
->gl_info
;
473 /* Destroy PBOs, but load them into real sysmem before */
474 if (surface
->flags
& SFLAG_PBO
)
475 surface_remove_pbo(surface
, gl_info
);
477 /* Destroy fbo render buffers. This is needed for implicit render targets, for
478 * all application-created targets the application has to release the surface
479 * before calling _Reset
481 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
484 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
486 list_remove(&entry
->entry
);
487 HeapFree(GetProcessHeap(), 0, entry
);
489 list_init(&surface
->renderbuffers
);
490 surface
->current_renderbuffer
= NULL
;
492 /* If we're in a texture, the texture name belongs to the texture.
493 * Otherwise, destroy it. */
494 if (surface
->container
.type
!= WINED3D_CONTAINER_TEXTURE
)
497 glDeleteTextures(1, &surface
->texture_name
);
498 surface
->texture_name
= 0;
499 glDeleteTextures(1, &surface
->texture_name_srgb
);
500 surface
->texture_name_srgb
= 0;
504 context_release(context
);
506 resource_unload(resource
);
509 static const struct wined3d_resource_ops surface_resource_ops
=
514 static const struct wined3d_surface_ops surface_ops
=
516 surface_realize_palette
,
517 surface_draw_overlay
,
520 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
521 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
522 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
523 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
525 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
526 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
527 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
528 unsigned int resource_size
;
531 if (multisample_quality
> 0)
533 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
534 multisample_quality
= 0;
537 /* Quick lockable sanity check.
538 * TODO: remove this after surfaces, usage and lockability have been debugged properly
539 * this function is too deep to need to care about things like this.
540 * Levels need to be checked too, since they all affect what can be done. */
543 case WINED3DPOOL_SCRATCH
:
546 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
547 "which are mutually exclusive, setting lockable to TRUE.\n");
552 case WINED3DPOOL_SYSTEMMEM
:
554 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
557 case WINED3DPOOL_MANAGED
:
558 if (usage
& WINED3DUSAGE_DYNAMIC
)
559 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
562 case WINED3DPOOL_DEFAULT
:
563 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
564 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
568 FIXME("Unknown pool %#x.\n", pool
);
572 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
574 FIXME("Trying to create a render target that isn't in the default pool.\n");
577 /* FIXME: Check that the format is supported by the device. */
579 resource_size
= wined3d_format_calculate_size(format
, alignment
, width
, height
);
580 if (!resource_size
) return WINED3DERR_INVALIDCALL
;
582 /* Look at the implementation and set the correct Vtable. */
583 switch (surface_type
)
586 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
587 cleanup
= surface_cleanup
;
591 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
592 cleanup
= surface_gdi_cleanup
;
596 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
597 return WINED3DERR_INVALIDCALL
;
600 hr
= resource_init(&surface
->resource
, WINED3DRTYPE_SURFACE
, device
, resource_size
,
601 usage
, format
, pool
, parent
, parent_ops
, &surface_resource_ops
);
604 WARN("Failed to initialize resource, returning %#x.\n", hr
);
608 /* "Standalone" surface. */
609 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
611 surface
->currentDesc
.Width
= width
;
612 surface
->currentDesc
.Height
= height
;
613 surface
->currentDesc
.MultiSampleType
= multisample_type
;
614 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
615 surface
->texture_level
= level
;
616 list_init(&surface
->overlays
);
619 surface
->flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
620 if (discard
) surface
->flags
|= SFLAG_DISCARD
;
621 if (lockable
|| format_id
== WINED3DFMT_D16_LOCKABLE
) surface
->flags
|= SFLAG_LOCKABLE
;
623 /* Mark the texture as dirty so that it gets loaded first time around. */
624 surface_add_dirty_rect(surface
, NULL
);
625 list_init(&surface
->renderbuffers
);
627 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
629 /* Call the private setup routine */
630 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
633 ERR("Private setup failed, returning %#x\n", hr
);
641 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
643 surface
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
646 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
651 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
655 name
= &surface
->texture_name_srgb
;
656 flag
= SFLAG_INSRGBTEX
;
660 name
= &surface
->texture_name
;
661 flag
= SFLAG_INTEXTURE
;
664 if (!*name
&& new_name
)
666 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
667 * surface has no texture name yet. See if we can get rid of this. */
668 if (surface
->flags
& flag
)
669 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag
));
670 surface_modify_location(surface
, flag
, FALSE
);
674 surface_force_reload(surface
);
677 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
679 TRACE("surface %p, target %#x.\n", surface
, target
);
681 if (surface
->texture_target
!= target
)
683 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
685 surface
->flags
&= ~SFLAG_NORMCOORD
;
687 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
689 surface
->flags
|= SFLAG_NORMCOORD
;
692 surface
->texture_target
= target
;
693 surface_force_reload(surface
);
696 /* Context activation is done by the caller. */
697 void surface_bind(IWineD3DSurfaceImpl
*surface
, BOOL srgb
)
699 TRACE("surface %p, srgb %#x.\n", surface
, srgb
);
701 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
703 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
704 const struct wined3d_gl_info
*gl_info
= &texture
->resource
.device
->adapter
->gl_info
;
706 TRACE("Passing to container (%p).\n", texture
);
707 texture
->baseTexture
.texture_ops
->texture_bind(texture
, gl_info
, srgb
);
711 if (surface
->texture_level
)
713 ERR("Standalone surface %p is non-zero texture level %u.\n",
714 surface
, surface
->texture_level
);
718 ERR("Trying to bind standalone surface %p as sRGB.\n", surface
);
722 if (!surface
->texture_name
)
724 glGenTextures(1, &surface
->texture_name
);
725 checkGLcall("glGenTextures");
727 TRACE("Surface %p given name %u.\n", surface
, surface
->texture_name
);
729 glBindTexture(surface
->texture_target
, surface
->texture_name
);
730 checkGLcall("glBindTexture");
731 glTexParameteri(surface
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
732 glTexParameteri(surface
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
733 glTexParameteri(surface
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
734 glTexParameteri(surface
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
735 glTexParameteri(surface
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
736 checkGLcall("glTexParameteri");
740 glBindTexture(surface
->texture_target
, surface
->texture_name
);
741 checkGLcall("glBindTexture");
748 /* Context activation is done by the caller. */
749 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
750 DWORD active_sampler
;
752 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
753 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
754 * gl states. The current texture unit should always be a valid one.
756 * To be more specific, this is tricky because we can implicitly be called
757 * from sampler() in state.c. This means we can't touch anything other than
758 * whatever happens to be the currently active texture, or we would risk
759 * marking already applied sampler states dirty again.
761 * TODO: Track the current active texture per GL context instead of using glGet
763 GLint active_texture
;
765 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
767 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
769 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
771 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
773 surface_bind(This
, srgb
);
776 /* This function checks if the primary render target uses the 8bit paletted format. */
777 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
779 if (device
->render_targets
&& device
->render_targets
[0])
781 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
782 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
783 && (render_target
->resource
.format
->id
== WINED3DFMT_P8_UINT
))
789 /* This call just downloads data, the caller is responsible for binding the
790 * correct texture. */
791 /* Context activation is done by the caller. */
792 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
794 const struct wined3d_format
*format
= This
->resource
.format
;
796 /* Only support read back of converted P8 surfaces */
797 if (This
->flags
& SFLAG_CONVERTED
&& format
->id
!= WINED3DFMT_P8_UINT
)
799 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format
->id
));
805 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
807 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
808 This
, This
->texture_level
, format
->glFormat
, format
->glType
,
809 This
->resource
.allocatedMemory
);
811 if (This
->flags
& SFLAG_PBO
)
813 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
814 checkGLcall("glBindBufferARB");
815 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
816 checkGLcall("glGetCompressedTexImageARB");
817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
818 checkGLcall("glBindBufferARB");
822 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
823 This
->texture_level
, This
->resource
.allocatedMemory
));
824 checkGLcall("glGetCompressedTexImageARB");
830 GLenum gl_format
= format
->glFormat
;
831 GLenum gl_type
= format
->glType
;
835 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
836 if (format
->id
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
838 gl_format
= GL_ALPHA
;
839 gl_type
= GL_UNSIGNED_BYTE
;
842 if (This
->flags
& SFLAG_NONPOW2
)
844 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
845 src_pitch
= format
->byte_count
* This
->pow2Width
;
846 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
847 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
848 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
850 mem
= This
->resource
.allocatedMemory
;
853 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
854 This
, This
->texture_level
, gl_format
, gl_type
, mem
);
856 if (This
->flags
& SFLAG_PBO
)
858 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
859 checkGLcall("glBindBufferARB");
861 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, NULL
);
862 checkGLcall("glGetTexImage");
864 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
865 checkGLcall("glBindBufferARB");
867 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, mem
);
868 checkGLcall("glGetTexImage");
872 if (This
->flags
& SFLAG_NONPOW2
)
874 const BYTE
*src_data
;
878 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
879 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
880 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
882 * We're doing this...
884 * instead of boxing the texture :
885 * |<-texture width ->| -->pow2width| /\
886 * |111111111111111111| | |
887 * |222 Texture 222222| boxed empty | texture height
888 * |3333 Data 33333333| | |
889 * |444444444444444444| | \/
890 * ----------------------------------- |
891 * | boxed empty | boxed empty | pow2height
893 * -----------------------------------
896 * we're repacking the data to the expected texture width
898 * |<-texture width ->| -->pow2width| /\
899 * |111111111111111111222222222222222| |
900 * |222333333333333333333444444444444| texture height
904 * | empty | pow2height
906 * -----------------------------------
910 * |<-texture width ->| /\
911 * |111111111111111111|
912 * |222222222222222222|texture height
913 * |333333333333333333|
914 * |444444444444444444| \/
915 * --------------------
917 * this also means that any references to allocatedMemory should work with the data as if were a
918 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
920 * internally the texture is still stored in a boxed format so any references to textureName will
921 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
923 * Performance should not be an issue, because applications normally do not lock the surfaces when
924 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
925 * and doesn't have to be re-read.
928 dst_data
= This
->resource
.allocatedMemory
;
929 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
930 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
931 /* skip the first row */
932 src_data
+= src_pitch
;
933 dst_data
+= dst_pitch
;
934 memcpy(dst_data
, src_data
, dst_pitch
);
937 HeapFree(GetProcessHeap(), 0, mem
);
941 /* Surface has now been downloaded */
942 This
->flags
|= SFLAG_INSYSMEM
;
945 /* This call just uploads data, the caller is responsible for binding the
946 * correct texture. */
947 /* Context activation is done by the caller. */
948 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
949 const struct wined3d_format
*format
, BOOL srgb
, const GLvoid
*data
)
951 GLsizei width
= This
->currentDesc
.Width
;
952 GLsizei height
= This
->currentDesc
.Height
;
957 internal
= format
->glGammaInternal
;
959 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
961 internal
= format
->rtInternal
;
965 internal
= format
->glInternal
;
968 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
969 This
, internal
, width
, height
, format
->glFormat
, format
->glType
, data
);
970 TRACE("target %#x, level %u, resource size %u.\n",
971 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
973 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
977 if (This
->flags
& SFLAG_PBO
)
979 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
980 checkGLcall("glBindBufferARB");
982 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
986 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
988 TRACE("Calling glCompressedTexSubImage2DARB.\n");
990 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
991 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
992 checkGLcall("glCompressedTexSubImage2DARB");
996 TRACE("Calling glTexSubImage2D.\n");
998 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
999 0, 0, width
, height
, format
->glFormat
, format
->glType
, data
);
1000 checkGLcall("glTexSubImage2D");
1003 if (This
->flags
& SFLAG_PBO
)
1005 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1006 checkGLcall("glBindBufferARB");
1011 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
1013 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1016 for (i
= 0; i
< device
->numContexts
; ++i
)
1018 context_surface_update(device
->contexts
[i
], This
);
1023 /* This call just allocates the texture, the caller is responsible for binding
1024 * the correct texture. */
1025 /* Context activation is done by the caller. */
1026 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
1027 const struct wined3d_format
*format
, BOOL srgb
)
1029 BOOL enable_client_storage
= FALSE
;
1030 GLsizei width
= This
->pow2Width
;
1031 GLsizei height
= This
->pow2Height
;
1032 const BYTE
*mem
= NULL
;
1037 internal
= format
->glGammaInternal
;
1039 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
1041 internal
= format
->rtInternal
;
1045 internal
= format
->glInternal
;
1048 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
1050 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",
1051 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format
->id
),
1052 internal
, width
, height
, format
->glFormat
, format
->glType
);
1056 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1058 if (This
->flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
)
1059 || !This
->resource
.allocatedMemory
)
1061 /* In some cases we want to disable client storage.
