2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
40 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
41 struct wined3d_context
*context
= NULL
;
42 renderbuffer_entry_t
*entry
, *entry2
;
44 TRACE("(%p) : Cleaning up.\n", This
);
46 /* Need a context to destroy the texture. Use the currently active render
47 * target, but only if the primary render target exists. Otherwise
48 * lastActiveRenderTarget is garbage. When destroying the primary render
49 * target, Uninit3D() will activate a context before doing anything. */
50 if (device
->render_targets
&& device
->render_targets
[0])
52 context
= context_acquire(device
, NULL
);
57 if (This
->texture_name
)
59 /* Release the OpenGL texture. */
60 TRACE("Deleting texture %u.\n", This
->texture_name
);
61 glDeleteTextures(1, &This
->texture_name
);
64 if (This
->Flags
& SFLAG_PBO
)
67 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
70 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
72 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
73 HeapFree(GetProcessHeap(), 0, entry
);
78 if (This
->Flags
& SFLAG_DIBSECTION
)
81 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
83 /* Release the DIB section. */
84 DeleteObject(This
->dib
.DIBsection
);
85 This
->dib
.bitmap_data
= NULL
;
86 This
->resource
.allocatedMemory
= NULL
;
89 if (This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
90 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
92 HeapFree(GetProcessHeap(), 0, This
->palette9
);
94 resource_cleanup((IWineD3DResource
*)This
);
96 if (context
) context_release(context
);
99 UINT
surface_calculate_size(const struct wined3d_format_desc
*format_desc
, UINT alignment
, UINT width
, UINT height
)
103 if (format_desc
->format
== WINED3DFMT_UNKNOWN
)
107 else if (format_desc
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
109 UINT row_block_count
= (width
+ format_desc
->block_width
- 1) / format_desc
->block_width
;
110 UINT row_count
= (height
+ format_desc
->block_height
- 1) / format_desc
->block_height
;
111 size
= row_count
* row_block_count
* format_desc
->block_byte_count
;
115 /* The pitch is a multiple of 4 bytes. */
116 size
= height
* (((width
* format_desc
->byte_count
) + alignment
- 1) & ~(alignment
- 1));
119 if (format_desc
->heightscale
!= 0.0f
) size
*= format_desc
->heightscale
;
128 enum tex_types tex_type
;
129 GLfloat coords
[4][3];
140 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
142 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
143 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
144 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
145 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
148 static void surface_get_blt_info(GLenum target
, const RECT
*rect_in
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
150 GLfloat (*coords
)[3] = info
->coords
;
167 FIXME("Unsupported texture target %#x\n", target
);
168 /* Fall back to GL_TEXTURE_2D */
170 info
->binding
= GL_TEXTURE_BINDING_2D
;
171 info
->bind_target
= GL_TEXTURE_2D
;
172 info
->tex_type
= tex_2d
;
173 coords
[0][0] = (float)rect
.left
/ w
;
174 coords
[0][1] = (float)rect
.top
/ h
;
177 coords
[1][0] = (float)rect
.right
/ w
;
178 coords
[1][1] = (float)rect
.top
/ h
;
181 coords
[2][0] = (float)rect
.left
/ w
;
182 coords
[2][1] = (float)rect
.bottom
/ h
;
185 coords
[3][0] = (float)rect
.right
/ w
;
186 coords
[3][1] = (float)rect
.bottom
/ h
;
190 case GL_TEXTURE_RECTANGLE_ARB
:
191 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
192 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
193 info
->tex_type
= tex_rect
;
194 coords
[0][0] = rect
.left
; coords
[0][1] = rect
.top
; coords
[0][2] = 0.0f
;
195 coords
[1][0] = rect
.right
; coords
[1][1] = rect
.top
; coords
[1][2] = 0.0f
;
196 coords
[2][0] = rect
.left
; coords
[2][1] = rect
.bottom
; coords
[2][2] = 0.0f
;
197 coords
[3][0] = rect
.right
; coords
[3][1] = rect
.bottom
; coords
[3][2] = 0.0f
;
200 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
201 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
202 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
203 info
->tex_type
= tex_cube
;
204 cube_coords_float(&rect
, w
, h
, &f
);
206 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
207 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
208 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
209 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
212 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
213 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
214 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
215 info
->tex_type
= tex_cube
;
216 cube_coords_float(&rect
, w
, h
, &f
);
218 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
219 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
220 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
221 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
224 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
225 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
226 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
227 info
->tex_type
= tex_cube
;
228 cube_coords_float(&rect
, w
, h
, &f
);
230 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
231 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
232 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
233 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
236 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
237 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
238 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
239 info
->tex_type
= tex_cube
;
240 cube_coords_float(&rect
, w
, h
, &f
);
242 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
243 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
244 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
245 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
248 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
249 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
250 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
251 info
->tex_type
= tex_cube
;
252 cube_coords_float(&rect
, w
, h
, &f
);
254 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
255 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
256 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
257 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
260 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
261 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
262 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
263 info
->tex_type
= tex_cube
;
264 cube_coords_float(&rect
, w
, h
, &f
);
266 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
267 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
268 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
269 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
274 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
277 *rect_out
= *rect_in
;
282 rect_out
->right
= This
->currentDesc
.Width
;
283 rect_out
->bottom
= This
->currentDesc
.Height
;
287 /* GL locking and context activation is done by the caller */
288 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
290 IWineD3DBaseTextureImpl
*texture
;
291 struct blt_info info
;
293 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
295 glEnable(info
.bind_target
);
296 checkGLcall("glEnable(bind_target)");
298 /* Bind the texture */
299 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
300 checkGLcall("glBindTexture");
302 /* Filtering for StretchRect */
303 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
304 wined3d_gl_mag_filter(magLookup
, Filter
));
305 checkGLcall("glTexParameteri");
306 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
307 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
310 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
311 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
312 checkGLcall("glTexEnvi");
315 glBegin(GL_TRIANGLE_STRIP
);
316 glTexCoord3fv(info
.coords
[0]);
317 glVertex2i(dst_rect
->left
, dst_rect
->top
);
319 glTexCoord3fv(info
.coords
[1]);
320 glVertex2i(dst_rect
->right
, dst_rect
->top
);
322 glTexCoord3fv(info
.coords
[2]);
323 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
325 glTexCoord3fv(info
.coords
[3]);
326 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
329 /* Unbind the texture */
330 glBindTexture(info
.bind_target
, 0);
331 checkGLcall("glBindTexture(info->bind_target, 0)");
333 /* We changed the filtering settings on the texture. Inform the
334 * container about this to get the filters reset properly next draw. */
335 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)src_surface
, &IID_IWineD3DBaseTexture
, (void **)&texture
)))
337 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
338 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
339 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
340 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture
);
344 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
345 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
346 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, WINED3DFORMAT format
,
347 WINED3DPOOL pool
, IUnknown
*parent
, const struct wined3d_parent_ops
*parent_ops
)
349 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
350 const struct wined3d_format_desc
*format_desc
= getFormatDescEntry(format
, gl_info
);
351 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
352 unsigned int resource_size
;
355 if (multisample_quality
> 0)
357 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
358 multisample_quality
= 0;
361 /* FIXME: Check that the format is supported by the device. */
363 resource_size
= surface_calculate_size(format_desc
, alignment
, width
, height
);
365 /* Look at the implementation and set the correct Vtable. */
366 switch (surface_type
)
369 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
370 cleanup
= surface_cleanup
;
374 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
375 cleanup
= surface_gdi_cleanup
;
379 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
380 return WINED3DERR_INVALIDCALL
;
383 hr
= resource_init((IWineD3DResource
*)surface
, WINED3DRTYPE_SURFACE
,
384 device
, resource_size
, usage
, format_desc
, pool
, parent
, parent_ops
);
387 WARN("Failed to initialize resource, returning %#x.\n", hr
);
391 /* "Standalone" surface. */
392 IWineD3DSurface_SetContainer((IWineD3DSurface
*)surface
, NULL
);
394 surface
->currentDesc
.Width
= width
;
395 surface
->currentDesc
.Height
= height
;
396 surface
->currentDesc
.MultiSampleType
= multisample_type
;
397 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
398 surface
->texture_level
= level
;
399 list_init(&surface
->overlays
);
402 surface
->Flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
403 if (discard
) surface
->Flags
|= SFLAG_DISCARD
;
404 if (lockable
|| format
== WINED3DFMT_D16_LOCKABLE
) surface
->Flags
|= SFLAG_LOCKABLE
;
406 /* Quick lockable sanity check.
407 * TODO: remove this after surfaces, usage and lockability have been debugged properly
408 * this function is too deep to need to care about things like this.
409 * Levels need to be checked too, since they all affect what can be done. */
412 case WINED3DPOOL_SCRATCH
:
415 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
416 "which are mutually exclusive, setting lockable to TRUE.\n");
421 case WINED3DPOOL_SYSTEMMEM
:
423 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
426 case WINED3DPOOL_MANAGED
:
427 if (usage
& WINED3DUSAGE_DYNAMIC
)
428 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
431 case WINED3DPOOL_DEFAULT
:
432 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
433 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
437 FIXME("Unknown pool %#x.\n", pool
);
441 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
443 FIXME("Trying to create a render target that isn't in the default pool.\n");
446 /* Mark the texture as dirty so that it gets loaded first time around. */
447 surface_add_dirty_rect(surface
, NULL
);
448 list_init(&surface
->renderbuffers
);
450 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
452 /* Call the private setup routine */
453 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
456 ERR("Private setup failed, returning %#x\n", hr
);
464 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
466 surface
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
469 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
474 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
478 name
= &surface
->texture_name_srgb
;
479 flag
= SFLAG_INSRGBTEX
;
483 name
= &surface
->texture_name
;
484 flag
= SFLAG_INTEXTURE
;
487 if (!*name
&& new_name
)
489 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
490 * surface has no texture name yet. See if we can get rid of this. */
491 if (surface
->Flags
& flag
)
492 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
493 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)surface
, flag
, FALSE
);
497 surface_force_reload(surface
);
500 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
502 TRACE("surface %p, target %#x.\n", surface
, target
);
504 if (surface
->texture_target
!= target
)
506 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
508 surface
->Flags
&= ~SFLAG_NORMCOORD
;
510 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
512 surface
->Flags
|= SFLAG_NORMCOORD
;
515 surface
->texture_target
= target
;
516 surface_force_reload(surface
);
519 /* Context activation is done by the caller. */
520 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
521 DWORD active_sampler
;
523 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
524 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
525 * gl states. The current texture unit should always be a valid one.
527 * To be more specific, this is tricky because we can implicitly be called
528 * from sampler() in state.c. This means we can't touch anything other than
529 * whatever happens to be the currently active texture, or we would risk
530 * marking already applied sampler states dirty again.
532 * TODO: Track the current active texture per GL context instead of using glGet
534 GLint active_texture
;
536 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
538 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
540 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
542 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
544 IWineD3DSurface_BindTexture((IWineD3DSurface
*)This
, srgb
);
547 /* This function checks if the primary render target uses the 8bit paletted format. */
548 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
550 if (device
->render_targets
&& device
->render_targets
[0])
552 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
553 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
554 && (render_target
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
))
560 /* This call just downloads data, the caller is responsible for binding the
561 * correct texture. */
562 /* Context activation is done by the caller. */
563 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
565 const struct wined3d_format_desc
*format_desc
= This
->resource
.format_desc
;
567 /* Only support read back of converted P8 surfaces */
568 if (This
->Flags
& SFLAG_CONVERTED
&& format_desc
->format
!= WINED3DFMT_P8_UINT
)
570 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc
->format
));
576 if (format_desc
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
578 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
579 This
, This
->texture_level
, format_desc
->glFormat
, format_desc
->glType
,
580 This
->resource
.allocatedMemory
);
582 if (This
->Flags
& SFLAG_PBO
)
584 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
585 checkGLcall("glBindBufferARB");
586 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
587 checkGLcall("glGetCompressedTexImageARB");
588 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
589 checkGLcall("glBindBufferARB");
593 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
594 This
->texture_level
, This
->resource
.allocatedMemory
));
595 checkGLcall("glGetCompressedTexImageARB");
601 GLenum format
= format_desc
->glFormat
;
602 GLenum type
= format_desc
->glType
;
606 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
607 if (format_desc
->format
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
610 type
= GL_UNSIGNED_BYTE
;
613 if (This
->Flags
& SFLAG_NONPOW2
) {
614 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
615 src_pitch
= format_desc
->byte_count
* This
->pow2Width
;
616 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
617 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
618 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
620 mem
= This
->resource
.allocatedMemory
;
623 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
624 This
, This
->texture_level
, format
, type
, mem
);
626 if(This
->Flags
& SFLAG_PBO
) {
627 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
628 checkGLcall("glBindBufferARB");
630 glGetTexImage(This
->texture_target
, This
->texture_level
, format
, type
, NULL
);
631 checkGLcall("glGetTexImage");
633 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
634 checkGLcall("glBindBufferARB");
636 glGetTexImage(This
->texture_target
, This
->texture_level
, format
, type
, mem
);
637 checkGLcall("glGetTexImage");
641 if (This
->Flags
& SFLAG_NONPOW2
) {
642 const BYTE
*src_data
;
646 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
647 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
648 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
650 * We're doing this...
652 * instead of boxing the texture :
653 * |<-texture width ->| -->pow2width| /\
654 * |111111111111111111| | |
655 * |222 Texture 222222| boxed empty | texture height
656 * |3333 Data 33333333| | |
657 * |444444444444444444| | \/
658 * ----------------------------------- |
659 * | boxed empty | boxed empty | pow2height
661 * -----------------------------------
664 * we're repacking the data to the expected texture width
666 * |<-texture width ->| -->pow2width| /\
667 * |111111111111111111222222222222222| |
668 * |222333333333333333333444444444444| texture height
672 * | empty | pow2height
674 * -----------------------------------
678 * |<-texture width ->| /\
679 * |111111111111111111|
680 * |222222222222222222|texture height
681 * |333333333333333333|
682 * |444444444444444444| \/
683 * --------------------
685 * this also means that any references to allocatedMemory should work with the data as if were a
686 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
688 * internally the texture is still stored in a boxed format so any references to textureName will
689 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
691 * Performance should not be an issue, because applications normally do not lock the surfaces when
692 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
693 * and doesn't have to be re-read.
