2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wine/port.h"
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
37 static void surface_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->texture_name
|| (This
->flags
& SFLAG_PBO
) || !list_empty(&This
->renderbuffers
))
43 const struct wined3d_gl_info
*gl_info
;
44 renderbuffer_entry_t
*entry
, *entry2
;
45 struct wined3d_context
*context
;
47 context
= context_acquire(This
->resource
.device
, NULL
);
48 gl_info
= context
->gl_info
;
52 if (This
->texture_name
)
54 TRACE("Deleting texture %u.\n", This
->texture_name
);
55 glDeleteTextures(1, &This
->texture_name
);
58 if (This
->flags
& SFLAG_PBO
)
60 TRACE("Deleting PBO %u.\n", This
->pbo
);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
64 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
)
66 TRACE("Deleting renderbuffer %u.\n", entry
->id
);
67 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
68 HeapFree(GetProcessHeap(), 0, entry
);
73 context_release(context
);
76 if (This
->flags
& SFLAG_DIBSECTION
)
79 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
81 /* Release the DIB section. */
82 DeleteObject(This
->dib
.DIBsection
);
83 This
->dib
.bitmap_data
= NULL
;
84 This
->resource
.allocatedMemory
= NULL
;
87 if (This
->flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
88 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
90 HeapFree(GetProcessHeap(), 0, This
->palette9
);
92 resource_cleanup((IWineD3DResourceImpl
*)This
);
95 void surface_set_container(IWineD3DSurfaceImpl
*surface
, enum wined3d_container_type type
, IWineD3DBase
*container
)
97 TRACE("surface %p, container %p.\n", surface
, container
);
99 if (!container
&& type
!= WINED3D_CONTAINER_NONE
)
100 ERR("Setting NULL container of type %#x.\n", type
);
102 if (type
== WINED3D_CONTAINER_SWAPCHAIN
)
104 surface
->get_drawable_size
= get_drawable_size_swapchain
;
108 switch (wined3d_settings
.offscreen_rendering_mode
)
111 surface
->get_drawable_size
= get_drawable_size_fbo
;
115 surface
->get_drawable_size
= get_drawable_size_backbuffer
;
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
124 surface
->container
.type
= type
;
125 surface
->container
.u
.base
= container
;
132 enum tex_types tex_type
;
133 GLfloat coords
[4][3];
144 static inline void cube_coords_float(const RECT
*r
, UINT w
, UINT h
, struct float_rect
*f
)
146 f
->l
= ((r
->left
* 2.0f
) / w
) - 1.0f
;
147 f
->t
= ((r
->top
* 2.0f
) / h
) - 1.0f
;
148 f
->r
= ((r
->right
* 2.0f
) / w
) - 1.0f
;
149 f
->b
= ((r
->bottom
* 2.0f
) / h
) - 1.0f
;
152 static void surface_get_blt_info(GLenum target
, const RECT
*rect
, GLsizei w
, GLsizei h
, struct blt_info
*info
)
154 GLfloat (*coords
)[3] = info
->coords
;
160 FIXME("Unsupported texture target %#x\n", target
);
161 /* Fall back to GL_TEXTURE_2D */
163 info
->binding
= GL_TEXTURE_BINDING_2D
;
164 info
->bind_target
= GL_TEXTURE_2D
;
165 info
->tex_type
= tex_2d
;
166 coords
[0][0] = (float)rect
->left
/ w
;
167 coords
[0][1] = (float)rect
->top
/ h
;
170 coords
[1][0] = (float)rect
->right
/ w
;
171 coords
[1][1] = (float)rect
->top
/ h
;
174 coords
[2][0] = (float)rect
->left
/ w
;
175 coords
[2][1] = (float)rect
->bottom
/ h
;
178 coords
[3][0] = (float)rect
->right
/ w
;
179 coords
[3][1] = (float)rect
->bottom
/ h
;
183 case GL_TEXTURE_RECTANGLE_ARB
:
184 info
->binding
= GL_TEXTURE_BINDING_RECTANGLE_ARB
;
185 info
->bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
186 info
->tex_type
= tex_rect
;
187 coords
[0][0] = rect
->left
; coords
[0][1] = rect
->top
; coords
[0][2] = 0.0f
;
188 coords
[1][0] = rect
->right
; coords
[1][1] = rect
->top
; coords
[1][2] = 0.0f
;
189 coords
[2][0] = rect
->left
; coords
[2][1] = rect
->bottom
; coords
[2][2] = 0.0f
;
190 coords
[3][0] = rect
->right
; coords
[3][1] = rect
->bottom
; coords
[3][2] = 0.0f
;
193 case GL_TEXTURE_CUBE_MAP_POSITIVE_X
:
194 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
195 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
196 info
->tex_type
= tex_cube
;
197 cube_coords_float(rect
, w
, h
, &f
);
199 coords
[0][0] = 1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = -f
.l
;
200 coords
[1][0] = 1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = -f
.r
;
201 coords
[2][0] = 1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = -f
.l
;
202 coords
[3][0] = 1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = -f
.r
;
205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X
:
206 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
207 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
208 info
->tex_type
= tex_cube
;
209 cube_coords_float(rect
, w
, h
, &f
);
211 coords
[0][0] = -1.0f
; coords
[0][1] = -f
.t
; coords
[0][2] = f
.l
;
212 coords
[1][0] = -1.0f
; coords
[1][1] = -f
.t
; coords
[1][2] = f
.r
;
213 coords
[2][0] = -1.0f
; coords
[2][1] = -f
.b
; coords
[2][2] = f
.l
;
214 coords
[3][0] = -1.0f
; coords
[3][1] = -f
.b
; coords
[3][2] = f
.r
;
217 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y
:
218 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
219 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
220 info
->tex_type
= tex_cube
;
221 cube_coords_float(rect
, w
, h
, &f
);
223 coords
[0][0] = f
.l
; coords
[0][1] = 1.0f
; coords
[0][2] = f
.t
;
224 coords
[1][0] = f
.r
; coords
[1][1] = 1.0f
; coords
[1][2] = f
.t
;
225 coords
[2][0] = f
.l
; coords
[2][1] = 1.0f
; coords
[2][2] = f
.b
;
226 coords
[3][0] = f
.r
; coords
[3][1] = 1.0f
; coords
[3][2] = f
.b
;
229 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
:
230 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
231 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
232 info
->tex_type
= tex_cube
;
233 cube_coords_float(rect
, w
, h
, &f
);
235 coords
[0][0] = f
.l
; coords
[0][1] = -1.0f
; coords
[0][2] = -f
.t
;
236 coords
[1][0] = f
.r
; coords
[1][1] = -1.0f
; coords
[1][2] = -f
.t
;
237 coords
[2][0] = f
.l
; coords
[2][1] = -1.0f
; coords
[2][2] = -f
.b
;
238 coords
[3][0] = f
.r
; coords
[3][1] = -1.0f
; coords
[3][2] = -f
.b
;
241 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z
:
242 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
243 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
244 info
->tex_type
= tex_cube
;
245 cube_coords_float(rect
, w
, h
, &f
);
247 coords
[0][0] = f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = 1.0f
;
248 coords
[1][0] = f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = 1.0f
;
249 coords
[2][0] = f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = 1.0f
;
250 coords
[3][0] = f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = 1.0f
;
253 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
:
254 info
->binding
= GL_TEXTURE_BINDING_CUBE_MAP_ARB
;
255 info
->bind_target
= GL_TEXTURE_CUBE_MAP_ARB
;
256 info
->tex_type
= tex_cube
;
257 cube_coords_float(rect
, w
, h
, &f
);
259 coords
[0][0] = -f
.l
; coords
[0][1] = -f
.t
; coords
[0][2] = -1.0f
;
260 coords
[1][0] = -f
.r
; coords
[1][1] = -f
.t
; coords
[1][2] = -1.0f
;
261 coords
[2][0] = -f
.l
; coords
[2][1] = -f
.b
; coords
[2][2] = -1.0f
;
262 coords
[3][0] = -f
.r
; coords
[3][1] = -f
.b
; coords
[3][2] = -1.0f
;
267 static inline void surface_get_rect(IWineD3DSurfaceImpl
*This
, const RECT
*rect_in
, RECT
*rect_out
)
270 *rect_out
= *rect_in
;
275 rect_out
->right
= This
->currentDesc
.Width
;
276 rect_out
->bottom
= This
->currentDesc
.Height
;
280 /* GL locking and context activation is done by the caller */
281 void draw_textured_quad(IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
, const RECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE Filter
)
283 struct blt_info info
;
285 surface_get_blt_info(src_surface
->texture_target
, src_rect
, src_surface
->pow2Width
, src_surface
->pow2Height
, &info
);
287 glEnable(info
.bind_target
);
288 checkGLcall("glEnable(bind_target)");
290 /* Bind the texture */
291 glBindTexture(info
.bind_target
, src_surface
->texture_name
);
292 checkGLcall("glBindTexture");
294 /* Filtering for StretchRect */
295 glTexParameteri(info
.bind_target
, GL_TEXTURE_MAG_FILTER
,
296 wined3d_gl_mag_filter(magLookup
, Filter
));
297 checkGLcall("glTexParameteri");
298 glTexParameteri(info
.bind_target
, GL_TEXTURE_MIN_FILTER
,
299 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
300 checkGLcall("glTexParameteri");
301 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
302 glTexParameteri(info
.bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
303 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
304 checkGLcall("glTexEnvi");
307 glBegin(GL_TRIANGLE_STRIP
);
308 glTexCoord3fv(info
.coords
[0]);
309 glVertex2i(dst_rect
->left
, dst_rect
->top
);
311 glTexCoord3fv(info
.coords
[1]);
312 glVertex2i(dst_rect
->right
, dst_rect
->top
);
314 glTexCoord3fv(info
.coords
[2]);
315 glVertex2i(dst_rect
->left
, dst_rect
->bottom
);
317 glTexCoord3fv(info
.coords
[3]);
318 glVertex2i(dst_rect
->right
, dst_rect
->bottom
);
321 /* Unbind the texture */
322 glBindTexture(info
.bind_target
, 0);
323 checkGLcall("glBindTexture(info->bind_target, 0)");
325 /* We changed the filtering settings on the texture. Inform the
326 * container about this to get the filters reset properly next draw. */
327 if (src_surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
329 IWineD3DBaseTextureImpl
*texture
= src_surface
->container
.u
.texture
;
330 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
331 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
332 texture
->baseTexture
.texture_rgb
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
336 HRESULT
surface_init(IWineD3DSurfaceImpl
*surface
, WINED3DSURFTYPE surface_type
, UINT alignment
,
337 UINT width
, UINT height
, UINT level
, BOOL lockable
, BOOL discard
, WINED3DMULTISAMPLE_TYPE multisample_type
,
338 UINT multisample_quality
, IWineD3DDeviceImpl
*device
, DWORD usage
, enum wined3d_format_id format_id
,
339 WINED3DPOOL pool
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
341 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
342 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
343 void (*cleanup
)(IWineD3DSurfaceImpl
*This
);
344 unsigned int resource_size
;
347 if (multisample_quality
> 0)
349 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality
);
350 multisample_quality
= 0;
353 /* FIXME: Check that the format is supported by the device. */
355 resource_size
= wined3d_format_calculate_size(format
, alignment
, width
, height
);
356 if (!resource_size
) return WINED3DERR_INVALIDCALL
;
358 /* Look at the implementation and set the correct Vtable. */
359 switch (surface_type
)
362 surface
->lpVtbl
= &IWineD3DSurface_Vtbl
;
363 cleanup
= surface_cleanup
;
367 surface
->lpVtbl
= &IWineGDISurface_Vtbl
;
368 cleanup
= surface_gdi_cleanup
;
372 ERR("Requested unknown surface implementation %#x.\n", surface_type
);
373 return WINED3DERR_INVALIDCALL
;
376 hr
= resource_init((IWineD3DResourceImpl
*)surface
, WINED3DRTYPE_SURFACE
,
377 device
, resource_size
, usage
, format
, pool
, parent
, parent_ops
);
380 WARN("Failed to initialize resource, returning %#x.\n", hr
);
384 /* "Standalone" surface. */
385 surface_set_container(surface
, WINED3D_CONTAINER_NONE
, NULL
);
387 surface
->currentDesc
.Width
= width
;
388 surface
->currentDesc
.Height
= height
;
389 surface
->currentDesc
.MultiSampleType
= multisample_type
;
390 surface
->currentDesc
.MultiSampleQuality
= multisample_quality
;
391 surface
->texture_level
= level
;
392 list_init(&surface
->overlays
);
395 surface
->flags
= SFLAG_NORMCOORD
; /* Default to normalized coords. */
396 if (discard
) surface
->flags
|= SFLAG_DISCARD
;
397 if (lockable
|| format_id
== WINED3DFMT_D16_LOCKABLE
) surface
->flags
|= SFLAG_LOCKABLE
;
399 /* Quick lockable sanity check.
400 * TODO: remove this after surfaces, usage and lockability have been debugged properly
401 * this function is too deep to need to care about things like this.
402 * Levels need to be checked too, since they all affect what can be done. */
405 case WINED3DPOOL_SCRATCH
:
408 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
409 "which are mutually exclusive, setting lockable to TRUE.\n");
414 case WINED3DPOOL_SYSTEMMEM
:
416 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
419 case WINED3DPOOL_MANAGED
:
420 if (usage
& WINED3DUSAGE_DYNAMIC
)
421 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
424 case WINED3DPOOL_DEFAULT
:
425 if (lockable
&& !(usage
& (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
426 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
430 FIXME("Unknown pool %#x.\n", pool
);
434 if (usage
& WINED3DUSAGE_RENDERTARGET
&& pool
!= WINED3DPOOL_DEFAULT
)
436 FIXME("Trying to create a render target that isn't in the default pool.\n");
439 /* Mark the texture as dirty so that it gets loaded first time around. */
440 surface_add_dirty_rect(surface
, NULL
);
441 list_init(&surface
->renderbuffers
);
443 TRACE("surface %p, memory %p, size %u\n", surface
, surface
->resource
.allocatedMemory
, surface
->resource
.size
);
445 /* Call the private setup routine */
446 hr
= IWineD3DSurface_PrivateSetup((IWineD3DSurface
*)surface
);
449 ERR("Private setup failed, returning %#x\n", hr
);
457 static void surface_force_reload(IWineD3DSurfaceImpl
*surface
)
459 surface
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
462 void surface_set_texture_name(IWineD3DSurfaceImpl
*surface
, GLuint new_name
, BOOL srgb
)
467 TRACE("surface %p, new_name %u, srgb %#x.\n", surface
, new_name
, srgb
);
471 name
= &surface
->texture_name_srgb
;
472 flag
= SFLAG_INSRGBTEX
;
476 name
= &surface
->texture_name
;
477 flag
= SFLAG_INTEXTURE
;
480 if (!*name
&& new_name
)
482 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
483 * surface has no texture name yet. See if we can get rid of this. */
484 if (surface
->flags
& flag
)
485 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag
));
486 surface_modify_location(surface
, flag
, FALSE
);
490 surface_force_reload(surface
);
493 void surface_set_texture_target(IWineD3DSurfaceImpl
*surface
, GLenum target
)
495 TRACE("surface %p, target %#x.\n", surface
, target
);
497 if (surface
->texture_target
!= target
)
499 if (target
== GL_TEXTURE_RECTANGLE_ARB
)
501 surface
->flags
&= ~SFLAG_NORMCOORD
;
503 else if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
505 surface
->flags
|= SFLAG_NORMCOORD
;
508 surface
->texture_target
= target
;
509 surface_force_reload(surface
);
512 /* Context activation is done by the caller. */
513 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl
*This
, BOOL srgb
) {
514 DWORD active_sampler
;
516 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
517 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
518 * gl states. The current texture unit should always be a valid one.
520 * To be more specific, this is tricky because we can implicitly be called
521 * from sampler() in state.c. This means we can't touch anything other than
522 * whatever happens to be the currently active texture, or we would risk
523 * marking already applied sampler states dirty again.
525 * TODO: Track the current active texture per GL context instead of using glGet
527 GLint active_texture
;
529 glGetIntegerv(GL_ACTIVE_TEXTURE
, &active_texture
);
531 active_sampler
= This
->resource
.device
->rev_tex_unit_map
[active_texture
- GL_TEXTURE0_ARB
];
533 if (active_sampler
!= WINED3D_UNMAPPED_STAGE
)
535 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_SAMPLER(active_sampler
));
537 IWineD3DSurface_BindTexture((IWineD3DSurface
*)This
, srgb
);
540 /* This function checks if the primary render target uses the 8bit paletted format. */
541 static BOOL
primary_render_target_is_p8(IWineD3DDeviceImpl
*device
)
543 if (device
->render_targets
&& device
->render_targets
[0])
545 IWineD3DSurfaceImpl
*render_target
= device
->render_targets
[0];
546 if ((render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
547 && (render_target
->resource
.format
->id
== WINED3DFMT_P8_UINT
))
553 /* This call just downloads data, the caller is responsible for binding the
554 * correct texture. */
555 /* Context activation is done by the caller. */
556 static void surface_download_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
558 const struct wined3d_format
*format
= This
->resource
.format
;
560 /* Only support read back of converted P8 surfaces */
561 if (This
->flags
& SFLAG_CONVERTED
&& format
->id
!= WINED3DFMT_P8_UINT
)
563 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format
->id
));
569 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
571 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
572 This
, This
->texture_level
, format
->glFormat
, format
->glType
,
573 This
->resource
.allocatedMemory
);
575 if (This
->flags
& SFLAG_PBO
)
577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
578 checkGLcall("glBindBufferARB");
579 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
, This
->texture_level
, NULL
));
580 checkGLcall("glGetCompressedTexImageARB");
581 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
582 checkGLcall("glBindBufferARB");
586 GL_EXTCALL(glGetCompressedTexImageARB(This
->texture_target
,
587 This
->texture_level
, This
->resource
.allocatedMemory
));
588 checkGLcall("glGetCompressedTexImageARB");
594 GLenum gl_format
= format
->glFormat
;
595 GLenum gl_type
= format
->glType
;
599 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
600 if (format
->id
== WINED3DFMT_P8_UINT
&& primary_render_target_is_p8(This
->resource
.device
))
602 gl_format
= GL_ALPHA
;
603 gl_type
= GL_UNSIGNED_BYTE
;
606 if (This
->flags
& SFLAG_NONPOW2
)
608 unsigned char alignment
= This
->resource
.device
->surface_alignment
;
609 src_pitch
= format
->byte_count
* This
->pow2Width
;
610 dst_pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
);
611 src_pitch
= (src_pitch
+ alignment
- 1) & ~(alignment
- 1);
612 mem
= HeapAlloc(GetProcessHeap(), 0, src_pitch
* This
->pow2Height
);
614 mem
= This
->resource
.allocatedMemory
;
617 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
618 This
, This
->texture_level
, gl_format
, gl_type
, mem
);
620 if (This
->flags
& SFLAG_PBO
)
622 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
623 checkGLcall("glBindBufferARB");
625 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, NULL
);
626 checkGLcall("glGetTexImage");
628 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
629 checkGLcall("glBindBufferARB");
631 glGetTexImage(This
->texture_target
, This
->texture_level
, gl_format
, gl_type
, mem
);
632 checkGLcall("glGetTexImage");
636 if (This
->flags
& SFLAG_NONPOW2
)
638 const BYTE
*src_data
;
642 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
643 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
644 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
646 * We're doing this...