1062 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
1063 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
1064 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
1065 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1069 This
->flags
&= ~SFLAG_CLIENT
;
1070 enable_client_storage
= TRUE
;
1074 This
->flags
|= SFLAG_CLIENT
;
1076 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
1077 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
1079 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1083 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
&& mem
)
1085 GL_EXTCALL(glCompressedTexImage2DARB(This
->texture_target
, This
->texture_level
,
1086 internal
, width
, height
, 0, This
->resource
.size
, mem
));
1087 checkGLcall("glCompressedTexImage2DARB");
1091 glTexImage2D(This
->texture_target
, This
->texture_level
,
1092 internal
, width
, height
, 0, format
->glFormat
, format
->glType
, mem
);
1093 checkGLcall("glTexImage2D");
1096 if(enable_client_storage
) {
1097 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1098 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1103 /* In D3D the depth stencil dimensions have to be greater than or equal to the
1104 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1105 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
1106 /* GL locking is done by the caller */
1107 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl
*surface
, unsigned int width
, unsigned int height
)
1109 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
1110 renderbuffer_entry_t
*entry
;
1111 GLuint renderbuffer
= 0;
1112 unsigned int src_width
, src_height
;
1114 src_width
= surface
->pow2Width
;
1115 src_height
= surface
->pow2Height
;
1117 /* A depth stencil smaller than the render target is not valid */
1118 if (width
> src_width
|| height
> src_height
) return;
1120 /* Remove any renderbuffer set if the sizes match */
1121 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
1122 || (width
== src_width
&& height
== src_height
))
1124 surface
->current_renderbuffer
= NULL
;
1128 /* Look if we've already got a renderbuffer of the correct dimensions */
1129 LIST_FOR_EACH_ENTRY(entry
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
1131 if (entry
->width
== width
&& entry
->height
== height
)
1133 renderbuffer
= entry
->id
;
1134 surface
->current_renderbuffer
= entry
;
1141 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
1142 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
1143 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
,
1144 surface
->resource
.format
->glInternal
, width
, height
);
1146 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
1147 entry
->width
= width
;
1148 entry
->height
= height
;
1149 entry
->id
= renderbuffer
;
1150 list_add_head(&surface
->renderbuffers
, &entry
->entry
);
1152 surface
->current_renderbuffer
= entry
;
1155 checkGLcall("set_compatible_renderbuffer");
1158 GLenum
surface_get_gl_buffer(IWineD3DSurfaceImpl
*surface
)
1160 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
1162 TRACE("surface %p.\n", surface
);
1164 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
1166 ERR("Surface %p is not on a swapchain.\n", surface
);
1170 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0] == surface
)
1172 if (swapchain
->render_to_fbo
)
1174 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
1175 return GL_COLOR_ATTACHMENT0
;
1177 TRACE("Returning GL_BACK\n");
1180 else if (surface
== swapchain
->front_buffer
)
1182 TRACE("Returning GL_FRONT\n");
1186 FIXME("Higher back buffer, returning GL_BACK\n");
1190 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
1191 void surface_add_dirty_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*dirty_rect
)
1193 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
1195 if (!(surface
->flags
& SFLAG_INSYSMEM
) && (surface
->flags
& SFLAG_INTEXTURE
))
1196 /* No partial locking for textures yet. */
1197 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1199 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1202 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
1203 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
1204 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
1205 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
1209 surface
->dirtyRect
.left
= 0;
1210 surface
->dirtyRect
.top
= 0;
1211 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
1212 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
1215 /* if the container is a basetexture then mark it dirty. */
1216 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1218 TRACE("Passing to container.\n");
1219 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
1223 static BOOL
surface_convert_color_to_float(IWineD3DSurfaceImpl
*surface
, DWORD color
, WINED3DCOLORVALUE
*float_color
)
1225 const struct wined3d_format
*format
= surface
->resource
.format
;
1226 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1230 case WINED3DFMT_P8_UINT
:
1231 if (surface
->palette
)
1233 float_color
->r
= surface
->palette
->palents
[color
].peRed
/ 255.0f
;
1234 float_color
->g
= surface
->palette
->palents
[color
].peGreen
/ 255.0f
;
1235 float_color
->b
= surface
->palette
->palents
[color
].peBlue
/ 255.0f
;
1239 float_color
->r
= 0.0f
;
1240 float_color
->g
= 0.0f
;
1241 float_color
->b
= 0.0f
;
1243 float_color
->a
= primary_render_target_is_p8(device
) ? color
/ 255.0f
: 1.0f
;
1246 case WINED3DFMT_B5G6R5_UNORM
:
1247 float_color
->r
= ((color
>> 11) & 0x1f) / 31.0f
;
1248 float_color
->g
= ((color
>> 5) & 0x3f) / 63.0f
;
1249 float_color
->b
= (color
& 0x1f) / 31.0f
;
1250 float_color
->a
= 1.0f
;
1253 case WINED3DFMT_B8G8R8_UNORM
:
1254 case WINED3DFMT_B8G8R8X8_UNORM
:
1255 float_color
->r
= D3DCOLOR_R(color
);
1256 float_color
->g
= D3DCOLOR_G(color
);
1257 float_color
->b
= D3DCOLOR_B(color
);
1258 float_color
->a
= 1.0f
;
1261 case WINED3DFMT_B8G8R8A8_UNORM
:
1262 float_color
->r
= D3DCOLOR_R(color
);
1263 float_color
->g
= D3DCOLOR_G(color
);
1264 float_color
->b
= D3DCOLOR_B(color
);
1265 float_color
->a
= D3DCOLOR_A(color
);
1269 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
1276 HRESULT
surface_load(IWineD3DSurfaceImpl
*surface
, BOOL srgb
)
1278 DWORD flag
= srgb
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
1280 TRACE("surface %p, srgb %#x.\n", surface
, srgb
);
1282 if (surface
->resource
.pool
== WINED3DPOOL_SCRATCH
)
1284 ERR("Not supported on scratch surfaces.\n");
1285 return WINED3DERR_INVALIDCALL
;
1288 if (!(surface
->flags
& flag
))
1290 TRACE("Reloading because surface is dirty\n");
1292 /* Reload if either the texture and sysmem have different ideas about the
1293 * color key, or the actual key values changed. */
1294 else if (!(surface
->flags
& SFLAG_GLCKEY
) != !(surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
1295 || ((surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
1296 && (surface
->glCKey
.dwColorSpaceLowValue
!= surface
->SrcBltCKey
.dwColorSpaceLowValue
1297 || surface
->glCKey
.dwColorSpaceHighValue
!= surface
->SrcBltCKey
.dwColorSpaceHighValue
)))
1299 TRACE("Reloading because of color keying\n");
1300 /* To perform the color key conversion we need a sysmem copy of
1301 * the surface. Make sure we have it. */
1303 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1304 /* Make sure the texture is reloaded because of the color key change,
1305 * this kills performance though :( */
1306 /* TODO: This is not necessarily needed with hw palettized texture support. */
1307 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1311 TRACE("surface is already in texture\n");
1315 /* No partial locking for textures yet. */
1316 surface_load_location(surface
, flag
, NULL
);
1318 if (!(surface
->flags
& SFLAG_DONOTFREE
))
1320 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
1321 surface
->resource
.allocatedMemory
= NULL
;
1322 surface
->resource
.heapMemory
= NULL
;
1323 surface_modify_location(surface
, SFLAG_INSYSMEM
, FALSE
);
1329 /* Do not call while under the GL lock. */
1330 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1332 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1333 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1334 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1338 surface_cleanup(This
);
1339 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1341 TRACE("(%p) Released.\n", This
);
1342 HeapFree(GetProcessHeap(), 0, This
);
1348 /* ****************************************************
1349 IWineD3DSurface IWineD3DResource parts follow
1350 **************************************************** */
1352 /* Do not call while under the GL lock. */
1353 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1355 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1357 TRACE("iface %p, srgb %#x.\n", surface
, srgb
);
1359 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1361 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1363 TRACE("Passing to container (%p).\n", texture
);
1364 texture
->baseTexture
.texture_ops
->texture_preload(texture
, srgb
);
1368 struct wined3d_context
*context
= NULL
;
1370 TRACE("(%p) : About to load surface\n", surface
);
1372 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1374 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
1375 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
1377 if (palette9_changed(surface
))
1379 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1380 /* TODO: This is not necessarily needed with hw palettized texture support */
1381 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1382 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1383 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1387 surface_load(surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1389 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1391 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1395 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1399 if (context
) context_release(context
);
1403 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1405 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1408 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1410 if (!surface
->resource
.allocatedMemory
)
1412 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1413 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1414 if (!surface
->resource
.heapMemory
)
1416 ERR("Out of memory\n");
1419 surface
->resource
.allocatedMemory
=
1420 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1424 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1427 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1432 /* ******************************************************
1433 IWineD3DSurface IWineD3DSurface parts follow
1434 ****************************************************** */
1436 /* Read the framebuffer back into the surface */
1437 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, const RECT
*rect
, void *dest
, UINT pitch
)
1439 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1440 const struct wined3d_gl_info
*gl_info
;
1441 struct wined3d_context
*context
;
1445 BYTE
*row
, *top
, *bottom
;
1449 BOOL srcIsUpsideDown
;
1454 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1455 static BOOL warned
= FALSE
;
1457 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1463 context
= context_acquire(device
, This
);
1464 context_apply_blit_state(context
, device
);
1465 gl_info
= context
->gl_info
;
1469 /* Select the correct read buffer, and give some debug output.
1470 * There is no need to keep track of the current read buffer or reset it, every part of the code
1471 * that reads sets the read buffer as desired.
1473 if (surface_is_offscreen(This
))
1475 /* Mapping the primary render target which is not on a swapchain.
1476 * Read from the back buffer. */
1477 TRACE("Mapping offscreen render target.\n");
1478 glReadBuffer(device
->offscreenBuffer
);
1479 srcIsUpsideDown
= TRUE
;
1483 /* Onscreen surfaces are always part of a swapchain */
1484 GLenum buffer
= surface_get_gl_buffer(This
);
1485 TRACE("Mapping %#x buffer.\n", buffer
);
1486 glReadBuffer(buffer
);
1487 checkGLcall("glReadBuffer");
1488 srcIsUpsideDown
= FALSE
;
1491 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1493 local_rect
.left
= 0;
1495 local_rect
.right
= This
->currentDesc
.Width
;
1496 local_rect
.bottom
= This
->currentDesc
.Height
;
1500 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1502 switch (This
->resource
.format
->id
)
1504 case WINED3DFMT_P8_UINT
:
1506 if (primary_render_target_is_p8(device
))
1508 /* In case of P8 render targets the index is stored in the alpha component */
1510 type
= GL_UNSIGNED_BYTE
;
1512 bpp
= This
->resource
.format
->byte_count
;
1514 /* GL can't return palettized data, so read ARGB pixels into a
1515 * separate block of memory and convert them into palettized format
1516 * in software. Slow, but if the app means to use palettized render
1517 * targets and locks it...
1519 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1520 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1521 * for the color channels when palettizing the colors.
1524 type
= GL_UNSIGNED_BYTE
;
1526 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1528 ERR("Out of memory\n");
1532 bpp
= This
->resource
.format
->byte_count
* 3;
1539 fmt
= This
->resource
.format
->glFormat
;
1540 type
= This
->resource
.format
->glType
;
1541 bpp
= This
->resource
.format
->byte_count
;
1544 if (This
->flags
& SFLAG_PBO
)
1546 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1547 checkGLcall("glBindBufferARB");
1550 ERR("mem not null for pbo -- unexpected\n");
1555 /* Save old pixel store pack state */
1556 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1557 checkGLcall("glGetIntegerv");
1558 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1559 checkGLcall("glGetIntegerv");
1560 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1561 checkGLcall("glGetIntegerv");
1563 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1564 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1565 checkGLcall("glPixelStorei");
1566 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1567 checkGLcall("glPixelStorei");
1568 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1569 checkGLcall("glPixelStorei");
1571 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1572 local_rect
.right
- local_rect
.left
,
1573 local_rect
.bottom
- local_rect
.top
,
1575 checkGLcall("glReadPixels");
1577 /* Reset previous pixel store pack state */
1578 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1579 checkGLcall("glPixelStorei");
1580 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1581 checkGLcall("glPixelStorei");
1582 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1583 checkGLcall("glPixelStorei");
1585 if (This
->flags
& SFLAG_PBO
)
1587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1588 checkGLcall("glBindBufferARB");
1590 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1591 * to get a pointer to it and perform the flipping in software. This is a lot
1592 * faster than calling glReadPixels for each line. In case we want more speed
1593 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1594 if(!srcIsUpsideDown
) {
1595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1596 checkGLcall("glBindBufferARB");
1598 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1599 checkGLcall("glMapBufferARB");
1603 /* TODO: Merge this with the palettization loop below for P8 targets */
1604 if(!srcIsUpsideDown
) {
1606 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1607 Flip the lines in software */
1608 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1609 off
= local_rect
.left
* bpp
;
1611 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1613 ERR("Out of memory\n");
1614 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1619 top
= mem
+ pitch
* local_rect
.top
;
1620 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1621 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1622 memcpy(row
, top
+ off
, len
);
1623 memcpy(top
+ off
, bottom
+ off
, len
);
1624 memcpy(bottom
+ off
, row
, len
);
1628 HeapFree(GetProcessHeap(), 0, row
);
1630 /* Unmap the temp PBO buffer */
1631 if (This
->flags
& SFLAG_PBO
)
1633 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1634 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1639 context_release(context
);
1641 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1642 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1643 * the same color but we have no choice.