696 dst_data
= This
->resource
.allocatedMemory
;
697 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
698 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
699 /* skip the first row */
700 src_data
+= src_pitch
;
701 dst_data
+= dst_pitch
;
702 memcpy(dst_data
, src_data
, dst_pitch
);
705 HeapFree(GetProcessHeap(), 0, mem
);
709 /* Surface has now been downloaded */
710 This
->Flags
|= SFLAG_INSYSMEM
;
713 /* This call just uploads data, the caller is responsible for binding the
714 * correct texture. */
715 /* Context activation is done by the caller. */
716 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
717 const struct wined3d_format_desc
*format_desc
, BOOL srgb
, const GLvoid
*data
)
719 GLsizei width
= This
->currentDesc
.Width
;
720 GLsizei height
= This
->currentDesc
.Height
;
725 internal
= format_desc
->glGammaInternal
;
727 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
729 internal
= format_desc
->rtInternal
;
733 internal
= format_desc
->glInternal
;
736 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
737 This
, internal
, width
, height
, format_desc
->glFormat
, format_desc
->glType
, data
);
738 TRACE("target %#x, level %u, resource size %u.\n",
739 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
741 if (format_desc
->heightscale
!= 1.0f
&& format_desc
->heightscale
!= 0.0f
) height
*= format_desc
->heightscale
;
745 if (This
->Flags
& SFLAG_PBO
)
747 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
748 checkGLcall("glBindBufferARB");
750 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
754 if (format_desc
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
756 TRACE("Calling glCompressedTexSubImage2DARB.\n");
758 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
759 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
760 checkGLcall("glCompressedTexSubImage2DARB");
764 TRACE("Calling glTexSubImage2D.\n");
766 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
767 0, 0, width
, height
, format_desc
->glFormat
, format_desc
->glType
, data
);
768 checkGLcall("glTexSubImage2D");
771 if (This
->Flags
& SFLAG_PBO
)
773 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
774 checkGLcall("glBindBufferARB");
779 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
781 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
784 for (i
= 0; i
< device
->numContexts
; ++i
)
786 context_surface_update(device
->contexts
[i
], This
);
791 /* This call just allocates the texture, the caller is responsible for binding
792 * the correct texture. */
793 /* Context activation is done by the caller. */
794 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
795 const struct wined3d_format_desc
*format_desc
, BOOL srgb
)
797 BOOL enable_client_storage
= FALSE
;
798 GLsizei width
= This
->pow2Width
;
799 GLsizei height
= This
->pow2Height
;
800 const BYTE
*mem
= NULL
;
805 internal
= format_desc
->glGammaInternal
;
807 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
809 internal
= format_desc
->rtInternal
;
813 internal
= format_desc
->glInternal
;
816 if (format_desc
->heightscale
!= 1.0f
&& format_desc
->heightscale
!= 0.0f
) height
*= format_desc
->heightscale
;
818 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",
819 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format_desc
->format
),
820 internal
, width
, height
, format_desc
->glFormat
, format_desc
->glType
);
824 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
826 if(This
->Flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
) || This
->resource
.allocatedMemory
== NULL
) {
827 /* In some cases we want to disable client storage.
828 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
829 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
830 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
831 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
833 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
834 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
835 This
->Flags
&= ~SFLAG_CLIENT
;
836 enable_client_storage
= TRUE
;
838 This
->Flags
|= SFLAG_CLIENT
;
840 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
841 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
843 mem
= (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
847 if (format_desc
->Flags
& WINED3DFMT_FLAG_COMPRESSED
&& mem
)
849 GL_EXTCALL(glCompressedTexImage2DARB(This
->texture_target
, This
->texture_level
,
850 internal
, width
, height
, 0, This
->resource
.size
, mem
));
851 checkGLcall("glCompressedTexImage2DARB");
855 glTexImage2D(This
->texture_target
, This
->texture_level
,
856 internal
, width
, height
, 0, format_desc
->glFormat
, format_desc
->glType
, mem
);
857 checkGLcall("glTexImage2D");
860 if(enable_client_storage
) {
861 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
862 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
867 /* In D3D the depth stencil dimensions have to be greater than or equal to the
868 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
869 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
870 /* GL locking is done by the caller */
871 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl
*surface
, unsigned int width
, unsigned int height
)
873 const struct wined3d_gl_info
*gl_info
= &surface
->resource
.device
->adapter
->gl_info
;
874 renderbuffer_entry_t
*entry
;
875 GLuint renderbuffer
= 0;
876 unsigned int src_width
, src_height
;
878 src_width
= surface
->pow2Width
;
879 src_height
= surface
->pow2Height
;
881 /* A depth stencil smaller than the render target is not valid */
882 if (width
> src_width
|| height
> src_height
) return;
884 /* Remove any renderbuffer set if the sizes match */
885 if (gl_info
->supported
[ARB_FRAMEBUFFER_OBJECT
]
886 || (width
== src_width
&& height
== src_height
))
888 surface
->current_renderbuffer
= NULL
;
892 /* Look if we've already got a renderbuffer of the correct dimensions */
893 LIST_FOR_EACH_ENTRY(entry
, &surface
->renderbuffers
, renderbuffer_entry_t
, entry
)
895 if (entry
->width
== width
&& entry
->height
== height
)
897 renderbuffer
= entry
->id
;
898 surface
->current_renderbuffer
= entry
;
905 gl_info
->fbo_ops
.glGenRenderbuffers(1, &renderbuffer
);
906 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, renderbuffer
);
907 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
,
908 surface
->resource
.format_desc
->glInternal
, width
, height
);
910 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t
));
911 entry
->width
= width
;
912 entry
->height
= height
;
913 entry
->id
= renderbuffer
;
914 list_add_head(&surface
->renderbuffers
, &entry
->entry
);
916 surface
->current_renderbuffer
= entry
;
919 checkGLcall("set_compatible_renderbuffer");
922 GLenum
surface_get_gl_buffer(IWineD3DSurfaceImpl
*surface
)
924 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)surface
->container
;
926 TRACE("surface %p.\n", surface
);
928 if (!(surface
->Flags
& SFLAG_SWAPCHAIN
))
930 ERR("Surface %p is not on a swapchain.\n", surface
);
934 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0] == surface
)
936 if (swapchain
->render_to_fbo
)
938 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
939 return GL_COLOR_ATTACHMENT0
;
941 TRACE("Returning GL_BACK\n");
944 else if (surface
== swapchain
->front_buffer
)
946 TRACE("Returning GL_FRONT\n");
950 FIXME("Higher back buffer, returning GL_BACK\n");
954 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
955 void surface_add_dirty_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*dirty_rect
)
957 IWineD3DBaseTexture
*baseTexture
= NULL
;
959 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
961 if (!(surface
->Flags
& SFLAG_INSYSMEM
) && (surface
->Flags
& SFLAG_INTEXTURE
))
962 /* No partial locking for textures yet. */
963 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)surface
, SFLAG_INSYSMEM
, NULL
);
965 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)surface
, SFLAG_INSYSMEM
, TRUE
);
968 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
969 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
970 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
971 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
975 surface
->dirtyRect
.left
= 0;
976 surface
->dirtyRect
.top
= 0;
977 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
978 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
981 /* if the container is a basetexture then mark it dirty. */
982 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)surface
,
983 &IID_IWineD3DBaseTexture
, (void **)&baseTexture
)))
985 TRACE("Passing to container\n");
986 IWineD3DBaseTexture_SetDirty(baseTexture
, TRUE
);
987 IWineD3DBaseTexture_Release(baseTexture
);
991 static BOOL
surface_convert_color_to_argb(IWineD3DSurfaceImpl
*This
, DWORD color
, DWORD
*argb_color
)
993 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
995 switch(This
->resource
.format_desc
->format
)
997 case WINED3DFMT_P8_UINT
:
1001 if (primary_render_target_is_p8(device
))
1002 alpha
= color
<< 24;
1006 if (This
->palette
) {
1007 *argb_color
= (alpha
|
1008 (This
->palette
->palents
[color
].peRed
<< 16) |
1009 (This
->palette
->palents
[color
].peGreen
<< 8) |
1010 (This
->palette
->palents
[color
].peBlue
));
1012 *argb_color
= alpha
;
1017 case WINED3DFMT_B5G6R5_UNORM
:
1019 if (color
== 0xFFFF) {
1020 *argb_color
= 0xFFFFFFFF;
1022 *argb_color
= ((0xFF000000) |
1023 ((color
& 0xF800) << 8) |
1024 ((color
& 0x07E0) << 5) |
1025 ((color
& 0x001F) << 3));
1030 case WINED3DFMT_B8G8R8_UNORM
:
1031 case WINED3DFMT_B8G8R8X8_UNORM
:
1032 *argb_color
= 0xFF000000 | color
;
1035 case WINED3DFMT_B8G8R8A8_UNORM
:
1036 *argb_color
= color
;
1040 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This
->resource
.format_desc
->format
));
1046 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1048 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1049 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1050 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1054 surface_cleanup(This
);
1055 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1057 TRACE("(%p) Released.\n", This
);
1058 HeapFree(GetProcessHeap(), 0, This
);
1064 /* ****************************************************
1065 IWineD3DSurface IWineD3DResource parts follow
1066 **************************************************** */
1068 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1070 /* TODO: check for locks */
1071 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1072 IWineD3DBaseTexture
*baseTexture
= NULL
;
1074 TRACE("(%p)Checking to see if the container is a base texture\n", surface
);
1075 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)surface
,
1076 &IID_IWineD3DBaseTexture
, (void **)&baseTexture
)))
1078 IWineD3DBaseTextureImpl
*tex_impl
= (IWineD3DBaseTextureImpl
*)baseTexture
;
1079 TRACE("Passing to container\n");
1080 tex_impl
->baseTexture
.internal_preload(baseTexture
, srgb
);
1081 IWineD3DBaseTexture_Release(baseTexture
);
1083 struct wined3d_context
*context
= NULL
;
1085 TRACE("(%p) : About to load surface\n", surface
);
1087 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1089 if (surface
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
1090 || surface
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT_A8_UNORM
)
1092 if (palette9_changed(surface
))
1094 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1095 /* TODO: This is not necessarily needed with hw palettized texture support */
1096 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)surface
, SFLAG_INSYSMEM
, NULL
);
1097 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1098 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)surface
, SFLAG_INTEXTURE
, FALSE
);
1102 IWineD3DSurface_LoadTexture((IWineD3DSurface
*)surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1104 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1106 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1110 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1114 if (context
) context_release(context
);
1118 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1120 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1123 /* Context activation is done by the caller. */
1124 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
1126 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1127 This
->resource
.allocatedMemory
=
1128 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1131 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1132 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1133 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
1134 checkGLcall("glGetBufferSubDataARB");
1135 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
1136 checkGLcall("glDeleteBuffersARB");
1140 This
->Flags
&= ~SFLAG_PBO
;
1143 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1145 if (!surface
->resource
.allocatedMemory
)
1147 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1148 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1149 if (!surface
->resource
.heapMemory
)
1151 ERR("Out of memory\n");
1154 surface
->resource
.allocatedMemory
=
1155 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1159 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1162 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)surface
, SFLAG_INSYSMEM
, TRUE
);
1166 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
) {
1167 IWineD3DBaseTexture
*texture
= NULL
;
1168 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
1169 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1170 const struct wined3d_gl_info
*gl_info
;
1171 renderbuffer_entry_t
*entry
, *entry2
;
1172 struct wined3d_context
*context
;
1174 TRACE("(%p)\n", iface
);
1176 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
1177 /* Default pool resources are supposed to be destroyed before Reset is called.
1178 * Implicit resources stay however. So this means we have an implicit render target
1179 * or depth stencil. The content may be destroyed, but we still have to tear down
1180 * opengl resources, so we cannot leave early.
1182 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1183 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1184 * or the depth stencil into an FBO the texture or render buffer will be removed
1185 * and all flags get lost
1187 surface_init_sysmem(This
);
1191 /* Load the surface into system memory */
1192 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
1193 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INDRAWABLE
, FALSE
);
1195 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INTEXTURE
, FALSE
);
1196 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSRGBTEX
, FALSE
);
1197 This
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
1199 context
= context_acquire(device
, NULL
);
1200 gl_info
= context
->gl_info
;
1202 /* Destroy PBOs, but load them into real sysmem before */
1203 if (This
->Flags
& SFLAG_PBO
)
1204 surface_remove_pbo(This
, gl_info
);
1206 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1207 * all application-created targets the application has to release the surface
1208 * before calling _Reset
1210 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
1212 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
1214 list_remove(&entry
->entry
);
1215 HeapFree(GetProcessHeap(), 0, entry
);
1217 list_init(&This
->renderbuffers
);
1218 This
->current_renderbuffer
= NULL
;
1220 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
1223 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **) &texture
);
1226 glDeleteTextures(1, &This
->texture_name
);
1227 This
->texture_name
= 0;
1228 glDeleteTextures(1, &This
->texture_name_srgb
);
1229 This
->texture_name_srgb
= 0;
1232 IWineD3DBaseTexture_Release(texture
);
1235 context_release(context
);
1238 /* ******************************************************
1239 IWineD3DSurface IWineD3DSurface parts follow
1240 ****************************************************** */
1242 /* Read the framebuffer back into the surface */
1243 static void read_from_framebuffer(IWineD3DSurfaceImpl
*This
, const RECT
*rect
, void *dest
, UINT pitch
)
1245 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1246 const struct wined3d_gl_info
*gl_info
;
1247 struct wined3d_context
*context
;
1251 BYTE
*row
, *top
, *bottom
;
1255 BOOL srcIsUpsideDown
;
1260 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1261 static BOOL warned
= FALSE
;
1263 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1269 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1270 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1271 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1272 * context->last_was_blit set on the unlock.
1274 context
= context_acquire(device
, This
);
1275 context_apply_blit_state(context
, device
);
1276 gl_info
= context
->gl_info
;
1280 /* Select the correct read buffer, and give some debug output.
1281 * There is no need to keep track of the current read buffer or reset it, every part of the code
1282 * that reads sets the read buffer as desired.
1284 if (surface_is_offscreen(This
))
1286 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1287 * Read from the back buffer
1289 TRACE("Locking offscreen render target\n");
1290 glReadBuffer(device
->offscreenBuffer
);
1291 srcIsUpsideDown
= TRUE
;
1295 /* Onscreen surfaces are always part of a swapchain */
1296 GLenum buffer
= surface_get_gl_buffer(This
);
1297 TRACE("Locking %#x buffer\n", buffer
);
1298 glReadBuffer(buffer
);
1299 checkGLcall("glReadBuffer");
1300 srcIsUpsideDown
= FALSE
;
1303 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1305 local_rect
.left
= 0;
1307 local_rect
.right
= This
->currentDesc
.Width
;
1308 local_rect
.bottom
= This
->currentDesc
.Height
;
1312 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1314 switch(This
->resource
.format_desc
->format
)
1316 case WINED3DFMT_P8_UINT
:
1318 if (primary_render_target_is_p8(device
))
1320 /* In case of P8 render targets the index is stored in the alpha component */
1322 type
= GL_UNSIGNED_BYTE
;
1324 bpp
= This
->resource
.format_desc
->byte_count
;
1326 /* GL can't return palettized data, so read ARGB pixels into a
1327 * separate block of memory and convert them into palettized format
1328 * in software. Slow, but if the app means to use palettized render
1329 * targets and locks it...
1331 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1332 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1333 * for the color channels when palettizing the colors.
