ntdll: Fix race in NtRead/WriteFile.
[wine/testsucceed.git] / dlls / wined3d / surface_gdi.c
bloba97675ef7c66eb4cdf95ea5e8fc4a06cd50f43c6
1 /*
2 * 2D Surface implementation without OpenGL
4 * Copyright 1997-2000 Marcus Meissner
5 * Copyright 1998-2000 Lionel Ulmer
6 * Copyright 2000-2001 TransGaming Technologies Inc.
7 * Copyright 2002-2005 Jason Edmeades
8 * Copyright 2002-2003 Raphael Junqueira
9 * Copyright 2004 Christian Costa
10 * Copyright 2005 Oliver Stieber
11 * Copyright 2006-2008 Stefan Dösinger
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
30 #include "wined3d_private.h"
32 #include <stdio.h>
34 /* Use the d3d_surface debug channel to have one channel for all surfaces */
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
37 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
39 TRACE("(%p) : Cleaning up.\n", This);
41 if (This->Flags & SFLAG_DIBSECTION)
43 /* Release the DC. */
44 SelectObject(This->hDC, This->dib.holdbitmap);
45 DeleteDC(This->hDC);
46 /* Release the DIB section. */
47 DeleteObject(This->dib.DIBsection);
48 This->dib.bitmap_data = NULL;
49 This->resource.allocatedMemory = NULL;
52 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
53 if (This->overlay_dest) list_remove(&This->overlay_entry);
55 HeapFree(GetProcessHeap(), 0, This->palette9);
57 resource_cleanup((IWineD3DResource *)This);
60 /*****************************************************************************
61 * IWineD3DSurface::Release, GDI version
63 * In general a normal COM Release method, but the GDI version doesn't have
64 * to destroy all the GL things.
66 *****************************************************************************/
67 static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
68 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
69 ULONG ref = InterlockedDecrement(&This->resource.ref);
70 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
72 if (!ref)
74 surface_gdi_cleanup(This);
76 TRACE("(%p) Released.\n", This);
77 HeapFree(GetProcessHeap(), 0, This);
80 return ref;
83 /*****************************************************************************
84 * IWineD3DSurface::PreLoad, GDI version
86 * This call is unsupported on GDI surfaces, if it's called something went
87 * wrong in the parent library. Write an informative warning
89 *****************************************************************************/
90 static void WINAPI
91 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
93 ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
94 ERR("(%p): Most likely the parent library did something wrong.\n", iface);
95 ERR("(%p): Please report to wine-devel\n", iface);
98 /*****************************************************************************
99 * IWineD3DSurface::UnLoad, GDI version
101 * This call is unsupported on GDI surfaces, if it's called something went
102 * wrong in the parent library. Write an informative warning.
104 *****************************************************************************/
105 static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
107 ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
108 ERR("(%p): Most likely the parent library did something wrong.\n", iface);
109 ERR("(%p): Please report to wine-devel\n", iface);
112 /*****************************************************************************
113 * IWineD3DSurface::LockRect, GDI version
115 * Locks the surface and returns a pointer to the surface memory
117 * Params:
118 * pLockedRect: Address to return the locking info at
119 * pRect: Rectangle to lock
120 * Flags: Some flags
122 * Returns:
123 * WINED3D_OK on success
124 * WINED3DERR_INVALIDCALL on errors
126 *****************************************************************************/
127 static HRESULT WINAPI
128 IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
129 WINED3DLOCKED_RECT* pLockedRect,
130 CONST RECT* pRect,
131 DWORD Flags)
133 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
135 /* Already locked? */
136 if(This->Flags & SFLAG_LOCKED)
138 WARN("(%p) Surface already locked\n", This);
139 /* What should I return here? */
140 return WINED3DERR_INVALIDCALL;
142 This->Flags |= SFLAG_LOCKED;
144 if(!This->resource.allocatedMemory) {
145 /* This happens on gdi surfaces if the application set a user pointer and resets it.