648 * instead of boxing the texture :
649 * |<-texture width ->| -->pow2width| /\
650 * |111111111111111111| | |
651 * |222 Texture 222222| boxed empty | texture height
652 * |3333 Data 33333333| | |
653 * |444444444444444444| | \/
654 * ----------------------------------- |
655 * | boxed empty | boxed empty | pow2height
657 * -----------------------------------
660 * we're repacking the data to the expected texture width
662 * |<-texture width ->| -->pow2width| /\
663 * |111111111111111111222222222222222| |
664 * |222333333333333333333444444444444| texture height
668 * | empty | pow2height
670 * -----------------------------------
674 * |<-texture width ->| /\
675 * |111111111111111111|
676 * |222222222222222222|texture height
677 * |333333333333333333|
678 * |444444444444444444| \/
679 * --------------------
681 * this also means that any references to allocatedMemory should work with the data as if were a
682 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
684 * internally the texture is still stored in a boxed format so any references to textureName will
685 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
687 * Performance should not be an issue, because applications normally do not lock the surfaces when
688 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
689 * and doesn't have to be re-read.
692 dst_data
= This
->resource
.allocatedMemory
;
693 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This
, src_pitch
, dst_pitch
);
694 for (y
= 1 ; y
< This
->currentDesc
.Height
; y
++) {
695 /* skip the first row */
696 src_data
+= src_pitch
;
697 dst_data
+= dst_pitch
;
698 memcpy(dst_data
, src_data
, dst_pitch
);
701 HeapFree(GetProcessHeap(), 0, mem
);
705 /* Surface has now been downloaded */
706 This
->flags
|= SFLAG_INSYSMEM
;
709 /* This call just uploads data, the caller is responsible for binding the
710 * correct texture. */
711 /* Context activation is done by the caller. */
712 static void surface_upload_data(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
713 const struct wined3d_format
*format
, BOOL srgb
, const GLvoid
*data
)
715 GLsizei width
= This
->currentDesc
.Width
;
716 GLsizei height
= This
->currentDesc
.Height
;
721 internal
= format
->glGammaInternal
;
723 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
725 internal
= format
->rtInternal
;
729 internal
= format
->glInternal
;
732 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
733 This
, internal
, width
, height
, format
->glFormat
, format
->glType
, data
);
734 TRACE("target %#x, level %u, resource size %u.\n",
735 This
->texture_target
, This
->texture_level
, This
->resource
.size
);
737 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
741 if (This
->flags
& SFLAG_PBO
)
743 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
744 checkGLcall("glBindBufferARB");
746 TRACE("(%p) pbo: %#x, data: %p.\n", This
, This
->pbo
, data
);
750 if (format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
752 TRACE("Calling glCompressedTexSubImage2DARB.\n");
754 GL_EXTCALL(glCompressedTexSubImage2DARB(This
->texture_target
, This
->texture_level
,
755 0, 0, width
, height
, internal
, This
->resource
.size
, data
));
756 checkGLcall("glCompressedTexSubImage2DARB");
760 TRACE("Calling glTexSubImage2D.\n");
762 glTexSubImage2D(This
->texture_target
, This
->texture_level
,
763 0, 0, width
, height
, format
->glFormat
, format
->glType
, data
);
764 checkGLcall("glTexSubImage2D");
767 if (This
->flags
& SFLAG_PBO
)
769 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
770 checkGLcall("glBindBufferARB");
775 if (gl_info
->quirks
& WINED3D_QUIRK_FBO_TEX_UPDATE
)
777 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
780 for (i
= 0; i
< device
->numContexts
; ++i
)
782 context_surface_update(device
->contexts
[i
], This
);
787 /* This call just allocates the texture, the caller is responsible for binding
788 * the correct texture. */
789 /* Context activation is done by the caller. */
790 static void surface_allocate_surface(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
791 const struct wined3d_format
*format
, BOOL srgb
)
793 BOOL enable_client_storage
= FALSE
;
794 GLsizei width
= This
->pow2Width
;
795 GLsizei height
= This
->pow2Height
;
796 const BYTE
*mem
= NULL
;
801 internal
= format
->glGammaInternal
;
803 else if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
&& surface_is_offscreen(This
))
805 internal
= format
->rtInternal
;
809 internal
= format
->glInternal
;
812 if (format
->heightscale
!= 1.0f
&& format
->heightscale
!= 0.0f
) height
*= format
->heightscale
;
814 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",
815 This
, This
->texture_target
, This
->texture_level
, debug_d3dformat(format
->id
),
816 internal
, width
, height
, format
->glFormat
, format
->glType
);
820 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
822 if (This
->flags
& (SFLAG_NONPOW2
| SFLAG_DIBSECTION
| SFLAG_CONVERTED
)
823 || !This
->resource
.allocatedMemory
)
825 /* In some cases we want to disable client storage.
826 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
827 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
828 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
829 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
831 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
832 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
833 This
->flags
&= ~SFLAG_CLIENT
;
834 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
->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
->glFormat
, format
->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
->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
= surface
->container
.u
.swapchain
;
926 TRACE("surface %p.\n", surface
);
928 if (surface
->container
.type
!= WINED3D_CONTAINER_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 TRACE("surface %p, dirty_rect %s.\n", surface
, wine_dbgstr_rect(dirty_rect
));
959 if (!(surface
->flags
& SFLAG_INSYSMEM
) && (surface
->flags
& SFLAG_INTEXTURE
))
960 /* No partial locking for textures yet. */
961 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
963 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
966 surface
->dirtyRect
.left
= min(surface
->dirtyRect
.left
, dirty_rect
->left
);
967 surface
->dirtyRect
.top
= min(surface
->dirtyRect
.top
, dirty_rect
->top
);
968 surface
->dirtyRect
.right
= max(surface
->dirtyRect
.right
, dirty_rect
->right
);
969 surface
->dirtyRect
.bottom
= max(surface
->dirtyRect
.bottom
, dirty_rect
->bottom
);
973 surface
->dirtyRect
.left
= 0;
974 surface
->dirtyRect
.top
= 0;
975 surface
->dirtyRect
.right
= surface
->currentDesc
.Width
;
976 surface
->dirtyRect
.bottom
= surface
->currentDesc
.Height
;
979 /* if the container is a basetexture then mark it dirty. */
980 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
982 TRACE("Passing to container.\n");
983 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
987 static BOOL
surface_convert_color_to_float(IWineD3DSurfaceImpl
*surface
, DWORD color
, WINED3DCOLORVALUE
*float_color
)
989 const struct wined3d_format
*format
= surface
->resource
.format
;
990 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
994 case WINED3DFMT_P8_UINT
:
995 if (surface
->palette
)
997 float_color
->r
= surface
->palette
->palents
[color
].peRed
/ 255.0f
;
998 float_color
->g
= surface
->palette
->palents
[color
].peGreen
/ 255.0f
;
999 float_color
->b
= surface
->palette
->palents
[color
].peBlue
/ 255.0f
;
1003 float_color
->r
= 0.0f
;
1004 float_color
->g
= 0.0f
;
1005 float_color
->b
= 0.0f
;
1007 float_color
->a
= primary_render_target_is_p8(device
) ? color
/ 255.0f
: 1.0f
;
1010 case WINED3DFMT_B5G6R5_UNORM
:
1011 float_color
->r
= ((color
>> 11) & 0x1f) / 31.0f
;
1012 float_color
->g
= ((color
>> 5) & 0x3f) / 63.0f
;
1013 float_color
->b
= (color
& 0x1f) / 31.0f
;
1014 float_color
->a
= 1.0f
;
1017 case WINED3DFMT_B8G8R8_UNORM
:
1018 case WINED3DFMT_B8G8R8X8_UNORM
:
1019 float_color
->r
= D3DCOLOR_R(color
);
1020 float_color
->g
= D3DCOLOR_G(color
);
1021 float_color
->b
= D3DCOLOR_B(color
);
1022 float_color
->a
= 1.0f
;
1025 case WINED3DFMT_B8G8R8A8_UNORM
:
1026 float_color
->r
= D3DCOLOR_R(color
);
1027 float_color
->g
= D3DCOLOR_G(color
);
1028 float_color
->b
= D3DCOLOR_B(color
);
1029 float_color
->a
= D3DCOLOR_A(color
);
1033 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format
->id
));
1040 /* Do not call while under the GL lock. */
1041 static ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
)
1043 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1044 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
1045 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
1049 surface_cleanup(This
);
1050 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
1052 TRACE("(%p) Released.\n", This
);
1053 HeapFree(GetProcessHeap(), 0, This
);
1059 /* ****************************************************
1060 IWineD3DSurface IWineD3DResource parts follow
1061 **************************************************** */
1063 /* Do not call while under the GL lock. */
1064 void surface_internal_preload(IWineD3DSurfaceImpl
*surface
, enum WINED3DSRGB srgb
)
1066 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
1068 TRACE("iface %p, srgb %#x.\n", surface
, srgb
);
1070 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1072 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1074 TRACE("Passing to container (%p).\n", texture
);
1075 texture
->baseTexture
.texture_ops
->texture_preload(texture
, srgb
);
1079 struct wined3d_context
*context
= NULL
;
1081 TRACE("(%p) : About to load surface\n", surface
);
1083 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
1085 if (surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
1086 || surface
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
1088 if (palette9_changed(surface
))
1090 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1091 /* TODO: This is not necessarily needed with hw palettized texture support */
1092 surface_load_location(surface
, SFLAG_INSYSMEM
, NULL
);
1093 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1094 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1098 IWineD3DSurface_LoadTexture((IWineD3DSurface
*)surface
, srgb
== SRGB_SRGB
? TRUE
: FALSE
);
1100 if (surface
->resource
.pool
== WINED3DPOOL_DEFAULT
)
1102 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1106 glPrioritizeTextures(1, &surface
->texture_name
, &tmp
);
1110 if (context
) context_release(context
);
1114 static void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
1116 surface_internal_preload((IWineD3DSurfaceImpl
*)iface
, SRGB_ANY
);
1119 /* Context activation is done by the caller. */
1120 static void surface_remove_pbo(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
)
1122 if (!This
->resource
.heapMemory
)
1124 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1125 This
->resource
.allocatedMemory
=
1126 (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1130 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1131 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1132 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
1133 checkGLcall("glGetBufferSubDataARB");
1134 GL_EXTCALL(glDeleteBuffersARB(1, &This
->pbo
));
1135 checkGLcall("glDeleteBuffersARB");
1139 This
->flags
&= ~SFLAG_PBO
;
1142 BOOL
surface_init_sysmem(IWineD3DSurfaceImpl
*surface
)
1144 if (!surface
->resource
.allocatedMemory
)
1146 surface
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1147 surface
->resource
.size
+ RESOURCE_ALIGNMENT
);
1148 if (!surface
->resource
.heapMemory
)
1150 ERR("Out of memory\n");
1153 surface
->resource
.allocatedMemory
=
1154 (BYTE
*)(((ULONG_PTR
)surface
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1158 memset(surface
->resource
.allocatedMemory
, 0, surface
->resource
.size
);
1161 surface_modify_location(surface
, SFLAG_INSYSMEM
, TRUE
);
1166 /* Do not call while under the GL lock. */
1167 static void WINAPI
IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
1169 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
1170 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1171 const struct wined3d_gl_info
*gl_info
;
1172 renderbuffer_entry_t
*entry
, *entry2
;
1173 struct wined3d_context
*context
;
1175 TRACE("(%p)\n", iface
);
1177 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
) {
1178 /* Default pool resources are supposed to be destroyed before Reset is called.
1179 * Implicit resources stay however. So this means we have an implicit render target
1180 * or depth stencil. The content may be destroyed, but we still have to tear down
1181 * opengl resources, so we cannot leave early.
1183 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1184 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1185 * or the depth stencil into an FBO the texture or render buffer will be removed
1186 * and all flags get lost
1188 surface_init_sysmem(This
);
1192 /* Load the surface into system memory */
1193 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1194 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
1196 surface_modify_location(This
, SFLAG_INTEXTURE
, FALSE
);
1197 surface_modify_location(This
, SFLAG_INSRGBTEX
, FALSE
);
1198 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
1200 context
= context_acquire(device
, NULL
);
1201 gl_info
= context
->gl_info
;
1203 /* Destroy PBOs, but load them into real sysmem before */
1204 if (This
->flags
& SFLAG_PBO
)
1205 surface_remove_pbo(This
, gl_info
);
1207 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1208 * all application-created targets the application has to release the surface
1209 * before calling _Reset
1211 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, &This
->renderbuffers
, renderbuffer_entry_t
, entry
) {
1213 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &entry
->id
);
1215 list_remove(&entry
->entry
);
1216 HeapFree(GetProcessHeap(), 0, entry
);
1218 list_init(&This
->renderbuffers
);
1219 This
->current_renderbuffer
= NULL
;
1221 /* If we're in a texture, the texture name belongs to the texture.
1222 * Otherwise, destroy it. */
1223 if (This
->container
.type
!= WINED3D_CONTAINER_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;
1233 context_release(context
);
1235 resource_unload((IWineD3DResourceImpl
*)This
);
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 context
= context_acquire(device
, This
);
1270 context_apply_blit_state(context
, device
);
1271 gl_info
= context
->gl_info
;
1275 /* Select the correct read buffer, and give some debug output.
1276 * There is no need to keep track of the current read buffer or reset it, every part of the code
1277 * that reads sets the read buffer as desired.
1279 if (surface_is_offscreen(This
))
1281 /* Mapping the primary render target which is not on a swapchain.
1282 * Read from the back buffer. */
1283 TRACE("Mapping offscreen render target.\n");
1284 glReadBuffer(device
->offscreenBuffer
);
1285 srcIsUpsideDown
= TRUE
;
1289 /* Onscreen surfaces are always part of a swapchain */
1290 GLenum buffer
= surface_get_gl_buffer(This
);
1291 TRACE("Mapping %#x buffer.\n", buffer
);
1292 glReadBuffer(buffer
);
1293 checkGLcall("glReadBuffer");
1294 srcIsUpsideDown
= FALSE
;
1297 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1299 local_rect
.left
= 0;
1301 local_rect
.right
= This
->currentDesc
.Width
;
1302 local_rect
.bottom
= This
->currentDesc
.Height
;
1306 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1308 switch (This
->resource
.format
->id
)
1310 case WINED3DFMT_P8_UINT
:
1312 if (primary_render_target_is_p8(device
))
1314 /* In case of P8 render targets the index is stored in the alpha component */
1316 type
= GL_UNSIGNED_BYTE
;
1318 bpp
= This
->resource
.format
->byte_count
;
1320 /* GL can't return palettized data, so read ARGB pixels into a
1321 * separate block of memory and convert them into palettized format
1322 * in software. Slow, but if the app means to use palettized render
1323 * targets and locks it...
1325 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1326 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1327 * for the color channels when palettizing the colors.
1330 type
= GL_UNSIGNED_BYTE
;
1332 mem
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
* 3);
1334 ERR("Out of memory\n");
1338 bpp
= This
->resource
.format
->byte_count
* 3;
1345 fmt
= This
->resource
.format
->glFormat
;
1346 type
= This
->resource
.format
->glType
;
1347 bpp
= This
->resource
.format
->byte_count
;
1350 if (This
->flags
& SFLAG_PBO
)
1352 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, This
->pbo
));
1353 checkGLcall("glBindBufferARB");
1356 ERR("mem not null for pbo -- unexpected\n");
1361 /* Save old pixel store pack state */
1362 glGetIntegerv(GL_PACK_ROW_LENGTH
, &rowLen
);
1363 checkGLcall("glGetIntegerv");
1364 glGetIntegerv(GL_PACK_SKIP_PIXELS
, &skipPix
);
1365 checkGLcall("glGetIntegerv");
1366 glGetIntegerv(GL_PACK_SKIP_ROWS
, &skipRow
);
1367 checkGLcall("glGetIntegerv");
1369 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1370 glPixelStorei(GL_PACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1371 checkGLcall("glPixelStorei");
1372 glPixelStorei(GL_PACK_SKIP_PIXELS
, local_rect
.left
);
1373 checkGLcall("glPixelStorei");
1374 glPixelStorei(GL_PACK_SKIP_ROWS
, local_rect
.top
);
1375 checkGLcall("glPixelStorei");
1377 glReadPixels(local_rect
.left
, (!srcIsUpsideDown
) ? (This
->currentDesc
.Height
- local_rect
.bottom
) : local_rect
.top
,
1378 local_rect
.right
- local_rect
.left
,
1379 local_rect
.bottom
- local_rect
.top
,
1381 checkGLcall("glReadPixels");
1383 /* Reset previous pixel store pack state */
1384 glPixelStorei(GL_PACK_ROW_LENGTH
, rowLen
);
1385 checkGLcall("glPixelStorei");
1386 glPixelStorei(GL_PACK_SKIP_PIXELS
, skipPix
);
1387 checkGLcall("glPixelStorei");
1388 glPixelStorei(GL_PACK_SKIP_ROWS
, skipRow
);
1389 checkGLcall("glPixelStorei");
1391 if (This
->flags
& SFLAG_PBO
)
1393 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB
, 0));
1394 checkGLcall("glBindBufferARB");
1396 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1397 * to get a pointer to it and perform the flipping in software. This is a lot
1398 * faster than calling glReadPixels for each line. In case we want more speed
1399 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1400 if(!srcIsUpsideDown
) {
1401 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1402 checkGLcall("glBindBufferARB");
1404 mem
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1405 checkGLcall("glMapBufferARB");
1409 /* TODO: Merge this with the palettization loop below for P8 targets */
1410 if(!srcIsUpsideDown
) {
1412 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1413 Flip the lines in software */
1414 len
= (local_rect
.right
- local_rect
.left
) * bpp
;
1415 off
= local_rect
.left
* bpp
;
1417 row
= HeapAlloc(GetProcessHeap(), 0, len
);
1419 ERR("Out of memory\n");
1420 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
) HeapFree(GetProcessHeap(), 0, mem
);
1425 top
= mem
+ pitch
* local_rect
.top
;
1426 bottom
= mem
+ pitch
* (local_rect
.bottom
- 1);
1427 for(i
= 0; i
< (local_rect
.bottom
- local_rect
.top
) / 2; i
++) {
1428 memcpy(row
, top
+ off
, len
);
1429 memcpy(top
+ off
, bottom
+ off
, len
);
1430 memcpy(bottom
+ off
, row
, len
);
1434 HeapFree(GetProcessHeap(), 0, row
);
1436 /* Unmap the temp PBO buffer */
1437 if (This
->flags
& SFLAG_PBO
)
1439 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1440 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1445 context_release(context
);
1447 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1448 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1449 * the same color but we have no choice.