1336 type
= GL_UNSIGNED_BYTE
;
1338 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1340 ERR("Out of memory\n");
1344 bpp
= This
->resource
.format_desc
->byte_count
* 3;
1351 fmt
= This
->resource
.format_desc
->glFormat
;
1352 type
= This
->resource
.format_desc
->glType
;
1353 bpp
= This
->resource
.format_desc
->byte_count
;
1356 if(This
->Flags
& SFLAG_PBO
) {
1357 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1358 checkGLcall("glBindBufferARB");
1360 ERR("mem not null for pbo -- unexpected\n");
1365 /* Save old pixel store pack state */
1366 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1367 checkGLcall("glGetIntegerv");
1368 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1369 checkGLcall("glGetIntegerv");
1370 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1371 checkGLcall("glGetIntegerv");
1373 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1374 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1375 checkGLcall("glPixelStorei");
1376 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1377 checkGLcall("glPixelStorei");
1378 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1379 checkGLcall("glPixelStorei");
1381 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1382 local_rect
.right
- local_rect
.left
,
1383 local_rect
.bottom
- local_rect
.top
,
1385 checkGLcall("glReadPixels");
1387 /* Reset previous pixel store pack state */
1388 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1389 checkGLcall("glPixelStorei");
1390 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1391 checkGLcall("glPixelStorei");
1392 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1393 checkGLcall("glPixelStorei");
1395 if(This
->Flags
& SFLAG_PBO
) {
1396 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1397 checkGLcall("glBindBufferARB");
1399 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1400 * to get a pointer to it and perform the flipping in software. This is a lot
1401 * faster than calling glReadPixels for each line. In case we want more speed
1402 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1403 if(!srcIsUpsideDown
) {
1404 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1405 checkGLcall("glBindBufferARB");
1407 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1408 checkGLcall("glMapBufferARB");
1412 /* TODO: Merge this with the palettization loop below for P8 targets */
1413 if(!srcIsUpsideDown
) {
1415 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1416 Flip the lines in software */
1417 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1418 off
= local_rect
.left
* bpp
;
1420 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1422 ERR("Out of memory\n");
1423 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1428 top
= mem
+ pitch
* local_rect
.top
;
1429 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1430 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1431 memcpy(row
, top
+ off
, len
);
1432 memcpy(top
+ off
, bottom
+ off
, len
);
1433 memcpy(bottom
+ off
, row
, len
);
1437 HeapFree(GetProcessHeap(), 0, row
);
1439 /* Unmap the temp PBO buffer */
1440 if(This
->Flags
& SFLAG_PBO
) {
1441 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1442 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1447 context_release(context
);
1449 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1450 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1451 * the same color but we have no choice.
1452 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1454 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1456 const PALETTEENTRY
*pal
= NULL
;
1457 DWORD width
= pitch
/ 3;
1461 pal
= This
->palette
->palents
;
1463 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1464 HeapFree(GetProcessHeap(), 0, mem
);
1468 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1469 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1470 /* start lines pixels */
1471 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1472 const BYTE
*green
= blue
+ 1;
1473 const BYTE
*red
= green
+ 1;
1475 for(c
= 0; c
< 256; c
++) {
1476 if(*red
== pal
[c
].peRed
&&
1477 *green
== pal
[c
].peGreen
&&
1478 *blue
== pal
[c
].peBlue
)
1480 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1486 HeapFree(GetProcessHeap(), 0, mem
);
1490 /* Read the framebuffer contents into a texture */
1491 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1493 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1494 const struct wined3d_gl_info
*gl_info
;
1495 struct wined3d_context
*context
;
1498 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1499 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1500 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1502 context
= context_acquire(device
, This
);
1503 gl_info
= context
->gl_info
;
1505 surface_prepare_texture(This
, gl_info
, srgb
);
1506 surface_bind_and_dirtify(This
, srgb
);
1509 glGetIntegerv(GL_READ_BUFFER
, &prevRead
);
1512 /* Select the correct read buffer, and give some debug output.
1513 * There is no need to keep track of the current read buffer or reset it, every part of the code
1514 * that reads sets the read buffer as desired.
1516 if (!surface_is_offscreen(This
))
1518 GLenum buffer
= surface_get_gl_buffer(This
);
1519 TRACE("Locking %#x buffer\n", buffer
);
1522 glReadBuffer(buffer
);
1523 checkGLcall("glReadBuffer");
1528 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1529 * Read from the back buffer
1531 TRACE("Locking offscreen render target\n");
1533 glReadBuffer(device
->offscreenBuffer
);
1534 checkGLcall("glReadBuffer");
1539 /* If !SrcIsUpsideDown we should flip the surface.
1540 * This can be done using glCopyTexSubImage2D but this
1541 * is VERY slow, so don't do that. We should prevent
1542 * this code from getting called in such cases or perhaps
1543 * we can use FBOs */
1545 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1546 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1547 checkGLcall("glCopyTexSubImage2D");
1549 glReadBuffer(prevRead
);
1550 checkGLcall("glReadBuffer");
1554 context_release(context
);
1556 TRACE("Updated target %d\n", This
->texture_target
);
1559 /* Context activation is done by the caller. */
1560 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1561 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1563 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1564 CONVERT_TYPES convert
;
1565 struct wined3d_format_desc desc
;
1567 if (surface
->Flags
& alloc_flag
) return;
1569 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &desc
, &convert
);
1570 if(convert
!= NO_CONVERSION
|| desc
.convert
) surface
->Flags
|= SFLAG_CONVERTED
;
1571 else surface
->Flags
&= ~SFLAG_CONVERTED
;
1573 surface_bind_and_dirtify(surface
, srgb
);
1574 surface_allocate_surface(surface
, gl_info
, &desc
, srgb
);
1575 surface
->Flags
|= alloc_flag
;
1578 /* Context activation is done by the caller. */
1579 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1581 IWineD3DBaseTextureImpl
*texture
;
1583 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface
*)surface
,
1584 &IID_IWineD3DBaseTexture
, (void **)&texture
)))
1586 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1589 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1591 for (i
= 0; i
< sub_count
; ++i
)
1593 IWineD3DSurfaceImpl
*s
= (IWineD3DSurfaceImpl
*)texture
->baseTexture
.sub_resources
[i
];
1594 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1597 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*)texture
);
1600 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1603 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1605 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1606 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1608 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1609 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1612 if(!(This
->Flags
& SFLAG_DYNLOCK
)) {
1614 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1615 if(This
->lockCount
> MAXLOCKCOUNT
) {
1616 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1617 This
->Flags
|= SFLAG_DYNLOCK
;
1621 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1622 * Also don't create a PBO for systemmem surfaces.
1624 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->Flags
& SFLAG_DYNLOCK
)
1625 && !(This
->Flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1626 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1629 struct wined3d_context
*context
;
1631 context
= context_acquire(device
, NULL
);
1634 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1635 error
= glGetError();
1636 if(This
->pbo
== 0 || error
!= GL_NO_ERROR
) {
1637 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1640 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1642 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1643 checkGLcall("glBindBufferARB");
1645 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1646 checkGLcall("glBufferDataARB");
1648 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1649 checkGLcall("glBindBufferARB");
1651 /* We don't need the system memory anymore and we can't even use it for PBOs */
1652 if(!(This
->Flags
& SFLAG_CLIENT
)) {
1653 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1654 This
->resource
.heapMemory
= NULL
;
1656 This
->resource
.allocatedMemory
= NULL
;
1657 This
->Flags
|= SFLAG_PBO
;
1659 context_release(context
);
1661 else if (!(This
->resource
.allocatedMemory
|| This
->Flags
& SFLAG_PBO
))
1663 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1666 if(!This
->resource
.heapMemory
) {
1667 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1669 This
->resource
.allocatedMemory
=
1670 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1671 if(This
->Flags
& SFLAG_INSYSMEM
) {
1672 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1677 static HRESULT WINAPI
IWineD3DSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
1678 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1679 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1680 const RECT
*pass_rect
= pRect
;
1682 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1683 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), Flags
);
1685 /* This is also done in the base class, but we have to verify this before loading any data from
1686 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1687 * may interfere, and all other bad things may happen
1689 if (This
->Flags
& SFLAG_LOCKED
) {
1690 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1691 return WINED3DERR_INVALIDCALL
;
1693 This
->Flags
|= SFLAG_LOCKED
;
1695 if (!(This
->Flags
& SFLAG_LOCKABLE
))
1697 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1700 if (Flags
& WINED3DLOCK_DISCARD
) {
1701 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1702 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1703 surface_prepare_system_memory(This
); /* Makes sure memory is allocated */
1704 This
->Flags
|= SFLAG_INSYSMEM
;
1708 if (This
->Flags
& SFLAG_INSYSMEM
) {
1709 TRACE("Local copy is up to date, not downloading data\n");
1710 surface_prepare_system_memory(This
); /* Makes sure memory is allocated */
1714 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1715 * the full surface. Most callers don't need that, so do it here. */
1716 if (pRect
&& pRect
->top
== 0 && pRect
->left
== 0
1717 && pRect
->right
== This
->currentDesc
.Width
1718 && pRect
->bottom
== This
->currentDesc
.Height
)
1723 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1724 && ((This
->Flags
& SFLAG_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1726 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, pass_rect
);
1730 if (This
->Flags
& SFLAG_PBO
)
1732 const struct wined3d_gl_info
*gl_info
;
1733 struct wined3d_context
*context
;
1735 context
= context_acquire(device
, NULL
);
1736 gl_info
= context
->gl_info
;
1739 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1740 checkGLcall("glBindBufferARB");
1742 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1743 if(This
->resource
.allocatedMemory
) {
1744 ERR("The surface already has PBO memory allocated!\n");
1747 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1748 checkGLcall("glMapBufferARB");
1750 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1751 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1752 checkGLcall("glBindBufferARB");
1755 context_release(context
);
1758 if (Flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)) {
1761 IWineD3DBaseTexture
*pBaseTexture
;
1764 * as seen in msdn docs
1766 surface_add_dirty_rect(This
, pRect
);
1768 /** Dirtify Container if needed */
1769 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&pBaseTexture
))) {
1770 TRACE("Making container dirty\n");
1771 IWineD3DBaseTexture_SetDirty(pBaseTexture
, TRUE
);
1772 IWineD3DBaseTexture_Release(pBaseTexture
);
1774 TRACE("Surface is standalone, no need to dirty the container\n");
1778 return IWineD3DBaseSurfaceImpl_LockRect(iface
, pLockedRect
, pRect
, Flags
);
1781 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
, GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
) {
1783 GLint prev_rasterpos
[4];
1784 GLint skipBytes
= 0;
1785 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1786 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1787 const struct wined3d_gl_info
*gl_info
;
1788 struct wined3d_context
*context
;
1790 /* Activate the correct context for the render target */
1791 context
= context_acquire(device
, This
);
1792 context_apply_blit_state(context
, device
);
1793 gl_info
= context
->gl_info
;
1797 if (!surface_is_offscreen(This
))
1799 GLenum buffer
= surface_get_gl_buffer(This
);
1800 TRACE("Unlocking %#x buffer.\n", buffer
);
1801 context_set_draw_buffer(context
, buffer
);
1805 /* Primary offscreen render target */
1806 TRACE("Offscreen render target.\n");
1807 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1810 glGetIntegerv(GL_PACK_SWAP_BYTES
, &prev_store
);
1811 checkGLcall("glGetIntegerv");
1812 glGetIntegerv(GL_CURRENT_RASTER_POSITION
, &prev_rasterpos
[0]);
1813 checkGLcall("glGetIntegerv");
1814 glPixelZoom(1.0f
, -1.0f
);
1815 checkGLcall("glPixelZoom");
1817 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1818 glGetIntegerv(GL_UNPACK_ROW_LENGTH
, &skipBytes
);
1819 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1821 glRasterPos3i(This
->lockedRect
.left
, This
->lockedRect
.top
, 1);
1822 checkGLcall("glRasterPos3i");
1824 /* Some drivers(radeon dri, others?) don't like exceptions during
1825 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1826 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1827 * catch to put the dib section in InSync mode, which leads to a crash
1828 * and a blocked x server on my radeon card.
1830 * The following lines read the dib section so it is put in InSync mode
1831 * before glDrawPixels is called and the crash is prevented. There won't
1832 * be any interfering gdi accesses, because UnlockRect is called from
1833 * ReleaseDC, and the app won't use the dc any more afterwards.
1835 if((This
->Flags
& SFLAG_DIBSECTION
) && !(This
->Flags
& SFLAG_PBO
)) {
1837 read
= This
->resource
.allocatedMemory
[0];
1840 if(This
->Flags
& SFLAG_PBO
) {
1841 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1842 checkGLcall("glBindBufferARB");
1845 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1846 if(This
->Flags
& SFLAG_LOCKED
) {
1847 glDrawPixels(This
->lockedRect
.right
- This
->lockedRect
.left
,
1848 (This
->lockedRect
.bottom
- This
->lockedRect
.top
)-1,
1850 mem
+ bpp
* This
->lockedRect
.left
+ pitch
* This
->lockedRect
.top
);
1851 checkGLcall("glDrawPixels");
1853 glDrawPixels(This
->currentDesc
.Width
,
1854 This
->currentDesc
.Height
,
1856 checkGLcall("glDrawPixels");
1859 if(This
->Flags
& SFLAG_PBO
) {
1860 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1861 checkGLcall("glBindBufferARB");
1864 glPixelZoom(1.0f
, 1.0f
);
1865 checkGLcall("glPixelZoom");
1867 glRasterPos3iv(&prev_rasterpos
[0]);
1868 checkGLcall("glRasterPos3iv");
1870 /* Reset to previous pack row length */
1871 glPixelStorei(GL_UNPACK_ROW_LENGTH
, skipBytes
);
1872 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1875 context_release(context
);
1878 static HRESULT WINAPI
IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface
*iface
) {
1879 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1880 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1883 if (!(This
->Flags
& SFLAG_LOCKED
)) {
1884 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1885 return WINEDDERR_NOTLOCKED
;
1888 if (This
->Flags
& SFLAG_PBO
)
1890 const struct wined3d_gl_info
*gl_info
;
1891 struct wined3d_context
*context
;
1893 TRACE("Freeing PBO memory\n");
1895 context
= context_acquire(device
, NULL
);
1896 gl_info
= context
->gl_info
;
1899 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1900 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1901 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1902 checkGLcall("glUnmapBufferARB");
1904 context_release(context
);
1906 This
->resource
.allocatedMemory
= NULL
;
1909 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
1911 if (This
->Flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
)) {
1912 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
1916 if ((This
->Flags
& SFLAG_SWAPCHAIN
) || (device
->render_targets
&& This
== device
->render_targets
[0]))
1918 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1919 static BOOL warned
= FALSE
;
1921 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1927 if(This
->dirtyRect
.left
== 0 &&
1928 This
->dirtyRect
.top
== 0 &&
1929 This
->dirtyRect
.right
== This
->currentDesc
.Width
&&
1930 This
->dirtyRect
.bottom
== This
->currentDesc
.Height
) {
1933 /* TODO: Proper partial rectangle tracking */
1934 fullsurface
= FALSE
;
1935 This
->Flags
|= SFLAG_INSYSMEM
;
1938 switch(wined3d_settings
.rendertargetlock_mode
) {
1940 IWineD3DSurface_LoadLocation(iface
, SFLAG_INTEXTURE
, NULL
/* partial texture loading not supported yet */);
1944 IWineD3DSurface_LoadLocation(iface
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
1949 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1950 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1951 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1952 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1953 * not fully up to date because only a subrectangle was read in LockRect.