146 * Recreate the DIB section
148 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
149 This->resource.allocatedMemory = This->dib.bitmap_data;
152 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
155 /*****************************************************************************
156 * IWineD3DSurface::UnlockRect, GDI version
158 * Unlocks a surface. This implementation doesn't do much, except updating
159 * the window if the front buffer is unlocked
161 * Returns:
162 * WINED3D_OK on success
163 * WINED3DERR_INVALIDCALL on failure
165 *****************************************************************************/
166 static HRESULT WINAPI
167 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
169 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
170 IWineD3DSwapChainImpl *swapchain = NULL;
171 TRACE("(%p)\n", This);
173 if (!(This->Flags & SFLAG_LOCKED))
175 WARN("trying to Unlock an unlocked surf@%p\n", This);
176 return WINEDDERR_NOTLOCKED;
179 /* Tell the swapchain to update the screen */
180 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
182 if (This == swapchain->front_buffer)
184 x11_copy_to_screen(swapchain, &This->lockedRect);
186 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
189 This->Flags &= ~SFLAG_LOCKED;
190 memset(&This->lockedRect, 0, sizeof(RECT));
191 return WINED3D_OK;
194 /*****************************************************************************
195 * IWineD3DSurface::Flip, GDI version
197 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
198 * the parent library. This implementation changes the data pointers of the
199 * surfaces and copies the new front buffer content to the screen
201 * Params:
202 * override: Flipping target(e.g. back buffer)
204 * Returns:
205 * WINED3D_OK on success
207 *****************************************************************************/
208 static HRESULT WINAPI
209 IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
210 IWineD3DSurface *override,
211 DWORD Flags)
213 IWineD3DSwapChainImpl *swapchain = NULL;
214 HRESULT hr;
216 if(FAILED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
218 ERR("Flipped surface is not on a swapchain\n");
219 return WINEDDERR_NOTFLIPPABLE;
222 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
223 NULL, NULL, swapchain->win_handle, NULL, 0);
224 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
225 return hr;
228 /*****************************************************************************
229 * IWineD3DSurface::LoadTexture, GDI version
231 * This is mutually unsupported by GDI surfaces
233 * Returns:
234 * D3DERR_INVALIDCALL
236 *****************************************************************************/
237 static HRESULT WINAPI
238 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
240 ERR("Unsupported on X11 surfaces\n");
241 return WINED3DERR_INVALIDCALL;
244 static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
245 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246 WINED3DLOCKED_RECT lock;
247 HRESULT hr;
248 RGBQUAD col[256];
250 TRACE("(%p)->(%p)\n",This,pHDC);
252 if(!(This->Flags & SFLAG_DIBSECTION))
254 WARN("DC not supported on this surface\n");
255 return WINED3DERR_INVALIDCALL;
258 if(This->Flags & SFLAG_USERPTR) {
259 ERR("Not supported on surfaces with an application-provided surfaces\n");
260 return WINEDDERR_NODC;
263 /* Give more detailed info for ddraw */
264 if (This->Flags & SFLAG_DCINUSE)
265 return WINEDDERR_DCALREADYCREATED;
267 /* Can't GetDC if the surface is locked */
268 if (This->Flags & SFLAG_LOCKED)
269 return WINED3DERR_INVALIDCALL;
271 memset(&lock, 0, sizeof(lock)); /* To be sure */
273 /* Should have a DIB section already */
275 /* Lock the surface */
276 hr = IWineD3DSurface_LockRect(iface,
277 &lock,
278 NULL,
280 if(FAILED(hr)) {
281 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
282 /* keep the dib section */
283 return hr;
286 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
287 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
289 unsigned int n;
290 const PALETTEENTRY *pal = NULL;
292 if(This->palette) {
293 pal = This->palette->palents;
294 } else {
295 IWineD3DSurfaceImpl *dds_primary;
296 IWineD3DSwapChainImpl *swapchain;
297 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
298 dds_primary = swapchain->front_buffer;
299 if (dds_primary && dds_primary->palette)