1450 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1452 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
&& !primary_render_target_is_p8(device
))
1454 const PALETTEENTRY
*pal
= NULL
;
1455 DWORD width
= pitch
/ 3;
1459 pal
= This
->palette
->palents
;
1461 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1462 HeapFree(GetProcessHeap(), 0, mem
);
1466 for(y
= local_rect
.top
; y
< local_rect
.bottom
; y
++) {
1467 for(x
= local_rect
.left
; x
< local_rect
.right
; x
++) {
1468 /* start lines pixels */
1469 const BYTE
*blue
= mem
+ y
* pitch
+ x
* (sizeof(BYTE
) * 3);
1470 const BYTE
*green
= blue
+ 1;
1471 const BYTE
*red
= green
+ 1;
1473 for(c
= 0; c
< 256; c
++) {
1474 if(*red
== pal
[c
].peRed
&&
1475 *green
== pal
[c
].peGreen
&&
1476 *blue
== pal
[c
].peBlue
)
1478 *((BYTE
*) dest
+ y
* width
+ x
) = c
;
1484 HeapFree(GetProcessHeap(), 0, mem
);
1488 /* Read the framebuffer contents into a texture */
1489 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl
*This
, BOOL srgb
)
1491 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1492 const struct wined3d_gl_info
*gl_info
;
1493 struct wined3d_context
*context
;
1495 if (!surface_is_offscreen(This
))
1497 /* We would need to flip onscreen surfaces, but there's no efficient
1498 * way to do that here. It makes more sense for the caller to
1499 * explicitly go through sysmem. */
1500 ERR("Not supported for onscreen targets.\n");
1504 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1505 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1506 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1508 context
= context_acquire(device
, This
);
1509 gl_info
= context
->gl_info
;
1511 surface_prepare_texture(This
, gl_info
, srgb
);
1512 surface_bind_and_dirtify(This
, srgb
);
1514 TRACE("Reading back offscreen render target %p.\n", This
);
1518 glReadBuffer(device
->offscreenBuffer
);
1519 checkGLcall("glReadBuffer");
1521 glCopyTexSubImage2D(This
->texture_target
, This
->texture_level
,
1522 0, 0, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1523 checkGLcall("glCopyTexSubImage2D");
1527 context_release(context
);
1530 /* Context activation is done by the caller. */
1531 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl
*surface
,
1532 const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1534 DWORD alloc_flag
= srgb
? SFLAG_SRGBALLOCATED
: SFLAG_ALLOCATED
;
1535 CONVERT_TYPES convert
;
1536 struct wined3d_format format
;
1538 if (surface
->flags
& alloc_flag
) return;
1540 d3dfmt_get_conv(surface
, TRUE
, TRUE
, &format
, &convert
);
1541 if (convert
!= NO_CONVERSION
|| format
.convert
) surface
->flags
|= SFLAG_CONVERTED
;
1542 else surface
->flags
&= ~SFLAG_CONVERTED
;
1544 surface_bind_and_dirtify(surface
, srgb
);
1545 surface_allocate_surface(surface
, gl_info
, &format
, srgb
);
1546 surface
->flags
|= alloc_flag
;
1549 /* Context activation is done by the caller. */
1550 void surface_prepare_texture(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
, BOOL srgb
)
1552 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
1554 IWineD3DBaseTextureImpl
*texture
= surface
->container
.u
.texture
;
1555 UINT sub_count
= texture
->baseTexture
.level_count
* texture
->baseTexture
.layer_count
;
1558 TRACE("surface %p is a subresource of texture %p.\n", surface
, texture
);
1560 for (i
= 0; i
< sub_count
; ++i
)
1562 IWineD3DSurfaceImpl
*s
= (IWineD3DSurfaceImpl
*)texture
->baseTexture
.sub_resources
[i
];
1563 surface_prepare_texture_internal(s
, gl_info
, srgb
);
1569 surface_prepare_texture_internal(surface
, gl_info
, srgb
);
1572 static void surface_prepare_system_memory(IWineD3DSurfaceImpl
*This
)
1574 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1575 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1577 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1578 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1581 if (!(This
->flags
& SFLAG_DYNLOCK
))
1584 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1585 if(This
->lockCount
> MAXLOCKCOUNT
) {
1586 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1587 This
->flags
|= SFLAG_DYNLOCK
;
1591 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1592 * Also don't create a PBO for systemmem surfaces.
1594 if (gl_info
->supported
[ARB_PIXEL_BUFFER_OBJECT
] && (This
->flags
& SFLAG_DYNLOCK
)
1595 && !(This
->flags
& (SFLAG_PBO
| SFLAG_CONVERTED
| SFLAG_NONPOW2
))
1596 && (This
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
))
1599 struct wined3d_context
*context
;
1601 context
= context_acquire(device
, NULL
);
1604 GL_EXTCALL(glGenBuffersARB(1, &This
->pbo
));
1605 error
= glGetError();
1606 if (!This
->pbo
|| error
!= GL_NO_ERROR
)
1607 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error
), error
);
1609 TRACE("Attaching pbo=%#x to (%p)\n", This
->pbo
, This
);
1611 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1612 checkGLcall("glBindBufferARB");
1614 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->resource
.size
+ 4, This
->resource
.allocatedMemory
, GL_STREAM_DRAW_ARB
));
1615 checkGLcall("glBufferDataARB");
1617 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1618 checkGLcall("glBindBufferARB");
1620 /* We don't need the system memory anymore and we can't even use it for PBOs */
1621 if (!(This
->flags
& SFLAG_CLIENT
))
1623 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
1624 This
->resource
.heapMemory
= NULL
;
1626 This
->resource
.allocatedMemory
= NULL
;
1627 This
->flags
|= SFLAG_PBO
;
1629 context_release(context
);
1631 else if (!(This
->resource
.allocatedMemory
|| This
->flags
& SFLAG_PBO
))
1633 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1636 if(!This
->resource
.heapMemory
) {
1637 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap() ,0 , This
->resource
.size
+ RESOURCE_ALIGNMENT
);
1639 This
->resource
.allocatedMemory
=
1640 (BYTE
*)(((ULONG_PTR
) This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
1641 if (This
->flags
& SFLAG_INSYSMEM
)
1643 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1648 static HRESULT WINAPI
IWineD3DSurfaceImpl_Map(IWineD3DSurface
*iface
,
1649 WINED3DLOCKED_RECT
*pLockedRect
, const RECT
*pRect
, DWORD flags
)
1651 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1652 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1653 const RECT
*pass_rect
= pRect
;
1655 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1656 iface
, pLockedRect
, wine_dbgstr_rect(pRect
), flags
);
1658 /* This is also done in the base class, but we have to verify this before loading any data from
1659 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1660 * may interfere, and all other bad things may happen
1662 if (This
->flags
& SFLAG_LOCKED
)
1664 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1665 return WINED3DERR_INVALIDCALL
;
1667 This
->flags
|= SFLAG_LOCKED
;
1669 if (!(This
->flags
& SFLAG_LOCKABLE
))
1671 TRACE("Warning: trying to lock unlockable surf@%p\n", This
);
1674 if (flags
& WINED3DLOCK_DISCARD
)
1676 TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
1677 surface_prepare_system_memory(This
);
1678 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
1682 /* surface_load_location() does not check if the rectangle specifies
1683 * the full surface. Most callers don't need that, so do it here. */
1684 if (pRect
&& !pRect
->top
&& !pRect
->left
1685 && pRect
->right
== This
->currentDesc
.Width
1686 && pRect
->bottom
== This
->currentDesc
.Height
)
1691 if (!(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
1692 && ((This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
) || This
== device
->render_targets
[0])))
1694 surface_load_location(This
, SFLAG_INSYSMEM
, pass_rect
);
1698 if (This
->flags
& SFLAG_PBO
)
1700 const struct wined3d_gl_info
*gl_info
;
1701 struct wined3d_context
*context
;
1703 context
= context_acquire(device
, NULL
);
1704 gl_info
= context
->gl_info
;
1707 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1708 checkGLcall("glBindBufferARB");
1710 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1711 if(This
->resource
.allocatedMemory
) {
1712 ERR("The surface already has PBO memory allocated!\n");
1715 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, GL_READ_WRITE_ARB
));
1716 checkGLcall("glMapBufferARB");
1718 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1719 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1720 checkGLcall("glBindBufferARB");
1723 context_release(context
);
1726 if (!(flags
& (WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
)))
1727 surface_add_dirty_rect(This
, pRect
);
1729 return IWineD3DBaseSurfaceImpl_Map(iface
, pLockedRect
, pRect
, flags
);
1732 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl
*This
,
1733 GLenum fmt
, GLenum type
, UINT bpp
, const BYTE
*mem
)
1735 UINT pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*) This
); /* target is argb, 4 byte */
1736 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1737 const struct wined3d_gl_info
*gl_info
;
1738 struct wined3d_context
*context
;
1742 if (This
->flags
& SFLAG_LOCKED
)
1743 rect
= This
->lockedRect
;
1745 SetRect(&rect
, 0, 0, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
1747 mem
+= rect
.top
* pitch
+ rect
.left
* bpp
;
1748 w
= rect
.right
- rect
.left
;
1749 h
= rect
.bottom
- rect
.top
;
1751 /* Activate the correct context for the render target */
1752 context
= context_acquire(device
, This
);
1753 context_apply_blit_state(context
, device
);
1754 gl_info
= context
->gl_info
;
1758 if (!surface_is_offscreen(This
))
1760 GLenum buffer
= surface_get_gl_buffer(This
);
1761 TRACE("Unlocking %#x buffer.\n", buffer
);
1762 context_set_draw_buffer(context
, buffer
);
1764 surface_translate_drawable_coords(This
, context
->win_handle
, &rect
);
1765 glPixelZoom(1.0f
, -1.0f
);
1769 /* Primary offscreen render target */
1770 TRACE("Offscreen render target.\n");
1771 context_set_draw_buffer(context
, device
->offscreenBuffer
);
1773 glPixelZoom(1.0f
, 1.0f
);
1776 glRasterPos3i(rect
.left
, rect
.top
, 1);
1777 checkGLcall("glRasterPos3i");
1779 /* Some drivers(radeon dri, others?) don't like exceptions during
1780 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1781 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1782 * catch to put the dib section in InSync mode, which leads to a crash
1783 * and a blocked x server on my radeon card.
1785 * The following lines read the dib section so it is put in InSync mode
1786 * before glDrawPixels is called and the crash is prevented. There won't
1787 * be any interfering gdi accesses, because UnlockRect is called from
1788 * ReleaseDC, and the app won't use the dc any more afterwards.
1790 if ((This
->flags
& SFLAG_DIBSECTION
) && !(This
->flags
& SFLAG_PBO
))
1793 read
= This
->resource
.allocatedMemory
[0];
1796 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1797 glPixelStorei(GL_UNPACK_ROW_LENGTH
, This
->currentDesc
.Width
);
1799 if (This
->flags
& SFLAG_PBO
)
1801 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1802 checkGLcall("glBindBufferARB");
1805 glDrawPixels(w
, h
, fmt
, type
, mem
);
1806 checkGLcall("glDrawPixels");
1808 if (This
->flags
& SFLAG_PBO
)
1810 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1811 checkGLcall("glBindBufferARB");
1814 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
1815 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
1818 context_release(context
);
1821 static HRESULT WINAPI
IWineD3DSurfaceImpl_Unmap(IWineD3DSurface
*iface
)
1823 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1824 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1827 if (!(This
->flags
& SFLAG_LOCKED
))
1829 WARN("trying to Unlock an unlocked surf@%p\n", This
);
1830 return WINEDDERR_NOTLOCKED
;
1833 if (This
->flags
& SFLAG_PBO
)
1835 const struct wined3d_gl_info
*gl_info
;
1836 struct wined3d_context
*context
;
1838 TRACE("Freeing PBO memory\n");
1840 context
= context_acquire(device
, NULL
);
1841 gl_info
= context
->gl_info
;
1844 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, This
->pbo
));
1845 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
));
1846 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB
, 0));
1847 checkGLcall("glUnmapBufferARB");
1849 context_release(context
);
1851 This
->resource
.allocatedMemory
= NULL
;
1854 TRACE("(%p) : dirtyfied(%d)\n", This
, This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
) ? 0 : 1);
1856 if (This
->flags
& (SFLAG_INDRAWABLE
| SFLAG_INTEXTURE
))
1858 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This
);
1862 if (This
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
1863 || (device
->render_targets
&& This
== device
->render_targets
[0]))
1865 if(wined3d_settings
.rendertargetlock_mode
== RTL_DISABLE
) {
1866 static BOOL warned
= FALSE
;
1868 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1874 if (!This
->dirtyRect
.left
&& !This
->dirtyRect
.top
1875 && This
->dirtyRect
.right
== This
->currentDesc
.Width
1876 && This
->dirtyRect
.bottom
== This
->currentDesc
.Height
)
1880 /* TODO: Proper partial rectangle tracking */
1881 fullsurface
= FALSE
;
1882 This
->flags
|= SFLAG_INSYSMEM
;
1885 surface_load_location(This
, SFLAG_INDRAWABLE
, fullsurface
? NULL
: &This
->dirtyRect
);
1887 /* Partial rectangle tracking is not commonly implemented, it is only
1888 * done for render targets. INSYSMEM was set before to tell
1889 * surface_load_location() where to read the rectangle from.
1890 * Indrawable is set because all modifications from the partial
1891 * sysmem copy are written back to the drawable, thus the surface is
1892 * merged again in the drawable. The sysmem copy is not fully up to
1893 * date because only a subrectangle was read in Map(). */
1895 surface_modify_location(This
, SFLAG_INDRAWABLE
, TRUE
);
1897 This
->dirtyRect
.left
= This
->currentDesc
.Width
;
1898 This
->dirtyRect
.top
= This
->currentDesc
.Height
;
1899 This
->dirtyRect
.right
= 0;
1900 This
->dirtyRect
.bottom
= 0;
1902 else if (This
->resource
.format
->flags
& (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
1904 FIXME("Depth Stencil buffer locking is not implemented\n");
1908 This
->flags
&= ~SFLAG_LOCKED
;
1909 memset(&This
->lockedRect
, 0, sizeof(RECT
));
1911 /* Overlays have to be redrawn manually after changes with the GL implementation */
1912 if(This
->overlay_dest
) {
1913 IWineD3DSurface_DrawOverlay(iface
);
1918 static void surface_release_client_storage(IWineD3DSurfaceImpl
*surface
)
1920 struct wined3d_context
*context
;
1922 context
= context_acquire(surface
->resource
.device
, NULL
);
1925 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1926 if (surface
->texture_name
)
1928 surface_bind_and_dirtify(surface
, FALSE
);
1929 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1930 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1932 if (surface
->texture_name_srgb
)
1934 surface_bind_and_dirtify(surface
, TRUE
);
1935 glTexImage2D(surface
->texture_target
, surface
->texture_level
,
1936 GL_RGB
, 1, 1, 0, GL_RGB
, GL_UNSIGNED_BYTE
, NULL
);
1938 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1941 context_release(context
);
1943 surface_modify_location(surface
, SFLAG_INSRGBTEX
, FALSE
);
1944 surface_modify_location(surface
, SFLAG_INTEXTURE
, FALSE
);
1945 surface_force_reload(surface
);
1948 static HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
)
1950 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
1951 WINED3DLOCKED_RECT lock
;
1955 TRACE("(%p)->(%p)\n",This
,pHDC
);
1957 if (This
->flags
& SFLAG_USERPTR
)
1959 ERR("Not supported on surfaces with an application-provided surfaces\n");
1960 return WINEDDERR_NODC
;
1963 /* Give more detailed info for ddraw */
1964 if (This
->flags
& SFLAG_DCINUSE
)
1965 return WINEDDERR_DCALREADYCREATED
;
1967 /* Can't GetDC if the surface is locked */
1968 if (This
->flags
& SFLAG_LOCKED
)
1969 return WINED3DERR_INVALIDCALL
;
1971 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
1973 /* Create a DIB section if there isn't a hdc yet */
1976 if (This
->flags
& SFLAG_CLIENT
)
1978 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
1979 surface_release_client_storage(This
);
1981 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
1982 if(FAILED(hr
)) return WINED3DERR_INVALIDCALL
;
1984 /* Use the dib section from now on if we are not using a PBO */
1985 if (!(This
->flags
& SFLAG_PBO
))
1986 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
1989 /* Map the surface */
1990 hr
= IWineD3DSurface_Map(iface
, &lock
, NULL
, 0);
1992 /* Sync the DIB with the PBO. This can't be done earlier because Map()
1993 * activates the allocatedMemory. */
1994 if (This
->flags
& SFLAG_PBO
)
1995 memcpy(This
->dib
.bitmap_data
, This
->resource
.allocatedMemory
, This
->dib
.bitmap_size
);
1999 ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr
);
2000 /* keep the dib section */
2004 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
2005 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
2007 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2008 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2010 const PALETTEENTRY
*pal
= NULL
;
2013 pal
= This
->palette
->palents
;
2015 IWineD3DSurfaceImpl
*dds_primary
;
2016 IWineD3DSwapChainImpl
*swapchain
;
2017 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
2018 dds_primary
= swapchain
->front_buffer
;
2019 if (dds_primary
&& dds_primary
->palette
)
2020 pal
= dds_primary
->palette
->palents
;
2024 for (n
=0; n
<256; n
++) {
2025 col
[n
].rgbRed
= pal
[n
].peRed
;
2026 col
[n
].rgbGreen
= pal
[n
].peGreen
;
2027 col
[n
].rgbBlue
= pal
[n
].peBlue
;
2028 col
[n
].rgbReserved
= 0;
2030 SetDIBColorTable(This
->hDC
, 0, 256, col
);
2035 TRACE("returning %p\n",*pHDC
);
2036 This
->flags
|= SFLAG_DCINUSE
;
2041 static HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
)
2043 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2045 TRACE("(%p)->(%p)\n",This
,hDC
);
2047 if (!(This
->flags
& SFLAG_DCINUSE
))
2048 return WINEDDERR_NODC
;
2050 if (This
->hDC
!=hDC
) {
2051 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
2052 return WINEDDERR_NODC
;
2055 if ((This
->flags
& SFLAG_PBO
) && This
->resource
.allocatedMemory
)
2057 /* Copy the contents of the DIB over to the PBO */
2058 memcpy(This
->resource
.allocatedMemory
, This
->dib
.bitmap_data
, This
->dib
.bitmap_size
);
2061 /* we locked first, so unlock now */
2062 IWineD3DSurface_Unmap(iface
);
2064 This
->flags
&= ~SFLAG_DCINUSE
;
2069 /* ******************************************************
2070 IWineD3DSurface Internal (No mapping to directx api) parts follow
2071 ****************************************************** */
2073 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
,
2074 BOOL use_texturing
, struct wined3d_format
*format
, CONVERT_TYPES
*convert
)
2076 BOOL colorkey_active
= need_alpha_ck
&& (This
->CKeyFlags
& WINEDDSD_CKSRCBLT
);
2077 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2078 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2079 BOOL blit_supported
= FALSE
;
2081 /* Copy the default values from the surface. Below we might perform fixups */
2082 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2083 *format
= *This
->resource
.format
;
2084 *convert
= NO_CONVERSION
;
2086 /* Ok, now look if we have to do any conversion */
2087 switch (This
->resource
.format
->id
)
2089 case WINED3DFMT_P8_UINT
:
2090 /* Below the call to blit_supported is disabled for Wine 1.2
2091 * because the function isn't operating correctly yet. At the
2092 * moment 8-bit blits are handled in software and if certain GL
2093 * extensions are around, surface conversion is performed at
2094 * upload time. The blit_supported call recognizes it as a
2095 * destination fixup. This type of upload 'fixup' and 8-bit to
2096 * 8-bit blits need to be handled by the blit_shader.