1955 This
->Flags
&= ~SFLAG_INSYSMEM
;
1956 This
->Flags
|= SFLAG_INDRAWABLE
;
1959 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
1960 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
1961 This
->dirtyRect
.right
= 0;
1962 This
->dirtyRect
.bottom
= 0;
1964 else if (This
== device
->depth_stencil
)
1966 FIXME("Depth Stencil buffer locking is not implemented\n");
1968 /* The rest should be a normal texture */
1969 IWineD3DBaseTextureImpl
*impl
;
1970 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1971 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1972 * states need resetting
1974 if(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&impl
) == WINED3D_OK
) {
1975 if (impl
->baseTexture
.bindCount
)
1976 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_SAMPLER(impl
->baseTexture
.sampler
));
1977 IWineD3DBaseTexture_Release((IWineD3DBaseTexture
*) impl
);
1982 This
->Flags
&= ~SFLAG_LOCKED
;
1983 memset(&This
->lockedRect
, 0, sizeof(RECT
));
1985 /* Overlays have to be redrawn manually after changes with the GL implementation */
1986 if(This
->overlay_dest
) {
1987 IWineD3DSurface_DrawOverlay(iface
);
1992 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
1994 struct wined3d_context
*context
;
1996 context
= context_acquire(surface
->resource
.device
, NULL
);
1999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
2000 if (surface
->texture_name
)
2002 surface_bind_and_dirtify(surface
, FALSE
);
2003 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
2004 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
2006 if (surface
->texture_name_srgb
)
2008 surface_bind_and_dirtify(surface
, TRUE
);
2009 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
2010 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
2012 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
2015 context_release(context
);
2017 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)surface
, SFLAG_INSRGBTEX
, FALSE
);
2018 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)surface
, SFLAG_INTEXTURE
, FALSE
);
2019 surface_force_reload(surface
);
2022 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
2024 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2025 WINED3DLOCKED_RECT lock
;
2029 TRACE("(%p)->(%p)\n",This
,pHDC
);
2031 if(This
->Flags
& SFLAG_USERPTR
) {
2032 ERR("Not supported on surfaces with an application-provided surfaces\n");
2033 return WINEDDERR_NODC
;
2036 /* Give more detailed info for ddraw */
2037 if (This
->Flags
& SFLAG_DCINUSE
)
2038 return WINEDDERR_DCALREADYCREATED
;
2040 /* Can't GetDC if the surface is locked */
2041 if (This
->Flags
& SFLAG_LOCKED
)
2042 return WINED3DERR_INVALIDCALL
;
2044 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
2046 /* Create a DIB section if there isn't a hdc yet */
2048 if(This
->Flags
& SFLAG_CLIENT
) {
2049 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
2050 surface_release_client_storage(This
);
2052 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
2053 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
2055 /* Use the dib section from now on if we are not using a PBO */
2056 if(!(This
->Flags
& SFLAG_PBO
))
2057 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
2060 /* Lock the surface */
2061 hr
= IWineD3DSurface_LockRect(iface
,
2066 if(This
->Flags
& SFLAG_PBO
) {
2067 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2068 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
2072 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr
);
2073 /* keep the dib section */
2077 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
2078 || This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT_A8_UNORM
)
2080 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2081 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2083 const PALETTEENTRY
*pal
= NULL
;
2086 pal
= This
->palette
->palents
;
2088 IWineD3DSurfaceImpl
*dds_primary
;
2089 IWineD3DSwapChainImpl
*swapchain
;
2090 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
2091 dds_primary
= swapchain
->front_buffer
;
2092 if (dds_primary
&& dds_primary
->palette
)
2093 pal
= dds_primary
->palette
->palents
;
2097 for (n
=0; n
<256; n
++) {
2098 col
[n
].rgbRed
= pal
[n
].peRed
;
2099 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2100 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2101 col
[n
].rgbReserved
= 0;
2103 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2108 TRACE("returning %p\n",*pHDC
);
2109 This
->Flags
|= SFLAG_DCINUSE
;
2114 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2116 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2118 TRACE("(%p)->(%p)\n",This
,hDC
);
2120 if (!(This
->Flags
& SFLAG_DCINUSE
))
2121 return WINEDDERR_NODC
;
2123 if (This
->hDC
!=hDC
) {
2124 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2125 return WINEDDERR_NODC
;
2128 if((This
->Flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
) {
2129 /* Copy the contents of the DIB over to the PBO */
2130 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2133 /* we locked first, so unlock now */
2134 IWineD3DSurface_UnlockRect(iface
);
2136 This
->Flags
&= ~SFLAG_DCINUSE
;
2141 /* ******************************************************
2142 IWineD3DSurface Internal (No mapping to directx api) parts follow
2143 ****************************************************** */
2145 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
, BOOL use_texturing
, struct wined3d_format_desc
*desc
, CONVERT_TYPES
*convert
)
2147 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2148 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2149 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2150 BOOL blit_supported
= FALSE
;
2152 /* Copy the default values from the surface. Below we might perform fixups */
2153 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2154 *desc
= *This
->resource
.format_desc
;
2155 *convert
= NO_CONVERSION
;
2157 /* Ok, now look if we have to do any conversion */
2158 switch(This
->resource
.format_desc
->format
)
2160 case WINED3DFMT_P8_UINT
:
2165 /* Below the call to blit_supported is disabled for Wine 1.2 because the function isn't operating correctly yet.
2166 * At the moment 8-bit blits are handled in software and if certain GL extensions are around, surface conversion
2167 * is performed at upload time. The blit_supported call recognizes it as a destination fixup. This type of upload 'fixup'
2168 * and 8-bit to 8-bit blits need to be handled by the blit_shader.
2169 * TODO: get rid of this #if 0
2172 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2173 &rect
, This
->resource
.usage
, This
->resource
.pool
,
2174 This
->resource
.format_desc
, &rect
, This
->resource
.usage
,
2175 This
->resource
.pool
, This
->resource
.format_desc
);
2177 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2179 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2180 * texturing. Further also use conversion in case of color keying.
2181 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2182 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2183 * conflicts with this.
2185 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2186 || colorkey_active
|| !use_texturing
)
2188 desc
->glFormat
= GL_RGBA
;
2189 desc
->glInternal
= GL_RGBA
;
2190 desc
->glType
= GL_UNSIGNED_BYTE
;
2191 desc
->conv_byte_count
= 4;
2192 if(colorkey_active
) {
2193 *convert
= CONVERT_PALETTED_CK
;
2195 *convert
= CONVERT_PALETTED
;
2200 case WINED3DFMT_B2G3R3_UNORM
:
2201 /* **********************
2202 GL_UNSIGNED_BYTE_3_3_2
2203 ********************** */
2204 if (colorkey_active
) {
2205 /* This texture format will never be used.. So do not care about color keying
2206 up until the point in time it will be needed :-) */
2207 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2211 case WINED3DFMT_B5G6R5_UNORM
:
2212 if (colorkey_active
) {
2213 *convert
= CONVERT_CK_565
;
2214 desc
->glFormat
= GL_RGBA
;
2215 desc
->glInternal
= GL_RGB5_A1
;
2216 desc
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2217 desc
->conv_byte_count
= 2;
2221 case WINED3DFMT_B5G5R5X1_UNORM
:
2222 if (colorkey_active
) {
2223 *convert
= CONVERT_CK_5551
;
2224 desc
->glFormat
= GL_BGRA
;
2225 desc
->glInternal
= GL_RGB5_A1
;
2226 desc
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2227 desc
->conv_byte_count
= 2;
2231 case WINED3DFMT_B8G8R8_UNORM
:
2232 if (colorkey_active
) {
2233 *convert
= CONVERT_CK_RGB24
;
2234 desc
->glFormat
= GL_RGBA
;
2235 desc
->glInternal
= GL_RGBA8
;
2236 desc
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2237 desc
->conv_byte_count
= 4;
2241 case WINED3DFMT_B8G8R8X8_UNORM
:
2242 if (colorkey_active
) {
2243 *convert
= CONVERT_RGB32_888
;
2244 desc
->glFormat
= GL_RGBA
;
2245 desc
->glInternal
= GL_RGBA8
;
2246 desc
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2247 desc
->conv_byte_count
= 4;
2258 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2260 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2261 IWineD3DPaletteImpl
*pal
= This
->palette
;
2262 BOOL index_in_alpha
= FALSE
;
2265 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2266 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2267 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2268 * duplicate entries. Store the color key in the unused alpha component to speed the
2269 * download up and to make conversion unneeded. */
2270 index_in_alpha
= primary_render_target_is_p8(device
);
2274 UINT dxVersion
= ((IWineD3DImpl
*)device
->wined3d
)->dxVersion
;
2276 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2279 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2282 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2283 * there's no palette at this time. */
2284 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2289 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2290 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2291 * capability flag is present (wine does advertise this capability) */
2292 for (i
= 0; i
< 256; ++i
)
2294 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2295 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2296 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2297 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2303 TRACE("Using surface palette %p\n", pal
);
2304 /* Get the surface's palette */
2305 for (i
= 0; i
< 256; ++i
)
2307 table
[i
][0] = pal
->palents
[i
].peRed
;
2308 table
[i
][1] = pal
->palents
[i
].peGreen
;
2309 table
[i
][2] = pal
->palents
[i
].peBlue
;
2311 /* When index_in_alpha is set the palette index is stored in the
2312 * alpha component. In case of a readback we can then read
2313 * GL_ALPHA. Color keying is handled in BltOverride using a
2314 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2315 * color key itself is passed to glAlphaFunc in other cases the
2316 * alpha component of pixels that should be masked away is set to 0. */
2321 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2322 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2326 else if(pal
->Flags
& WINEDDPCAPS_ALPHA
)
2328 table
[i
][3] = pal
->palents
[i
].peFlags
;
2338 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2339 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2343 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2348 memcpy(dst
, src
, pitch
* height
);
2351 case CONVERT_PALETTED
:
2352 case CONVERT_PALETTED_CK
:
2354 IWineD3DPaletteImpl
* pal
= This
->palette
;
2359 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2362 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2364 for (y
= 0; y
< height
; y
++)
2366 source
= src
+ pitch
* y
;
2367 dest
= dst
+ outpitch
* y
;
2368 /* This is an 1 bpp format, using the width here is fine */
2369 for (x
= 0; x
< width
; x
++) {
2370 BYTE color
= *source
++;
2371 *dest
++ = table
[color
][0];
2372 *dest
++ = table
[color
][1];
2373 *dest
++ = table
[color
][2];
2374 *dest
++ = table
[color
][3];
2380 case CONVERT_CK_565
:
2382 /* Converting the 565 format in 5551 packed to emulate color-keying.
2384 Note : in all these conversion, it would be best to average the averaging
2385 pixels to get the color of the pixel that will be color-keyed to
2386 prevent 'color bleeding'. This will be done later on if ever it is
2389 Note2: Nvidia documents say that their driver does not support alpha + color keying
2390 on the same surface and disables color keying in such a case
2396 TRACE("Color keyed 565\n");
2398 for (y
= 0; y
< height
; y
++) {
2399 Source
= (const WORD
*)(src
+ y
* pitch
);
2400 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2401 for (x
= 0; x
< width
; x
++ ) {
2402 WORD color
= *Source
++;
2403 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2404 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2405 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2414 case CONVERT_CK_5551
:
2416 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2420 TRACE("Color keyed 5551\n");
2421 for (y
= 0; y
< height
; y
++) {
2422 Source
= (const WORD
*)(src
+ y
* pitch
);
2423 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2424 for (x
= 0; x
< width
; x
++ ) {
2425 WORD color
= *Source
++;
2427 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2428 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2432 *Dest
&= ~(1 << 15);
2440 case CONVERT_CK_RGB24
:
2442 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2444 for (y
= 0; y
< height
; y
++)
2446 source
= src
+ pitch
* y
;
2447 dest
= dst
+ outpitch
* y
;
2448 for (x
= 0; x
< width
; x
++) {
2449 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2450 DWORD dstcolor
= color
<< 8;
2451 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2452 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2455 *(DWORD
*)dest
= dstcolor
;
2463 case CONVERT_RGB32_888
:
2465 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2467 for (y
= 0; y
< height
; y
++)
2469 source
= src
+ pitch
* y
;
2470 dest
= dst
+ outpitch
* y
;
2471 for (x
= 0; x
< width
; x
++) {
2472 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2473 DWORD dstcolor
= color
<< 8;
2474 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2475 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2478 *(DWORD
*)dest
= dstcolor
;
2487 ERR("Unsupported conversion type %#x.\n", convert
);
2492 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2494 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2496 if (This
->palette
|| (This
->resource
.format_desc
->format
!= WINED3DFMT_P8_UINT
2497 && This
->resource
.format_desc
->format
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2499 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2500 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2507 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2512 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2514 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2518 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
) {
2519 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2520 DWORD flag
= srgb_mode
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
2522 if (!(This
->Flags
& flag
)) {
2523 TRACE("Reloading because surface is dirty\n");
2524 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2525 ((This
->Flags
& SFLAG_GLCKEY
) && (!(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
))) ||
2526 /* Reload: vice versa OR */
2527 ((!(This
->Flags
& SFLAG_GLCKEY
)) && (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)) ||
2528 /* Also reload: Color key is active AND the color key has changed */
2529 ((This
->CKeyFlags
& WINEDDSD_CKSRCBLT
) && (
2530 (This
->glCKey
.dwColorSpaceLowValue
!= This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2531 (This
->glCKey
.dwColorSpaceHighValue
!= This
->SrcBltCKey
.dwColorSpaceHighValue
)))) {
2532 TRACE("Reloading because of color keying\n");
2533 /* To perform the color key conversion we need a sysmem copy of
2534 * the surface. Make sure we have it
2537 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
2538 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2539 /* TODO: This is not necessarily needed with hw palettized texture support */
2540 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
2542 TRACE("surface is already in texture\n");
2546 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2547 * These resources are not bound by device size or format restrictions. Because of this,
2548 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2549 * However, these resources can always be created, locked, and copied.