300 pal = dds_primary->palette->palents;
303 if (pal) {
304 for (n=0; n<256; n++) {
305 col[n].rgbRed = pal[n].peRed;
306 col[n].rgbGreen = pal[n].peGreen;
307 col[n].rgbBlue = pal[n].peBlue;
308 col[n].rgbReserved = 0;
310 SetDIBColorTable(This->hDC, 0, 256, col);
314 *pHDC = This->hDC;
315 TRACE("returning %p\n",*pHDC);
316 This->Flags |= SFLAG_DCINUSE;
318 return WINED3D_OK;
321 static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
322 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
324 TRACE("(%p)->(%p)\n",This,hDC);
326 if (!(This->Flags & SFLAG_DCINUSE))
327 return WINEDDERR_NODC;
329 if (This->hDC !=hDC) {
330 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
331 return WINEDDERR_NODC;
334 /* we locked first, so unlock now */
335 IWineD3DSurface_UnlockRect(iface);
337 This->Flags &= ~SFLAG_DCINUSE;
339 return WINED3D_OK;
342 static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
343 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
344 RGBQUAD col[256];
345 IWineD3DPaletteImpl *pal = This->palette;
346 unsigned int n;
347 IWineD3DSwapChainImpl *swapchain;
348 TRACE("(%p)\n", This);
350 if (!pal) return WINED3D_OK;
352 if(This->Flags & SFLAG_DIBSECTION) {
353 TRACE("(%p): Updating the hdc's palette\n", This);
354 for (n=0; n<256; n++) {
355 col[n].rgbRed = pal->palents[n].peRed;
356 col[n].rgbGreen = pal->palents[n].peGreen;
357 col[n].rgbBlue = pal->palents[n].peBlue;
358 col[n].rgbReserved = 0;
360 SetDIBColorTable(This->hDC, 0, 256, col);
363 /* Update the image because of the palette change. Some games like e.g Red Alert
364 call SetEntries a lot to implement fading. */
365 /* Tell the swapchain to update the screen */
366 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
368 if (This == swapchain->front_buffer)
370 x11_copy_to_screen(swapchain, NULL);
372 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
375 return WINED3D_OK;
378 /*****************************************************************************
379 * IWineD3DSurface::PrivateSetup, GDI version
381 * Initializes the GDI surface, aka creates the DIB section we render to
382 * The DIB section creation is done by calling GetDC, which will create the
383 * section and releasing the dc to allow the app to use it. The dib section
384 * will stay until the surface is released
386 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
387 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
388 * avoid confusion in the shared surface code.
390 * Returns:
391 * WINED3D_OK on success
392 * The return values of called methods on failure
394 *****************************************************************************/
395 static HRESULT WINAPI
396 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
398 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
399 HRESULT hr;
401 if(This->resource.usage & WINED3DUSAGE_OVERLAY)
403 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
404 return WINED3DERR_INVALIDCALL;
407 /* Sysmem textures have memory already allocated -
408 * release it, this avoids an unnecessary memcpy
410 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
411 if(SUCCEEDED(hr))
413 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
414 This->resource.heapMemory = NULL;
415 This->resource.allocatedMemory = This->dib.bitmap_data;
418 /* We don't mind the nonpow2 stuff in GDI */
419 This->pow2Width = This->currentDesc.Width;
420 This->pow2Height = This->currentDesc.Height;
422 return WINED3D_OK;
425 static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
426 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
428 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
429 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
430 ERR("Not supported on render targets\n");
431 return WINED3DERR_INVALIDCALL;
434 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
435 WARN("Surface is locked or the HDC is in use\n");
436 return WINED3DERR_INVALIDCALL;
439 if(Mem && Mem != This->resource.allocatedMemory) {
440 void *release = NULL;
442 /* Do I have to copy the old surface content? */
443 if(This->Flags & SFLAG_DIBSECTION) {
444 /* Release the DC. No need to hold the critical section for the update
445 * Thread because this thread runs only on front buffers, but this method
446 * fails for render targets in the check above.