2097 * TODO: get rid of this #if 0. */
2099 blit_supported
= device
->blitter
->blit_supported(&device
->adapter
->gl_info
, BLIT_OP_BLIT
,
2100 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
,
2101 &rect
, This
->resource
.usage
, This
->resource
.pool
, This
->resource
.format
);
2103 blit_supported
= gl_info
->supported
[EXT_PALETTED_TEXTURE
] || gl_info
->supported
[ARB_FRAGMENT_PROGRAM
];
2105 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2106 * texturing. Further also use conversion in case of color keying.
2107 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2108 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2109 * conflicts with this.
2111 if (!((blit_supported
&& device
->render_targets
&& This
== device
->render_targets
[0]))
2112 || colorkey_active
|| !use_texturing
)
2114 format
->glFormat
= GL_RGBA
;
2115 format
->glInternal
= GL_RGBA
;
2116 format
->glType
= GL_UNSIGNED_BYTE
;
2117 format
->conv_byte_count
= 4;
2118 if (colorkey_active
)
2119 *convert
= CONVERT_PALETTED_CK
;
2121 *convert
= CONVERT_PALETTED
;
2125 case WINED3DFMT_B2G3R3_UNORM
:
2126 /* **********************
2127 GL_UNSIGNED_BYTE_3_3_2
2128 ********************** */
2129 if (colorkey_active
) {
2130 /* This texture format will never be used.. So do not care about color keying
2131 up until the point in time it will be needed :-) */
2132 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2136 case WINED3DFMT_B5G6R5_UNORM
:
2137 if (colorkey_active
)
2139 *convert
= CONVERT_CK_565
;
2140 format
->glFormat
= GL_RGBA
;
2141 format
->glInternal
= GL_RGB5_A1
;
2142 format
->glType
= GL_UNSIGNED_SHORT_5_5_5_1
;
2143 format
->conv_byte_count
= 2;
2147 case WINED3DFMT_B5G5R5X1_UNORM
:
2148 if (colorkey_active
)
2150 *convert
= CONVERT_CK_5551
;
2151 format
->glFormat
= GL_BGRA
;
2152 format
->glInternal
= GL_RGB5_A1
;
2153 format
->glType
= GL_UNSIGNED_SHORT_1_5_5_5_REV
;
2154 format
->conv_byte_count
= 2;
2158 case WINED3DFMT_B8G8R8_UNORM
:
2159 if (colorkey_active
)
2161 *convert
= CONVERT_CK_RGB24
;
2162 format
->glFormat
= GL_RGBA
;
2163 format
->glInternal
= GL_RGBA8
;
2164 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2165 format
->conv_byte_count
= 4;
2169 case WINED3DFMT_B8G8R8X8_UNORM
:
2170 if (colorkey_active
)
2172 *convert
= CONVERT_RGB32_888
;
2173 format
->glFormat
= GL_RGBA
;
2174 format
->glInternal
= GL_RGBA8
;
2175 format
->glType
= GL_UNSIGNED_INT_8_8_8_8
;
2176 format
->conv_byte_count
= 4;
2187 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl
*This
, BYTE table
[256][4], BOOL colorkey
)
2189 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2190 IWineD3DPaletteImpl
*pal
= This
->palette
;
2191 BOOL index_in_alpha
= FALSE
;
2194 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2195 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2196 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2197 * duplicate entries. Store the color key in the unused alpha component to speed the
2198 * download up and to make conversion unneeded. */
2199 index_in_alpha
= primary_render_target_is_p8(device
);
2203 UINT dxVersion
= ((IWineD3DImpl
*)device
->wined3d
)->dxVersion
;
2205 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2208 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2211 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2212 * there's no palette at this time. */
2213 for (i
= 0; i
< 256; i
++) table
[i
][3] = i
;
2218 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2219 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2220 * capability flag is present (wine does advertise this capability) */
2221 for (i
= 0; i
< 256; ++i
)
2223 table
[i
][0] = device
->palettes
[device
->currentPalette
][i
].peRed
;
2224 table
[i
][1] = device
->palettes
[device
->currentPalette
][i
].peGreen
;
2225 table
[i
][2] = device
->palettes
[device
->currentPalette
][i
].peBlue
;
2226 table
[i
][3] = device
->palettes
[device
->currentPalette
][i
].peFlags
;
2232 TRACE("Using surface palette %p\n", pal
);
2233 /* Get the surface's palette */
2234 for (i
= 0; i
< 256; ++i
)
2236 table
[i
][0] = pal
->palents
[i
].peRed
;
2237 table
[i
][1] = pal
->palents
[i
].peGreen
;
2238 table
[i
][2] = pal
->palents
[i
].peBlue
;
2240 /* When index_in_alpha is set the palette index is stored in the
2241 * alpha component. In case of a readback we can then read
2242 * GL_ALPHA. Color keying is handled in BltOverride using a
2243 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2244 * color key itself is passed to glAlphaFunc in other cases the
2245 * alpha component of pixels that should be masked away is set to 0. */
2250 else if (colorkey
&& (i
>= This
->SrcBltCKey
.dwColorSpaceLowValue
)
2251 && (i
<= This
->SrcBltCKey
.dwColorSpaceHighValue
))
2255 else if (pal
->flags
& WINEDDPCAPS_ALPHA
)
2257 table
[i
][3] = pal
->palents
[i
].peFlags
;
2267 static HRESULT
d3dfmt_convert_surface(const BYTE
*src
, BYTE
*dst
, UINT pitch
, UINT width
,
2268 UINT height
, UINT outpitch
, CONVERT_TYPES convert
, IWineD3DSurfaceImpl
*This
)
2272 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src
, dst
, pitch
, height
, outpitch
, convert
,This
);
2277 memcpy(dst
, src
, pitch
* height
);
2280 case CONVERT_PALETTED
:
2281 case CONVERT_PALETTED_CK
:
2286 d3dfmt_p8_init_palette(This
, table
, (convert
== CONVERT_PALETTED_CK
));
2288 for (y
= 0; y
< height
; y
++)
2290 source
= src
+ pitch
* y
;
2291 dest
= dst
+ outpitch
* y
;
2292 /* This is an 1 bpp format, using the width here is fine */
2293 for (x
= 0; x
< width
; x
++) {
2294 BYTE color
= *source
++;
2295 *dest
++ = table
[color
][0];
2296 *dest
++ = table
[color
][1];
2297 *dest
++ = table
[color
][2];
2298 *dest
++ = table
[color
][3];
2304 case CONVERT_CK_565
:
2306 /* Converting the 565 format in 5551 packed to emulate color-keying.
2308 Note : in all these conversion, it would be best to average the averaging
2309 pixels to get the color of the pixel that will be color-keyed to
2310 prevent 'color bleeding'. This will be done later on if ever it is
2313 Note2: Nvidia documents say that their driver does not support alpha + color keying
2314 on the same surface and disables color keying in such a case
2320 TRACE("Color keyed 565\n");
2322 for (y
= 0; y
< height
; y
++) {
2323 Source
= (const WORD
*)(src
+ y
* pitch
);
2324 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2325 for (x
= 0; x
< width
; x
++ ) {
2326 WORD color
= *Source
++;
2327 *Dest
= ((color
& 0xFFC0) | ((color
& 0x1F) << 1));
2328 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2329 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2338 case CONVERT_CK_5551
:
2340 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2344 TRACE("Color keyed 5551\n");
2345 for (y
= 0; y
< height
; y
++) {
2346 Source
= (const WORD
*)(src
+ y
* pitch
);
2347 Dest
= (WORD
*) (dst
+ y
* outpitch
);
2348 for (x
= 0; x
< width
; x
++ ) {
2349 WORD color
= *Source
++;
2351 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2352 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2356 *Dest
&= ~(1 << 15);
2364 case CONVERT_CK_RGB24
:
2366 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2368 for (y
= 0; y
< height
; y
++)
2370 source
= src
+ pitch
* y
;
2371 dest
= dst
+ outpitch
* y
;
2372 for (x
= 0; x
< width
; x
++) {
2373 DWORD color
= ((DWORD
)source
[0] << 16) + ((DWORD
)source
[1] << 8) + (DWORD
)source
[2] ;
2374 DWORD dstcolor
= color
<< 8;
2375 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2376 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2379 *(DWORD
*)dest
= dstcolor
;
2387 case CONVERT_RGB32_888
:
2389 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2391 for (y
= 0; y
< height
; y
++)
2393 source
= src
+ pitch
* y
;
2394 dest
= dst
+ outpitch
* y
;
2395 for (x
= 0; x
< width
; x
++) {
2396 DWORD color
= 0xffffff & *(const DWORD
*)source
;
2397 DWORD dstcolor
= color
<< 8;
2398 if ((color
< This
->SrcBltCKey
.dwColorSpaceLowValue
) ||
2399 (color
> This
->SrcBltCKey
.dwColorSpaceHighValue
)) {
2402 *(DWORD
*)dest
= dstcolor
;
2411 ERR("Unsupported conversion type %#x.\n", convert
);
2416 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
)
2418 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
2420 if (This
->palette
|| (This
->resource
.format
->id
!= WINED3DFMT_P8_UINT
2421 && This
->resource
.format
->id
!= WINED3DFMT_P8_UINT_A8_UNORM
))
2423 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2424 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2431 if (!memcmp(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256))
2436 This
->palette9
= HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
2438 memcpy(This
->palette9
, device
->palettes
[device
->currentPalette
], sizeof(PALETTEENTRY
) * 256);
2442 static HRESULT WINAPI
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
) {
2443 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2444 DWORD flag
= srgb_mode
? SFLAG_INSRGBTEX
: SFLAG_INTEXTURE
;
2446 TRACE("iface %p, srgb %#x.\n", iface
, srgb_mode
);
2448 if (!(This
->flags
& flag
))
2450 TRACE("Reloading because surface is dirty\n");
2452 /* Reload if either the texture and sysmem have different ideas about the
2453 * color key, or the actual key values changed. */
2454 else if (!(This
->flags
& SFLAG_GLCKEY
) != !(This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
2455 || ((This
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
2456 && (This
->glCKey
.dwColorSpaceLowValue
!= This
->SrcBltCKey
.dwColorSpaceLowValue
2457 || This
->glCKey
.dwColorSpaceHighValue
!= This
->SrcBltCKey
.dwColorSpaceHighValue
)))
2459 TRACE("Reloading because of color keying\n");
2460 /* To perform the color key conversion we need a sysmem copy of
2461 * the surface. Make sure we have it
2464 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
2465 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2466 /* TODO: This is not necessarily needed with hw palettized texture support */
2467 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2469 TRACE("surface is already in texture\n");
2473 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2474 * These resources are not bound by device size or format restrictions. Because of this,
2475 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2476 * However, these resources can always be created, locked, and copied.
2478 if (This
->resource
.pool
== WINED3DPOOL_SCRATCH
)
2480 FIXME("(%p) Operation not supported for scratch textures\n",This
);
2481 return WINED3DERR_INVALIDCALL
;
2484 surface_load_location(This
, flag
, NULL
/* no partial locking for textures yet */);
2486 if (!(This
->flags
& SFLAG_DONOTFREE
))
2488 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
2489 This
->resource
.allocatedMemory
= NULL
;
2490 This
->resource
.heapMemory
= NULL
;
2491 surface_modify_location(This
, SFLAG_INSYSMEM
, FALSE
);
2497 /* Context activation is done by the caller. */
2498 static void WINAPI
IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface
*iface
, BOOL srgb
)
2500 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2502 TRACE("iface %p, srgb %#x.\n", iface
, srgb
);
2504 if (This
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
2506 IWineD3DBaseTextureImpl
*texture
= This
->container
.u
.texture
;
2508 TRACE("Passing to container (%p).\n", texture
);
2509 texture
->baseTexture
.texture_ops
->texture_bind(texture
, srgb
);
2515 TRACE("(%p) : Binding surface\n", This
);
2517 name
= srgb
? &This
->texture_name_srgb
: &This
->texture_name
;
2521 if (!This
->texture_level
)
2524 glGenTextures(1, name
);
2525 checkGLcall("glGenTextures");
2526 TRACE("Surface %p given name %d\n", This
, *name
);
2528 glBindTexture(This
->texture_target
, *name
);
2529 checkGLcall("glBindTexture");
2530 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
2531 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2532 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
2533 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2534 glTexParameteri(This
->texture_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
2535 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2536 glTexParameteri(This
->texture_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
2537 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2538 glTexParameteri(This
->texture_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
2539 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2541 /* This is where we should be reducing the amount of GLMemoryUsed */
2543 /* Mipmap surfaces should have a base texture container */
2544 ERR("Mipmap surface has a glTexture bound to it!\n");
2547 glBindTexture(This
->texture_target
, *name
);
2548 checkGLcall("glBindTexture");
2554 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, enum wined3d_format_id format
)
2556 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2559 TRACE("(%p) : Calling base function first\n", This
);
2560 hr
= IWineD3DBaseSurfaceImpl_SetFormat(iface
, format
);
2563 This
->flags
&= ~(SFLAG_ALLOCATED
| SFLAG_SRGBALLOCATED
);
2564 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This
, This
->resource
.format
->glFormat
,
2565 This
->resource
.format
->glInternal
, This
->resource
.format
->glType
);
2570 static HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
2571 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
2573 TRACE("iface %p, mem %p.\n", iface
, Mem
);
2575 if (This
->flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
))
2577 WARN("Surface is locked or the HDC is in use\n");
2578 return WINED3DERR_INVALIDCALL
;
2581 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
2582 void *release
= NULL
;
2584 /* Do I have to copy the old surface content? */
2585 if (This
->flags
& SFLAG_DIBSECTION
)
2587 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
2588 DeleteDC(This
->hDC
);
2589 /* Release the DIB section */
2590 DeleteObject(This
->dib
.DIBsection
);
2591 This
->dib
.bitmap_data
= NULL
;
2592 This
->resource
.allocatedMemory
= NULL
;
2594 This
->flags
&= ~SFLAG_DIBSECTION
;
2596 else if (!(This
->flags
& SFLAG_USERPTR
))
2598 release
= This
->resource
.heapMemory
;
2599 This
->resource
.heapMemory
= NULL
;
2601 This
->resource
.allocatedMemory
= Mem
;
2602 This
->flags
|= SFLAG_USERPTR
;
2604 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2605 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2607 /* For client textures opengl has to be notified */
2608 if (This
->flags
& SFLAG_CLIENT
)
2609 surface_release_client_storage(This
);
2611 /* Now free the old memory if any */
2612 HeapFree(GetProcessHeap(), 0, release
);
2614 else if (This
->flags
& SFLAG_USERPTR
)
2616 /* Map and GetDC will re-create the dib section and allocated memory. */
2617 This
->resource
.allocatedMemory
= NULL
;
2618 /* HeapMemory should be NULL already */
2619 if (This
->resource
.heapMemory
)
2620 ERR("User pointer surface has heap memory allocated.\n");
2621 This
->flags
&= ~(SFLAG_USERPTR
| SFLAG_INSYSMEM
);
2623 if (This
->flags
& SFLAG_CLIENT
)
2624 surface_release_client_storage(This
);
2626 surface_prepare_system_memory(This
);
2627 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
2632 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
) {
2634 /* Flip the surface contents */
2639 front
->hDC
= back
->hDC
;
2643 /* Flip the DIBsection */
2646 BOOL hasDib
= front
->flags
& SFLAG_DIBSECTION
;
2647 tmp
= front
->dib
.DIBsection
;
2648 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
2649 back
->dib
.DIBsection
= tmp
;
2651 if (back
->flags
& SFLAG_DIBSECTION
) front
->flags
|= SFLAG_DIBSECTION
;
2652 else front
->flags
&= ~SFLAG_DIBSECTION
;
2653 if (hasDib
) back
->flags
|= SFLAG_DIBSECTION
;
2654 else back
->flags
&= ~SFLAG_DIBSECTION
;
2657 /* Flip the surface data */
2661 tmp
= front
->dib
.bitmap_data
;
2662 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
2663 back
->dib
.bitmap_data
= tmp
;
2665 tmp
= front
->resource
.allocatedMemory
;
2666 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
2667 back
->resource
.allocatedMemory
= tmp
;
2669 tmp
= front
->resource
.heapMemory
;
2670 front
->resource
.heapMemory
= back
->resource
.heapMemory
;
2671 back
->resource
.heapMemory
= tmp
;
2676 GLuint tmp_pbo
= front
->pbo
;
2677 front
->pbo
= back
->pbo
;
2678 back
->pbo
= tmp_pbo
;
2681 /* client_memory should not be different, but just in case */
2684 tmp
= front
->dib
.client_memory
;
2685 front
->dib
.client_memory
= back
->dib
.client_memory
;
2686 back
->dib
.client_memory
= tmp
;
2689 /* Flip the opengl texture */
2693 tmp
= back
->texture_name
;
2694 back
->texture_name
= front
->texture_name
;
2695 front
->texture_name
= tmp
;
2697 tmp
= back
->texture_name_srgb
;
2698 back
->texture_name_srgb
= front
->texture_name_srgb
;
2699 front
->texture_name_srgb
= tmp
;
2701 resource_unload((IWineD3DResourceImpl
*)back
);
2702 resource_unload((IWineD3DResourceImpl
*)front
);
2706 DWORD tmp_flags
= back
->flags
;
2707 back
->flags
= front
->flags
;
2708 front
->flags
= tmp_flags
;
2712 static HRESULT WINAPI
IWineD3DSurfaceImpl_Flip(IWineD3DSurface
*iface
, IWineD3DSurface
*override
, DWORD flags
)
2714 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
2715 IWineD3DSwapChainImpl
*swapchain
= NULL
;
2717 TRACE("iface %p, override %p, flags %#x.\n", iface
, override
, flags
);
2719 /* Flipping is only supported on RenderTargets and overlays*/
2720 if( !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_OVERLAY
)) ) {
2721 WARN("Tried to flip a non-render target, non-overlay surface\n");
2722 return WINEDDERR_NOTFLIPPABLE
;
2725 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
) {
2726 flip_surface(This
, (IWineD3DSurfaceImpl
*) override
);
2728 /* Update the overlay if it is visible */
2729 if(This
->overlay_dest
) {
2730 return IWineD3DSurface_DrawOverlay((IWineD3DSurface
*) This
);
2737 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2738 * FIXME("(%p) Target override is not supported by now\n", This);
2739 * Additionally, it isn't really possible to support triple-buffering
2740 * properly on opengl at all
2744 if (This
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
)
2746 ERR("Flipped surface is not on a swapchain\n");
2747 return WINEDDERR_NOTFLIPPABLE
;
2749 swapchain
= This
->container
.u
.swapchain
;
2751 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2752 * and only d3d8 and d3d9 apps specify the presentation interval
2754 if (!(flags
& (WINEDDFLIP_NOVSYNC
| WINEDDFLIP_INTERVAL2
| WINEDDFLIP_INTERVAL3
| WINEDDFLIP_INTERVAL4
)))
2755 /* Most common case first to avoid wasting time on all the other cases */
2756 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_ONE
;
2757 else if (flags
& WINEDDFLIP_NOVSYNC
)
2758 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
2759 else if (flags
& WINEDDFLIP_INTERVAL2
)
2760 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_TWO
;
2761 else if (flags
& WINEDDFLIP_INTERVAL3
)
2762 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_THREE
;
2764 swapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_FOUR
;
2766 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2767 return IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
2768 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
2771 /* Does a direct frame buffer -> texture copy. Stretching is done
2772 * with single pixel copy calls
2774 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2775 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2777 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2780 struct wined3d_context
*context
;
2781 BOOL upsidedown
= FALSE
;
2782 RECT dst_rect
= *dst_rect_in
;
2784 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2785 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2787 if(dst_rect
.top
> dst_rect
.bottom
) {
2788 UINT tmp
= dst_rect
.bottom
;
2789 dst_rect
.bottom
= dst_rect
.top
;
2794 context
= context_acquire(device
, src_surface
);
2795 context_apply_blit_state(context
, device
);
2796 surface_internal_preload(dst_surface
, SRGB_RGB
);
2799 /* Bind the target texture */
2800 glBindTexture(dst_surface
->texture_target
, dst_surface
->texture_name
);
2801 checkGLcall("glBindTexture");
2802 if (surface_is_offscreen(src_surface
))
2804 TRACE("Reading from an offscreen target\n");
2805 upsidedown
= !upsidedown
;
2806 glReadBuffer(device
->offscreenBuffer
);
2810 glReadBuffer(surface_get_gl_buffer(src_surface
));
2812 checkGLcall("glReadBuffer");
2814 xrel
= (float) (src_rect
->right
- src_rect
->left
) / (float) (dst_rect
.right
- dst_rect
.left
);
2815 yrel
= (float) (src_rect
->bottom
- src_rect
->top
) / (float) (dst_rect
.bottom
- dst_rect
.top
);
2817 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2819 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2821 if(Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
) {
2822 ERR("Texture filtering not supported in direct blit\n");
2825 else if ((Filter
!= WINED3DTEXF_NONE
&& Filter
!= WINED3DTEXF_POINT
)
2826 && ((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2828 ERR("Texture filtering not supported in direct blit\n");
2832 && !((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2833 && !((yrel
- 1.0f
< -eps
) || (yrel
- 1.0f
> eps
)))
2835 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2837 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2838 dst_rect
.left
/*xoffset */, dst_rect
.top
/* y offset */,
2839 src_rect
->left
, src_surface
->currentDesc
.Height
- src_rect
->bottom
,
2840 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
2842 UINT yoffset
= src_surface
->currentDesc
.Height
- src_rect
->top
+ dst_rect
.top
- 1;
2843 /* I have to process this row by row to swap the image,
2844 * otherwise it would be upside down, so stretching in y direction
2845 * doesn't cost extra time
2847 * However, stretching in x direction can be avoided if not necessary
2849 for(row
= dst_rect
.top
; row
< dst_rect
.bottom
; row
++) {
2850 if ((xrel
- 1.0f
< -eps
) || (xrel
- 1.0f
> eps
))
2852 /* Well, that stuff works, but it's very slow.