1644 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1646 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1648 const PALETTEENTRY
*pal
= NULL
;
1649 DWORD width
= pitch
/ 3;
1653 pal
= This
->palette
->palents
;
1655 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1656 HeapFree(GetProcessHeap(), 0, mem
);
1660 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1661 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1662 /* start lines pixels */
1663 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1664 const BYTE
*green
= blue
+ 1;
1665 const BYTE
*red
= green
+ 1;
1667 for(c
= 0; c
< 256; c
++) {
1668 if(*red
== pal
[c
].peRed
&&
1669 *green
== pal
[c
].peGreen
&&
1670 *blue
== pal
[c
].peBlue
)
1672 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1678 HeapFree(GetProcessHeap(), 0, mem
);
1682 /* Read the framebuffer contents into a texture */
1683 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1685 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1686 const struct wined3d_gl_info
*gl_info
;
1687 struct wined3d_context
*context
;
1689 if (!surface_is_offscreen(This
))
1691 /* We would need to flip onscreen surfaces, but there's no efficient
1692 * way to do that here. It makes more sense for the caller to
1693 * explicitly go through sysmem. */
1694 ERR("Not supported for onscreen targets.\n");
1698 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1699 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1700 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1702 context
= context_acquire(device
, This
);
1703 gl_info
= context
->gl_info
;
1705 surface_prepare_texture(This
, gl_info
, srgb
);
1706 surface_bind_and_dirtify(This
, srgb
);
1708 TRACE("Reading back offscreen render target %p.\n", This
);
1712 glReadBuffer(device
->offscreenBuffer
);
1713 checkGLcall("glReadBuffer");
1715 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1716 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1717 checkGLcall("glCopyTexSubImage2D");
1721 context_release(context
);
1724 /* Context activation is done by the caller. */
1725 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1726 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1728 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1729 CONVERT_TYPES convert
;
1730 struct wined3d_format format
;
1732 if (surface
->flags
& alloc_flag
) return;
1734 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &format
, &convert
);
1735 if (convert
!= NO_CONVERSION
|| format
.convert
) surface
->flags
|= SFLAG_CONVERTED
;
1736 else surface
->flags
&= ~SFLAG_CONVERTED
;
1738 surface_bind_and_dirtify(surface
, srgb
);
1739 surface_allocate_surface(surface
, gl_info
, &format
, srgb
);
1740 surface
->flags
|= alloc_flag
;
1743 /* Context activation is done by the caller. */
1744 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1746 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1748 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1749 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1752 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1754 for (i
= 0; i
< sub_count
; ++i
)
1756 IWineD3DSurfaceImpl
*s
= surface_from_resource(texture
->baseTexture
.sub_resources
[i
]);
1757 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1763 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1766 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1768 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1769 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1771 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1772 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1775 if (!(This
->flags
& SFLAG_DYNLOCK
))
1778 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1779 if(This
->lockCount
> MAXLOCKCOUNT
) {
1780 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1781 This
->flags
|= SFLAG_DYNLOCK
;
1785 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1786 * Also don't create a PBO for systemmem surfaces.
1788 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->flags
& SFLAG_DYNLOCK
)
1789 && !(This
->flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1790 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1793 struct wined3d_context
*context
;
1795 context
= context_acquire(device
, NULL
);
1798 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1799 error
= glGetError();
1800 if (!This
->pbo
|| error
!= GL_NO_ERROR
)
1801 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1803 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1805 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1806 checkGLcall("glBindBufferARB");
1808 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1809 checkGLcall("glBufferDataARB");
1811 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1812 checkGLcall("glBindBufferARB");
1814 /* We don't need the system memory anymore and we can't even use it for PBOs */
1815 if (!(This
->flags
& SFLAG_CLIENT
))
1817 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1818 This
->resource
.heapMemory
= NULL
;
1820 This
->resource
.allocatedMemory
= NULL
;
1821 This
->flags
|= SFLAG_PBO
;
1823 context_release(context
);
1825 else if (!(This
->resource
.allocatedMemory
|| This
->flags
& SFLAG_PBO
))
1827 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1830 if(!This
->resource
.heapMemory
) {
1831 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1833 This
->resource
.allocatedMemory
=
1834 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1835 if (This
->flags
& SFLAG_INSYSMEM
)
1837 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1842 static HRESULT WINAPI
IWineD3DSurfaceImpl_Map(IWineD3DSurface
*iface
,
1843 WINED3DLOCKED_RECT
*pLockedRect
, const RECT
*pRect
, DWORD flags
)
1845 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1846 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1847 const RECT
*pass_rect
= pRect
;
1849 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1850 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), flags
);
1852 /* This is also done in the base class, but we have to verify this before loading any data from
1853 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1854 * may interfere, and all other bad things may happen
1856 if (This
->flags
& SFLAG_LOCKED
)
1858 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1859 return WINED3DERR_INVALIDCALL
;
1861 This
->flags
|= SFLAG_LOCKED
;
1863 if (!(This
->flags
& SFLAG_LOCKABLE
))
1865 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1868 if (flags
& WINED3DLOCK_DISCARD
)
1870 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1871 surface_prepare_system_memory(This
);
1872 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
1876 /* surface_load_location() does not check if the rectangle specifies
1877 * the full surface. Most callers don't need that, so do it here. */
1878 if (pRect
&& !pRect
->top
&& !pRect
->left
1879 && pRect
->right
== This
->currentDesc
.Width
1880 && pRect
->bottom
== This
->currentDesc
.Height
)
1885 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1886 && ((This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1888 surface_load_location(This
, SFLAG_INSYSMEM
, pass_rect
);
1892 if (This
->flags
& SFLAG_PBO
)
1894 const struct wined3d_gl_info
*gl_info
;
1895 struct wined3d_context
*context
;
1897 context
= context_acquire(device
, NULL
);
1898 gl_info
= context
->gl_info
;
1901 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1902 checkGLcall("glBindBufferARB");
1904 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1905 if(This
->resource
.allocatedMemory
) {
1906 ERR("The surface already has PBO memory allocated!\n");
1909 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1910 checkGLcall("glMapBufferARB");
1912 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1913 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1914 checkGLcall("glBindBufferARB");
1917 context_release(context
);
1920 if (!(flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)))
1921 surface_add_dirty_rect(This
, pRect
);
1923 return IWineD3DBaseSurfaceImpl_Map(iface
, pLockedRect
, pRect
, flags
);
1926 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
,
1927 GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
)
1929 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1930 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1931 const struct wined3d_gl_info
*gl_info
;
1932 struct wined3d_context
*context
;
1936 if (This
->flags
& SFLAG_LOCKED
)
1937 rect
= This
->lockedRect
;
1939 SetRect(&rect
, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1941 mem
+= rect
.top
* pitch
+ rect
.left
* bpp
;
1942 w
= rect
.right
- rect
.left
;
1943 h
= rect
.bottom
- rect
.top
;
1945 /* Activate the correct context for the render target */
1946 context
= context_acquire(device
, This
);
1947 context_apply_blit_state(context
, device
);
1948 gl_info
= context
->gl_info
;
1952 if (!surface_is_offscreen(This
))
1954 GLenum buffer
= surface_get_gl_buffer(This
);
1955 TRACE("Unlocking %#x buffer.\n", buffer
);
1956 context_set_draw_buffer(context
, buffer
);
1958 surface_translate_drawable_coords(This
, context
->win_handle
, &rect
);
1959 glPixelZoom(1.0f
, -1.0f
);
1963 /* Primary offscreen render target */
1964 TRACE("Offscreen render target.\n");
1965 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1967 glPixelZoom(1.0f
, 1.0f
);
1970 glRasterPos3i(rect
.left
, rect
.top
, 1);
1971 checkGLcall("glRasterPos3i");
1973 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1974 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1976 if (This
->flags
& SFLAG_PBO
)
1978 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1979 checkGLcall("glBindBufferARB");
1982 glDrawPixels(w
, h
, fmt
, type
, mem
);
1983 checkGLcall("glDrawPixels");
1985 if (This
->flags
& SFLAG_PBO
)
1987 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1988 checkGLcall("glBindBufferARB");
1991 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
1992 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1995 context_release(context
);
1998 static HRESULT WINAPI
IWineD3DSurfaceImpl_Unmap(IWineD3DSurface
*iface
)
2000 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2001 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2004 if (!(This
->flags
& SFLAG_LOCKED
))
2006 WARN("trying to Unlock an unlocked surf@%p\n", This
);
2007 return WINEDDERR_NOTLOCKED
;
2010 if (This
->flags
& SFLAG_PBO
)
2012 const struct wined3d_gl_info
*gl_info
;
2013 struct wined3d_context
*context
;
2015 TRACE("Freeing PBO memory\n");
2017 context
= context_acquire(device
, NULL
);
2018 gl_info
= context
->gl_info
;
2021 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
2022 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
2023 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
2024 checkGLcall("glUnmapBufferARB");
2026 context_release(context
);
2028 This
->resource
.allocatedMemory
= NULL
;
2031 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
2033 if (This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
))
2035 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
2039 if (This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
2040 || (device
->render_targets
&& This
== device
->render_targets
[0]))
2042 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
2043 static BOOL warned
= FALSE
;
2045 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2051 if (!This
->dirtyRect
.left
&& !This
->dirtyRect
.top
2052 && This
->dirtyRect
.right
== This
->currentDesc
.Width
2053 && This
->dirtyRect
.bottom
== This
->currentDesc
.Height
)
2057 /* TODO: Proper partial rectangle tracking */
2058 fullsurface
= FALSE
;
2059 This
->flags
|= SFLAG_INSYSMEM
;
2062 surface_load_location(This
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
2064 /* Partial rectangle tracking is not commonly implemented, it is only
2065 * done for render targets. INSYSMEM was set before to tell
2066 * surface_load_location() where to read the rectangle from.
2067 * Indrawable is set because all modifications from the partial
2068 * sysmem copy are written back to the drawable, thus the surface is
2069 * merged again in the drawable. The sysmem copy is not fully up to
2070 * date because only a subrectangle was read in Map(). */
2072 surface_modify_location(This
, SFLAG_INDRAWABLE
, TRUE
);
2074 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
2075 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
2076 This
->dirtyRect
.right
= 0;
2077 This
->dirtyRect
.bottom
= 0;
2079 else if (This
->resource
.format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
2081 FIXME("Depth Stencil buffer locking is not implemented\n");
2085 This
->flags
&= ~SFLAG_LOCKED
;
2086 memset(&This
->lockedRect
, 0, sizeof(RECT
));
2088 /* Overlays have to be redrawn manually after changes with the GL implementation */
2089 if (This
->overlay_dest
)
2090 This
->surface_ops
->surface_draw_overlay(This
);
2095 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
2097 struct wined3d_context
*context
;
2099 context
= context_acquire(surface
->resource
.device
, NULL
);
2102 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
2103 if (surface
->texture_name
)
2105 surface_bind_and_dirtify(surface
, FALSE
);
2106 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
2107 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
2109 if (surface
->texture_name_srgb
)
2111 surface_bind_and_dirtify(surface
, TRUE
);
2112 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
2113 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
2115 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
2118 context_release(context
);
2120 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
2121 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
2122 surface_force_reload(surface
);
2125 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
2127 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2128 WINED3DLOCKED_RECT lock
;
2132 TRACE("(%p)->(%p)\n",This
,pHDC
);
2134 if (This
->flags
& SFLAG_USERPTR
)
2136 ERR("Not supported on surfaces with an application-provided surfaces\n");
2137 return WINEDDERR_NODC
;
2140 /* Give more detailed info for ddraw */
2141 if (This
->flags
& SFLAG_DCINUSE
)
2142 return WINEDDERR_DCALREADYCREATED
;
2144 /* Can't GetDC if the surface is locked */
2145 if (This
->flags
& SFLAG_LOCKED
)
2146 return WINED3DERR_INVALIDCALL
;
2148 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
2150 /* Create a DIB section if there isn't a hdc yet */
2153 if (This
->flags
& SFLAG_CLIENT
)
2155 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2156 surface_release_client_storage(This
);
2158 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
2159 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
2161 /* Use the dib section from now on if we are not using a PBO */
2162 if (!(This
->flags
& SFLAG_PBO
))
2163 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
2166 /* Map the surface */
2167 hr
= IWineD3DSurface_Map(iface
, &lock
, NULL
, 0);
2169 /* Sync the DIB with the PBO. This can't be done earlier because Map()
2170 * activates the allocatedMemory. */
2171 if (This
->flags
& SFLAG_PBO
)
2172 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
2176 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr
);
2177 /* keep the dib section */
2181 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
2182 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
2184 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2185 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2187 const PALETTEENTRY
*pal
= NULL
;
2190 pal
= This
->palette
->palents
;
2192 IWineD3DSurfaceImpl
*dds_primary
;
2193 IWineD3DSwapChainImpl
*swapchain
;
2194 swapchain
= This
->resource
.device
->swapchains
[0];
2195 dds_primary
= swapchain
->front_buffer
;
2196 if (dds_primary
&& dds_primary
->palette
)
2197 pal
= dds_primary
->palette
->palents
;
2201 for (n
=0; n
<256; n
++) {
2202 col
[n
].rgbRed
= pal
[n
].peRed
;
2203 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2204 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2205 col
[n
].rgbReserved
= 0;
2207 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2212 TRACE("returning %p\n",*pHDC
);
2213 This
->flags
|= SFLAG_DCINUSE
;
2218 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2220 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2222 TRACE("(%p)->(%p)\n",This
,hDC
);
2224 if (!(This
->flags
& SFLAG_DCINUSE
))
2225 return WINEDDERR_NODC
;
2227 if (This
->hDC
!=hDC
) {
2228 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2229 return WINEDDERR_NODC
;
2232 if ((This
->flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
)
2234 /* Copy the contents of the DIB over to the PBO */
2235 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2238 /* we locked first, so unlock now */
2239 IWineD3DSurface_Unmap(iface
);
2241 This
->flags
&= ~SFLAG_DCINUSE
;
2246 /* ******************************************************
2247 IWineD3DSurface Internal (No mapping to directx api) parts follow
2248 ****************************************************** */
2250 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
,
2251 BOOL use_texturing
, struct wined3d_format
*format
, CONVERT_TYPES
*convert
)
2253 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2254 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2255 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2256 BOOL blit_supported
= FALSE
;
2258 /* Copy the default values from the surface. Below we might perform fixups */
2259 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2260 *format
= *This
->resource
.format
;
2261 *convert
= NO_CONVERSION
;
2263 /* Ok, now look if we have to do any conversion */
2264 switch (This
->resource
.format
->id
)
2266 case WINED3DFMT_P8_UINT
:
2267 /* Below the call to blit_supported is disabled for Wine 1.2
2268 * because the function isn't operating correctly yet. At the
2269 * moment 8-bit blits are handled in software and if certain GL
2270 * extensions are around, surface conversion is performed at
2271 * upload time. The blit_supported call recognizes it as a
2272 * destination fixup. This type of upload 'fixup' and 8-bit to
2273 * 8-bit blits need to be handled by the blit_shader.