2551 if (This
->resource
.pool
== WINED3DPOOL_SCRATCH
)
2553 FIXME("(%p) Operation not supported for scratch textures\n",This
);
2554 return WINED3DERR_INVALIDCALL
;
2557 IWineD3DSurface_LoadLocation(iface
, flag
, NULL
/* no partial locking for textures yet */);
2559 if (!(This
->Flags
& SFLAG_DONOTFREE
)) {
2560 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
2561 This
->resource
.allocatedMemory
= NULL
;
2562 This
->resource
.heapMemory
= NULL
;
2563 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, FALSE
);
2569 /* Context activation is done by the caller. */
2570 static void WINAPI
IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface
*iface
, BOOL srgb
) {
2571 /* TODO: check for locks */
2572 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2573 IWineD3DBaseTexture
*baseTexture
= NULL
;
2575 TRACE("(%p)Checking to see if the container is a base texture\n", This
);
2576 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&baseTexture
) == WINED3D_OK
) {
2577 TRACE("Passing to container\n");
2578 IWineD3DBaseTexture_BindTexture(baseTexture
, srgb
);
2579 IWineD3DBaseTexture_Release(baseTexture
);
2585 TRACE("(%p) : Binding surface\n", This
);
2587 name
= srgb
? &This
->texture_name_srgb
: &This
->texture_name
;
2591 if (!This
->texture_level
)
2594 glGenTextures(1, name
);
2595 checkGLcall("glGenTextures");
2596 TRACE("Surface %p given name %d\n", This
, *name
);
2598 glBindTexture(This
->texture_target
, *name
);
2599 checkGLcall("glBindTexture");
2600 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2601 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2602 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2603 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2604 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2605 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2606 glTexParameteri(This
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2607 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2608 glTexParameteri(This
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2609 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2611 /* This is where we should be reducing the amount of GLMemoryUsed */
2613 /* Mipmap surfaces should have a base texture container */
2614 ERR("Mipmap surface has a glTexture bound to it!\n");
2617 glBindTexture(This
->texture_target
, *name
);
2618 checkGLcall("glBindTexture");
2624 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
) {
2625 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2628 TRACE("(%p) : Calling base function first\n", This
);
2629 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2631 This
->Flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2632 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format_desc
->glFormat
,
2633 This
->resource
.format_desc
->glInternal
, This
->resource
.format_desc
->glType
);
2638 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2639 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2641 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
) {
2651 /* Release the DC. No need to hold the critical section for the update
2652 * Thread because this thread runs only on front buffers, but this method
2653 * fails for render targets in the check above.
2655 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2656 DeleteDC(This
->hDC
);
2657 /* Release the DIB section */
2658 DeleteObject(This
->dib
.DIBsection
);
2659 This
->dib
.bitmap_data
= NULL
;
2660 This
->resource
.allocatedMemory
= NULL
;
2662 This
->Flags
&= ~SFLAG_DIBSECTION
;
2663 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
2664 release
= This
->resource
.heapMemory
;
2665 This
->resource
.heapMemory
= NULL
;
2667 This
->resource
.allocatedMemory
= Mem
;
2668 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
2670 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2671 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
2673 /* For client textures opengl has to be notified */
2674 if (This
->Flags
& SFLAG_CLIENT
)
2675 surface_release_client_storage(This
);
2677 /* Now free the old memory if any */
2678 HeapFree(GetProcessHeap(), 0, release
);
2679 } else if(This
->Flags
& SFLAG_USERPTR
) {
2680 /* LockRect and GetDC will re-create the dib section and allocated memory */
2681 This
->resource
.allocatedMemory
= NULL
;
2682 /* HeapMemory should be NULL already */
2683 if(This
->resource
.heapMemory
!= NULL
) ERR("User pointer surface has heap memory allocated\n");
2684 This
->Flags
&= ~SFLAG_USERPTR
;
2686 if (This
->Flags
& SFLAG_CLIENT
)
2687 surface_release_client_storage(This
);
2692 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2694 /* Flip the surface contents */
2699 front
->hDC
= back
->hDC
;
2703 /* Flip the DIBsection */
2706 BOOL hasDib
= front
->Flags
& SFLAG_DIBSECTION
;
2707 tmp
= front
->dib
.DIBsection
;
2708 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2709 back
->dib
.DIBsection
= tmp
;
2711 if(back
->Flags
& SFLAG_DIBSECTION
) front
->Flags
|= SFLAG_DIBSECTION
;
2712 else front
->Flags
&= ~SFLAG_DIBSECTION
;
2713 if(hasDib
) back
->Flags
|= SFLAG_DIBSECTION
;
2714 else back
->Flags
&= ~SFLAG_DIBSECTION
;
2717 /* Flip the surface data */
2721 tmp
= front
->dib
.bitmap_data
;
2722 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2723 back
->dib
.bitmap_data
= tmp
;
2725 tmp
= front
->resource
.allocatedMemory
;
2726 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2727 back
->resource
.allocatedMemory
= tmp
;
2729 tmp
= front
->resource
.heapMemory
;
2730 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2731 back
->resource
.heapMemory
= tmp
;
2736 GLuint tmp_pbo
= front
->pbo
;
2737 front
->pbo
= back
->pbo
;
2738 back
->pbo
= tmp_pbo
;
2741 /* client_memory should not be different, but just in case */
2744 tmp
= front
->dib
.client_memory
;
2745 front
->dib
.client_memory
= back
->dib
.client_memory
;
2746 back
->dib
.client_memory
= tmp
;
2749 /* Flip the opengl texture */
2753 tmp
= back
->texture_name
;
2754 back
->texture_name
= front
->texture_name
;
2755 front
->texture_name
= tmp
;
2757 tmp
= back
->texture_name_srgb
;
2758 back
->texture_name_srgb
= front
->texture_name_srgb
;
2759 front
->texture_name_srgb
= tmp
;
2763 DWORD tmp_flags
= back
->Flags
;
2764 back
->Flags
= front
->Flags
;
2765 front
->Flags
= tmp_flags
;
2769 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD Flags
) {
2770 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2771 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2773 TRACE("(%p)->(%p,%x)\n", This
, override
, Flags
);
2775 /* Flipping is only supported on RenderTargets and overlays*/
2776 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2777 WARN("Tried to flip a non-render target, non-overlay surface\n");
2778 return WINEDDERR_NOTFLIPPABLE
;
2781 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2782 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2784 /* Update the overlay if it is visible */
2785 if(This
->overlay_dest
) {
2786 return IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) This
);
2793 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2794 * FIXME("(%p) Target override is not supported by now\n", This);
2795 * Additionally, it isn't really possible to support triple-buffering
2796 * properly on opengl at all
2800 IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
2802 ERR("Flipped surface is not on a swapchain\n");
2803 return WINEDDERR_NOTFLIPPABLE
;
2806 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2807 * and only d3d8 and d3d9 apps specify the presentation interval
2809 if((Flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)) == 0) {
2810 /* Most common case first to avoid wasting time on all the other cases */
2811 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2812 } else if(Flags
& WINEDDFLIP_NOVSYNC
) {
2813 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2814 } else if(Flags
& WINEDDFLIP_INTERVAL2
) {
2815 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2816 } else if(Flags
& WINEDDFLIP_INTERVAL3
) {
2817 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2819 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2822 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2823 hr
= IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2824 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2825 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
2829 /* Does a direct frame buffer -> texture copy. Stretching is done
2830 * with single pixel copy calls
2832 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2833 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2835 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2838 struct wined3d_context
*context
;
2839 BOOL upsidedown
= FALSE
;
2840 RECT dst_rect
= *dst_rect_in
;
2842 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2843 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2845 if(dst_rect
.top
> dst_rect
.bottom
) {
2846 UINT tmp
= dst_rect
.bottom
;
2847 dst_rect
.bottom
= dst_rect
.top
;
2852 context
= context_acquire(device
, src_surface
);
2853 context_apply_blit_state(context
, device
);
2854 surface_internal_preload(dst_surface
, SRGB_RGB
);
2857 /* Bind the target texture */
2858 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2859 checkGLcall("glBindTexture");
2860 if (surface_is_offscreen(src_surface
))
2862 TRACE("Reading from an offscreen target\n");
2863 upsidedown
= !upsidedown
;
2864 glReadBuffer(device
->offscreenBuffer
);
2868 glReadBuffer(surface_get_gl_buffer(src_surface
));
2870 checkGLcall("glReadBuffer");
2872 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2873 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2875 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2877 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2879 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2880 ERR("Texture filtering not supported in direct blit\n");
2883 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2884 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2886 ERR("Texture filtering not supported in direct blit\n");
2890 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2891 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2893 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2895 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2896 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2897 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2898 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2900 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2901 /* I have to process this row by row to swap the image,
2902 * otherwise it would be upside down, so stretching in y direction
2903 * doesn't cost extra time
2905 * However, stretching in x direction can be avoided if not necessary
2907 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2908 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2910 /* Well, that stuff works, but it's very slow.
2911 * find a better way instead
2915 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2917 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2918 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2919 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2924 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2925 dst_rect
.left
/* x offset */, row
/* y offset */,
2926 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2930 checkGLcall("glCopyTexSubImage2D");
2933 context_release(context
);
2935 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2936 * path is never entered
2938 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2941 /* Uses the hardware to stretch and flip the image */
2942 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2943 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2945 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2946 GLuint src
, backup
= 0;
2947 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2948 float left
, right
, top
, bottom
; /* Texture coordinates */
2949 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2950 UINT fbheight
= src_surface
->currentDesc
.Height
;
2951 struct wined3d_context
*context
;
2952 GLenum drawBuffer
= GL_BACK
;
2953 GLenum texture_target
;
2954 BOOL noBackBufferBackup
;
2956 BOOL upsidedown
= FALSE
;
2957 RECT dst_rect
= *dst_rect_in
;
2959 TRACE("Using hwstretch blit\n");
2960 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2961 context
= context_acquire(device
, src_surface
);
2962 context_apply_blit_state(context
, device
);
2963 surface_internal_preload(dst_surface
, SRGB_RGB
);
2965 src_offscreen
= surface_is_offscreen(src_surface
);
2966 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2967 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2969 /* Get it a description */
2970 surface_internal_preload(src_surface
, SRGB_RGB
);
2974 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2975 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2977 if (context
->aux_buffers
>= 2)
2979 /* Got more than one aux buffer? Use the 2nd aux buffer */
2980 drawBuffer
= GL_AUX1
;
2982 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2984 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2985 drawBuffer
= GL_AUX0
;
2988 if(noBackBufferBackup
) {
2989 glGenTextures(1, &backup
);
2990 checkGLcall("glGenTextures");
2991 glBindTexture(GL_TEXTURE_2D
, backup
);
2992 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2993 texture_target
= GL_TEXTURE_2D
;
2995 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2996 * we are reading from the back buffer, the backup can be used as source texture
2998 texture_target
= src_surface
->texture_target
;
2999 glBindTexture(texture_target
, src_surface
->texture_name
);
3000 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
3001 glEnable(texture_target
);
3002 checkGLcall("glEnable(texture_target)");
3004 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3005 src_surface
->Flags
&= ~SFLAG_INTEXTURE
;
3008 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3009 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3011 if(dst_rect
.top
> dst_rect
.bottom
) {
3012 UINT tmp
= dst_rect
.bottom
;
3013 dst_rect
.bottom
= dst_rect
.top
;
3020 TRACE("Reading from an offscreen target\n");
3021 upsidedown
= !upsidedown
;
3022 glReadBuffer(device
->offscreenBuffer
);
3026 glReadBuffer(surface_get_gl_buffer(src_surface
));
3029 /* TODO: Only back up the part that will be overwritten */
3030 glCopyTexSubImage2D(texture_target
, 0,
3031 0, 0 /* read offsets */,
3036 checkGLcall("glCopyTexSubImage2D");
3038 /* No issue with overriding these - the sampler is dirty due to blit usage */
3039 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
3040 wined3d_gl_mag_filter(magLookup
, Filter
));
3041 checkGLcall("glTexParameteri");
3042 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
3043 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
3044 checkGLcall("glTexParameteri");
3046 IWineD3DSurface_GetContainer((IWineD3DSurface
*)src_surface
, &IID_IWineD3DSwapChain
, (void **)&src_swapchain
);
3047 if (src_swapchain
) IWineD3DSwapChain_Release((IWineD3DSwapChain
*)src_swapchain
);
3048 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
3050 src
= backup
? backup
: src_surface
->texture_name
;
3054 glReadBuffer(GL_FRONT
);
3055 checkGLcall("glReadBuffer(GL_FRONT)");
3057 glGenTextures(1, &src
);
3058 checkGLcall("glGenTextures(1, &src)");
3059 glBindTexture(GL_TEXTURE_2D
, src
);
3060 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3062 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3063 * out for power of 2 sizes
3065 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3066 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3067 checkGLcall("glTexImage2D");
3068 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3069 0, 0 /* read offsets */,
3074 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3075 checkGLcall("glTexParameteri");
3076 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3077 checkGLcall("glTexParameteri");
3079 glReadBuffer(GL_BACK
);
3080 checkGLcall("glReadBuffer(GL_BACK)");
3082 if(texture_target
!= GL_TEXTURE_2D
) {
3083 glDisable(texture_target
);
3084 glEnable(GL_TEXTURE_2D
);
3085 texture_target
= GL_TEXTURE_2D
;
3088 checkGLcall("glEnd and previous");
3090 left
= src_rect
->left
;
3091 right
= src_rect
->right
;
3095 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3096 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3100 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3101 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3104 if (src_surface
->Flags
& SFLAG_NORMCOORD
)
3106 left
/= src_surface
->pow2Width
;
3107 right
/= src_surface
->pow2Width
;
3108 top
/= src_surface
->pow2Height
;
3109 bottom
/= src_surface
->pow2Height
;
3112 /* draw the source texture stretched and upside down. The correct surface is bound already */
3113 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3114 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3116 context_set_draw_buffer(context
, drawBuffer
);
3117 glReadBuffer(drawBuffer
);
3121 glTexCoord2f(left
, bottom
);
3122 glVertex2i(0, fbheight
);
3125 glTexCoord2f(left
, top
);
3126 glVertex2i(0, fbheight
- dst_rect
.bottom
- dst_rect
.top
);
3129 glTexCoord2f(right
, top
);
3130 glVertex2i(dst_rect
.right
- dst_rect
.left
, fbheight
- dst_rect
.bottom
- dst_rect
.top
);
3133 glTexCoord2f(right
, bottom
);
3134 glVertex2i(dst_rect
.right
- dst_rect
.left
, fbheight
);
3136 checkGLcall("glEnd and previous");
3138 if (texture_target
!= dst_surface
->texture_target
)
3140 glDisable(texture_target
);
3141 glEnable(dst_surface
->texture_target
);
3142 texture_target
= dst_surface
->texture_target
;
3145 /* Now read the stretched and upside down image into the destination texture */
3146 glBindTexture(texture_target
, dst_surface
->texture_name
);
3147 checkGLcall("glBindTexture");
3148 glCopyTexSubImage2D(texture_target
,
3150 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3151 0, 0, /* We blitted the image to the origin */
3152 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3153 checkGLcall("glCopyTexSubImage2D");
3155 if(drawBuffer
== GL_BACK
) {
3156 /* Write the back buffer backup back */
3158 if(texture_target
!= GL_TEXTURE_2D
) {
3159 glDisable(texture_target
);
3160 glEnable(GL_TEXTURE_2D
);
3161 texture_target
= GL_TEXTURE_2D
;
3163 glBindTexture(GL_TEXTURE_2D
, backup
);
3164 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3168 if (texture_target
!= src_surface