2853 * find a better way instead
2857 for (col
= dst_rect
.left
; col
< dst_rect
.right
; ++col
)
2859 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2860 dst_rect
.left
+ col
/* x offset */, row
/* y offset */,
2861 src_rect
->left
+ col
* xrel
, yoffset
- (int) (row
* yrel
), 1, 1);
2866 glCopyTexSubImage2D(dst_surface
->texture_target
, dst_surface
->texture_level
,
2867 dst_rect
.left
/* x offset */, row
/* y offset */,
2868 src_rect
->left
, yoffset
- (int) (row
* yrel
), dst_rect
.right
- dst_rect
.left
, 1);
2872 checkGLcall("glCopyTexSubImage2D");
2875 context_release(context
);
2877 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2878 * path is never entered
2880 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
2883 /* Uses the hardware to stretch and flip the image */
2884 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl
*dst_surface
, IWineD3DSurfaceImpl
*src_surface
,
2885 const RECT
*src_rect
, const RECT
*dst_rect_in
, WINED3DTEXTUREFILTERTYPE Filter
)
2887 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
2888 GLuint src
, backup
= 0;
2889 IWineD3DSwapChainImpl
*src_swapchain
= NULL
;
2890 float left
, right
, top
, bottom
; /* Texture coordinates */
2891 UINT fbwidth
= src_surface
->currentDesc
.Width
;
2892 UINT fbheight
= src_surface
->currentDesc
.Height
;
2893 struct wined3d_context
*context
;
2894 GLenum drawBuffer
= GL_BACK
;
2895 GLenum texture_target
;
2896 BOOL noBackBufferBackup
;
2898 BOOL upsidedown
= FALSE
;
2899 RECT dst_rect
= *dst_rect_in
;
2901 TRACE("Using hwstretch blit\n");
2902 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2903 context
= context_acquire(device
, src_surface
);
2904 context_apply_blit_state(context
, device
);
2905 surface_internal_preload(dst_surface
, SRGB_RGB
);
2907 src_offscreen
= surface_is_offscreen(src_surface
);
2908 noBackBufferBackup
= src_offscreen
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
;
2909 if (!noBackBufferBackup
&& !src_surface
->texture_name
)
2911 /* Get it a description */
2912 surface_internal_preload(src_surface
, SRGB_RGB
);
2916 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2917 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2919 if (context
->aux_buffers
>= 2)
2921 /* Got more than one aux buffer? Use the 2nd aux buffer */
2922 drawBuffer
= GL_AUX1
;
2924 else if ((!src_offscreen
|| device
->offscreenBuffer
== GL_BACK
) && context
->aux_buffers
>= 1)
2926 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2927 drawBuffer
= GL_AUX0
;
2930 if(noBackBufferBackup
) {
2931 glGenTextures(1, &backup
);
2932 checkGLcall("glGenTextures");
2933 glBindTexture(GL_TEXTURE_2D
, backup
);
2934 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2935 texture_target
= GL_TEXTURE_2D
;
2937 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2938 * we are reading from the back buffer, the backup can be used as source texture
2940 texture_target
= src_surface
->texture_target
;
2941 glBindTexture(texture_target
, src_surface
->texture_name
);
2942 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2943 glEnable(texture_target
);
2944 checkGLcall("glEnable(texture_target)");
2946 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2947 src_surface
->flags
&= ~SFLAG_INTEXTURE
;
2950 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2951 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2953 if(dst_rect
.top
> dst_rect
.bottom
) {
2954 UINT tmp
= dst_rect
.bottom
;
2955 dst_rect
.bottom
= dst_rect
.top
;
2962 TRACE("Reading from an offscreen target\n");
2963 upsidedown
= !upsidedown
;
2964 glReadBuffer(device
->offscreenBuffer
);
2968 glReadBuffer(surface_get_gl_buffer(src_surface
));
2971 /* TODO: Only back up the part that will be overwritten */
2972 glCopyTexSubImage2D(texture_target
, 0,
2973 0, 0 /* read offsets */,
2978 checkGLcall("glCopyTexSubImage2D");
2980 /* No issue with overriding these - the sampler is dirty due to blit usage */
2981 glTexParameteri(texture_target
, GL_TEXTURE_MAG_FILTER
,
2982 wined3d_gl_mag_filter(magLookup
, Filter
));
2983 checkGLcall("glTexParameteri");
2984 glTexParameteri(texture_target
, GL_TEXTURE_MIN_FILTER
,
2985 wined3d_gl_min_mip_filter(minMipLookup
, Filter
, WINED3DTEXF_NONE
));
2986 checkGLcall("glTexParameteri");
2988 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
2989 src_swapchain
= src_surface
->container
.u
.swapchain
;
2990 if (!src_swapchain
|| src_surface
== src_swapchain
->back_buffers
[0])
2992 src
= backup
? backup
: src_surface
->texture_name
;
2996 glReadBuffer(GL_FRONT
);
2997 checkGLcall("glReadBuffer(GL_FRONT)");
2999 glGenTextures(1, &src
);
3000 checkGLcall("glGenTextures(1, &src)");
3001 glBindTexture(GL_TEXTURE_2D
, src
);
3002 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3004 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3005 * out for power of 2 sizes
3007 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA
, src_surface
->pow2Width
,
3008 src_surface
->pow2Height
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3009 checkGLcall("glTexImage2D");
3010 glCopyTexSubImage2D(GL_TEXTURE_2D
, 0,
3011 0, 0 /* read offsets */,
3016 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
3017 checkGLcall("glTexParameteri");
3018 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
3019 checkGLcall("glTexParameteri");
3021 glReadBuffer(GL_BACK
);
3022 checkGLcall("glReadBuffer(GL_BACK)");
3024 if(texture_target
!= GL_TEXTURE_2D
) {
3025 glDisable(texture_target
);
3026 glEnable(GL_TEXTURE_2D
);
3027 texture_target
= GL_TEXTURE_2D
;
3030 checkGLcall("glEnd and previous");
3032 left
= src_rect
->left
;
3033 right
= src_rect
->right
;
3037 top
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3038 bottom
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3042 top
= src_surface
->currentDesc
.Height
- src_rect
->bottom
;
3043 bottom
= src_surface
->currentDesc
.Height
- src_rect
->top
;
3046 if (src_surface
->flags
& SFLAG_NORMCOORD
)
3048 left
/= src_surface
->pow2Width
;
3049 right
/= src_surface
->pow2Width
;
3050 top
/= src_surface
->pow2Height
;
3051 bottom
/= src_surface
->pow2Height
;
3054 /* draw the source texture stretched and upside down. The correct surface is bound already */
3055 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP
);
3056 glTexParameteri(texture_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP
);
3058 context_set_draw_buffer(context
, drawBuffer
);
3059 glReadBuffer(drawBuffer
);
3063 glTexCoord2f(left
, bottom
);
3067 glTexCoord2f(left
, top
);
3068 glVertex2i(0, dst_rect
.bottom
- dst_rect
.top
);
3071 glTexCoord2f(right
, top
);
3072 glVertex2i(dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3075 glTexCoord2f(right
, bottom
);
3076 glVertex2i(dst_rect
.right
- dst_rect
.left
, 0);
3078 checkGLcall("glEnd and previous");
3080 if (texture_target
!= dst_surface
->texture_target
)
3082 glDisable(texture_target
);
3083 glEnable(dst_surface
->texture_target
);
3084 texture_target
= dst_surface
->texture_target
;
3087 /* Now read the stretched and upside down image into the destination texture */
3088 glBindTexture(texture_target
, dst_surface
->texture_name
);
3089 checkGLcall("glBindTexture");
3090 glCopyTexSubImage2D(texture_target
,
3092 dst_rect
.left
, dst_rect
.top
, /* xoffset, yoffset */
3093 0, 0, /* We blitted the image to the origin */
3094 dst_rect
.right
- dst_rect
.left
, dst_rect
.bottom
- dst_rect
.top
);
3095 checkGLcall("glCopyTexSubImage2D");
3097 if(drawBuffer
== GL_BACK
) {
3098 /* Write the back buffer backup back */
3100 if(texture_target
!= GL_TEXTURE_2D
) {
3101 glDisable(texture_target
);
3102 glEnable(GL_TEXTURE_2D
);
3103 texture_target
= GL_TEXTURE_2D
;
3105 glBindTexture(GL_TEXTURE_2D
, backup
);
3106 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3110 if (texture_target
!= src_surface
->texture_target
)
3112 glDisable(texture_target
);
3113 glEnable(src_surface
->texture_target
);
3114 texture_target
= src_surface
->texture_target
;
3116 glBindTexture(src_surface
->texture_target
, src_surface
->texture_name
);
3117 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3122 glTexCoord2f(0.0f
, 0.0f
);
3123 glVertex2i(0, fbheight
);
3126 glTexCoord2f(0.0f
, (float)fbheight
/ (float)src_surface
->pow2Height
);
3130 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
,
3131 (float)fbheight
/ (float)src_surface
->pow2Height
);
3132 glVertex2i(fbwidth
, 0);
3135 glTexCoord2f((float)fbwidth
/ (float)src_surface
->pow2Width
, 0.0f
);
3136 glVertex2i(fbwidth
, fbheight
);
3139 glDisable(texture_target
);
3140 checkGLcall("glDisable(texture_target)");
3143 if (src
!= src_surface
->texture_name
&& src
!= backup
)
3145 glDeleteTextures(1, &src
);
3146 checkGLcall("glDeleteTextures(1, &src)");
3149 glDeleteTextures(1, &backup
);
3150 checkGLcall("glDeleteTextures(1, &backup)");
3155 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3157 context_release(context
);
3159 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3160 * path is never entered
3162 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
3165 /* Until the blit_shader is ready, define some prototypes here. */
3166 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
3167 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
3168 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
);
3170 /* Front buffer coordinates are always full screen coordinates, but our GL
3171 * drawable is limited to the window's client area. The sysmem and texture
3172 * copies do have the full screen size. Note that GL has a bottom-left
3173 * origin, while D3D has a top-left origin. */
3174 void surface_translate_drawable_coords(IWineD3DSurfaceImpl
*surface
, HWND window
, RECT
*rect
)
3176 UINT drawable_height
;
3178 if (surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
3179 && surface
== surface
->container
.u
.swapchain
->front_buffer
)
3181 POINT offset
= {0, 0};
3184 ScreenToClient(window
, &offset
);
3185 OffsetRect(rect
, offset
.x
, offset
.y
);
3187 GetClientRect(window
, &windowsize
);
3188 drawable_height
= windowsize
.bottom
- windowsize
.top
;
3192 drawable_height
= surface
->currentDesc
.Height
;
3195 rect
->top
= drawable_height
- rect
->top
;
3196 rect
->bottom
= drawable_height
- rect
->bottom
;
3199 static BOOL
surface_is_full_rect(IWineD3DSurfaceImpl
*surface
, const RECT
*r
)
3201 if ((r
->left
&& r
->right
) || abs(r
->right
- r
->left
) != surface
->currentDesc
.Width
)
3203 if ((r
->top
&& r
->bottom
) || abs(r
->bottom
- r
->top
) != surface
->currentDesc
.Height
)
3208 /* blit between surface locations. onscreen on different swapchains is not supported.