2274 * TODO: get rid of this #if 0. */
2276 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2277 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
,
2278 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
);
2280 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2282 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2283 * texturing. Further also use conversion in case of color keying.
2284 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2285 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2286 * conflicts with this.
2288 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2289 || colorkey_active
|| !use_texturing
)
2291 format
->glFormat
= GL_RGBA
;
2292 format
->glInternal
= GL_RGBA
;
2293 format
->glType
= GL_UNSIGNED_BYTE
;
2294 format
->conv_byte_count
= 4;
2295 if (colorkey_active
)
2296 *convert
= CONVERT_PALETTED_CK
;
2298 *convert
= CONVERT_PALETTED
;
2302 case WINED3DFMT_B2G3R3_UNORM
:
2303 /* **********************
2304 GL_UNSIGNED_BYTE_3_3_2
2305 ********************** */
2306 if (colorkey_active
) {
2307 /* This texture format will never be used.. So do not care about color keying
2308 up until the point in time it will be needed :-) */
2309 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2313 case WINED3DFMT_B5G6R5_UNORM
:
2314 if (colorkey_active
)
2316 *convert
= CONVERT_CK_565
;
2317 format
->glFormat
= GL_RGBA
;
2318 format
->glInternal
= GL_RGB5_A1
;
2319 format
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2320 format
->conv_byte_count
= 2;
2324 case WINED3DFMT_B5G5R5X1_UNORM
:
2325 if (colorkey_active
)
2327 *convert
= CONVERT_CK_5551
;
2328 format
->glFormat
= GL_BGRA
;
2329 format
->glInternal
= GL_RGB5_A1
;
2330 format
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2331 format
->conv_byte_count
= 2;
2335 case WINED3DFMT_B8G8R8_UNORM
:
2336 if (colorkey_active
)
2338 *convert
= CONVERT_CK_RGB24
;
2339 format
->glFormat
= GL_RGBA
;
2340 format
->glInternal
= GL_RGBA8
;
2341 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2342 format
->conv_byte_count
= 4;
2346 case WINED3DFMT_B8G8R8X8_UNORM
:
2347 if (colorkey_active
)
2349 *convert
= CONVERT_RGB32_888
;
2350 format
->glFormat
= GL_RGBA
;
2351 format
->glInternal
= GL_RGBA8
;
2352 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2353 format
->conv_byte_count
= 4;
2364 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2366 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2367 struct wined3d_palette
*pal
= This
->palette
;
2368 BOOL index_in_alpha
= FALSE
;
2371 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2372 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2373 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2374 * duplicate entries. Store the color key in the unused alpha component to speed the
2375 * download up and to make conversion unneeded. */
2376 index_in_alpha
= primary_render_target_is_p8(device
);
2380 UINT dxVersion
= device
->wined3d
->dxVersion
;
2382 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2385 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2388 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2389 * there's no palette at this time. */
2390 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2395 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2396 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2397 * capability flag is present (wine does advertise this capability) */
2398 for (i
= 0; i
< 256; ++i
)
2400 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2401 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2402 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2403 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2409 TRACE("Using surface palette %p\n", pal
);
2410 /* Get the surface's palette */
2411 for (i
= 0; i
< 256; ++i
)
2413 table
[i
][0] = pal
->palents
[i
].peRed
;
2414 table
[i
][1] = pal
->palents
[i
].peGreen
;
2415 table
[i
][2] = pal
->palents
[i
].peBlue
;
2417 /* When index_in_alpha is set the palette index is stored in the
2418 * alpha component. In case of a readback we can then read
2419 * GL_ALPHA. Color keying is handled in BltOverride using a
2420 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2421 * color key itself is passed to glAlphaFunc in other cases the
2422 * alpha component of pixels that should be masked away is set to 0. */
2427 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2428 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2432 else if (pal
->flags
& WINEDDPCAPS_ALPHA
)
2434 table
[i
][3] = pal
->palents
[i
].peFlags
;
2444 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2445 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2449 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2454 memcpy(dst
, src
, pitch
* height
);
2457 case CONVERT_PALETTED
:
2458 case CONVERT_PALETTED_CK
:
2463 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2465 for (y
= 0; y
< height
; y
++)
2467 source
= src
+ pitch
* y
;
2468 dest
= dst
+ outpitch
* y
;
2469 /* This is an 1 bpp format, using the width here is fine */
2470 for (x
= 0; x
< width
; x
++) {
2471 BYTE color
= *source
++;
2472 *dest
++ = table
[color
][0];
2473 *dest
++ = table
[color
][1];
2474 *dest
++ = table
[color
][2];
2475 *dest
++ = table
[color
][3];
2481 case CONVERT_CK_565
:
2483 /* Converting the 565 format in 5551 packed to emulate color-keying.
2485 Note : in all these conversion, it would be best to average the averaging
2486 pixels to get the color of the pixel that will be color-keyed to
2487 prevent 'color bleeding'. This will be done later on if ever it is
2490 Note2: Nvidia documents say that their driver does not support alpha + color keying
2491 on the same surface and disables color keying in such a case
2497 TRACE("Color keyed 565\n");
2499 for (y
= 0; y
< height
; y
++) {
2500 Source
= (const WORD
*)(src
+ y
* pitch
);
2501 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2502 for (x
= 0; x
< width
; x
++ ) {
2503 WORD color
= *Source
++;
2504 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2505 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2506 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2515 case CONVERT_CK_5551
:
2517 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2521 TRACE("Color keyed 5551\n");
2522 for (y
= 0; y
< height
; y
++) {
2523 Source
= (const WORD
*)(src
+ y
* pitch
);
2524 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2525 for (x
= 0; x
< width
; x
++ ) {
2526 WORD color
= *Source
++;
2528 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2529 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2533 *Dest
&= ~(1 << 15);
2541 case CONVERT_CK_RGB24
:
2543 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2545 for (y
= 0; y
< height
; y
++)
2547 source
= src
+ pitch
* y
;
2548 dest
= dst
+ outpitch
* y
;
2549 for (x
= 0; x
< width
; x
++) {
2550 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2551 DWORD dstcolor
= color
<< 8;
2552 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2553 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2556 *(DWORD
*)dest
= dstcolor
;
2564 case CONVERT_RGB32_888
:
2566 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2568 for (y
= 0; y
< height
; y
++)
2570 source
= src
+ pitch
* y
;
2571 dest
= dst
+ outpitch
* y
;
2572 for (x
= 0; x
< width
; x
++) {
2573 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2574 DWORD dstcolor
= color
<< 8;
2575 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2576 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2579 *(DWORD
*)dest
= dstcolor
;
2588 ERR("Unsupported conversion type %#x.\n", convert
);
2593 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2595 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2597 if (This
->palette
|| (This
->resource
.format
->id
!= WINED3DFMT_P8_UINT
2598 && This
->resource
.format
->id
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2600 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2601 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2608 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2613 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2615 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2619 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, enum wined3d_format_id format
)
2621 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2624 TRACE("(%p) : Calling base function first\n", This
);
2625 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2628 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2629 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format
->glFormat
,
2630 This
->resource
.format
->glInternal
, This
->resource
.format
->glType
);
2635 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2636 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2638 TRACE("iface %p, mem %p.\n", iface
, Mem
);
2640 if (This
->flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
))
2642 WARN("Surface is locked or the HDC is in use\n");
2643 return WINED3DERR_INVALIDCALL
;
2646 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2647 void *release
= NULL
;
2649 /* Do I have to copy the old surface content? */
2650 if (This
->flags
& SFLAG_DIBSECTION
)
2652 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2653 DeleteDC(This
->hDC
);
2654 /* Release the DIB section */
2655 DeleteObject(This
->dib
.DIBsection
);
2656 This
->dib
.bitmap_data
= NULL
;
2657 This
->resource
.allocatedMemory
= NULL
;
2659 This
->flags
&= ~SFLAG_DIBSECTION
;
2661 else if (!(This
->flags
& SFLAG_USERPTR
))
2663 release
= This
->resource
.heapMemory
;
2664 This
->resource
.heapMemory
= NULL
;
2666 This
->resource
.allocatedMemory
= Mem
;
2667 This
->flags
|= SFLAG_USERPTR
;
2669 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2670 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2672 /* For client textures opengl has to be notified */
2673 if (This
->flags
& SFLAG_CLIENT
)
2674 surface_release_client_storage(This
);
2676 /* Now free the old memory if any */
2677 HeapFree(GetProcessHeap(), 0, release
);
2679 else if (This
->flags
& SFLAG_USERPTR
)
2681 /* Map and GetDC will re-create the dib section and allocated memory. */
2682 This
->resource
.allocatedMemory
= NULL
;
2683 /* HeapMemory should be NULL already */
2684 if (This
->resource
.heapMemory
)
2685 ERR("User pointer surface has heap memory allocated.\n");
2686 This
->flags
&= ~(SFLAG_USERPTR
| SFLAG_INSYSMEM
);
2688 if (This
->flags
& SFLAG_CLIENT
)
2689 surface_release_client_storage(This
);
2691 surface_prepare_system_memory(This
);
2692 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2697 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2699 /* Flip the surface contents */
2704 front
->hDC
= back
->hDC
;
2708 /* Flip the DIBsection */
2711 BOOL hasDib
= front
->flags
& SFLAG_DIBSECTION
;
2712 tmp
= front
->dib
.DIBsection
;
2713 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2714 back
->dib
.DIBsection
= tmp
;
2716 if (back
->flags
& SFLAG_DIBSECTION
) front
->flags
|= SFLAG_DIBSECTION
;
2717 else front
->flags
&= ~SFLAG_DIBSECTION
;
2718 if (hasDib
) back
->flags
|= SFLAG_DIBSECTION
;
2719 else back
->flags
&= ~SFLAG_DIBSECTION
;
2722 /* Flip the surface data */
2726 tmp
= front
->dib
.bitmap_data
;
2727 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2728 back
->dib
.bitmap_data
= tmp
;
2730 tmp
= front
->resource
.allocatedMemory
;
2731 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2732 back
->resource
.allocatedMemory
= tmp
;
2734 tmp
= front
->resource
.heapMemory
;
2735 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2736 back
->resource
.heapMemory
= tmp
;
2741 GLuint tmp_pbo
= front
->pbo
;
2742 front
->pbo
= back
->pbo
;
2743 back
->pbo
= tmp_pbo
;
2746 /* client_memory should not be different, but just in case */
2749 tmp
= front
->dib
.client_memory
;
2750 front
->dib
.client_memory
= back
->dib
.client_memory
;
2751 back
->dib
.client_memory
= tmp
;
2754 /* Flip the opengl texture */
2758 tmp
= back
->texture_name
;
2759 back
->texture_name
= front
->texture_name
;
2760 front
->texture_name
= tmp
;
2762 tmp
= back
->texture_name_srgb
;
2763 back
->texture_name_srgb
= front
->texture_name_srgb
;
2764 front
->texture_name_srgb
= tmp
;
2766 resource_unload(&back
->resource
);
2767 resource_unload(&front
->resource
);
2771 DWORD tmp_flags
= back
->flags
;
2772 back
->flags
= front
->flags
;
2773 front
->flags
= tmp_flags
;
2777 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD flags
)
2779 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2780 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2782 TRACE("iface %p, override %p, flags %#x.\n", iface
, override
, flags
);
2784 /* Flipping is only supported on RenderTargets and overlays*/
2785 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2786 WARN("Tried to flip a non-render target, non-overlay surface\n");
2787 return WINEDDERR_NOTFLIPPABLE
;
2790 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2791 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2793 /* Update the overlay if it is visible */
2794 if (This
->overlay_dest
)
2795 return This
->surface_ops
->surface_draw_overlay(This
);
2801 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2802 * FIXME("(%p) Target override is not supported by now\n", This);
2803 * Additionally, it isn't really possible to support triple-buffering
2804 * properly on opengl at all
2808 if (This
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
2810 ERR("Flipped surface is not on a swapchain\n");
2811 return WINEDDERR_NOTFLIPPABLE
;
2813 swapchain
= This
->container
.u
.swapchain
;
2815 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2816 * and only d3d8 and d3d9 apps specify the presentation interval
2818 if (!(flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)))
2819 /* Most common case first to avoid wasting time on all the other cases */
2820 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2821 else if (flags
& WINEDDFLIP_NOVSYNC
)
2822 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2823 else if (flags
& WINEDDFLIP_INTERVAL2
)
2824 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2825 else if (flags
& WINEDDFLIP_INTERVAL3
)
2826 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2828 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2830 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2831 return IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2832 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2835 /* Does a direct frame buffer -> texture copy. Stretching is done
2836 * with single pixel copy calls
2838 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2839 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2841 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2844 struct wined3d_context
*context
;
2845 BOOL upsidedown
= FALSE
;
2846 RECT dst_rect
= *dst_rect_in
;
2848 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2849 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2851 if(dst_rect
.top
> dst_rect
.bottom
) {
2852 UINT tmp
= dst_rect
.bottom
;
2853 dst_rect
.bottom
= dst_rect
.top
;
2858 context
= context_acquire(device
, src_surface
);
2859 context_apply_blit_state(context
, device
);
2860 surface_internal_preload(dst_surface
, SRGB_RGB
);
2863 /* Bind the target texture */
2864 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2865 checkGLcall("glBindTexture");
2866 if (surface_is_offscreen(src_surface
))
2868 TRACE("Reading from an offscreen target\n");
2869 upsidedown
= !upsidedown
;
2870 glReadBuffer(device
->offscreenBuffer
);
2874 glReadBuffer(surface_get_gl_buffer(src_surface
));
2876 checkGLcall("glReadBuffer");
2878 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2879 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2881 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2883 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2885 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2886 ERR("Texture filtering not supported in direct blit\n");
2889 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2890 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2892 ERR("Texture filtering not supported in direct blit\n");
2896 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2897 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2899 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2901 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2902 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2903 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2904 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2906 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2907 /* I have to process this row by row to swap the image,
2908 * otherwise it would be upside down, so stretching in y direction
2909 * doesn't cost extra time
2911 * However, stretching in x direction can be avoided if not necessary
2913 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2914 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2916 /* Well, that stuff works, but it's very slow.