->texture_target
)
3170 glDisable(texture_target
);
3171 glEnable(src_surface
->texture_target
);
3172 texture_target
= src_surface
->texture_target
;
3174 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3175 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3180 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3184 glTexCoord2f(0.0f
, 0.0f
);
3185 glVertex2i(0, fbheight
);
3188 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3189 glVertex2i(fbwidth
, src_surface
->currentDesc
.Height
);
3192 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3193 (float)fbheight
/ (float)src_surface
->pow2Height
);
3194 glVertex2i(fbwidth
, 0);
3197 glDisable(texture_target
);
3198 checkGLcall("glDisable(texture_target)");
3201 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3203 glDeleteTextures(1, &src
);
3204 checkGLcall("glDeleteTextures(1, &src)");
3207 glDeleteTextures(1, &backup
);
3208 checkGLcall("glDeleteTextures(1, &backup)");
3213 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3215 context_release(context
);
3217 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3218 * path is never entered
3220 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3223 /* Until the blit_shader is ready, define some prototypes here. */
3224 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3225 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
,
3226 const struct wined3d_format_desc
*src_format_desc
,
3227 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
,
3228 const struct wined3d_format_desc
*dst_format_desc
);
3230 /* Front buffer coordinates are always full screen coordinates, but our GL
3231 * drawable is limited to the window's client area. The sysmem and texture
3232 * copies do have the full screen size. Note that GL has a bottom-left
3233 * origin, while D3D has a top-left origin. */
3234 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3236 POINT offset
= {0, surface
->currentDesc
.Height
};
3239 GetClientRect(window
, &windowsize
);
3240 offset
.y
-= windowsize
.bottom
- windowsize
.top
;
3241 ScreenToClient(window
, &offset
);
3242 OffsetRect(rect
, offset
.x
, offset
.y
);
3245 /* Not called from the VTable */
3246 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3247 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
,
3248 WINED3DTEXTUREFILTERTYPE Filter
)
3250 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3251 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3252 RECT dst_rect
, src_rect
;
3254 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3255 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3256 Flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3258 /* Get the swapchain. One of the surfaces has to be a primary surface */
3259 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3261 WARN("Destination is in sysmem, rejecting gl blt\n");
3262 return WINED3DERR_INVALIDCALL
;
3264 IWineD3DSurface_GetContainer((IWineD3DSurface
*)dst_surface
, &IID_IWineD3DSwapChain
, (void **)&dstSwapchain
);
3265 if (dstSwapchain
) IWineD3DSwapChain_Release((IWineD3DSwapChain
*)dstSwapchain
);
3268 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3270 WARN("Src is in sysmem, rejecting gl blt\n");
3271 return WINED3DERR_INVALIDCALL
;
3273 IWineD3DSurface_GetContainer((IWineD3DSurface
*)src_surface
, &IID_IWineD3DSwapChain
, (void **)&srcSwapchain
);
3274 if (srcSwapchain
) IWineD3DSwapChain_Release((IWineD3DSwapChain
*)srcSwapchain
);
3277 /* Early sort out of cases where no render target is used */
3278 if (!dstSwapchain
&& !srcSwapchain
3279 && src_surface
!= device
->render_targets
[0]
3280 && dst_surface
!= device
->render_targets
[0])
3282 TRACE("No surface is render target, not using hardware blit.\n");
3283 return WINED3DERR_INVALIDCALL
;
3286 /* No destination color keying supported */
3287 if(Flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
)) {
3288 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3289 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3290 return WINED3DERR_INVALIDCALL
;
3293 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3294 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3296 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3297 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3298 && dst_surface
== dstSwapchain
->front_buffer
3299 && src_surface
== dstSwapchain
->back_buffers
[0])
3301 /* Half-life does a Blt from the back buffer to the front buffer,
3302 * Full surface size, no flags... Use present instead
3304 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3307 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3310 TRACE("Looking if a Present can be done...\n");
3311 /* Source Rectangle must be full surface */
3312 if (src_rect
.left
|| src_rect
.top
3313 || src_rect
.right
!= src_surface
->currentDesc
.Width
3314 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3316 TRACE("No, Source rectangle doesn't match\n");
3320 /* No stretching may occur */
3321 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3322 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3323 TRACE("No, stretching is done\n");
3327 /* Destination must be full surface or match the clipping rectangle */
3328 if (dst_surface
->clipper
&& ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
)
3332 GetClientRect(((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, &cliprect
);
3333 pos
[0].x
= dst_rect
.left
;
3334 pos
[0].y
= dst_rect
.top
;
3335 pos
[1].x
= dst_rect
.right
;
3336 pos
[1].y
= dst_rect
.bottom
;
3337 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, pos
, 2);
3339 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3340 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3342 TRACE("No, dest rectangle doesn't match(clipper)\n");
3343 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3344 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3348 else if (dst_rect
.left
|| dst_rect
.top
3349 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3350 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3352 TRACE("No, dest rectangle doesn't match(surface size)\n");
3358 /* These flags are unimportant for the flag check, remove them */
3359 if((Flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)) == 0) {
3360 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3362 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3363 * take very long, while a flip is fast.
3364 * This applies to Half-Life, which does such Blts every time it finished
3365 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3366 * menu. This is also used by all apps when they do windowed rendering
3368 * The problem is that flipping is not really the same as copying. After a
3369 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3370 * untouched. Therefore it's necessary to override the swap effect
3371 * and to set it back after the flip.
3373 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3377 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3378 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3380 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3381 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3382 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3384 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3391 TRACE("Unsupported blit between buffers on the same swapchain\n");
3392 return WINED3DERR_INVALIDCALL
;
3393 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3394 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3395 return WINED3DERR_INVALIDCALL
;
3396 } else if(dstSwapchain
&& srcSwapchain
) {
3397 FIXME("Implement hardware blit between two different swapchains\n");
3398 return WINED3DERR_INVALIDCALL
;
3400 else if (dstSwapchain
)
3402 /* Handled with regular texture -> swapchain blit */
3403 if (src_surface
== device
->render_targets
[0])
3404 TRACE("Blit from active render target to a swapchain\n");
3406 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3408 FIXME("Implement blit from a swapchain to the active render target\n");
3409 return WINED3DERR_INVALIDCALL
;
3412 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3414 /* Blit from render target to texture */
3417 /* P8 read back is not implemented */
3418 if (src_surface
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
3419 || dst_surface
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
)
3421 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3422 return WINED3DERR_INVALIDCALL
;
3425 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3426 TRACE("Color keying not supported by frame buffer to texture blit\n");
3427 return WINED3DERR_INVALIDCALL
;
3428 /* Destination color key is checked above */
3431 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3437 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3438 * flip the image nor scale it.
3440 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3441 * -> If the app wants a image width an unscaled width, copy it line per line
3442 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3443 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3444 * back buffer. This is slower than reading line per line, thus not used for flipping
3445 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3448 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3449 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3452 if (fbo_blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
3453 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format_desc
,
3454 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format_desc
))
3456 stretch_rect_fbo(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, Filter
);
3458 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3459 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3461 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3462 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3464 TRACE("Using hardware stretching to flip / stretch the texture\n");
3465 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3468 if (!(dst_surface
->Flags
& SFLAG_DONOTFREE
))
3470 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3471 dst_surface
->resource
.allocatedMemory
= NULL
;
3472 dst_surface
->resource
.heapMemory
= NULL
;
3476 dst_surface
->Flags
&= ~SFLAG_INSYSMEM
;
3481 else if (src_surface
)
3483 /* Blit from offscreen surface to render target */
3484 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3485 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3486 struct wined3d_context
*context
;
3488 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3490 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3491 && fbo_blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
3492 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3493 src_surface
->resource
.format_desc
,
3494 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3495 dst_surface
->resource
.format_desc
))
3497 TRACE("Using stretch_rect_fbo\n");
3498 /* The source is always a texture, but never the currently active render target, and the texture
3499 * contents are never upside down. */
3500 stretch_rect_fbo(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, Filter
);
3504 if (!(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3505 && arbfp_blit
.blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
3506 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3507 src_surface
->resource
.format_desc
,
3508 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3509 dst_surface
->resource
.format_desc
))
3511 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3514 /* Color keying: Check if we have to do a color keyed blt,
3515 * and if not check if a color key is activated.
3517 * Just modify the color keying parameters in the surface and restore them afterwards
3518 * The surface keeps track of the color key last used to load the opengl surface.
3519 * PreLoad will catch the change to the flags and color key and reload if necessary.
3521 if(Flags
& WINEDDBLT_KEYSRC
) {
3522 /* Use color key from surface */
3523 } else if(Flags
& WINEDDBLT_KEYSRCOVERRIDE
) {
3524 /* Use color key from DDBltFx */
3525 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3526 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3528 /* Do not use color key */
3529 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3532 /* Now load the surface */
3533 surface_internal_preload(src_surface
, SRGB_RGB
);
3535 /* Activate the destination context, set it up for blitting */
3536 context
= context_acquire(device
, dst_surface
);
3537 context_apply_blit_state(context
, device
);
3539 if (dstSwapchain
&& dst_surface
== dstSwapchain
->front_buffer
)
3540 surface_translate_frontbuffer_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3542 if (!device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
3543 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format_desc
,
3544 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format_desc
))
3546 FIXME("Unsupported blit operation falling back to software\n");
3547 return WINED3DERR_INVALIDCALL
;
3550 device
->blitter
->set_shader((IWineD3DDevice
*)device
, src_surface
);
3554 /* This is for color keying */
3555 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3556 glEnable(GL_ALPHA_TEST
);
3557 checkGLcall("glEnable(GL_ALPHA_TEST)");
3559 /* When the primary render target uses P8, the alpha component contains the palette index.
3560 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3561 * should be masked away have alpha set to 0. */
3562 if (primary_render_target_is_p8(device
))
3563 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3565 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3566 checkGLcall("glAlphaFunc");
3568 glDisable(GL_ALPHA_TEST
);
3569 checkGLcall("glDisable(GL_ALPHA_TEST)");
3572 /* Draw a textured quad
3574 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, Filter
);
3576 if(Flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
)) {
3577 glDisable(GL_ALPHA_TEST
);
3578 checkGLcall("glDisable(GL_ALPHA_TEST)");
3581 /* Restore the color key parameters */
3582 src_surface
->CKeyFlags
= oldCKeyFlags
;
3583 src_surface
->SrcBltCKey
= oldBltCKey
;
3587 /* Leave the opengl state valid for blitting */
3588 device
->blitter
->unset_shader((IWineD3DDevice
*)device
);
3590 if (wined3d_settings
.strict_draw_ordering
|| (dstSwapchain
3591 && (dst_surface
== dstSwapchain
->front_buffer
3592 || dstSwapchain
->num_contexts
> 1)))
3593 wglFlush(); /* Flush to ensure ordering across contexts. */
3595 context_release(context
);
3597 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3598 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3601 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3605 /* Source-Less Blit to render target */
3606 if (Flags
& WINEDDBLT_COLORFILL
) {
3609 TRACE("Colorfill\n");
3611 /* The color as given in the Blt function is in the format of the frame-buffer...
3612 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3614 if (!surface_convert_color_to_argb(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3616 /* The color conversion function already prints an error, so need to do it here */
3617 return WINED3DERR_INVALIDCALL
;
3620 if (ffp_blit
.blit_supported(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3622 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3623 dst_surface
->resource
.format_desc
))
3625 return ffp_blit
.color_fill(device
, dst_surface
, &dst_rect
, color
);
3627 else if (cpu_blit
.blit_supported(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3629 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3630 dst_surface
->resource
.format_desc
))
3632 return cpu_blit
.color_fill(device
, dst_surface
, &dst_rect
, color
);
3634 return WINED3DERR_INVALIDCALL
;
3638 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3639 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3640 return WINED3DERR_INVALIDCALL
;
3643 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3644 IWineD3DSurface
*SrcSurface
, const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
)
3646 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3649 if (Flags
& WINEDDBLT_DEPTHFILL
) {
3650 switch(This
->resource
.format_desc
->format
)
3652 case WINED3DFMT_D16_UNORM
:
3653 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3655 case WINED3DFMT_S1_UINT_D15_UNORM
:
3656 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000fffe;
3658 case WINED3DFMT_D24_UNORM_S8_UINT
:
3659 case WINED3DFMT_X8D24_UNORM
:
3660 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3662 case WINED3DFMT_D32_UNORM
:
3663 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3667 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This
->resource
.format_desc
->format
));
3670 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, (const WINED3DRECT
*)DestRect
,
3671 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3674 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3675 return WINED3DERR_INVALIDCALL
;
3678 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
, IWineD3DSurface
*SrcSurface
,
3679 const RECT
*SrcRect
, DWORD Flags
, const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
) {
3680 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3681 IWineD3DSurfaceImpl
*Src
= (IWineD3DSurfaceImpl
*) SrcSurface
;
3682 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3684 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
);
3685 TRACE("(%p): Usage is %s\n", This
, debug_d3dusage(This
->resource
.usage
));
3687 if ( (This
->Flags
& SFLAG_LOCKED
) || ((Src
!= NULL
) && (Src
->Flags
& SFLAG_LOCKED
)))
3689 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3690 return WINEDDERR_SURFACEBUSY
;
3693 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3694 * except depth blits, which seem to work
3696 if (This
== device
->depth_stencil
|| (Src
&& Src
== device
->depth_stencil
))
3698 if (device
->inScene
&& !(Flags
& WINEDDBLT_DEPTHFILL
))
3700 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3701 return WINED3DERR_INVALIDCALL
;
3702 } else if(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
) == WINED3D_OK
) {
3703 TRACE("Z Blit override handled the blit\n");
3708 /* Special cases for RenderTargets */
3709 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3710 || (Src
&& (Src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3712 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, Src
, SrcRect
, Flags
, DDBltFx
, Filter
)))
3716 /* For the rest call the X11 surface implementation.