3209 * depth / stencil is not supported. */
3210 static void surface_blt_fbo(IWineD3DDeviceImpl
*device
, const WINED3DTEXTUREFILTERTYPE filter
,
3211 IWineD3DSurfaceImpl
*src_surface
, DWORD src_location
, const RECT
*src_rect_in
,
3212 IWineD3DSurfaceImpl
*dst_surface
, DWORD dst_location
, const RECT
*dst_rect_in
)
3214 const struct wined3d_gl_info
*gl_info
;
3215 struct wined3d_context
*context
;
3216 RECT src_rect
, dst_rect
;
3219 TRACE("device %p, filter %s,\n", device
, debug_d3dtexturefiltertype(filter
));
3220 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3221 src_surface
, debug_surflocation(src_location
), wine_dbgstr_rect(src_rect_in
));
3222 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3223 dst_surface
, debug_surflocation(dst_location
), wine_dbgstr_rect(dst_rect_in
));
3225 src_rect
= *src_rect_in
;
3226 dst_rect
= *dst_rect_in
;
3230 case WINED3DTEXF_LINEAR
:
3231 gl_filter
= GL_LINEAR
;
3235 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter
), filter
);
3236 case WINED3DTEXF_NONE
:
3237 case WINED3DTEXF_POINT
:
3238 gl_filter
= GL_NEAREST
;
3242 if (src_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(src_surface
))
3243 src_location
= SFLAG_INTEXTURE
;
3244 if (dst_location
== SFLAG_INDRAWABLE
&& surface_is_offscreen(dst_surface
))
3245 dst_location
= SFLAG_INTEXTURE
;
3247 /* Make sure the locations are up-to-date. Loading the destination
3248 * surface isn't required if the entire surface is overwritten. (And is
3249 * in fact harmful if we're being called by surface_load_location() with
3250 * the purpose of loading the destination surface.) */
3251 surface_load_location(src_surface
, src_location
, NULL
);
3252 if (!surface_is_full_rect(dst_surface
, &dst_rect
))
3253 surface_load_location(dst_surface
, dst_location
, NULL
);
3255 if (src_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, src_surface
);
3256 else if (dst_location
== SFLAG_INDRAWABLE
) context
= context_acquire(device
, dst_surface
);
3257 else context
= context_acquire(device
, NULL
);
3259 if (!context
->valid
)
3261 context_release(context
);
3262 WARN("Invalid context, skipping blit.\n");
3266 gl_info
= context
->gl_info
;
3268 if (src_location
== SFLAG_INDRAWABLE
)
3270 GLenum buffer
= surface_get_gl_buffer(src_surface
);
3272 TRACE("Source surface %p is onscreen.\n", src_surface
);
3274 surface_translate_drawable_coords(src_surface
, context
->win_handle
, &src_rect
);
3277 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
);
3278 glReadBuffer(buffer
);
3279 checkGLcall("glReadBuffer()");
3283 TRACE("Source surface %p is offscreen.\n", src_surface
);
3285 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, src_surface
, NULL
, src_location
);
3286 glReadBuffer(GL_COLOR_ATTACHMENT0
);
3287 checkGLcall("glReadBuffer()");
3291 if (dst_location
== SFLAG_INDRAWABLE
)
3293 GLenum buffer
= surface_get_gl_buffer(dst_surface
);
3295 TRACE("Destination surface %p is onscreen.\n", dst_surface
);
3297 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3300 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
3301 context_set_draw_buffer(context
, buffer
);
3305 TRACE("Destination surface %p is offscreen.\n", dst_surface
);
3308 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, dst_surface
, NULL
, dst_location
);
3309 context_set_draw_buffer(context
, GL_COLOR_ATTACHMENT0
);
3312 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
3313 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
3314 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
3315 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
3316 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
3318 glDisable(GL_SCISSOR_TEST
);
3319 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
3321 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
.left
, src_rect
.top
, src_rect
.right
, src_rect
.bottom
,
3322 dst_rect
.left
, dst_rect
.top
, dst_rect
.right
, dst_rect
.bottom
, GL_COLOR_BUFFER_BIT
, gl_filter
);
3323 checkGLcall("glBlitFramebuffer()");
3327 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
3329 context_release(context
);
3332 static void surface_blt_to_drawable(IWineD3DDeviceImpl
*device
,
3333 WINED3DTEXTUREFILTERTYPE filter
, BOOL color_key
,
3334 IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect_in
,
3335 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
)
3337 IWineD3DSwapChainImpl
*swapchain
= NULL
;
3338 struct wined3d_context
*context
;
3339 RECT src_rect
, dst_rect
;
3341 src_rect
= *src_rect_in
;
3342 dst_rect
= *dst_rect_in
;
3344 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3345 swapchain
= dst_surface
->container
.u
.swapchain
;
3347 /* Make sure the surface is up-to-date. This should probably use
3348 * surface_load_location() and worry about the destination surface too,
3349 * unless we're overwriting it completely. */
3350 surface_internal_preload(src_surface
, SRGB_RGB
);
3352 /* Activate the destination context, set it up for blitting */
3353 context
= context_acquire(device
, dst_surface
);
3354 context_apply_blit_state(context
, device
);
3356 if (!surface_is_offscreen(dst_surface
))
3357 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
3359 device
->blitter
->set_shader(device
->blit_priv
, context
->gl_info
, src_surface
);
3365 glEnable(GL_ALPHA_TEST
);
3366 checkGLcall("glEnable(GL_ALPHA_TEST)");
3368 /* When the primary render target uses P8, the alpha component
3369 * contains the palette index. Which means that the colorkey is one of
3370 * the palette entries. In other cases pixels that should be masked
3371 * away have alpha set to 0. */
3372 if (primary_render_target_is_p8(device
))
3373 glAlphaFunc(GL_NOTEQUAL
, (float)src_surface
->SrcBltCKey
.dwColorSpaceLowValue
/ 256.0f
);
3375 glAlphaFunc(GL_NOTEQUAL
, 0.0f
);
3376 checkGLcall("glAlphaFunc");
3380 glDisable(GL_ALPHA_TEST
);
3381 checkGLcall("glDisable(GL_ALPHA_TEST)");
3384 draw_textured_quad(src_surface
, &src_rect
, &dst_rect
, filter
);
3388 glDisable(GL_ALPHA_TEST
);
3389 checkGLcall("glDisable(GL_ALPHA_TEST)");
3394 /* Leave the opengl state valid for blitting */
3395 device
->blitter
->unset_shader(context
->gl_info
);
3397 if (wined3d_settings
.strict_draw_ordering
|| (swapchain
3398 && (dst_surface
== swapchain
->front_buffer
|| swapchain
->num_contexts
> 1)))
3399 wglFlush(); /* Flush to ensure ordering across contexts. */
3401 context_release(context
);
3404 /* Do not call while under the GL lock. */
3405 HRESULT
surface_color_fill(IWineD3DSurfaceImpl
*s
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
3407 IWineD3DDeviceImpl
*device
= s
->resource
.device
;
3408 const struct blit_shader
*blitter
;
3410 blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, BLIT_OP_COLOR_FILL
,
3411 NULL
, 0, 0, NULL
, rect
, s
->resource
.usage
, s
->resource
.pool
, s
->resource
.format
);
3414 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3415 return WINED3DERR_INVALIDCALL
;
3418 return blitter
->color_fill(device
, s
, rect
, color
);
3421 /* Not called from the VTable */
3422 /* Do not call while under the GL lock. */
3423 static HRESULT
IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl
*dst_surface
, const RECT
*DestRect
,
3424 IWineD3DSurfaceImpl
*src_surface
, const RECT
*SrcRect
, DWORD flags
, const WINEDDBLTFX
*DDBltFx
,
3425 WINED3DTEXTUREFILTERTYPE Filter
)
3427 IWineD3DDeviceImpl
*device
= dst_surface
->resource
.device
;
3428 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3429 IWineD3DSwapChainImpl
*srcSwapchain
= NULL
, *dstSwapchain
= NULL
;
3430 RECT dst_rect
, src_rect
;
3432 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3433 dst_surface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3434 flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3436 /* Get the swapchain. One of the surfaces has to be a primary surface */
3437 if (dst_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3439 WARN("Destination is in sysmem, rejecting gl blt\n");
3440 return WINED3DERR_INVALIDCALL
;
3443 if (dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3444 dstSwapchain
= dst_surface
->container
.u
.swapchain
;
3448 if (src_surface
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
3450 WARN("Src is in sysmem, rejecting gl blt\n");
3451 return WINED3DERR_INVALIDCALL
;
3454 if (src_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
3455 srcSwapchain
= src_surface
->container
.u
.swapchain
;
3458 /* Early sort out of cases where no render target is used */
3459 if (!dstSwapchain
&& !srcSwapchain
3460 && src_surface
!= device
->render_targets
[0]
3461 && dst_surface
!= device
->render_targets
[0])
3463 TRACE("No surface is render target, not using hardware blit.\n");
3464 return WINED3DERR_INVALIDCALL
;
3467 /* No destination color keying supported */
3468 if (flags
& (WINEDDBLT_KEYDEST
| WINEDDBLT_KEYDESTOVERRIDE
))
3470 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3471 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3472 return WINED3DERR_INVALIDCALL
;
3475 surface_get_rect(dst_surface
, DestRect
, &dst_rect
);
3476 if (src_surface
) surface_get_rect(src_surface
, SrcRect
, &src_rect
);
3478 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3479 if (dstSwapchain
&& dstSwapchain
== srcSwapchain
&& dstSwapchain
->back_buffers
3480 && dst_surface
== dstSwapchain
->front_buffer
3481 && src_surface
== dstSwapchain
->back_buffers
[0])
3483 /* Half-Life does a Blt from the back buffer to the front buffer,
3484 * Full surface size, no flags... Use present instead
3486 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3489 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3492 TRACE("Looking if a Present can be done...\n");
3493 /* Source Rectangle must be full surface */
3494 if (src_rect
.left
|| src_rect
.top
3495 || src_rect
.right
!= src_surface
->currentDesc
.Width
3496 || src_rect
.bottom
!= src_surface
->currentDesc
.Height
)
3498 TRACE("No, Source rectangle doesn't match\n");
3502 /* No stretching may occur */
3503 if(src_rect
.right
!= dst_rect
.right
- dst_rect
.left
||
3504 src_rect
.bottom
!= dst_rect
.bottom
- dst_rect
.top
) {
3505 TRACE("No, stretching is done\n");
3509 /* Destination must be full surface or match the clipping rectangle */
3510 if (dst_surface
->clipper
&& ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
)
3514 GetClientRect(((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, &cliprect
);
3515 pos
[0].x
= dst_rect
.left
;
3516 pos
[0].y
= dst_rect
.top
;
3517 pos
[1].x
= dst_rect
.right
;
3518 pos
[1].y
= dst_rect
.bottom
;
3519 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl
*)dst_surface
->clipper
)->hWnd
, pos
, 2);
3521 if(pos
[0].x
!= cliprect
.left
|| pos
[0].y
!= cliprect
.top
||
3522 pos
[1].x
!= cliprect
.right
|| pos
[1].y
!= cliprect
.bottom
)
3524 TRACE("No, dest rectangle doesn't match(clipper)\n");
3525 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect
));
3526 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect
));
3530 else if (dst_rect
.left
|| dst_rect
.top
3531 || dst_rect
.right
!= dst_surface
->currentDesc
.Width
3532 || dst_rect
.bottom
!= dst_surface
->currentDesc
.Height
)
3534 TRACE("No, dest rectangle doesn't match(surface size)\n");
3540 /* These flags are unimportant for the flag check, remove them */
3541 if (!(flags
& ~(WINEDDBLT_DONOTWAIT
| WINEDDBLT_WAIT
)))
3543 WINED3DSWAPEFFECT orig_swap
= dstSwapchain
->presentParms
.SwapEffect
;
3545 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3546 * take very long, while a flip is fast.
3547 * This applies to Half-Life, which does such Blts every time it finished
3548 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3549 * menu. This is also used by all apps when they do windowed rendering
3551 * The problem is that flipping is not really the same as copying. After a
3552 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3553 * untouched. Therefore it's necessary to override the swap effect
3554 * and to set it back after the flip.
3556 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3560 dstSwapchain
->presentParms
.SwapEffect
= WINED3DSWAPEFFECT_COPY
;
3561 dstSwapchain
->presentParms
.PresentationInterval
= WINED3DPRESENT_INTERVAL_IMMEDIATE
;
3563 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3564 IWineD3DSwapChain_Present((IWineD3DSwapChain
*)dstSwapchain
,
3565 NULL
, NULL
, dstSwapchain
->win_handle
, NULL
, 0);
3567 dstSwapchain
->presentParms
.SwapEffect
= orig_swap
;
3574 TRACE("Unsupported blit between buffers on the same swapchain\n");
3575 return WINED3DERR_INVALIDCALL
;
3576 } else if(dstSwapchain
&& dstSwapchain
== srcSwapchain
) {
3577 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3578 return WINED3DERR_INVALIDCALL
;
3579 } else if(dstSwapchain
&& srcSwapchain
) {
3580 FIXME("Implement hardware blit between two different swapchains\n");
3581 return WINED3DERR_INVALIDCALL
;
3583 else if (dstSwapchain
)
3585 /* Handled with regular texture -> swapchain blit */
3586 if (src_surface
== device
->render_targets
[0])
3587 TRACE("Blit from active render target to a swapchain\n");
3589 else if (srcSwapchain
&& dst_surface
== device
->render_targets
[0])
3591 FIXME("Implement blit from a swapchain to the active render target\n");
3592 return WINED3DERR_INVALIDCALL
;
3595 if ((srcSwapchain
|| src_surface
== device
->render_targets
[0]) && !dstSwapchain
)
3597 /* Blit from render target to texture */
3600 /* P8 read back is not implemented */
3601 if (src_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
3602 || dst_surface
->resource
.format
->id
== WINED3DFMT_P8_UINT
)
3604 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3605 return WINED3DERR_INVALIDCALL
;
3608 if (flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3610 TRACE("Color keying not supported by frame buffer to texture blit\n");
3611 return WINED3DERR_INVALIDCALL
;
3612 /* Destination color key is checked above */
3615 if(dst_rect
.right
- dst_rect
.left
!= src_rect
.right
- src_rect
.left
) {
3621 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3622 * flip the image nor scale it.
3624 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3625 * -> If the app wants a image width an unscaled width, copy it line per line
3626 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3627 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3628 * back buffer. This is slower than reading line per line, thus not used for flipping
3629 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3632 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3633 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3636 if (fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3637 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3638 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3640 surface_blt_fbo(device
, Filter
,
3641 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3642 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3643 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3645 else if (!stretchx
|| dst_rect
.right
- dst_rect
.left
> src_surface
->currentDesc
.Width
3646 || dst_rect
.bottom
- dst_rect
.top
> src_surface
->currentDesc
.Height
)
3648 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3649 fb_copy_to_texture_direct(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3651 TRACE("Using hardware stretching to flip / stretch the texture\n");
3652 fb_copy_to_texture_hwstretch(dst_surface
, src_surface
, &src_rect
, &dst_rect
, Filter
);
3655 if (!(dst_surface
->flags
& SFLAG_DONOTFREE
))
3657 HeapFree(GetProcessHeap(), 0, dst_surface
->resource
.heapMemory
);
3658 dst_surface
->resource
.allocatedMemory
= NULL
;
3659 dst_surface
->resource
.heapMemory
= NULL
;
3663 dst_surface
->flags
&= ~SFLAG_INSYSMEM
;
3668 else if (src_surface
)
3670 /* Blit from offscreen surface to render target */
3671 DWORD oldCKeyFlags
= src_surface
->CKeyFlags
;
3672 WINEDDCOLORKEY oldBltCKey
= src_surface
->SrcBltCKey
;
3674 TRACE("Blt from surface %p to rendertarget %p\n", src_surface
, dst_surface
);
3676 if (!(flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3677 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
3678 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3679 src_surface
->resource
.format
,
3680 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3681 dst_surface
->resource
.format
))
3683 TRACE("Using surface_blt_fbo.\n");
3684 /* The source is always a texture, but never the currently active render target, and the texture
3685 * contents are never upside down. */
3686 surface_blt_fbo(device
, Filter
,
3687 src_surface
, SFLAG_INDRAWABLE
, &src_rect
,
3688 dst_surface
, SFLAG_INDRAWABLE
, &dst_rect
);
3689 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3693 if (!(flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
))
3694 && arbfp_blit
.blit_supported(gl_info
, BLIT_OP_BLIT
,
3695 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
,
3696 src_surface
->resource
.format
,
3697 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
,
3698 dst_surface
->resource
.format
))
3700 return arbfp_blit_surface(device
, src_surface
, &src_rect
, dst_surface
, &dst_rect
, BLIT_OP_BLIT
, Filter
);
3703 if (!device
->blitter
->blit_supported(gl_info
, BLIT_OP_BLIT
,
3704 &src_rect
, src_surface
->resource
.usage
, src_surface
->resource
.pool
, src_surface
->resource
.format
,
3705 &dst_rect
, dst_surface
->resource
.usage
, dst_surface
->resource
.pool
, dst_surface
->resource
.format
))
3707 FIXME("Unsupported blit operation falling back to software\n");
3708 return WINED3DERR_INVALIDCALL
;
3711 /* Color keying: Check if we have to do a color keyed blt,
3712 * and if not check if a color key is activated.
3714 * Just modify the color keying parameters in the surface and restore them afterwards
3715 * The surface keeps track of the color key last used to load the opengl surface.
3716 * PreLoad will catch the change to the flags and color key and reload if necessary.
3718 if (flags
& WINEDDBLT_KEYSRC
)
3720 /* Use color key from surface */
3722 else if (flags
& WINEDDBLT_KEYSRCOVERRIDE
)
3724 /* Use color key from DDBltFx */
3725 src_surface
->CKeyFlags
|= WINEDDSD_CKSRCBLT
;
3726 src_surface
->SrcBltCKey
= DDBltFx
->ddckSrcColorkey
;
3730 /* Do not use color key */
3731 src_surface
->CKeyFlags
&= ~WINEDDSD_CKSRCBLT
;
3734 surface_blt_to_drawable(device
, Filter
, flags
& (WINEDDBLT_KEYSRC
| WINEDDBLT_KEYSRCOVERRIDE
),
3735 src_surface
, &src_rect
, dst_surface
, &dst_rect
);
3737 /* Restore the color key parameters */
3738 src_surface
->CKeyFlags
= oldCKeyFlags
;
3739 src_surface
->SrcBltCKey
= oldBltCKey
;
3741 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
3747 /* Source-Less Blit to render target */
3748 if (flags
& WINEDDBLT_COLORFILL
)
3750 WINED3DCOLORVALUE color
;
3752 TRACE("Colorfill\n");
3754 /* The color as given in the Blt function is in the surface format. */
3755 if (!surface_convert_color_to_float(dst_surface
, DDBltFx
->u5
.dwFillColor
, &color
))
3756 return WINED3DERR_INVALIDCALL
;
3758 return surface_color_fill(dst_surface
, &dst_rect
, &color
);
3762 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3763 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3764 return WINED3DERR_INVALIDCALL
;
3767 static HRESULT
IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl
*This
, const RECT
*DestRect
,
3768 IWineD3DSurface
*src_surface
, const RECT
*src_rect
, DWORD flags
, const WINEDDBLTFX
*DDBltFx
)
3770 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3773 if (flags
& WINEDDBLT_DEPTHFILL
)
3775 switch (This
->resource
.format
->id
)
3777 case WINED3DFMT_D16_UNORM
:
3778 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x0000ffff;
3780 case WINED3DFMT_S1_UINT_D15_UNORM
:
3781 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00007fff;
3783 case WINED3DFMT_D24_UNORM_S8_UINT
:
3784 case WINED3DFMT_X8D24_UNORM
:
3785 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0x00ffffff;
3787 case WINED3DFMT_D32_UNORM
:
3788 depth
= (float) DDBltFx
->u5
.dwFillDepth
/ (float) 0xffffffff;
3792 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This
->resource
.format
->id
));
3795 return IWineD3DDevice_Clear((IWineD3DDevice
*)device
, DestRect
? 1 : 0, DestRect
,
3796 WINED3DCLEAR_ZBUFFER
, 0x00000000, depth
, 0x00000000);
3799 FIXME("(%p): Unsupp depthstencil blit\n", This
);
3800 return WINED3DERR_INVALIDCALL
;
3803 static HRESULT WINAPI
IWineD3DSurfaceImpl_Blt(IWineD3DSurface
*iface
, const RECT
*DestRect
,
3804 IWineD3DSurface
*src_surface
, const RECT
*SrcRect
, DWORD flags
,
3805 const WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
)
3807 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3808 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3809 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3811 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3812 iface
, wine_dbgstr_rect(DestRect
), src_surface
, wine_dbgstr_rect(SrcRect
),
3813 flags
, DDBltFx
, debug_d3dtexturefiltertype(Filter
));
3814 TRACE("Usage is %s.\n", debug_d3dusage(This
->resource
.usage
));
3816 if ((This
->flags
& SFLAG_LOCKED
) || (src
&& (src
->flags
& SFLAG_LOCKED
)))
3818 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3819 return WINEDDERR_SURFACEBUSY
;
3822 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3823 * except depth blits, which seem to work
3825 if (This
== device
->depth_stencil
|| (src
&& src
== device
->depth_stencil
))
3827 if (device
->inScene
&& !(flags
& WINEDDBLT_DEPTHFILL
))
3829 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3830 return WINED3DERR_INVALIDCALL
;
3832 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This
, DestRect
, src_surface
, SrcRect
, flags
, DDBltFx
)))
3834 TRACE("Z Blit override handled the blit\n");
3839 /* Special cases for RenderTargets */
3840 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3841 || (src
&& (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)))
3843 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
, DestRect
, src
, SrcRect
, flags
, DDBltFx
, Filter
)))
3847 /* For the rest call the X11 surface implementation.