2917 * find a better way instead
2921 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2923 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2924 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2925 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2930 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2931 dst_rect
.left
/* x offset */, row
/* y offset */,
2932 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2936 checkGLcall("glCopyTexSubImage2D");
2939 context_release(context
);
2941 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2942 * path is never entered
2944 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2947 /* Uses the hardware to stretch and flip the image */
2948 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2949 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2951 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2952 GLuint src
, backup
= 0;
2953 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2954 float left
, right
, top
, bottom
; /* Texture coordinates */
2955 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2956 UINT fbheight
= src_surface
->currentDesc
.Height
;
2957 struct wined3d_context
*context
;
2958 GLenum drawBuffer
= GL_BACK
;
2959 GLenum texture_target
;
2960 BOOL noBackBufferBackup
;
2962 BOOL upsidedown
= FALSE
;
2963 RECT dst_rect
= *dst_rect_in
;
2965 TRACE("Using hwstretch blit\n");
2966 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2967 context
= context_acquire(device
, src_surface
);
2968 context_apply_blit_state(context
, device
);
2969 surface_internal_preload(dst_surface
, SRGB_RGB
);
2971 src_offscreen
= surface_is_offscreen(src_surface
);
2972 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2973 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2975 /* Get it a description */
2976 surface_internal_preload(src_surface
, SRGB_RGB
);
2980 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2981 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2983 if (context
->aux_buffers
>= 2)
2985 /* Got more than one aux buffer? Use the 2nd aux buffer */
2986 drawBuffer
= GL_AUX1
;
2988 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2990 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2991 drawBuffer
= GL_AUX0
;
2994 if(noBackBufferBackup
) {
2995 glGenTextures(1, &backup
);
2996 checkGLcall("glGenTextures");
2997 glBindTexture(GL_TEXTURE_2D
, backup
);
2998 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2999 texture_target
= GL_TEXTURE_2D
;
3001 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3002 * we are reading from the back buffer, the backup can be used as source texture
3004 texture_target
= src_surface
->texture_target
;
3005 glBindTexture(texture_target
, src_surface
->texture_name
);
3006 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3007 glEnable(texture_target
);
3008 checkGLcall("glEnable(texture_target)");
3010 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3011 src_surface
->flags
&= ~SFLAG_INTEXTURE
;
3014 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3015 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3017 if(dst_rect
.top
> dst_rect
.bottom
) {
3018 UINT tmp
= dst_rect
.bottom
;
3019 dst_rect
.bottom
= dst_rect
.top
;
3026 TRACE("Reading from an offscreen target\n");
3027 upsidedown
= !upsidedown
;
3028 glReadBuffer(device
->offscreenBuffer
);
3032 glReadBuffer(surface_get_gl_buffer(src_surface
));
3035 /* TODO: Only back up the part that will be overwritten */
3036 glCopyTexSubImage2D(texture_target
, 0,
3037 0, 0 /* read offsets */,
3042 checkGLcall("glCopyTexSubImage2D");
3044 /* No issue with overriding these - the sampler is dirty due to blit usage */
3045 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
3046 wined3d_gl_mag_filter(magLookup
, Filter
));
3047 checkGLcall("glTexParameteri");
3048 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
3049 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
3050 checkGLcall("glTexParameteri");
3052 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3053 src_swapchain
= src_surface
->container
.u
.swapchain
;
3054 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
3056 src
= backup
? backup
: src_surface
->texture_name
;
3060 glReadBuffer(GL_FRONT
);
3061 checkGLcall("glReadBuffer(GL_FRONT)");
3063 glGenTextures(1, &src
);
3064 checkGLcall("glGenTextures(1, &src)");
3065 glBindTexture(GL_TEXTURE_2D
, src
);
3066 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3068 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3069 * out for power of 2 sizes
3071 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3072 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3073 checkGLcall("glTexImage2D");
3074 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3075 0, 0 /* read offsets */,
3080 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3081 checkGLcall("glTexParameteri");
3082 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3083 checkGLcall("glTexParameteri");
3085 glReadBuffer(GL_BACK
);
3086 checkGLcall("glReadBuffer(GL_BACK)");
3088 if(texture_target
!= GL_TEXTURE_2D
) {
3089 glDisable(texture_target
);
3090 glEnable(GL_TEXTURE_2D
);
3091 texture_target
= GL_TEXTURE_2D
;
3094 checkGLcall("glEnd and previous");
3096 left
= src_rect
->left
;
3097 right
= src_rect
->right
;
3101 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3102 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3106 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3107 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3110 if (src_surface
->flags
& SFLAG_NORMCOORD
)
3112 left
/= src_surface
->pow2Width
;
3113 right
/= src_surface
->pow2Width
;
3114 top
/= src_surface
->pow2Height
;
3115 bottom
/= src_surface
->pow2Height
;
3118 /* draw the source texture stretched and upside down. The correct surface is bound already */
3119 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3120 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3122 context_set_draw_buffer(context
, drawBuffer
);
3123 glReadBuffer(drawBuffer
);
3127 glTexCoord2f(left
, bottom
);
3131 glTexCoord2f(left
, top
);
3132 glVertex2i(0, dst_rect
.bottom
- dst_rect
.top
);
3135 glTexCoord2f(right
, top
);
3136 glVertex2i(dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3139 glTexCoord2f(right
, bottom
);
3140 glVertex2i(dst_rect
.right
- dst_rect
.left
, 0);
3142 checkGLcall("glEnd and previous");
3144 if (texture_target
!= dst_surface
->texture_target
)
3146 glDisable(texture_target
);
3147 glEnable(dst_surface
->texture_target
);
3148 texture_target
= dst_surface
->texture_target
;
3151 /* Now read the stretched and upside down image into the destination texture */
3152 glBindTexture(texture_target
, dst_surface
->texture_name
);
3153 checkGLcall("glBindTexture");
3154 glCopyTexSubImage2D(texture_target
,
3156 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3157 0, 0, /* We blitted the image to the origin */
3158 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3159 checkGLcall("glCopyTexSubImage2D");
3161 if(drawBuffer
== GL_BACK
) {
3162 /* Write the back buffer backup back */
3164 if(texture_target
!= GL_TEXTURE_2D
) {
3165 glDisable(texture_target
);
3166 glEnable(GL_TEXTURE_2D
);
3167 texture_target
= GL_TEXTURE_2D
;
3169 glBindTexture(GL_TEXTURE_2D
, backup
);
3170 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3174 if (texture_target
!= src_surface
->texture_target
)
3176 glDisable(texture_target
);
3177 glEnable(src_surface
->texture_target
);
3178 texture_target
= src_surface
->texture_target
;
3180 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3181 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3186 glTexCoord2f(0.0f
, 0.0f
);
3187 glVertex2i(0, fbheight
);
3190 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3194 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3195 (float)fbheight
/ (float)src_surface
->pow2Height
);
3196 glVertex2i(fbwidth
, 0);
3199 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3200 glVertex2i(fbwidth
, fbheight
);
3203 glDisable(texture_target
);
3204 checkGLcall("glDisable(texture_target)");
3207 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3209 glDeleteTextures(1, &src
);
3210 checkGLcall("glDeleteTextures(1, &src)");
3213 glDeleteTextures(1, &backup
);
3214 checkGLcall("glDeleteTextures(1, &backup)");
3219 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3221 context_release(context
);
3223 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3224 * path is never entered
3226 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3229 /* Until the blit_shader is ready, define some prototypes here. */
3230 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3231 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
3232 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
);
3234 /* Front buffer coordinates are always full screen coordinates, but our GL
3235 * drawable is limited to the window's client area. The sysmem and texture
3236 * copies do have the full screen size. Note that GL has a bottom-left
3237 * origin, while D3D has a top-left origin. */
3238 void surface_translate_drawable_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3240 UINT drawable_height
;
3242 if (surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
3243 && surface
== surface
->container
.u
.swapchain
->front_buffer
)
3245 POINT offset
= {0, 0};
3248 ScreenToClient(window
, &offset
);
3249 OffsetRect(rect
, offset
.x
, offset
.y
);
3251 GetClientRect(window
, &windowsize
);
3252 drawable_height
= windowsize
.bottom
- windowsize
.top
;
3256 drawable_height
= surface
->currentDesc
.Height
;
3259 rect
->top
= drawable_height
- rect
->top
;
3260 rect
->bottom
= drawable_height
- rect
->bottom
;
3263 static BOOL
surface_is_full_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*r
)
3265 if ((r
->left
&& r
->right
) || abs(r
->right
- r
->left
) != surface
->currentDesc
.Width
)
3267 if ((r
->top
&& r
->bottom
) || abs(r
->bottom
- r
->top
) != surface
->currentDesc
.Height
)
3272 /* blit between surface locations. onscreen on different swapchains is not supported.