3717 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3718 * other Blts are rather rare
3720 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, SrcSurface
, SrcRect
, Flags
, DDBltFx
, Filter
);
3723 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3724 IWineD3DSurface
*Source
, const RECT
*rsrc
, DWORD trans
)
3726 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3727 IWineD3DSurfaceImpl
*srcImpl
= (IWineD3DSurfaceImpl
*) Source
;
3728 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3730 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface
, dstx
, dsty
, Source
, rsrc
, trans
);
3732 if ( (This
->Flags
& SFLAG_LOCKED
) || (srcImpl
->Flags
& SFLAG_LOCKED
))
3734 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3735 return WINEDDERR_SURFACEBUSY
;
3738 if (device
->inScene
&& (This
== device
->depth_stencil
|| srcImpl
== device
->depth_stencil
))
3740 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3741 return WINED3DERR_INVALIDCALL
;
3744 /* Special cases for RenderTargets */
3745 if( (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) ||
3746 (srcImpl
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) ) {
3748 RECT SrcRect
, DstRect
;
3751 surface_get_rect(srcImpl
, rsrc
, &SrcRect
);
3753 DstRect
.left
= dstx
;
3755 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3756 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3758 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3759 if(trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3760 Flags
|= WINEDDBLT_KEYSRC
;
3761 if(trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3762 Flags
|= WINEDDBLT_KEYDEST
;
3763 if(trans
& WINEDDBLTFAST_WAIT
)
3764 Flags
|= WINEDDBLT_WAIT
;
3765 if(trans
& WINEDDBLTFAST_DONOTWAIT
)
3766 Flags
|= WINEDDBLT_DONOTWAIT
;
3768 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3769 &DstRect
, srcImpl
, &SrcRect
, Flags
, NULL
, WINED3DTEXF_POINT
)))
3774 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, Source
, rsrc
, trans
);
3777 static HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
)
3779 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3781 IWineD3DPaletteImpl
*pal
= This
->palette
;
3783 TRACE("(%p)\n", This
);
3785 if (!pal
) return WINED3D_OK
;
3787 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
3788 || This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT_A8_UNORM
)
3790 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3792 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3793 IWineD3DSurface_LoadLocation(iface
, SFLAG_INTEXTURE
, NULL
);
3795 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3796 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INDRAWABLE
, FALSE
);
3798 if(!(This
->Flags
& SFLAG_INSYSMEM
)) {
3799 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3800 IWineD3DSurface_LoadLocation(iface
, SFLAG_INSYSMEM
, NULL
);
3802 TRACE("Dirtifying surface\n");
3803 IWineD3DSurface_ModifyLocation(iface
, SFLAG_INSYSMEM
, TRUE
);
3807 if(This
->Flags
& SFLAG_DIBSECTION
) {
3808 TRACE("(%p): Updating the hdc's palette\n", This
);
3809 for (n
=0; n
<256; n
++) {
3810 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
3811 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
3812 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
3813 col
[n
].rgbReserved
= 0;
3815 SetDIBColorTable(This
->hDC
, 0, 256, col
);
3818 /* Propagate the changes to the drawable when we have a palette. */
3819 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3820 IWineD3DSurface_LoadLocation(iface
, SFLAG_INDRAWABLE
, NULL
);
3825 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3826 /** Check against the maximum texture sizes supported by the video card **/
3827 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3828 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3829 unsigned int pow2Width
, pow2Height
;
3831 This
->texture_name
= 0;
3832 This
->texture_target
= GL_TEXTURE_2D
;
3834 /* Non-power2 support */
3835 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINE_NORMALIZED_TEXRECT
])
3837 pow2Width
= This
->currentDesc
.Width
;
3838 pow2Height
= This
->currentDesc
.Height
;
3842 /* Find the nearest pow2 match */
3843 pow2Width
= pow2Height
= 1;
3844 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3845 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3847 This
->pow2Width
= pow2Width
;
3848 This
->pow2Height
= pow2Height
;
3850 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
) {
3851 /** TODO: add support for non power two compressed textures **/
3852 if (This
->resource
.format_desc
->Flags
& WINED3DFMT_FLAG_COMPRESSED
)
3854 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3855 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3856 return WINED3DERR_NOTAVAILABLE
;
3860 if(pow2Width
!= This
->currentDesc
.Width
||
3861 pow2Height
!= This
->currentDesc
.Height
) {
3862 This
->Flags
|= SFLAG_NONPOW2
;
3865 TRACE("%p\n", This
);
3866 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
3867 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
3869 /* one of three options
3870 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)
3871 2: Set the texture to the maximum size (bad idea)
3872 3: WARN and return WINED3DERR_NOTAVAILABLE;
3873 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.
3875 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
3877 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
3878 return WINED3DERR_NOTAVAILABLE
;
3881 /* We should never use this surface in combination with OpenGL! */
3882 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
3886 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3887 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3888 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3890 if (This
->Flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
3891 && !(This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
3892 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
3893 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
3895 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
3896 This
->pow2Width
= This
->currentDesc
.Width
;
3897 This
->pow2Height
= This
->currentDesc
.Height
;
3898 This
->Flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
3902 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
3903 switch(wined3d_settings
.offscreen_rendering_mode
) {
3904 case ORM_FBO
: This
->get_drawable_size
= get_drawable_size_fbo
; break;
3905 case ORM_BACKBUFFER
: This
->get_drawable_size
= get_drawable_size_backbuffer
; break;
3909 This
->Flags
|= SFLAG_INSYSMEM
;
3914 /* GL locking is done by the caller */
3915 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
3916 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
3918 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3919 GLint compare_mode
= GL_NONE
;
3920 struct blt_info info
;
3921 GLint old_binding
= 0;
3923 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
3925 glDisable(GL_CULL_FACE
);
3926 glDisable(GL_BLEND
);
3927 glDisable(GL_ALPHA_TEST
);
3928 glDisable(GL_SCISSOR_TEST
);
3929 glDisable(GL_STENCIL_TEST
);
3930 glEnable(GL_DEPTH_TEST
);
3931 glDepthFunc(GL_ALWAYS
);
3932 glDepthMask(GL_TRUE
);
3933 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
3934 glViewport(0, 0, w
, h
);
3936 surface_get_blt_info(target
, NULL
, w
, h
, &info
);
3937 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
3938 glGetIntegerv(info
.binding
, &old_binding
);
3939 glBindTexture(info
.bind_target
, texture
);
3940 if (gl_info
->supported
[ARB_SHADOW
])
3942 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
3943 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
3946 device
->shader_backend
->shader_select_depth_blt((IWineD3DDevice
*)device
,
3947 info
.tex_type
, &This
->ds_current_size
);
3949 glBegin(GL_TRIANGLE_STRIP
);
3950 glTexCoord3fv(info
.coords
[0]);
3951 glVertex2f(-1.0f
, -1.0f
);
3952 glTexCoord3fv(info
.coords
[1]);
3953 glVertex2f(1.0f
, -1.0f
);
3954 glTexCoord3fv(info
.coords
[2]);
3955 glVertex2f(-1.0f
, 1.0f
);
3956 glTexCoord3fv(info
.coords
[3]);
3957 glVertex2f(1.0f
, 1.0f
);
3960 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
3961 glBindTexture(info
.bind_target
, old_binding
);
3965 device
->shader_backend
->shader_deselect_depth_blt((IWineD3DDevice
*)device
);
3968 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
3969 DWORD location
, UINT w
, UINT h
)
3971 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
3973 if (location
& ~SFLAG_DS_LOCATIONS
)
3974 FIXME("Invalid location (%#x) specified.\n", location
);
3976 surface
->ds_current_size
.cx
= w
;
3977 surface
->ds_current_size
.cy
= h
;
3978 surface
->Flags
&= ~SFLAG_DS_LOCATIONS
;
3979 surface
->Flags
|= location
;
3982 /* Context activation is done by the caller. */
3983 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
3985 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
3986 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3988 TRACE("surface %p, new location %#x.\n", surface
, location
);
3990 /* TODO: Make this work for modes other than FBO */
3991 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
3993 if (!(surface
->Flags
& location
))
3995 surface
->ds_current_size
.cx
= 0;
3996 surface
->ds_current_size
.cy
= 0;
3999 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4000 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4002 TRACE("Location (%#x) is already up to date.\n", location
);
4006 if (surface
->current_renderbuffer
)
4008 FIXME("Not supported with fixed up depth stencil.\n");
4012 if (!(surface
->Flags
& SFLAG_LOCATIONS
))
4014 FIXME("No up to date depth stencil location.\n");
4015 surface
->Flags
|= location
;
4019 if (location
== SFLAG_DS_OFFSCREEN
)
4021 GLint old_binding
= 0;
4024 TRACE("Copying onscreen depth buffer to depth texture.\n");
4028 if (!device
->depth_blt_texture
)
4030 glGenTextures(1, &device
->depth_blt_texture
);
4033 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4034 * directly on the FBO texture. That's because we need to flip. */
4035 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4036 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4038 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4039 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4043 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4044 bind_target
= GL_TEXTURE_2D
;
4046 glBindTexture(bind_target
, device
->depth_blt_texture
);
4047 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format_desc
->glInternal
,
4048 0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, 0);
4049 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4050 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4051 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
4052 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
4053 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
4054 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4055 glBindTexture(bind_target
, old_binding
);
4057 /* Setup the destination */
4058 if (!device
->depth_blt_rb
)
4060 gl_info
->fbo_ops
.glGenRenderbuffers(1, &device
->depth_blt_rb
);
4061 checkGLcall("glGenRenderbuffersEXT");
4063 if (device
->depth_blt_rb_w
!= surface
->currentDesc
.Width
4064 || device
->depth_blt_rb_h
!= surface
->currentDesc
.Height
)
4066 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4067 checkGLcall("glBindRenderbufferEXT");
4068 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
,
4069 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
);
4070 checkGLcall("glRenderbufferStorageEXT");
4071 device
->depth_blt_rb_w
= surface
->currentDesc
.Width
;
4072 device
->depth_blt_rb_h
= surface
->currentDesc
.Height
;
4075 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4076 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4077 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4078 checkGLcall("glFramebufferRenderbufferEXT");
4079 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4081 /* Do the actual blit */
4082 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
,
4083 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, bind_target
);
4084 checkGLcall("depth_blt");
4086 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4087 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4091 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4093 else if (location
== SFLAG_DS_ONSCREEN
)
4095 TRACE("Copying depth texture to onscreen depth buffer.\n");
4099 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4100 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4101 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4102 checkGLcall("depth_blt");
4104 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4108 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4112 ERR("Invalid location (%#x) specified.\n", location
);
4115 surface
->Flags
|= location
;
4116 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4117 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4120 static void WINAPI
IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface
*iface
, DWORD flag
, BOOL persistent
) {
4121 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4122 IWineD3DBaseTexture
*texture
;
4123 IWineD3DSurfaceImpl
*overlay
;
4125 TRACE("(%p)->(%s, %s)\n", iface
, debug_surflocation(flag
),
4126 persistent
? "TRUE" : "FALSE");
4128 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4130 if (surface_is_offscreen(This
))
4132 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4133 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4137 TRACE("Surface %p is an onscreen surface\n", iface
);
4142 if(((This
->Flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
)) ||
4143 ((This
->Flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
))) {
4144 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&texture
) == WINED3D_OK
) {
4145 TRACE("Passing to container\n");
4146 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
4147 IWineD3DBaseTexture_Release(texture
);
4150 This
->Flags
&= ~SFLAG_LOCATIONS
;
4151 This
->Flags
|= flag
;
4153 /* Redraw emulated overlays, if any */
4154 if(flag
& SFLAG_INDRAWABLE
&& !list_empty(&This
->overlays
)) {
4155 LIST_FOR_EACH_ENTRY(overlay
, &This
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
) {
4156 IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) overlay
);
4160 if((This
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))) {
4161 if (IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DBaseTexture
, (void **)&texture
) == WINED3D_OK
) {
4162 TRACE("Passing to container\n");
4163 IWineD3DBaseTexture_SetDirty(texture
, TRUE
);
4164 IWineD3DBaseTexture_Release(texture
);
4167 This
->Flags
&= ~flag
;
4170 if(!(This
->Flags
& SFLAG_LOCATIONS
)) {
4171 ERR("%p: Surface does not have any up to date location\n", This
);
4175 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
)
4177 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4178 IWineD3DSwapChainImpl
*swapchain
;
4179 struct wined3d_context
*context
;
4180 RECT src_rect
, dst_rect
;
4182 surface_get_rect(This
, rect_in
, &src_rect
);
4184 context
= context_acquire(device
, This
);
4185 context_apply_blit_state(context
, device
);
4186 if (context
->render_offscreen
)
4188 dst_rect
.left
= src_rect
.left
;
4189 dst_rect
.right
= src_rect
.right
;
4190 dst_rect
.top
= src_rect
.bottom
;
4191 dst_rect
.bottom
= src_rect
.top
;
4195 dst_rect
= src_rect
;
4198 if ((This
->Flags
& SFLAG_SWAPCHAIN
) && This
== ((IWineD3DSwapChainImpl
*)This
->container
)->front_buffer
)
4199 surface_translate_frontbuffer_coords(This
, context
->win_handle
, &dst_rect
);
4201 device
->blitter
->set_shader((IWineD3DDevice
*) device
, This
);
4204 draw_textured_quad(This
, &src_rect
, &dst_rect
, WINED3DTEXF_POINT
);
4207 device
->blitter
->unset_shader((IWineD3DDevice
*) device
);
4209 swapchain
= (This
->Flags
& SFLAG_SWAPCHAIN
) ? (IWineD3DSwapChainImpl
*)This
->container
: NULL
;
4210 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
4211 && (This
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
4212 wglFlush(); /* Flush to ensure ordering across contexts. */
4214 context_release(context
);
4217 /*****************************************************************************
4218 * IWineD3DSurface::LoadLocation
4220 * Copies the current surface data from wherever it is to the requested
4221 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4222 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4223 * multiple locations, the gl texture is preferred over the drawable, which is
4224 * preferred over system memory. The PBO counts as system memory. If rect is
4225 * not NULL, only the specified rectangle is copied (only supported for
4226 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4227 * location is marked up to date after the copy.