3848 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3849 * other Blts are rather rare. */
3850 return IWineD3DBaseSurfaceImpl_Blt(iface
, DestRect
, src_surface
, SrcRect
, flags
, DDBltFx
, Filter
);
3853 static HRESULT WINAPI
IWineD3DSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
,
3854 IWineD3DSurface
*src_surface
, const RECT
*rsrc
, DWORD trans
)
3856 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
3857 IWineD3DSurfaceImpl
*src
= (IWineD3DSurfaceImpl
*)src_surface
;
3858 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
3860 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3861 iface
, dstx
, dsty
, src_surface
, wine_dbgstr_rect(rsrc
), trans
);
3863 if ((This
->flags
& SFLAG_LOCKED
) || (src
->flags
& SFLAG_LOCKED
))
3865 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3866 return WINEDDERR_SURFACEBUSY
;
3869 if (device
->inScene
&& (This
== device
->depth_stencil
|| src
== device
->depth_stencil
))
3871 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3872 return WINED3DERR_INVALIDCALL
;
3875 /* Special cases for RenderTargets */
3876 if ((This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3877 || (src
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3880 RECT SrcRect
, DstRect
;
3883 surface_get_rect(src
, rsrc
, &SrcRect
);
3885 DstRect
.left
= dstx
;
3887 DstRect
.right
= dstx
+ SrcRect
.right
- SrcRect
.left
;
3888 DstRect
.bottom
= dsty
+ SrcRect
.bottom
- SrcRect
.top
;
3890 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3891 if (trans
& WINEDDBLTFAST_SRCCOLORKEY
)
3892 flags
|= WINEDDBLT_KEYSRC
;
3893 if (trans
& WINEDDBLTFAST_DESTCOLORKEY
)
3894 flags
|= WINEDDBLT_KEYDEST
;
3895 if (trans
& WINEDDBLTFAST_WAIT
)
3896 flags
|= WINEDDBLT_WAIT
;
3897 if (trans
& WINEDDBLTFAST_DONOTWAIT
)
3898 flags
|= WINEDDBLT_DONOTWAIT
;
3900 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This
,
3901 &DstRect
, src
, &SrcRect
, flags
, NULL
, WINED3DTEXF_POINT
)))
3905 return IWineD3DBaseSurfaceImpl_BltFast(iface
, dstx
, dsty
, src_surface
, rsrc
, trans
);
3908 static HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
)
3910 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3912 IWineD3DPaletteImpl
*pal
= This
->palette
;
3914 TRACE("(%p)\n", This
);
3916 if (!pal
) return WINED3D_OK
;
3918 if (This
->resource
.format
->id
== WINED3DFMT_P8_UINT
3919 || This
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
)
3921 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3923 /* Make sure the texture is up to date. This call doesn't do
3924 * anything if the texture is already up to date. */
3925 surface_load_location(This
, SFLAG_INTEXTURE
, NULL
);
3927 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3928 surface_modify_location(This
, SFLAG_INDRAWABLE
, FALSE
);
3932 if (!(This
->flags
& SFLAG_INSYSMEM
))
3934 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3935 surface_load_location(This
, SFLAG_INSYSMEM
, NULL
);
3937 TRACE("Dirtifying surface\n");
3938 surface_modify_location(This
, SFLAG_INSYSMEM
, TRUE
);
3942 if (This
->flags
& SFLAG_DIBSECTION
)
3944 TRACE("(%p): Updating the hdc's palette\n", This
);
3945 for (n
=0; n
<256; n
++) {
3946 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
3947 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
3948 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
3949 col
[n
].rgbReserved
= 0;
3951 SetDIBColorTable(This
->hDC
, 0, 256, col
);
3954 /* Propagate the changes to the drawable when we have a palette. */
3955 if (This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
)
3956 surface_load_location(This
, SFLAG_INDRAWABLE
, NULL
);
3961 static HRESULT WINAPI
IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
) {
3962 /** Check against the maximum texture sizes supported by the video card **/
3963 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
3964 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
3965 unsigned int pow2Width
, pow2Height
;
3967 This
->texture_name
= 0;
3968 This
->texture_target
= GL_TEXTURE_2D
;
3970 /* Non-power2 support */
3971 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3973 pow2Width
= This
->currentDesc
.Width
;
3974 pow2Height
= This
->currentDesc
.Height
;
3978 /* Find the nearest pow2 match */
3979 pow2Width
= pow2Height
= 1;
3980 while (pow2Width
< This
->currentDesc
.Width
) pow2Width
<<= 1;
3981 while (pow2Height
< This
->currentDesc
.Height
) pow2Height
<<= 1;
3983 This
->pow2Width
= pow2Width
;
3984 This
->pow2Height
= pow2Height
;
3986 if (pow2Width
> This
->currentDesc
.Width
|| pow2Height
> This
->currentDesc
.Height
)
3988 /* TODO: Add support for non power two compressed textures. */
3989 if (This
->resource
.format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
3991 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3992 This
, This
->currentDesc
.Width
, This
->currentDesc
.Height
);
3993 return WINED3DERR_NOTAVAILABLE
;
3997 if (pow2Width
!= This
->currentDesc
.Width
3998 || pow2Height
!= This
->currentDesc
.Height
)
4000 This
->flags
|= SFLAG_NONPOW2
;
4003 TRACE("%p\n", This
);
4004 if ((This
->pow2Width
> gl_info
->limits
.texture_size
|| This
->pow2Height
> gl_info
->limits
.texture_size
)
4005 && !(This
->resource
.usage
& (WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_DEPTHSTENCIL
)))
4007 /* one of three options
4008 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)
4009 2: Set the texture to the maximum size (bad idea)
4010 3: WARN and return WINED3DERR_NOTAVAILABLE;
4011 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.
4013 if(This
->resource
.pool
== WINED3DPOOL_DEFAULT
|| This
->resource
.pool
== WINED3DPOOL_MANAGED
)
4015 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This
);
4016 return WINED3DERR_NOTAVAILABLE
;
4019 /* We should never use this surface in combination with OpenGL! */
4020 TRACE("(%p) Creating an oversized surface: %ux%u\n", This
, This
->pow2Width
, This
->pow2Height
);
4024 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4025 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4026 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4028 if (This
->flags
& SFLAG_NONPOW2
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
4029 && !(This
->resource
.format
->id
== WINED3DFMT_P8_UINT
4030 && gl_info
->supported
[EXT_PALETTED_TEXTURE
]
4031 && wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
))
4033 This
->texture_target
= GL_TEXTURE_RECTANGLE_ARB
;
4034 This
->pow2Width
= This
->currentDesc
.Width
;
4035 This
->pow2Height
= This
->currentDesc
.Height
;
4036 This
->flags
&= ~(SFLAG_NONPOW2
| SFLAG_NORMCOORD
);
4040 switch (wined3d_settings
.offscreen_rendering_mode
)
4043 This
->get_drawable_size
= get_drawable_size_fbo
;
4046 case ORM_BACKBUFFER
:
4047 This
->get_drawable_size
= get_drawable_size_backbuffer
;
4051 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings
.offscreen_rendering_mode
);
4052 return WINED3DERR_INVALIDCALL
;
4055 This
->flags
|= SFLAG_INSYSMEM
;
4060 /* GL locking is done by the caller */
4061 static void surface_depth_blt(IWineD3DSurfaceImpl
*This
, const struct wined3d_gl_info
*gl_info
,
4062 GLuint texture
, GLsizei w
, GLsizei h
, GLenum target
)
4064 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
4065 GLint compare_mode
= GL_NONE
;
4066 struct blt_info info
;
4067 GLint old_binding
= 0;
4070 glPushAttrib(GL_ENABLE_BIT
| GL_DEPTH_BUFFER_BIT
| GL_COLOR_BUFFER_BIT
| GL_VIEWPORT_BIT
);
4072 glDisable(GL_CULL_FACE
);
4073 glDisable(GL_BLEND
);
4074 glDisable(GL_ALPHA_TEST
);
4075 glDisable(GL_SCISSOR_TEST
);
4076 glDisable(GL_STENCIL_TEST
);
4077 glEnable(GL_DEPTH_TEST
);
4078 glDepthFunc(GL_ALWAYS
);
4079 glDepthMask(GL_TRUE
);
4080 glColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
4081 glViewport(0, 0, w
, h
);
4083 SetRect(&rect
, 0, h
, w
, 0);
4084 surface_get_blt_info(target
, &rect
, w
, h
, &info
);
4085 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4086 glGetIntegerv(info
.binding
, &old_binding
);
4087 glBindTexture(info
.bind_target
, texture
);
4088 if (gl_info
->supported
[ARB_SHADOW
])
4090 glGetTexParameteriv(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, &compare_mode
);
4091 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, GL_NONE
);
4094 device
->shader_backend
->shader_select_depth_blt(device
->shader_priv
,
4095 gl_info
, info
.tex_type
, &This
->ds_current_size
);
4097 glBegin(GL_TRIANGLE_STRIP
);
4098 glTexCoord3fv(info
.coords
[0]);
4099 glVertex2f(-1.0f
, -1.0f
);
4100 glTexCoord3fv(info
.coords
[1]);
4101 glVertex2f(1.0f
, -1.0f
);
4102 glTexCoord3fv(info
.coords
[2]);
4103 glVertex2f(-1.0f
, 1.0f
);
4104 glTexCoord3fv(info
.coords
[3]);
4105 glVertex2f(1.0f
, 1.0f
);
4108 if (compare_mode
!= GL_NONE
) glTexParameteri(info
.bind_target
, GL_TEXTURE_COMPARE_MODE_ARB
, compare_mode
);
4109 glBindTexture(info
.bind_target
, old_binding
);
4113 device
->shader_backend
->shader_deselect_depth_blt(device
->shader_priv
, gl_info
);
4116 void surface_modify_ds_location(IWineD3DSurfaceImpl
*surface
,
4117 DWORD location
, UINT w
, UINT h
)
4119 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface
, location
, w
, h
);
4121 if (location
& ~SFLAG_DS_LOCATIONS
)
4122 FIXME("Invalid location (%#x) specified.\n", location
);
4124 surface
->ds_current_size
.cx
= w
;
4125 surface
->ds_current_size
.cy
= h
;
4126 surface
->flags
&= ~SFLAG_DS_LOCATIONS
;
4127 surface
->flags
|= location
;
4130 /* Context activation is done by the caller. */
4131 void surface_load_ds_location(IWineD3DSurfaceImpl
*surface
, struct wined3d_context
*context
, DWORD location
)
4133 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4134 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4136 TRACE("surface %p, new location %#x.\n", surface
, location
);
4138 /* TODO: Make this work for modes other than FBO */
4139 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) return;
4141 if (!(surface
->flags
& location
))
4143 surface
->ds_current_size
.cx
= 0;
4144 surface
->ds_current_size
.cy
= 0;
4147 if (surface
->ds_current_size
.cx
== surface
->currentDesc
.Width
4148 && surface
->ds_current_size
.cy
== surface
->currentDesc
.Height
)
4150 TRACE("Location (%#x) is already up to date.\n", location
);
4154 if (surface
->current_renderbuffer
)
4156 FIXME("Not supported with fixed up depth stencil.\n");
4160 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4162 FIXME("No up to date depth stencil location.\n");
4163 surface
->flags
|= location
;
4167 if (location
== SFLAG_DS_OFFSCREEN
)
4169 GLint old_binding
= 0;
4173 /* The render target is allowed to be smaller than the depth/stencil
4174 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4175 * than the offscreen surface. Don't overwrite the offscreen surface
4176 * with undefined data. */
4177 w
= min(surface
->currentDesc
.Width
, context
->swapchain
->presentParms
.BackBufferWidth
);
4178 h
= min(surface
->currentDesc
.Height
, context
->swapchain
->presentParms
.BackBufferHeight
);
4180 TRACE("Copying onscreen depth buffer to depth texture.\n");
4184 if (!device
->depth_blt_texture
)
4186 glGenTextures(1, &device
->depth_blt_texture
);
4189 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4190 * directly on the FBO texture. That's because we need to flip. */
4191 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4192 if (surface
->texture_target
== GL_TEXTURE_RECTANGLE_ARB
)
4194 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB
, &old_binding
);
4195 bind_target
= GL_TEXTURE_RECTANGLE_ARB
;
4199 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &old_binding
);
4200 bind_target
= GL_TEXTURE_2D
;
4202 glBindTexture(bind_target
, device
->depth_blt_texture
);
4203 glCopyTexImage2D(bind_target
, surface
->texture_level
, surface
->resource
.format
->glInternal
, 0, 0, w
, h
, 0);
4204 glTexParameteri(bind_target
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
4205 glTexParameteri(bind_target
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
4206 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
4207 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
4208 glTexParameteri(bind_target
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
);
4209 glTexParameteri(bind_target
, GL_DEPTH_TEXTURE_MODE_ARB
, GL_LUMINANCE
);
4210 glBindTexture(bind_target
, old_binding
);
4212 /* Setup the destination */
4213 if (!device
->depth_blt_rb
)
4215 gl_info
->fbo_ops
.glGenRenderbuffers(1, &device
->depth_blt_rb
);
4216 checkGLcall("glGenRenderbuffersEXT");
4218 if (device
->depth_blt_rb_w
!= w
|| device
->depth_blt_rb_h
!= h
)
4220 gl_info
->fbo_ops
.glBindRenderbuffer(GL_RENDERBUFFER
, device
->depth_blt_rb
);
4221 checkGLcall("glBindRenderbufferEXT");
4222 gl_info
->fbo_ops
.glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA8
, w
, h
);
4223 checkGLcall("glRenderbufferStorageEXT");
4224 device
->depth_blt_rb_w
= w
;
4225 device
->depth_blt_rb_h
= h
;
4228 context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->dst_fbo
);
4229 gl_info
->fbo_ops
.glFramebufferRenderbuffer(GL_FRAMEBUFFER
,
4230 GL_COLOR_ATTACHMENT0
, GL_RENDERBUFFER
, device
->depth_blt_rb
);
4231 checkGLcall("glFramebufferRenderbufferEXT");
4232 context_attach_depth_stencil_fbo(context
, GL_FRAMEBUFFER
, surface
, FALSE
);
4234 /* Do the actual blit */
4235 surface_depth_blt(surface
, gl_info
, device
->depth_blt_texture
, w
, h
, bind_target
);
4236 checkGLcall("depth_blt");
4238 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4239 else context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4243 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4245 else if (location
== SFLAG_DS_ONSCREEN
)
4247 TRACE("Copying depth texture to onscreen depth buffer.\n");
4251 context_bind_fbo(context
, GL_FRAMEBUFFER
, NULL
);
4252 surface_depth_blt(surface
, gl_info
, surface
->texture_name
,
4253 surface
->currentDesc
.Width
, surface
->currentDesc
.Height
, surface
->texture_target
);
4254 checkGLcall("depth_blt");
4256 if (context
->current_fbo
) context_bind_fbo(context
, GL_FRAMEBUFFER
, &context
->current_fbo
->id
);
4260 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
4264 ERR("Invalid location (%#x) specified.\n", location
);
4267 surface
->flags
|= location
;
4268 surface
->ds_current_size
.cx
= surface
->currentDesc
.Width
;
4269 surface
->ds_current_size
.cy
= surface
->currentDesc
.Height
;
4272 void surface_modify_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, BOOL persistent
)
4274 IWineD3DSurfaceImpl
*overlay
;
4276 TRACE("surface %p, location %s, persistent %#x.\n",
4277 surface
, debug_surflocation(flag
), persistent
);
4279 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4281 if (surface_is_offscreen(surface
))
4283 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4284 if (flag
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)) flag
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4288 TRACE("Surface %p is an onscreen surface.\n", surface
);
4294 if (((surface
->flags
& SFLAG_INTEXTURE
) && !(flag
& SFLAG_INTEXTURE
))
4295 || ((surface
->flags
& SFLAG_INSRGBTEX
) && !(flag
& SFLAG_INSRGBTEX
)))
4297 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4299 TRACE("Passing to container.\n");
4300 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
4303 surface
->flags
&= ~SFLAG_LOCATIONS
;
4304 surface
->flags
|= flag
;
4306 /* Redraw emulated overlays, if any */
4307 if (flag
& SFLAG_INDRAWABLE
&& !list_empty(&surface
->overlays
))
4309 LIST_FOR_EACH_ENTRY(overlay
, &surface
->overlays
, IWineD3DSurfaceImpl
, overlay_entry
)
4311 IWineD3DSurface_DrawOverlay((IWineD3DSurface
*)overlay
);
4317 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)) && (flag
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
)))
4319 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
4321 TRACE("Passing to container\n");
4322 basetexture_set_dirty(surface
->container
.u
.texture
, TRUE
);
4325 surface
->flags
&= ~flag
;
4328 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4330 ERR("Surface %p does not have any up to date location.\n", surface
);
4334 HRESULT
surface_load_location(IWineD3DSurfaceImpl
*surface
, DWORD flag
, const RECT
*rect
)
4336 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
4337 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4338 BOOL drawable_read_ok
= surface_is_offscreen(surface
);
4339 struct wined3d_format format
;
4340 CONVERT_TYPES convert
;
4341 int width
, pitch
, outpitch
;
4343 BOOL in_fbo
= FALSE
;
4345 TRACE("surface %p, location %s, rect %s.\n", surface
, debug_surflocation(flag
), wine_dbgstr_rect(rect
));
4347 if (surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
)
4349 if (flag
== SFLAG_INTEXTURE
)
4351 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4352 surface_load_ds_location(surface
, context
, SFLAG_DS_OFFSCREEN
);
4353 context_release(context
);
4358 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag
));
4359 return WINED3DERR_INVALIDCALL
;
4363 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
4365 if (surface_is_offscreen(surface
))
4367 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4368 * Prefer SFLAG_INTEXTURE. */
4369 if (flag
== SFLAG_INDRAWABLE
) flag
= SFLAG_INTEXTURE
;
4370 drawable_read_ok
= FALSE
;
4375 TRACE("Surface %p is an onscreen surface.\n", surface