3273 * depth / stencil is not supported. */
3274 static void surface_blt_fbo(IWineD3DDeviceImpl
*device
, const WINED3DTEXTUREFILTERTYPE filter
,
3275 IWineD3DSurfaceImpl
*src_surface
, DWORD src_location
, const RECT
*src_rect_in
,
3276 IWineD3DSurfaceImpl
*dst_surface
, DWORD dst_location
, const RECT
*dst_rect_in
)
3278 const struct wined3d_gl_info
*gl_info
;
3279 struct wined3d_context
*context
;
3280 RECT src_rect
, dst_rect
;
3283 TRACE("device %p, filter %s,\n", device
, debug_d3dtexturefiltertype(filter
));
3284 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3285 src_surface
, debug_surflocation(src_location
), wine_dbgstr_rect(src_rect_in
));
3286 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3287 dst_surface
, debug_surflocation(dst_location
), wine_dbgstr_rect(dst_rect_in
));
3289 src_rect
= *src_rect_in
;
3290 dst_rect
= *dst_rect_in
;
3294 case WINED3DTEXF_LINEAR
:
3295 gl_filter
= GL_LINEAR
;
3299 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter
), filter
);
3300 case WINED3DTEXF_NONE
:
3301 case WINED3DTEXF_POINT
:
3302 gl_filter
= GL_NEAREST
;
3306 if (src_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(src_surface
))
3307 src_location
= SFLAG_INTEXTURE
;
3308 if (dst_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(dst_surface
))
3309 dst_location
= SFLAG_INTEXTURE
;
3311 /* Make sure the locations are up-to-date. Loading the destination
3312 * surface isn't required if the entire surface is overwritten. (And is
3313 * in fact harmful if we're being called by surface_load_location() with
3314 * the purpose of loading the destination surface.) */
3315 surface_load_location(src_surface
, src_location
, NULL
);
3316 if (!surface_is_full_rect(dst_surface
, &dst_rect
))
3317 surface_load_location(dst_surface
, dst_location
, NULL
);
3319 if (src_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, src_surface
);
3320 else if (dst_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, dst_surface
);
3321 else context
= context_acquire(device
, NULL
);
3323 if (!context
->valid
)
3325 context_release(context
);
3326 WARN("Invalid context, skipping blit.\n");
3330 gl_info
= context
->gl_info
;
3332 if (src_location
== SFLAG_INDRAWABLE
)
3334 GLenum buffer
= surface_get_gl_buffer(src_surface
);
3336 TRACE("Source surface %p is onscreen.\n", src_surface
);
3338 surface_translate_drawable_coords(src_surface
, context
->win_handle
, &src_rect
);
3341 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
);
3342 glReadBuffer(buffer
);
3343 checkGLcall("glReadBuffer()");
3347 TRACE("Source surface %p is offscreen.\n", src_surface
);
3349 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, src_surface
, NULL
, src_location
);
3350 glReadBuffer(GL_COLOR_ATTACHMENT0
);
3351 checkGLcall("glReadBuffer()");
3355 if (dst_location
== SFLAG_INDRAWABLE
)
3357 GLenum buffer
= surface_get_gl_buffer(dst_surface
);
3359 TRACE("Destination surface %p is onscreen.\n", dst_surface
);
3361 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3364 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
3365 context_set_draw_buffer(context
, buffer
);
3369 TRACE("Destination surface %p is offscreen.\n", dst_surface
);
3372 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, dst_surface
, NULL
, dst_location
);
3373 context_set_draw_buffer(context
, GL_COLOR_ATTACHMENT0
);
3376 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3377 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
3378 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
3379 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
3380 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
3382 glDisable(GL_SCISSOR_TEST
);
3383 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
3385 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
.left
, src_rect
.top
, src_rect
.right
, src_rect
.bottom
,
3386 dst_rect
.left
, dst_rect
.top
, dst_rect
.right
, dst_rect
.bottom
, GL_COLOR_BUFFER_BIT
, gl_filter
);
3387 checkGLcall("glBlitFramebuffer()");
3391 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3393 context_release(context
);
3396 static void surface_blt_to_drawable(IWineD3DDeviceImpl
*device
,
3397 WINED3DTEXTUREFILTERTYPE filter
, BOOL color_key
,
3398 IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect_in
,
3399 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
)
3401 IWineD3DSwapChainImpl
*swapchain
= NULL
;
3402 struct wined3d_context
*context
;
3403 RECT src_rect
, dst_rect
;
3405 src_rect
= *src_rect_in
;
3406 dst_rect
= *dst_rect_in
;
3408 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3409 swapchain
= dst_surface
->container
.u
.swapchain
;
3411 /* Make sure the surface is up-to-date. This should probably use
3412 * surface_load_location() and worry about the destination surface too,
3413 * unless we're overwriting it completely. */
3414 surface_internal_preload(src_surface
, SRGB_RGB
);
3416 /* Activate the destination context, set it up for blitting */
3417 context
= context_acquire(device
, dst_surface
);
3418 context_apply_blit_state(context
, device
);
3420 if (!surface_is_offscreen(dst_surface
))
3421 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3423 device
->blitter
->set_shader(device
->blit_priv
, context
->gl_info
, src_surface
);
3429 glEnable(GL_ALPHA_TEST
);
3430 checkGLcall("glEnable(GL_ALPHA_TEST)");
3432 /* When the primary render target uses P8, the alpha component
3433 * contains the palette index. Which means that the colorkey is one of
3434 * the palette entries. In other cases pixels that should be masked
3435 * away have alpha set to 0. */
3436 if (primary_render_target_is_p8(device
))
3437 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3439 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3440 checkGLcall("glAlphaFunc");
3444 glDisable(GL_ALPHA_TEST
);
3445 checkGLcall("glDisable(GL_ALPHA_TEST)");
3448 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, filter
);
3452 glDisable(GL_ALPHA_TEST
);
3453 checkGLcall("glDisable(GL_ALPHA_TEST)");
3458 /* Leave the opengl state valid for blitting */
3459 device
->blitter
->unset_shader(context
->gl_info
);
3461 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
3462 && (dst_surface
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
3463 wglFlush(); /* Flush to ensure ordering across contexts. */
3465 context_release(context
);
3468 /* Do not call while under the GL lock. */
3469 HRESULT
surface_color_fill(IWineD3DSurfaceImpl
*s
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
3471 IWineD3DDeviceImpl
*device
= s
->resource
.device
;
3472 const struct blit_shader
*blitter
;
3474 blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3475 NULL
, 0, 0, NULL
, rect
, s
->resource
.usage
, s
->resource
.pool
, s
->resource
.format
);
3478 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3479 return WINED3DERR_INVALIDCALL
;
3482 return blitter
->color_fill(device
, s
, rect
, color
);
3485 /* Not called from the VTable */
3486 /* Do not call while under the GL lock. */
3487 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3488 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD flags
, const WINEDDBLTFX
*DDBltFx
,
3489 WINED3DTEXTUREFILTERTYPE Filter
)
3491 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3492 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3493 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3494 RECT dst_rect
, src_rect
;
3496 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3497 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3498 flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3500 /* Get the swapchain. One of the surfaces has to be a primary surface */
3501 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3503 WARN("Destination is in sysmem, rejecting gl blt\n");
3504 return WINED3DERR_INVALIDCALL
;
3507 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3508 dstSwapchain
= dst_surface
->container
.u
.swapchain
;
3512 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3514 WARN("Src is in sysmem, rejecting gl blt\n");
3515 return WINED3DERR_INVALIDCALL
;
3518 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3519 srcSwapchain
= src_surface
->container
.u
.swapchain
;
3522 /* Early sort out of cases where no render target is used */
3523 if (!dstSwapchain
&& !srcSwapchain
3524 && src_surface
!= device
->render_targets
[0]
3525 && dst_surface
!= device
->render_targets
[0])
3527 TRACE("No surface is render target, not using hardware blit.\n");
3528 return WINED3DERR_INVALIDCALL
;
3531 /* No destination color keying supported */
3532 if (flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
))
3534 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3535 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3536 return WINED3DERR_INVALIDCALL
;
3539 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3540 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3542 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3543 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3544 && dst_surface
== dstSwapchain
->front_buffer
3545 && src_surface
== dstSwapchain
->back_buffers
[0])
3547 /* Half-Life does a Blt from the back buffer to the front buffer,
3548 * Full surface size, no flags... Use present instead
3550 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3553 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3556 TRACE("Looking if a Present can be done...\n");
3557 /* Source Rectangle must be full surface */
3558 if (src_rect
.left
|| src_rect
.top
3559 || src_rect
.right
!= src_surface
->currentDesc
.Width
3560 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3562 TRACE("No, Source rectangle doesn't match\n");
3566 /* No stretching may occur */
3567 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3568 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3569 TRACE("No, stretching is done\n");
3573 /* Destination must be full surface or match the clipping rectangle */
3574 if (dst_surface
->clipper
&& dst_surface
->clipper
->hWnd
)
3578 GetClientRect(dst_surface
->clipper
->hWnd
, &cliprect
);
3579 pos
[0].x
= dst_rect
.left
;
3580 pos
[0].y
= dst_rect
.top
;
3581 pos
[1].x
= dst_rect
.right
;
3582 pos
[1].y
= dst_rect
.bottom
;
3583 MapWindowPoints(GetDesktopWindow(), dst_surface
->clipper
->hWnd
, pos
, 2);
3585 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3586 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3588 TRACE("No, dest rectangle doesn't match(clipper)\n");
3589 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3590 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3594 else if (dst_rect
.left
|| dst_rect
.top
3595 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3596 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3598 TRACE("No, dest rectangle doesn't match(surface size)\n");
3604 /* These flags are unimportant for the flag check, remove them */
3605 if (!(flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)))
3607 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3609 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3610 * take very long, while a flip is fast.
3611 * This applies to Half-Life, which does such Blts every time it finished
3612 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3613 * menu. This is also used by all apps when they do windowed rendering
3615 * The problem is that flipping is not really the same as copying. After a
3616 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3617 * untouched. Therefore it's necessary to override the swap effect
3618 * and to set it back after the flip.
3620 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3624 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3625 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3627 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3628 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3629 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3631 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3638 TRACE("Unsupported blit between buffers on the same swapchain\n");
3639 return WINED3DERR_INVALIDCALL
;
3640 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3641 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3642 return WINED3DERR_INVALIDCALL
;
3643 } else if(dstSwapchain
&& srcSwapchain
) {
3644 FIXME("Implement hardware blit between two different swapchains\n");
3645 return WINED3DERR_INVALIDCALL
;
3647 else if (dstSwapchain
)
3649 /* Handled with regular texture -> swapchain blit */
3650 if (src_surface
== device
->render_targets
[0])
3651 TRACE("Blit from active render target to a swapchain\n");
3653 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3655 FIXME("Implement blit from a swapchain to the active render target\n");
3656 return WINED3DERR_INVALIDCALL
;
3659 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3661 /* Blit from render target to texture */
3664 /* P8 read back is not implemented */
3665 if (src_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
3666 || dst_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
)
3668 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3669 return WINED3DERR_INVALIDCALL
;
3672 if (flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3674 TRACE("Color keying not supported by frame buffer to texture blit\n");
3675 return WINED3DERR_INVALIDCALL
;
3676 /* Destination color key is checked above */
3679 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3685 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3686 * flip the image nor scale it.
3688 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3689 * -> If the app wants a image width an unscaled width, copy it line per line
3690 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3691 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3692 * back buffer. This is slower than reading line per line, thus not used for flipping
3693 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3696 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3697 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3700 if (fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3701 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3702 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3704 surface_blt_fbo(device
, Filter
,
3705 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3706 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3707 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3709 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3710 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3712 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3713 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3715 TRACE("Using hardware stretching to flip / stretch the texture\n");
3716 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3719 if (!(dst_surface
->flags
& SFLAG_DONOTFREE
))
3721 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3722 dst_surface
->resource
.allocatedMemory
= NULL
;
3723 dst_surface
->resource
.heapMemory
= NULL
;
3727 dst_surface
->flags
&= ~SFLAG_INSYSMEM
;
3732 else if (src_surface
)
3734 /* Blit from offscreen surface to render target */
3735 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3736 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3738 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3740 if (!(flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3741 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3742 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3743 src_surface
->resource
.format
,
3744 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3745 dst_surface
->resource
.format
))
3747 TRACE("Using surface_blt_fbo.\n");
3748 /* The source is always a texture, but never the currently active render target, and the texture
3749 * contents are never upside down. */
3750 surface_blt_fbo(device
, Filter
,
3751 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3752 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3753 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3757 if (!(flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3758 && arbfp_blit
.blit_supported(gl_info
, BLIT_OP_BLIT
,
3759 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3760 src_surface
->resource
.format
,
3761 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3762 dst_surface
->resource
.format
))
3764 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3767 if (!device
->blitter
->blit_supported(gl_info
, BLIT_OP_BLIT
,
3768 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3769 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3771 FIXME("Unsupported blit operation falling back to software\n");
3772 return WINED3DERR_INVALIDCALL
;
3775 /* Color keying: Check if we have to do a color keyed blt,
3776 * and if not check if a color key is activated.
3778 * Just modify the color keying parameters in the surface and restore them afterwards
3779 * The surface keeps track of the color key last used to load the opengl surface.
3780 * PreLoad will catch the change to the flags and color key and reload if necessary.
3782 if (flags
& WINEDDBLT_KEYSRC
)
3784 /* Use color key from surface */
3786 else if (flags
& WINEDDBLT_KEYSRCOVERRIDE
)
3788 /* Use color key from DDBltFx */
3789 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3790 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3794 /* Do not use color key */
3795 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3798 surface_blt_to_drawable(device
, Filter
, flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
),
3799 src_surface
, &src_rect
, dst_surface
, &dst_rect
);
3801 /* Restore the color key parameters */
3802 src_surface
->CKeyFlags
= oldCKeyFlags
;
3803 src_surface
->SrcBltCKey
= oldBltCKey
;
3805 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3811 /* Source-Less Blit to render target */
3812 if (flags
& WINEDDBLT_COLORFILL
)
3814 WINED3DCOLORVALUE color
;
3816 TRACE("Colorfill\n");
3818 /* The color as given in the Blt function is in the surface format. */
3819 if (!surface_convert_color_to_float(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3820 return WINED3DERR_INVALIDCALL
;
3822 return surface_color_fill(dst_surface
, &dst_rect
, &color
);
3826 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3827 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3828 return WINED3DERR_INVALIDCALL
;
3831 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3832 IWineD3DSurface
*src_surface
, const RECT
*src_rect
, DWORD flags
, const WINEDDBLTFX
*DDBltFx
)
3834 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3837 if (flags
& WINEDDBLT_DEPTHFILL
)
3839 switch (This
->resource
.format
->id
)
3841 case WINED3DFMT_D16_UNORM
:
3842 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3844 case WINED3DFMT_S1_UINT_D15_UNORM
:
3845 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00007fff;
3847 case WINED3DFMT_D24_UNORM_S8_UINT
:
3848 case WINED3DFMT_X8D24_UNORM
:
3849 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3851 case WINED3DFMT_D32_UNORM
:
3852 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3856 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This
->resource
.format
->id
));
3859 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, DestRect
,
3860 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3863 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3864 return WINED3DERR_INVALIDCALL
;
3867 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
,
3868 IWineD3DSurface
*src_surface
, const RECT
*SrcRect
, DWORD flags
,
3869 const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
)
3871 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3872 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3873 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3875 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3876 iface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3877 flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3878 TRACE("Usage is %s.\n", debug_d3dusage(This
->resource
.usage
));
3880 if ((This
->flags
& SFLAG_LOCKED
) || (src
&& (src
->flags
& SFLAG_LOCKED
)))
3882 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3883 return WINEDDERR_SURFACEBUSY
;
3886 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3887 * except depth blits, which seem to work
3889 if (This
== device
->depth_stencil
|| (src
&& src
== device
->depth_stencil
))
3891 if (device
->inScene
&& !(flags
& WINEDDBLT_DEPTHFILL
))
3893 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3894 return WINED3DERR_INVALIDCALL
;
3896 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, src_surface
, SrcRect
, flags
, DDBltFx
)))
3898 TRACE("Z Blit override handled the blit\n");
3903 /* Special cases for RenderTargets */
3904 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3905 || (src
&& (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3907 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, src
, SrcRect
, flags
, DDBltFx
, Filter
)))
3911 /* For the rest call the X11 surface implementation.