4230 * flag: Surface location flag to be updated
4231 * rect: rectangle to be copied
4234 * WINED3D_OK on success
4235 * WINED3DERR_DEVICELOST on an internal error
4237 *****************************************************************************/
4238 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface
*iface
, DWORD flag
, const RECT
*rect
) {
4239 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4240 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4241 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4242 struct wined3d_format_desc desc
;
4243 CONVERT_TYPES convert
;
4244 int width
, pitch
, outpitch
;
4246 BOOL drawable_read_ok
= TRUE
;
4247 BOOL in_fbo
= FALSE
;
4249 if (This
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4251 if (flag
== SFLAG_INTEXTURE
)
4253 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4254 surface_load_ds_location(This
, context
, SFLAG_DS_OFFSCREEN
);
4255 context_release(context
);
4260 FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag
);
4261 return WINED3DERR_INVALIDCALL
;
4265 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4267 if (surface_is_offscreen(This
))
4269 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4270 * Prefer SFLAG_INTEXTURE. */
4271 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4272 drawable_read_ok
= FALSE
;
4277 TRACE("Surface %p is an onscreen surface\n", iface
);
4281 TRACE("(%p)->(%s, %p)\n", iface
, debug_surflocation(flag
), rect
);
4283 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect
->left
, rect
->top
, rect
->right
, rect
->bottom
);
4286 if(This
->Flags
& flag
) {
4287 TRACE("Location already up to date\n");
4291 if(!(This
->Flags
& SFLAG_LOCATIONS
)) {
4292 ERR("%p: Surface does not have any up to date location\n", This
);
4293 This
->Flags
|= SFLAG_LOST
;
4294 return WINED3DERR_DEVICELOST
;
4297 if(flag
== SFLAG_INSYSMEM
) {
4298 surface_prepare_system_memory(This
);
4300 /* Download the surface to system memory */
4301 if (This
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4303 struct wined3d_context
*context
= NULL
;
4305 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4307 surface_bind_and_dirtify(This
, !(This
->Flags
& SFLAG_INTEXTURE
));
4308 surface_download_data(This
, gl_info
);
4310 if (context
) context_release(context
);
4314 /* Note: It might be faster to download into a texture first. */
4315 read_from_framebuffer(This
, rect
,
4316 This
->resource
.allocatedMemory
,
4317 IWineD3DSurface_GetPitch(iface
));
4319 } else if(flag
== SFLAG_INDRAWABLE
) {
4320 if(This
->Flags
& SFLAG_INTEXTURE
) {
4321 surface_blt_to_drawable(This
, rect
);
4324 if((This
->Flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
) {
4325 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4326 * values, otherwise we get incorrect values in the target. For now go the slow way
4327 * via a system memory copy
4329 IWineD3DSurfaceImpl_LoadLocation(iface
, SFLAG_INSYSMEM
, rect
);
4332 d3dfmt_get_conv(This
, FALSE
/* We need color keying */, FALSE
/* We won't use textures */, &desc
, &convert
);
4334 /* The width is in 'length' not in bytes */
4335 width
= This
->currentDesc
.Width
;
4336 pitch
= IWineD3DSurface_GetPitch(iface
);
4338 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4339 * but it isn't set (yet) in all cases it is getting called. */
4340 if ((convert
!= NO_CONVERSION
) && (This
->Flags
& SFLAG_PBO
))
4342 struct wined3d_context
*context
= NULL
;
4344 TRACE("Removing the pbo attached to surface %p\n", This
);
4346 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4347 surface_remove_pbo(This
, gl_info
);
4348 if (context
) context_release(context
);
4351 if((convert
!= NO_CONVERSION
) && This
->resource
.allocatedMemory
) {
4352 int height
= This
->currentDesc
.Height
;
4353 byte_count
= desc
.conv_byte_count
;
4355 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4356 outpitch
= width
* byte_count
;
4357 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4359 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4361 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4362 return WINED3DERR_OUTOFVIDEOMEMORY
;
4364 d3dfmt_convert_surface(This
->resource
.allocatedMemory
, mem
, pitch
, width
, height
, outpitch
, convert
, This
);
4366 This
->Flags
|= SFLAG_CONVERTED
;
4368 This
->Flags
&= ~SFLAG_CONVERTED
;
4369 mem
= This
->resource
.allocatedMemory
;
4370 byte_count
= desc
.byte_count
;
4373 flush_to_framebuffer_drawpixels(This
, desc
.glFormat
, desc
.glType
, byte_count
, mem
);
4375 /* Don't delete PBO memory */
4376 if((mem
!= This
->resource
.allocatedMemory
) && !(This
->Flags
& SFLAG_PBO
))
4377 HeapFree(GetProcessHeap(), 0, mem
);
4379 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4380 if (drawable_read_ok
&& (This
->Flags
& SFLAG_INDRAWABLE
)) {
4381 read_from_framebuffer_texture(This
, flag
== SFLAG_INSRGBTEX
);
4385 /* Upload from system memory */
4386 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4387 struct wined3d_context
*context
= NULL
;
4389 d3dfmt_get_conv(This
, TRUE
/* We need color keying */, TRUE
/* We will use textures */,
4393 if((This
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
) {
4394 /* Performance warning ... */
4395 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This
);
4396 IWineD3DSurfaceImpl_LoadLocation(iface
, SFLAG_INSYSMEM
, rect
);
4399 if((This
->Flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
) {
4400 /* Performance warning ... */
4401 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This
);
4402 IWineD3DSurfaceImpl_LoadLocation(iface
, SFLAG_INSYSMEM
, rect
);
4405 if(!(This
->Flags
& SFLAG_INSYSMEM
)) {
4406 /* Should not happen */
4407 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4408 /* Lets hope we get it from somewhere... */
4409 IWineD3DSurfaceImpl_LoadLocation(iface
, SFLAG_INSYSMEM
, rect
);
4412 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4414 surface_prepare_texture(This
, gl_info
, srgb
);
4415 surface_bind_and_dirtify(This
, srgb
);
4417 if(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
) {
4418 This
->Flags
|= SFLAG_GLCKEY
;
4419 This
->glCKey
= This
->SrcBltCKey
;
4421 else This
->Flags
&= ~SFLAG_GLCKEY
;
4423 /* The width is in 'length' not in bytes */
4424 width
= This
->currentDesc
.Width
;
4425 pitch
= IWineD3DSurface_GetPitch(iface
);
4427 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4428 * but it isn't set (yet) in all cases it is getting called. */
4429 if(((convert
!= NO_CONVERSION
) || desc
.convert
) && (This
->Flags
& SFLAG_PBO
)) {
4430 TRACE("Removing the pbo attached to surface %p\n", This
);
4431 surface_remove_pbo(This
, gl_info
);
4435 /* This code is entered for texture formats which need a fixup. */
4436 int height
= This
->currentDesc
.Height
;
4438 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4439 outpitch
= width
* desc
.conv_byte_count
;
4440 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4442 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4444 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4445 if (context
) context_release(context
);
4446 return WINED3DERR_OUTOFVIDEOMEMORY
;
4448 desc
.convert(This
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4449 } else if((convert
!= NO_CONVERSION
) && This
->resource
.allocatedMemory
) {
4450 /* This code is only entered for color keying fixups */
4451 int height
= This
->currentDesc
.Height
;
4453 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4454 outpitch
= width
* desc
.conv_byte_count
;
4455 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4457 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4459 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4460 if (context
) context_release(context
);
4461 return WINED3DERR_OUTOFVIDEOMEMORY
;
4463 d3dfmt_convert_surface(This
->resource
.allocatedMemory
, mem
, pitch
, width
, height
, outpitch
, convert
, This
);
4465 mem
= This
->resource
.allocatedMemory
;
4468 /* Make sure the correct pitch is used */
4470 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4473 if (mem
|| (This
->Flags
& SFLAG_PBO
))
4474 surface_upload_data(This
, gl_info
, &desc
, srgb
, mem
);
4476 /* Restore the default pitch */
4478 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4481 if (context
) context_release(context
);
4483 /* Don't delete PBO memory */
4484 if((mem
!= This
->resource
.allocatedMemory
) && !(This
->Flags
& SFLAG_PBO
))
4485 HeapFree(GetProcessHeap(), 0, mem
);
4490 This
->Flags
|= flag
;
4493 if (in_fbo
&& (This
->Flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
))) {
4494 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4495 This
->Flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4501 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
)
4503 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4504 IWineD3DSwapChain
*swapchain
= NULL
;
4506 /* Update the drawable size method */
4508 IWineD3DBase_QueryInterface(container
, &IID_IWineD3DSwapChain
, (void **) &swapchain
);
4511 This
->get_drawable_size
= get_drawable_size_swapchain
;
4512 IWineD3DSwapChain_Release(swapchain
);
4513 } else if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
4514 switch(wined3d_settings
.offscreen_rendering_mode
) {
4515 case ORM_FBO
: This
->get_drawable_size
= get_drawable_size_fbo
; break;
4516 case ORM_BACKBUFFER
: This
->get_drawable_size
= get_drawable_size_backbuffer
; break;
4520 return IWineD3DBaseSurfaceImpl_SetContainer(iface
, container
);
4523 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4524 return SURFACE_OPENGL
;
4527 static HRESULT WINAPI
IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
4528 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4531 /* If there's no destination surface there is nothing to do */
4532 if(!This
->overlay_dest
) return WINED3D_OK
;
4534 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4535 * update the overlay. Prevent an endless recursion
4537 if(This
->overlay_dest
->Flags
& SFLAG_INOVERLAYDRAW
) {
4540 This
->overlay_dest
->Flags
|= SFLAG_INOVERLAYDRAW
;
4541 hr
= IWineD3DSurfaceImpl_Blt((IWineD3DSurface
*) This
->overlay_dest
, &This
->overlay_destrect
,
4542 iface
, &This
->overlay_srcrect
, WINEDDBLT_WAIT
,
4543 NULL
, WINED3DTEXF_LINEAR
);
4544 This
->overlay_dest
->Flags
&= ~SFLAG_INOVERLAYDRAW
;
4549 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4551 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)surface
->container
;
4553 /* Not on a swapchain - must be offscreen */
4554 if (!(surface
->Flags
& SFLAG_SWAPCHAIN
)) return TRUE
;
4556 /* The front buffer is always onscreen */
4557 if (surface
== swapchain
->front_buffer
) return FALSE
;
4559 /* If the swapchain is rendered to an FBO, the backbuffer is
4560 * offscreen, otherwise onscreen */
4561 return swapchain
->render_to_fbo
;
4564 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4567 IWineD3DBaseSurfaceImpl_QueryInterface
,
4568 IWineD3DBaseSurfaceImpl_AddRef
,
4569 IWineD3DSurfaceImpl_Release
,
4570 /* IWineD3DResource */
4571 IWineD3DBaseSurfaceImpl_GetParent
,
4572 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4573 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4574 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4575 IWineD3DBaseSurfaceImpl_SetPriority
,
4576 IWineD3DBaseSurfaceImpl_GetPriority
,
4577 IWineD3DSurfaceImpl_PreLoad
,
4578 IWineD3DSurfaceImpl_UnLoad
,
4579 IWineD3DBaseSurfaceImpl_GetType
,
4580 /* IWineD3DSurface */
4581 IWineD3DBaseSurfaceImpl_GetContainer
,
4582 IWineD3DBaseSurfaceImpl_GetDesc
,
4583 IWineD3DSurfaceImpl_LockRect
,
4584 IWineD3DSurfaceImpl_UnlockRect
,
4585 IWineD3DSurfaceImpl_GetDC
,
4586 IWineD3DSurfaceImpl_ReleaseDC
,
4587 IWineD3DSurfaceImpl_Flip
,
4588 IWineD3DSurfaceImpl_Blt
,
4589 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4590 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4591 IWineD3DBaseSurfaceImpl_IsLost
,
4592 IWineD3DBaseSurfaceImpl_Restore
,
4593 IWineD3DSurfaceImpl_BltFast
,
4594 IWineD3DBaseSurfaceImpl_GetPalette
,
4595 IWineD3DBaseSurfaceImpl_SetPalette
,
4596 IWineD3DSurfaceImpl_RealizePalette
,
4597 IWineD3DBaseSurfaceImpl_SetColorKey
,
4598 IWineD3DBaseSurfaceImpl_GetPitch
,
4599 IWineD3DSurfaceImpl_SetMem
,
4600 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4601 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4602 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4603 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4604 IWineD3DBaseSurfaceImpl_SetClipper
,
4605 IWineD3DBaseSurfaceImpl_GetClipper
,
4607 IWineD3DSurfaceImpl_LoadTexture
,
4608 IWineD3DSurfaceImpl_BindTexture
,
4609 IWineD3DSurfaceImpl_SetContainer
,
4610 IWineD3DBaseSurfaceImpl_GetData
,
4611 IWineD3DSurfaceImpl_SetFormat
,
4612 IWineD3DSurfaceImpl_PrivateSetup
,
4613 IWineD3DSurfaceImpl_ModifyLocation
,
4614 IWineD3DSurfaceImpl_LoadLocation
,
4615 IWineD3DSurfaceImpl_GetImplType
,
4616 IWineD3DSurfaceImpl_DrawOverlay
4619 static HRESULT
ffp_blit_alloc(IWineD3DDevice
*iface
) { return WINED3D_OK
; }
4620 /* Context activation is done by the caller. */
4621 static void ffp_blit_free(IWineD3DDevice
*iface
) { }
4623 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4624 /* Context activation is done by the caller. */
4625 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4628 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4630 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4632 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4634 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4638 /* Context activation is done by the caller. */
4639 static HRESULT
ffp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4641 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4642 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4643 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format_desc
->color_fixup
);
4645 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4646 * else the surface is converted in software at upload time in LoadLocation.
4648 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4649 ffp_blit_p8_upload_palette(surface
, gl_info
);
4652 glEnable(surface
->texture_target
);
4653 checkGLcall("glEnable(surface->texture_target)");
4658 /* Context activation is done by the caller. */
4659 static void ffp_blit_unset(IWineD3DDevice
*iface
)
4661 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
4662 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4665 glDisable(GL_TEXTURE_2D
);
4666 checkGLcall("glDisable(GL_TEXTURE_2D)");
4667 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4669 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4670 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4672 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4674 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4675 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4680 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4681 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
,
4682 const struct wined3d_format_desc
*src_format_desc
,
4683 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
,
4684 const struct wined3d_format_desc
*dst_format_desc
)
4686 enum complex_fixup src_fixup
;
4688 if (blit_op
== BLIT_OP_COLOR_FILL
)
4690 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4692 TRACE("Color fill not supported\n");
4699 src_fixup
= get_complex_fixup(src_format_desc
->color_fixup
);
4700 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4702 TRACE("Checking support for fixup:\n");
4703 dump_color_fixup_desc(src_format_desc
->color_fixup
);
4706 if (blit_op
!= BLIT_OP_BLIT
)
4708 TRACE("Unsupported blit_op=%d\n", blit_op
);
4712 if (!is_identity_fixup(dst_format_desc
->color_fixup
))
4714 TRACE("Destination fixups are not supported\n");
4718 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4720 TRACE("P8 fixup supported\n");
4724 /* We only support identity conversions. */
4725 if (is_identity_fixup(src_format_desc
->color_fixup
))
4731 TRACE("[FAILED]\n");
4735 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect
, DWORD fill_color
)
4737 return IWineD3DDeviceImpl_ClearSurface(device
, dst_surface
, 1 /* Number of rectangles */,
4738 (const WINED3DRECT
*)dst_rect
, WINED3DCLEAR_TARGET
, fill_color
, 0.0f
/* Z */, 0 /* Stencil */);
4741 const struct blit_shader ffp_blit
= {
4750 static HRESULT
cpu_blit_alloc(IWineD3DDevice
*iface
)
4755 /* Context activation is done by the caller. */
4756 static void cpu_blit_free(IWineD3DDevice
*iface
)
4760 /* Context activation is done by the caller. */
4761 static HRESULT
cpu_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
4766 /* Context activation is done by the caller. */
4767 static void cpu_blit_unset(IWineD3DDevice
*iface
)
4771 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4772 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
,
4773 const struct wined3d_format_desc
*src_format_desc
,
4774 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
,
4775 const struct wined3d_format_desc
*dst_format_desc
)
4777 if (blit_op
== BLIT_OP_COLOR_FILL
)
4785 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect
, DWORD fill_color
)
4788 memset(&BltFx
, 0, sizeof(BltFx
));
4789 BltFx
.dwSize
= sizeof(BltFx
);
4790 BltFx
.u5
.dwFillColor
= color_convert_argb_to_fmt(fill_color
, dst_surface
->resource
.format_desc
->format
);
4791 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
, NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4794 const struct blit_shader cpu_blit
= {
4803 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4804 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
,
4805 const struct wined3d_format_desc
*src_format_desc
,
4806 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
,
4807 const struct wined3d_format_desc
*dst_format_desc
)
4809 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4812 /* We only support blitting. Things like color keying / color fill should
4813 * be handled by other blitters.
4815 if (blit_op
!= BLIT_OP_BLIT
)
4818 /* Source and/or destination need to be on the GL side */
4819 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4822 if(!((src_format_desc
->Flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4823 && ((dst_format_desc
->Flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4826 if (!is_identity_fixup(src_format_desc
->color_fixup
) ||
4827 !is_identity_fixup(dst_format_desc
->color_fixup
))
4830 if (!(src_format_desc
->format
== dst_format_desc
->format
4831 || (is_identity_fixup(src_format_desc
->color_fixup
)
4832 && is_identity_fixup(dst_format_desc
->color_fixup
))))