);
4379 if (surface
->flags
& flag
)
4381 TRACE("Location already up to date\n");
4385 if (!(surface
->flags
& SFLAG_LOCATIONS
))
4387 ERR("Surface %p does not have any up to date location.\n", surface
);
4388 surface
->flags
|= SFLAG_LOST
;
4389 return WINED3DERR_DEVICELOST
;
4392 if (flag
== SFLAG_INSYSMEM
)
4394 surface_prepare_system_memory(surface
);
4396 /* Download the surface to system memory */
4397 if (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSRGBTEX
))
4399 struct wined3d_context
*context
= NULL
;
4401 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4403 surface_bind_and_dirtify(surface
, !(surface
->flags
& SFLAG_INTEXTURE
));
4404 surface_download_data(surface
, gl_info
);
4406 if (context
) context_release(context
);
4410 /* Note: It might be faster to download into a texture first. */
4411 read_from_framebuffer(surface
, rect
, surface
->resource
.allocatedMemory
,
4412 IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
));
4415 else if (flag
== SFLAG_INDRAWABLE
)
4417 if (wined3d_settings
.rendertargetlock_mode
== RTL_READTEX
)
4418 surface_load_location(surface
, SFLAG_INTEXTURE
, NULL
);
4420 if (surface
->flags
& SFLAG_INTEXTURE
)
4424 surface_get_rect(surface
, rect
, &r
);
4425 surface_blt_to_drawable(device
, WINED3DTEXF_POINT
, FALSE
, surface
, &r
, surface
, &r
);
4430 if ((surface
->flags
& SFLAG_LOCATIONS
) == SFLAG_INSRGBTEX
)
4432 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4433 * values, otherwise we get incorrect values in the target. For now go the slow way
4434 * via a system memory copy
4436 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4439 d3dfmt_get_conv(surface
, FALSE
/* We need color keying */,
4440 FALSE
/* We won't use textures */, &format
, &convert
);
4442 /* The width is in 'length' not in bytes */
4443 width
= surface
->currentDesc
.Width
;
4444 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4446 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4447 * but it isn't set (yet) in all cases it is getting called. */
4448 if ((convert
!= NO_CONVERSION
) && (surface
->flags
& SFLAG_PBO
))
4450 struct wined3d_context
*context
= NULL
;
4452 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4454 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4455 surface_remove_pbo(surface
, gl_info
);
4456 if (context
) context_release(context
);
4459 if ((convert
!= NO_CONVERSION
) && surface
->resource
.allocatedMemory
)
4461 int height
= surface
->currentDesc
.Height
;
4462 byte_count
= format
.conv_byte_count
;
4464 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4465 outpitch
= width
* byte_count
;
4466 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4468 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4470 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4471 return WINED3DERR_OUTOFVIDEOMEMORY
;
4473 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4474 width
, height
, outpitch
, convert
, surface
);
4476 surface
->flags
|= SFLAG_CONVERTED
;
4480 surface
->flags
&= ~SFLAG_CONVERTED
;
4481 mem
= surface
->resource
.allocatedMemory
;
4482 byte_count
= format
.byte_count
;
4485 flush_to_framebuffer_drawpixels(surface
, format
.glFormat
, format
.glType
, byte_count
, mem
);
4487 /* Don't delete PBO memory */
4488 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4489 HeapFree(GetProcessHeap(), 0, mem
);
4492 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4494 const DWORD attach_flags
= WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB
;
4496 if (drawable_read_ok
&& (surface
->flags
& SFLAG_INDRAWABLE
))
4498 read_from_framebuffer_texture(surface
, flag
== SFLAG_INSRGBTEX
);
4500 else if (surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INTEXTURE
)
4501 && (surface
->resource
.format
->flags
& attach_flags
) == attach_flags
4502 && fbo_blit_supported(gl_info
, BLIT_OP_BLIT
,
4503 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
,
4504 NULL
, surface
->resource
.usage
, surface
->resource
.pool
, surface
->resource
.format
))
4506 DWORD src_location
= flag
== SFLAG_INSRGBTEX
? SFLAG_INTEXTURE
: SFLAG_INSRGBTEX
;
4507 RECT rect
= {0, 0, surface
->currentDesc
.Width
, surface
->currentDesc
.Height
};
4509 surface_blt_fbo(surface
->resource
.device
, WINED3DTEXF_POINT
,
4510 surface
, src_location
, &rect
, surface
, flag
, &rect
);
4514 /* Upload from system memory */
4515 BOOL srgb
= flag
== SFLAG_INSRGBTEX
;
4516 struct wined3d_context
*context
= NULL
;
4518 d3dfmt_get_conv(surface
, TRUE
/* We need color keying */,
4519 TRUE
/* We will use textures */, &format
, &convert
);
4523 if ((surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INSYSMEM
)) == SFLAG_INTEXTURE
)
4525 /* Performance warning... */
4526 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface
);
4527 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4532 if ((surface
->flags
& (SFLAG_INSRGBTEX
| SFLAG_INSYSMEM
)) == SFLAG_INSRGBTEX
)
4534 /* Performance warning... */
4535 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface
);
4536 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4539 if (!(surface
->flags
& SFLAG_INSYSMEM
))
4541 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4542 /* Lets hope we get it from somewhere... */
4543 surface_load_location(surface
, SFLAG_INSYSMEM
, rect
);
4546 if (!device
->isInDraw
) context
= context_acquire(device
, NULL
);
4548 surface_prepare_texture(surface
, gl_info
, srgb
);
4549 surface_bind_and_dirtify(surface
, srgb
);
4551 if (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
)
4553 surface
->flags
|= SFLAG_GLCKEY
;
4554 surface
->glCKey
= surface
->SrcBltCKey
;
4556 else surface
->flags
&= ~SFLAG_GLCKEY
;
4558 /* The width is in 'length' not in bytes */
4559 width
= surface
->currentDesc
.Width
;
4560 pitch
= IWineD3DSurface_GetPitch((IWineD3DSurface
*)surface
);
4562 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4563 * but it isn't set (yet) in all cases it is getting called. */
4564 if ((convert
!= NO_CONVERSION
|| format
.convert
) && (surface
->flags
& SFLAG_PBO
))
4566 TRACE("Removing the pbo attached to surface %p.\n", surface
);
4567 surface_remove_pbo(surface
, gl_info
);
4572 /* This code is entered for texture formats which need a fixup. */
4573 int height
= surface
->currentDesc
.Height
;
4575 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4576 outpitch
= width
* format
.conv_byte_count
;
4577 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4579 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4581 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4582 if (context
) context_release(context
);
4583 return WINED3DERR_OUTOFVIDEOMEMORY
;
4585 format
.convert(surface
->resource
.allocatedMemory
, mem
, pitch
, width
, height
);
4587 else if (convert
!= NO_CONVERSION
&& surface
->resource
.allocatedMemory
)
4589 /* This code is only entered for color keying fixups */
4590 int height
= surface
->currentDesc
.Height
;
4592 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4593 outpitch
= width
* format
.conv_byte_count
;
4594 outpitch
= (outpitch
+ device
->surface_alignment
- 1) & ~(device
->surface_alignment
- 1);
4596 mem
= HeapAlloc(GetProcessHeap(), 0, outpitch
* height
);
4598 ERR("Out of memory %d, %d!\n", outpitch
, height
);
4599 if (context
) context_release(context
);
4600 return WINED3DERR_OUTOFVIDEOMEMORY
;
4602 d3dfmt_convert_surface(surface
->resource
.allocatedMemory
, mem
, pitch
,
4603 width
, height
, outpitch
, convert
, surface
);
4607 mem
= surface
->resource
.allocatedMemory
;
4610 /* Make sure the correct pitch is used */
4612 glPixelStorei(GL_UNPACK_ROW_LENGTH
, width
);
4615 if (mem
|| (surface
->flags
& SFLAG_PBO
))
4616 surface_upload_data(surface
, gl_info
, &format
, srgb
, mem
);
4618 /* Restore the default pitch */
4620 glPixelStorei(GL_UNPACK_ROW_LENGTH
, 0);
4623 if (context
) context_release(context
);
4625 /* Don't delete PBO memory */
4626 if ((mem
!= surface
->resource
.allocatedMemory
) && !(surface
->flags
& SFLAG_PBO
))
4627 HeapFree(GetProcessHeap(), 0, mem
);
4631 if (!rect
) surface
->flags
|= flag
;
4633 if (in_fbo
&& (surface
->flags
& (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
)))
4635 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4636 surface
->flags
|= (SFLAG_INTEXTURE
| SFLAG_INDRAWABLE
);
4642 static WINED3DSURFTYPE WINAPI
IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
4643 return SURFACE_OPENGL
;
4646 static HRESULT WINAPI
IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
4647 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
4650 /* If there's no destination surface there is nothing to do */
4651 if(!This
->overlay_dest
) return WINED3D_OK
;
4653 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4654 * update the overlay. Prevent an endless recursion. */
4655 if (This
->overlay_dest
->flags
& SFLAG_INOVERLAYDRAW
)
4658 This
->overlay_dest
->flags
|= SFLAG_INOVERLAYDRAW
;
4659 hr
= IWineD3DSurfaceImpl_Blt((IWineD3DSurface
*)This
->overlay_dest
,
4660 &This
->overlay_destrect
, iface
, &This
->overlay_srcrect
,
4661 WINEDDBLT_WAIT
, NULL
, WINED3DTEXF_LINEAR
);
4662 This
->overlay_dest
->flags
&= ~SFLAG_INOVERLAYDRAW
;
4667 BOOL
surface_is_offscreen(IWineD3DSurfaceImpl
*surface
)
4669 IWineD3DSwapChainImpl
*swapchain
= surface
->container
.u
.swapchain
;
4671 /* Not on a swapchain - must be offscreen */
4672 if (surface
->container
.type
!= WINED3D_CONTAINER_SWAPCHAIN
) return TRUE
;
4674 /* The front buffer is always onscreen */
4675 if (surface
== swapchain
->front_buffer
) return FALSE
;
4677 /* If the swapchain is rendered to an FBO, the backbuffer is
4678 * offscreen, otherwise onscreen */
4679 return swapchain
->render_to_fbo
;
4682 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
=
4685 IWineD3DBaseSurfaceImpl_QueryInterface
,
4686 IWineD3DBaseSurfaceImpl_AddRef
,
4687 IWineD3DSurfaceImpl_Release
,
4688 /* IWineD3DResource */
4689 IWineD3DBaseSurfaceImpl_GetParent
,
4690 IWineD3DBaseSurfaceImpl_SetPrivateData
,
4691 IWineD3DBaseSurfaceImpl_GetPrivateData
,
4692 IWineD3DBaseSurfaceImpl_FreePrivateData
,
4693 IWineD3DBaseSurfaceImpl_SetPriority
,
4694 IWineD3DBaseSurfaceImpl_GetPriority
,
4695 IWineD3DSurfaceImpl_PreLoad
,
4696 IWineD3DSurfaceImpl_UnLoad
,
4697 IWineD3DBaseSurfaceImpl_GetType
,
4698 /* IWineD3DSurface */
4699 IWineD3DBaseSurfaceImpl_GetDesc
,
4700 IWineD3DSurfaceImpl_Map
,
4701 IWineD3DSurfaceImpl_Unmap
,
4702 IWineD3DSurfaceImpl_GetDC
,
4703 IWineD3DSurfaceImpl_ReleaseDC
,
4704 IWineD3DSurfaceImpl_Flip
,
4705 IWineD3DSurfaceImpl_Blt
,
4706 IWineD3DBaseSurfaceImpl_GetBltStatus
,
4707 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
4708 IWineD3DBaseSurfaceImpl_IsLost
,
4709 IWineD3DBaseSurfaceImpl_Restore
,
4710 IWineD3DSurfaceImpl_BltFast
,
4711 IWineD3DBaseSurfaceImpl_GetPalette
,
4712 IWineD3DBaseSurfaceImpl_SetPalette
,
4713 IWineD3DSurfaceImpl_RealizePalette
,
4714 IWineD3DBaseSurfaceImpl_SetColorKey
,
4715 IWineD3DBaseSurfaceImpl_GetPitch
,
4716 IWineD3DSurfaceImpl_SetMem
,
4717 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
4718 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
4719 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
4720 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
4721 IWineD3DBaseSurfaceImpl_SetClipper
,
4722 IWineD3DBaseSurfaceImpl_GetClipper
,
4724 IWineD3DSurfaceImpl_LoadTexture
,
4725 IWineD3DSurfaceImpl_BindTexture
,
4726 IWineD3DBaseSurfaceImpl_GetData
,
4727 IWineD3DSurfaceImpl_SetFormat
,
4728 IWineD3DSurfaceImpl_PrivateSetup
,
4729 IWineD3DSurfaceImpl_GetImplType
,
4730 IWineD3DSurfaceImpl_DrawOverlay
4733 static HRESULT
ffp_blit_alloc(IWineD3DDeviceImpl
*device
) { return WINED3D_OK
; }
4734 /* Context activation is done by the caller. */
4735 static void ffp_blit_free(IWineD3DDeviceImpl
*device
) { }
4737 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4738 /* Context activation is done by the caller. */
4739 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl
*surface
, const struct wined3d_gl_info
*gl_info
)
4742 BOOL colorkey_active
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
4744 d3dfmt_p8_init_palette(surface
, table
, colorkey_active
);
4746 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4748 GL_EXTCALL(glColorTableEXT(surface
->texture_target
, GL_RGBA
, 256, GL_RGBA
, GL_UNSIGNED_BYTE
, table
));
4752 /* Context activation is done by the caller. */
4753 static HRESULT
ffp_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
4755 enum complex_fixup fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
4757 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4758 * else the surface is converted in software at upload time in LoadLocation.
4760 if(fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4761 ffp_blit_p8_upload_palette(surface
, gl_info
);
4764 glEnable(surface
->texture_target
);
4765 checkGLcall("glEnable(surface->texture_target)");
4770 /* Context activation is done by the caller. */
4771 static void ffp_blit_unset(const struct wined3d_gl_info
*gl_info
)
4774 glDisable(GL_TEXTURE_2D
);
4775 checkGLcall("glDisable(GL_TEXTURE_2D)");
4776 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
4778 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
4779 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4781 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4783 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
4784 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4789 static BOOL
ffp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4790 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4791 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4793 enum complex_fixup src_fixup
;
4795 if (blit_op
== BLIT_OP_COLOR_FILL
)
4797 if (!(dst_usage
& WINED3DUSAGE_RENDERTARGET
))
4799 TRACE("Color fill not supported\n");
4806 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
4807 if (TRACE_ON(d3d_surface
) && TRACE_ON(d3d
))
4809 TRACE("Checking support for fixup:\n");
4810 dump_color_fixup_desc(src_format
->color_fixup
);
4813 if (blit_op
!= BLIT_OP_BLIT
)
4815 TRACE("Unsupported blit_op=%d\n", blit_op
);
4819 if (!is_identity_fixup(dst_format
->color_fixup
))
4821 TRACE("Destination fixups are not supported\n");
4825 if (src_fixup
== COMPLEX_FIXUP_P8
&& gl_info
->supported
[EXT_PALETTED_TEXTURE
])
4827 TRACE("P8 fixup supported\n");
4831 /* We only support identity conversions. */
4832 if (is_identity_fixup(src_format
->color_fixup
))
4838 TRACE("[FAILED]\n");
4842 /* Do not call while under the GL lock. */
4843 static HRESULT
ffp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4844 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4846 const RECT draw_rect
= {0, 0, dst_surface
->currentDesc
.Width
, dst_surface
->currentDesc
.Height
};
4848 return device_clear_render_targets(device
, 1 /* rt_count */, &dst_surface
, 1 /* rect_count */,
4849 dst_rect
, &draw_rect
, WINED3DCLEAR_TARGET
, color
, 0.0f
/* depth */, 0 /* stencil */);
4852 const struct blit_shader ffp_blit
= {
4861 static HRESULT
cpu_blit_alloc(IWineD3DDeviceImpl
*device
)
4866 /* Context activation is done by the caller. */
4867 static void cpu_blit_free(IWineD3DDeviceImpl
*device
)
4871 /* Context activation is done by the caller. */
4872 static HRESULT
cpu_blit_set(void *blit_priv
, const struct wined3d_gl_info
*gl_info
, IWineD3DSurfaceImpl
*surface
)
4877 /* Context activation is done by the caller. */
4878 static void cpu_blit_unset(const struct wined3d_gl_info
*gl_info
)
4882 static BOOL
cpu_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4883 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4884 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4886 if (blit_op
== BLIT_OP_COLOR_FILL
)
4894 /* Do not call while under the GL lock. */
4895 static HRESULT
cpu_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
4896 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
4900 memset(&BltFx
, 0, sizeof(BltFx
));
4901 BltFx
.dwSize
= sizeof(BltFx
);
4902 BltFx
.u5
.dwFillColor
= wined3d_format_convert_from_float(dst_surface
->resource
.format
, color
);
4903 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface
*)dst_surface
, dst_rect
,
4904 NULL
, NULL
, WINEDDBLT_COLORFILL
, &BltFx
, WINED3DTEXF_POINT
);
4907 const struct blit_shader cpu_blit
= {
4916 static BOOL
fbo_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
4917 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
4918 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
4920 if ((wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
) || !gl_info
->fbo_ops
.glBlitFramebuffer
)
4923 /* We only support blitting. Things like color keying / color fill should
4924 * be handled by other blitters.
4926 if (blit_op
!= BLIT_OP_BLIT
)
4929 /* Source and/or destination need to be on the GL side */
4930 if (src_pool
== WINED3DPOOL_SYSTEMMEM
|| dst_pool
== WINED3DPOOL_SYSTEMMEM
)
4933 if (!((src_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (src_usage
& WINED3DUSAGE_RENDERTARGET
))
4934 && ((dst_format
->flags
& WINED3DFMT_FLAG_FBO_ATTACHABLE
) || (dst_usage
& WINED3DUSAGE_RENDERTARGET
)))
4937 if (!(src_format
->id
== dst_format
->id
4938 || (is_identity_fixup(src_format
->color_fixup
)
4939 && is_identity_fixup(dst_format
->color_fixup
))))