3912 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3913 * other Blts are rather rare. */
3914 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, src_surface
, SrcRect
, flags
, DDBltFx
, Filter
);
3917 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3918 IWineD3DSurface
*src_surface
, const RECT
*rsrc
, DWORD trans
)
3920 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3921 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3922 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3924 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3925 iface
, dstx
, dsty
, src_surface
, wine_dbgstr_rect(rsrc
), trans
);
3927 if ((This
->flags
& SFLAG_LOCKED
) || (src
->flags
& SFLAG_LOCKED
))
3929 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3930 return WINEDDERR_SURFACEBUSY
;
3933 if (device
->inScene
&& (This
== device
->depth_stencil
|| src
== device
->depth_stencil
))
3935 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3936 return WINED3DERR_INVALIDCALL
;
3939 /* Special cases for RenderTargets */
3940 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3941 || (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3944 RECT SrcRect
, DstRect
;
3947 surface_get_rect(src
, rsrc
, &SrcRect
);
3949 DstRect
.left
= dstx
;
3951 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3952 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3954 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3955 if (trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3956 flags
|= WINEDDBLT_KEYSRC
;
3957 if (trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3958 flags
|= WINEDDBLT_KEYDEST
;
3959 if (trans
& WINEDDBLTFAST_WAIT
)
3960 flags
|= WINEDDBLT_WAIT
;
3961 if (trans
& WINEDDBLTFAST_DONOTWAIT
)
3962 flags
|= WINEDDBLT_DONOTWAIT
;
3964 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3965 &DstRect
, src
, &SrcRect
, flags
, NULL
, WINED3DTEXF_POINT
)))
3969 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, src_surface
, rsrc
, trans
);
3972 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3973 /** Check against the maximum texture sizes supported by the video card **/
3974 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3975 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3976 unsigned int pow2Width
, pow2Height
;
3978 This
->surface_ops
= &surface_ops
;
3980 This
->texture_name
= 0;
3981 This
->texture_target
= GL_TEXTURE_2D
;
3983 /* Non-power2 support */
3984 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3986 pow2Width
= This
->currentDesc
.Width
;
3987 pow2Height
= This
->currentDesc
.Height
;
3991 /* Find the nearest pow2 match */
3992 pow2Width
= pow2Height
= 1;
3993 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3994 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3996 This
->pow2Width
= pow2Width
;
3997 This
->pow2Height
= pow2Height
;
3999 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
)
4001 /* TODO: Add support for non power two compressed textures. */
4002 if (This
->resource
.format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
4004 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4005 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
4006 return WINED3DERR_NOTAVAILABLE
;
4010 if (pow2Width
!= This
->currentDesc
.Width
4011 || pow2Height
!= This
->currentDesc
.Height
)
4013 This
->flags
|= SFLAG_NONPOW2
;
4016 TRACE("%p\n", This
);
4017 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
4018 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
4020 /* one of three options
4021 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)
4022 2: Set the texture to the maximum size (bad idea)
4023 3: WARN and return WINED3DERR_NOTAVAILABLE;
4024 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.
4026 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
4028 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
4029 return WINED3DERR_NOTAVAILABLE
;
4032 /* We should never use this surface in combination with OpenGL! */
4033 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
4037 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4038 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4039 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4041 if (This
->flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
4042 && !(This
->resource
.format
->id
== WINED3DFMT_P8_UINT
4043 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
4044 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
4046 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
4047 This
->pow2Width
= This
->currentDesc
.Width
;
4048 This
->pow2Height
= This
->currentDesc
.Height
;
4049 This
->flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
4053 switch (wined3d_settings
.offscreen_rendering_mode
)
4056 This
->get_drawable_size
= get_drawable_size_fbo
;
4059 case ORM_BACKBUFFER
:
4060 This
->get_drawable_size
= get_drawable_size_backbuffer
;
4064 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
4065 return WINED3DERR_INVALIDCALL
;
4068 This
->flags
|= SFLAG_INSYSMEM
;
4073 /* GL locking is done by the caller */
4074 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
4075 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
4077 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4078 GLint compare_mode
= GL_NONE
;
4079 struct blt_info info
;
4080 GLint old_binding
= 0;
4083 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
4085 glDisable(GL_CULL_FACE
);
4086 glDisable(GL_BLEND
);
4087 glDisable(GL_ALPHA_TEST
);
4088 glDisable(GL_SCISSOR_TEST
);
4089 glDisable(GL_STENCIL_TEST
);
4090 glEnable(GL_DEPTH_TEST
);
4091 glDepthFunc(GL_ALWAYS
);
4092 glDepthMask(GL_TRUE
);
4093 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
4094 glViewport(0, 0, w
, h
);
4096 SetRect(&rect
, 0, h
, w
, 0);
4097 surface_get_blt_info(target
, &rect
, w
, h
, &info
);
4098 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4099 glGetIntegerv(info
.binding
, &old_binding
);
4100 glBindTexture(info
.bind_target
, texture
);
4101 if (gl_info
->supported
[ARB_SHADOW
])
4103 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
4104 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
4107 device
->shader_backend
->shader_select_depth_blt(device
->shader_priv
,
4108 gl_info
, info
.tex_type
, &This
->ds_current_size
);
4110 glBegin(GL_TRIANGLE_STRIP
);
4111 glTexCoord3fv(info
.coords
[0]);
4112 glVertex2f(-1.0f
, -1.0f
);
4113 glTexCoord3fv(info
.coords
[1]);
4114 glVertex2f(1.0f
, -1.0f
);
4115 glTexCoord3fv(info
.coords
[2]);
4116 glVertex2f(-1.0f
, 1.0f
);
4117 glTexCoord3fv(info
.coords
[3]);
4118 glVertex2f(1.0f
, 1.0f
);
4121 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
4122 glBindTexture(info
.bind_target
, old_binding
);
4126 device
->shader_backend
->shader_deselect_depth_blt(device
->shader_priv
, gl_info
);
4129 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
4130 DWORD location
, UINT w
, UINT h
)
4132 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
4134 if (location
& ~SFLAG_DS_LOCATIONS
)
4135 FIXME("Invalid location (%#x) specified.\n", location
);
4137 surface
->ds_current_size
.cx
= w
;
4138 surface
->ds_current_size
.cy
= h
;
4139 surface
->flags
&= ~SFLAG_DS_LOCATIONS
;
4140 surface
->flags
|= location
;
4143 /* Context activation is done by the caller. */
4144 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
4146 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4147 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4149 TRACE("surface %p, new location %#x.\n", surface
, location
);
4151 /* TODO: Make this work for modes other than FBO */
4152 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4154 if (!(surface
->flags
& location
))
4156 surface
->ds_current_size
.cx
= 0;
4157 surface
->ds_current_size
.cy
= 0;
4160 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4161 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4163 TRACE("Location (%#x) is already up to date.\n", location
);
4167 if (surface
->current_renderbuffer
)
4169 FIXME("Not supported with fixed up depth stencil.\n");
4173 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4175 FIXME("No up to date depth stencil location.\n");
4176 surface
->flags
|= location
;
4180 if (location
== SFLAG_DS_OFFSCREEN
)
4182 GLint old_binding
= 0;
4186 /* The render target is allowed to be smaller than the depth/stencil
4187 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4188 * than the offscreen surface. Don't overwrite the offscreen surface
4189 * with undefined data. */
4190 w
= min(surface
->currentDesc
.Width
, context
->swapchain
->presentParms
.BackBufferWidth
);
4191 h
= min(surface
->currentDesc
.Height
, context
->swapchain
->presentParms
.BackBufferHeight
);
4193 TRACE("Copying onscreen depth buffer to depth texture.\n");
4197 if (!device
->depth_blt_texture
)
4199 glGenTextures(1, &device
->depth_blt_texture
);
4202 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4203 * directly on the FBO texture. That's because we need to flip. */
4204 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4205 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4207 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4208 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4212 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4213 bind_target
= GL_TEXTURE_2D
;
4215 glBindTexture(bind_target
, device
->depth_blt_texture
);
4216 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format
->glInternal
, 0, 0, w
, h
, 0);
4217 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4218 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4219 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
4220 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
4221 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
4222 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4223 glBindTexture(bind_target
, old_binding
);
4225 /* Setup the destination */
4226 if (!device
->depth_blt_rb
)
4228 gl_info
->fbo_ops
.glGenRenderbuffers(1, &device
->depth_blt_rb
);
4229 checkGLcall("glGenRenderbuffersEXT");
4231 if (device
->depth_blt_rb_w
!= w
|| device
->depth_blt_rb_h
!= h
)
4233 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4234 checkGLcall("glBindRenderbufferEXT");
4235 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, w
, h
);
4236 checkGLcall("glRenderbufferStorageEXT");
4237 device
->depth_blt_rb_w
= w
;
4238 device
->depth_blt_rb_h
= h
;
4241 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4242 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4243 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4244 checkGLcall("glFramebufferRenderbufferEXT");
4245 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4247 /* Do the actual blit */
4248 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
, w
, h
, bind_target
);
4249 checkGLcall("depth_blt");
4251 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4252 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4256 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4258 else if (location
== SFLAG_DS_ONSCREEN
)
4260 TRACE("Copying depth texture to onscreen depth buffer.\n");
4264 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4265 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4266 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4267 checkGLcall("depth_blt");
4269 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4273 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4277 ERR("Invalid location (%#x) specified.\n", location
);
4280 surface
->flags
|= location
;
4281 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4282 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4285 void surface_modify_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, BOOL persistent
)
4287 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
4288 IWineD3DSurfaceImpl
*overlay
;
4290 TRACE("surface %p, location %s, persistent %#x.\n",
4291 surface
, debug_surflocation(flag
), persistent
);
4293 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4295 if (surface_is_offscreen(surface
))
4297 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4298 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4302 TRACE("Surface %p is an onscreen surface.\n", surface
);
4306 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)
4307 && gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
4309 flag
|= (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
);
4314 if (((surface
->flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
))
4315 || ((surface
->flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
)))
4317 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4319 TRACE("Passing to container.\n");
4320 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
4323 surface
->flags
&= ~SFLAG_LOCATIONS
;
4324 surface
->flags
|= flag
;
4326 /* Redraw emulated overlays, if any */
4327 if (flag
& SFLAG_INDRAWABLE
&& !list_empty(&surface
->overlays
))
4329 LIST_FOR_EACH_ENTRY(overlay
, &surface
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
)
4331 overlay
->surface_ops
->surface_draw_overlay(overlay
);
4337 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)))
4339 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4341 TRACE("Passing to container\n");
4342 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
4345 surface
->flags
&= ~flag
;
4348 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4350 ERR("Surface %p does not have any up to date location.\n", surface
);
4354 HRESULT
surface_load_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, const RECT
*rect
)
4356 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4357 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4358 BOOL drawable_read_ok
= surface_is_offscreen(surface
);
4359 struct wined3d_format format
;
4360 CONVERT_TYPES convert
;
4361 int width
, pitch
, outpitch
;
4363 BOOL in_fbo
= FALSE
;
4365 TRACE("surface %p, location %s, rect %s.\n", surface
, debug_surflocation(flag
), wine_dbgstr_rect(rect
));
4367 if (surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4369 if (flag
== SFLAG_INTEXTURE
)
4371 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4372 surface_load_ds_location(surface
, context
, SFLAG_DS_OFFSCREEN
);
4373 context_release(context
);
4378 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag
));
4379 return WINED3DERR_INVALIDCALL
;
4383 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4385 if (surface_is_offscreen(surface
))
4387 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4388 * Prefer SFLAG_INTEXTURE. */
4389 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4390 drawable_read_ok
= FALSE
;
4395 TRACE("Surface %p is an onscreen surface.\n", surface
);
4399 if (flag
== SFLAG_INSRGBTEX
&& gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
4401 flag
= SFLAG_INTEXTURE
;
4404 if (surface
->flags
& flag
)
4406 TRACE("Location already up to date\n");
4410 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4412 ERR("Surface %p does not have any up to date location.\n", surface
);
4413 surface
->flags
|= SFLAG_LOST
;
4414 return WINED3DERR_DEVICELOST
;
4417 if (flag
== SFLAG_INSYSMEM
)
4419 surface_prepare_system_memory(surface
);
4421 /* Download the surface to system memory */