448 SelectObject(This->hDC, This->dib.holdbitmap);
449 DeleteDC(This->hDC);
450 /* Release the DIB section */
451 DeleteObject(This->dib.DIBsection);
452 This->dib.bitmap_data = NULL;
453 This->resource.allocatedMemory = NULL;
454 This->hDC = NULL;
455 This->Flags &= ~SFLAG_DIBSECTION;
456 } else if(!(This->Flags & SFLAG_USERPTR)) {
457 release = This->resource.allocatedMemory;
459 This->resource.allocatedMemory = Mem;
460 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
462 /* Now free the old memory if any */
463 HeapFree(GetProcessHeap(), 0, release);
464 } else if(This->Flags & SFLAG_USERPTR) {
465 /* LockRect and GetDC will re-create the dib section and allocated memory */
466 This->resource.allocatedMemory = NULL;
467 This->Flags &= ~SFLAG_USERPTR;
469 return WINED3D_OK;
472 /***************************
474 ***************************/
475 static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
476 TRACE("(%p)->(%s, %s)\n", iface,
477 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
478 persistent ? "TRUE" : "FALSE");
479 /* GDI surfaces can be in system memory only */
480 if(flag != SFLAG_INSYSMEM) {
481 ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
485 static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
486 if(flag != SFLAG_INSYSMEM) {
487 ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
488 } else {
489 TRACE("Surface requested in surface memory\n");
491 return WINED3D_OK;
494 static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
495 return SURFACE_GDI;
498 static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
499 FIXME("GDI surfaces can't draw overlays yet\n");
500 return E_FAIL;
503 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
504 * only IWineD3DBaseSurface and IWineGDISurface ones.
506 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
508 /* IUnknown */
509 IWineD3DBaseSurfaceImpl_QueryInterface,
510 IWineD3DBaseSurfaceImpl_AddRef,
511 IWineGDISurfaceImpl_Release,
512 /* IWineD3DResource */
513 IWineD3DBaseSurfaceImpl_GetParent,
514 IWineD3DBaseSurfaceImpl_SetPrivateData,
515 IWineD3DBaseSurfaceImpl_GetPrivateData,
516 IWineD3DBaseSurfaceImpl_FreePrivateData,
517 IWineD3DBaseSurfaceImpl_SetPriority,
518 IWineD3DBaseSurfaceImpl_GetPriority,
519 IWineGDISurfaceImpl_PreLoad,
520 IWineGDISurfaceImpl_UnLoad,
521 IWineD3DBaseSurfaceImpl_GetType,
522 /* IWineD3DSurface */
523 IWineD3DBaseSurfaceImpl_GetContainer,
524 IWineD3DBaseSurfaceImpl_GetDesc,
525 IWineGDISurfaceImpl_LockRect,
526 IWineGDISurfaceImpl_UnlockRect,
527 IWineGDISurfaceImpl_GetDC,
528 IWineGDISurfaceImpl_ReleaseDC,
529 IWineGDISurfaceImpl_Flip,
530 IWineD3DBaseSurfaceImpl_Blt,
531 IWineD3DBaseSurfaceImpl_GetBltStatus,
532 IWineD3DBaseSurfaceImpl_GetFlipStatus,
533 IWineD3DBaseSurfaceImpl_IsLost,
534 IWineD3DBaseSurfaceImpl_Restore,
535 IWineD3DBaseSurfaceImpl_BltFast,
536 IWineD3DBaseSurfaceImpl_GetPalette,
537 IWineD3DBaseSurfaceImpl_SetPalette,
538 IWineGDISurfaceImpl_RealizePalette,
539 IWineD3DBaseSurfaceImpl_SetColorKey,
540 IWineD3DBaseSurfaceImpl_GetPitch,
541 IWineGDISurfaceImpl_SetMem,
542 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
543 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
544 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
545 IWineD3DBaseSurfaceImpl_UpdateOverlay,
546 IWineD3DBaseSurfaceImpl_SetClipper,
547 IWineD3DBaseSurfaceImpl_GetClipper,
548 /* Internal use: */
549 IWineGDISurfaceImpl_LoadTexture,
550 IWineD3DBaseSurfaceImpl_BindTexture,
551 IWineD3DBaseSurfaceImpl_SetContainer,
552 IWineD3DBaseSurfaceImpl_GetData,
553 IWineD3DBaseSurfaceImpl_SetFormat,
554 IWineGDISurfaceImpl_PrivateSetup,
555 IWineGDISurfaceImpl_ModifyLocation,
556 IWineGDISurfaceImpl_LoadLocation,
557 IWineGDISurfaceImpl_GetImplType,
558 IWineGDISurfaceImpl_DrawOverlay