4422 if (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4424 struct wined3d_context
*context
= NULL
;
4426 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4428 surface_bind_and_dirtify(surface
, !(surface
->flags
& SFLAG_INTEXTURE
));
4429 surface_download_data(surface
, gl_info
);
4431 if (context
) context_release(context
);
4435 /* Note: It might be faster to download into a texture first. */
4436 read_from_framebuffer(surface
, rect
, surface
->resource
.allocatedMemory
,
4437 IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
));
4440 else if (flag
== SFLAG_INDRAWABLE
)
4442 if (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
)
4443 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
4445 if (surface
->flags
& SFLAG_INTEXTURE
)
4449 surface_get_rect(surface
, rect
, &r
);
4450 surface_blt_to_drawable(device
, WINED3DTEXF_POINT
, FALSE
, surface
, &r
, surface
, &r
);
4455 if ((surface
->flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
)
4457 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4458 * values, otherwise we get incorrect values in the target. For now go the slow way
4459 * via a system memory copy
4461 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4464 d3dfmt_get_conv(surface
, FALSE
/* We need color keying */,
4465 FALSE
/* We won't use textures */, &format
, &convert
);
4467 /* The width is in 'length' not in bytes */
4468 width
= surface
->currentDesc
.Width
;
4469 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4471 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4472 * but it isn't set (yet) in all cases it is getting called. */
4473 if ((convert
!= NO_CONVERSION
) && (surface
->flags
& SFLAG_PBO
))
4475 struct wined3d_context
*context
= NULL
;
4477 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4479 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4480 surface_remove_pbo(surface
, gl_info
);
4481 if (context
) context_release(context
);
4484 if ((convert
!= NO_CONVERSION
) && surface
->resource
.allocatedMemory
)
4486 int height
= surface
->currentDesc
.Height
;
4487 byte_count
= format
.conv_byte_count
;
4489 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4490 outpitch
= width
* byte_count
;
4491 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4493 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4495 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4496 return WINED3DERR_OUTOFVIDEOMEMORY
;
4498 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4499 width
, height
, outpitch
, convert
, surface
);
4501 surface
->flags
|= SFLAG_CONVERTED
;
4505 surface
->flags
&= ~SFLAG_CONVERTED
;
4506 mem
= surface
->resource
.allocatedMemory
;
4507 byte_count
= format
.byte_count
;
4510 flush_to_framebuffer_drawpixels(surface
, format
.glFormat
, format
.glType
, byte_count
, mem
);
4512 /* Don't delete PBO memory */
4513 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4514 HeapFree(GetProcessHeap(), 0, mem
);
4517 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4519 const DWORD attach_flags
= WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
4521 if (drawable_read_ok
&& (surface
->flags
& SFLAG_INDRAWABLE
))
4523 read_from_framebuffer_texture(surface
, flag
== SFLAG_INSRGBTEX
);
4525 else if (surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INTEXTURE
)
4526 && (surface
->resource
.format
->flags
& attach_flags
) == attach_flags
4527 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
4528 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
,
4529 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
))
4531 DWORD src_location
= flag
== SFLAG_INSRGBTEX
? SFLAG_INTEXTURE
: SFLAG_INSRGBTEX
;
4532 RECT rect
= {0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
};
4534 surface_blt_fbo(surface
->resource
.device
, WINED3DTEXF_POINT
,
4535 surface
, src_location
, &rect
, surface
, flag
, &rect
);
4539 /* Upload from system memory */
4540 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4541 struct wined3d_context
*context
= NULL
;
4543 d3dfmt_get_conv(surface
, TRUE
/* We need color keying */,
4544 TRUE
/* We will use textures */, &format
, &convert
);
4548 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
)
4550 /* Performance warning... */
4551 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface
);
4552 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4557 if ((surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
)
4559 /* Performance warning... */
4560 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface
);
4561 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4564 if (!(surface
->flags
& SFLAG_INSYSMEM
))
4566 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4567 /* Lets hope we get it from somewhere... */
4568 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4571 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4573 surface_prepare_texture(surface
, gl_info
, srgb
);
4574 surface_bind_and_dirtify(surface
, srgb
);
4576 if (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
4578 surface
->flags
|= SFLAG_GLCKEY
;
4579 surface
->glCKey
= surface
->SrcBltCKey
;
4581 else surface
->flags
&= ~SFLAG_GLCKEY
;
4583 /* The width is in 'length' not in bytes */
4584 width
= surface
->currentDesc
.Width
;
4585 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4587 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4588 * but it isn't set (yet) in all cases it is getting called. */
4589 if ((convert
!= NO_CONVERSION
|| format
.convert
) && (surface
->flags
& SFLAG_PBO
))
4591 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4592 surface_remove_pbo(surface
, gl_info
);
4597 /* This code is entered for texture formats which need a fixup. */
4598 int height
= surface
->currentDesc
.Height
;
4600 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4601 outpitch
= width
* format
.conv_byte_count
;
4602 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4604 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4606 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4607 if (context
) context_release(context
);
4608 return WINED3DERR_OUTOFVIDEOMEMORY
;
4610 format
.convert(surface
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4612 else if (convert
!= NO_CONVERSION
&& surface
->resource
.allocatedMemory
)
4614 /* This code is only entered for color keying fixups */
4615 int height
= surface
->currentDesc
.Height
;
4617 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4618 outpitch
= width
* format
.conv_byte_count
;
4619 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4621 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4623 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4624 if (context
) context_release(context
);
4625 return WINED3DERR_OUTOFVIDEOMEMORY
;
4627 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4628 width
, height
, outpitch
, convert
, surface
);
4632 mem
= surface
->resource
.allocatedMemory
;
4635 /* Make sure the correct pitch is used */
4637 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4640 if (mem
|| (surface
->flags
& SFLAG_PBO
))
4641 surface_upload_data(surface
, gl_info
, &format
, srgb
, mem
);
4643 /* Restore the default pitch */
4645 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4648 if (context
) context_release(context
);
4650 /* Don't delete PBO memory */
4651 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4652 HeapFree(GetProcessHeap(), 0, mem
);
4656 if (!rect
) surface
->flags
|= flag
;
4658 if (in_fbo
&& (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)))
4660 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4661 surface
->flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4664 if (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)
4665 && gl_info
->supported
[EXT_TEXTURE_SRGB_DECODE
])
4667 surface
->flags
|= (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
);
4673 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4674 return SURFACE_OPENGL
;
4677 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4679 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
4681 /* Not on a swapchain - must be offscreen */
4682 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
) return TRUE
;
4684 /* The front buffer is always onscreen */
4685 if (surface
== swapchain
->front_buffer
) return FALSE
;
4687 /* If the swapchain is rendered to an FBO, the backbuffer is
4688 * offscreen, otherwise onscreen */
4689 return swapchain
->render_to_fbo
;
4692 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4695 IWineD3DBaseSurfaceImpl_QueryInterface
,
4696 IWineD3DBaseSurfaceImpl_AddRef
,
4697 IWineD3DSurfaceImpl_Release
,
4698 /* IWineD3DResource */
4699 IWineD3DBaseSurfaceImpl_GetParent
,
4700 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4701 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4702 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4703 IWineD3DBaseSurfaceImpl_SetPriority
,
4704 IWineD3DBaseSurfaceImpl_GetPriority
,
4705 IWineD3DSurfaceImpl_PreLoad
,
4706 IWineD3DBaseSurfaceImpl_GetType
,
4707 /* IWineD3DSurface */
4708 IWineD3DBaseSurfaceImpl_GetResource
,
4709 IWineD3DBaseSurfaceImpl_GetDesc
,
4710 IWineD3DSurfaceImpl_Map
,
4711 IWineD3DSurfaceImpl_Unmap
,
4712 IWineD3DSurfaceImpl_GetDC
,
4713 IWineD3DSurfaceImpl_ReleaseDC
,
4714 IWineD3DSurfaceImpl_Flip
,
4715 IWineD3DSurfaceImpl_Blt
,
4716 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4717 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4718 IWineD3DBaseSurfaceImpl_IsLost
,
4719 IWineD3DBaseSurfaceImpl_Restore
,
4720 IWineD3DSurfaceImpl_BltFast
,
4721 IWineD3DBaseSurfaceImpl_GetPalette
,
4722 IWineD3DBaseSurfaceImpl_SetPalette
,
4723 IWineD3DBaseSurfaceImpl_SetColorKey
,
4724 IWineD3DBaseSurfaceImpl_GetPitch
,
4725 IWineD3DSurfaceImpl_SetMem
,
4726 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4727 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4728 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4729 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4730 IWineD3DBaseSurfaceImpl_SetClipper
,
4731 IWineD3DBaseSurfaceImpl_GetClipper
,
4733 IWineD3DSurfaceImpl_SetFormat
,
4734 IWineD3DSurfaceImpl_PrivateSetup
,
4735 IWineD3DSurfaceImpl_GetImplType
,
4738 static HRESULT
ffp_blit_alloc(IWineD3DDeviceImpl
*device
) { return WINED3D_OK
; }
4739 /* Context activation is done by the caller. */
4740 static void ffp_blit_free(IWineD3DDeviceImpl
*device
) { }
4742 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4743 /* Context activation is done by the caller. */
4744 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4747 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4749 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4751 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4753 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4757 /* Context activation is done by the caller. */
4758 static HRESULT
ffp_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
4760 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
4762 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4763 * else the surface is converted in software at upload time in LoadLocation.
4765 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4766 ffp_blit_p8_upload_palette(surface
, gl_info
);
4769 glEnable(surface
->texture_target
);
4770 checkGLcall("glEnable(surface->texture_target)");
4775 /* Context activation is done by the caller. */
4776 static void ffp_blit_unset(const struct wined3d_gl_info
*gl_info
)
4779 glDisable(GL_TEXTURE_2D
);
4780 checkGLcall("glDisable(GL_TEXTURE_2D)");
4781 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4783 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4784 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4786 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4788 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4789 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4794 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4795 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4796 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4798 enum complex_fixup src_fixup
;
4800 if (blit_op
== BLIT_OP_COLOR_FILL
)
4802 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4804 TRACE("Color fill not supported\n");
4811 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
4812 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4814 TRACE("Checking support for fixup:\n");
4815 dump_color_fixup_desc(src_format
->color_fixup
);
4818 if (blit_op
!= BLIT_OP_BLIT
)
4820 TRACE("Unsupported blit_op=%d\n", blit_op
);
4824 if (!is_identity_fixup(dst_format
->color_fixup
))
4826 TRACE("Destination fixups are not supported\n");
4830 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4832 TRACE("P8 fixup supported\n");
4836 /* We only support identity conversions. */
4837 if (is_identity_fixup(src_format
->color_fixup
))
4843 TRACE("[FAILED]\n");
4847 /* Do not call while under the GL lock. */
4848 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4849 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4851 const RECT draw_rect
= {0, 0, dst_surface
->currentDesc
.Width
, dst_surface
->currentDesc
.Height
};
4853 return device_clear_render_targets(device
, 1 /* rt_count */, &dst_surface
, 1 /* rect_count */,
4854 dst_rect
, &draw_rect
, WINED3DCLEAR_TARGET
, color
, 0.0f
/* depth */, 0 /* stencil */);
4857 const struct blit_shader ffp_blit
= {
4866 static HRESULT
cpu_blit_alloc(IWineD3DDeviceImpl
*device
)
4871 /* Context activation is done by the caller. */
4872 static void cpu_blit_free(IWineD3DDeviceImpl
*device
)
4876 /* Context activation is done by the caller. */
4877 static HRESULT
cpu_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
4882 /* Context activation is done by the caller. */
4883 static void cpu_blit_unset(const struct wined3d_gl_info
*gl_info
)
4887 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4888 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4889 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4891 if (blit_op
== BLIT_OP_COLOR_FILL
)
4899 /* Do not call while under the GL lock. */
4900 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4901 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4905 memset(&BltFx
, 0, sizeof(BltFx
));
4906 BltFx
.dwSize
= sizeof(BltFx
);
4907 BltFx
.u5
.dwFillColor
= wined3d_format_convert_from_float(dst_surface
->resource
.format
, color
);
4908 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
,
4909 NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4912 const struct blit_shader cpu_blit
= {
4921 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4922 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4923 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4925 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4928 /* We only support blitting. Things like color keying / color fill should
4929 * be handled by other blitters.
4931 if (blit_op
!= BLIT_OP_BLIT
)
4934 /* Source and/or destination need to be on the GL side */
4935 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4938 if (!((src_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4939 && ((dst_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4942 if (!(src_format
->id
== dst_format
->id
4943 || (is_identity_fixup(src_format
->color_fixup
)
4944 && is_identity_fixup(dst_format
->color_fixup
))))