mlang/tests: Remove superfluous backslashes at end of lines.
[wine/testsucceed.git] / dlls / wined3d / surface.c
blob72f7537133a64ebd49fb5abcbbba53c54c97e1bd
1 /*
2 * IWineD3DSurface Implementation
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include "wine/port.h"
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
34 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
36 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
37 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
38 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
39 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
40 static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
42 void surface_force_reload(IWineD3DSurface *iface)
44 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
46 This->Flags &= ~SFLAG_ALLOCATED;
49 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
51 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
53 TRACE("(%p) : setting texture name %u\n", This, name);
55 if (!This->glDescription.textureName && name)
57 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
58 * surface has no texture name yet. See if we can get rid of this. */
59 if (This->Flags & SFLAG_INTEXTURE)
60 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
61 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
64 This->glDescription.textureName = name;
65 surface_force_reload(iface);
68 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
70 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
72 TRACE("(%p) : setting target %#x\n", This, target);
74 if (This->glDescription.target != target)
76 if (target == GL_TEXTURE_RECTANGLE_ARB)
78 This->Flags &= ~SFLAG_NORMCOORD;
80 else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
82 This->Flags |= SFLAG_NORMCOORD;
85 This->glDescription.target = target;
86 surface_force_reload(iface);
89 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
90 int active_sampler;
92 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
93 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
94 * gl states. The current texture unit should always be a valid one.
96 * To be more specific, this is tricky because we can implicitly be called
97 * from sampler() in state.c. This means we can't touch anything other than
98 * whatever happens to be the currently active texture, or we would risk
99 * marking already applied sampler states dirty again.
101 * TODO: Track the current active texture per GL context instead of using glGet
103 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
104 GLint active_texture;
105 ENTER_GL();
106 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
107 LEAVE_GL();
108 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
109 } else {
110 active_sampler = 0;
113 if (active_sampler != -1) {
114 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
116 IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
119 /* This function checks if the primary render target uses the 8bit paletted format. */
120 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
122 if (device->render_targets && device->render_targets[0]) {
123 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
124 if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
125 return TRUE;
127 return FALSE;
130 /* This call just downloads data, the caller is responsible for activating the
131 * right context and binding the correct texture. */
132 static void surface_download_data(IWineD3DSurfaceImpl *This) {
133 if (0 == This->glDescription.textureName) {
134 ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
135 return;
138 /* Only support read back of converted P8 surfaces */
139 if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
140 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
141 return;
144 ENTER_GL();
146 if (This->resource.format == WINED3DFMT_DXT1 ||
147 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
148 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
149 This->resource.format == WINED3DFMT_ATI2N) {
150 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
151 FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
152 } else {
153 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
154 This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
156 if(This->Flags & SFLAG_PBO) {
157 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
158 checkGLcall("glBindBufferARB");
159 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
160 checkGLcall("glGetCompressedTexImageARB()");
161 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
162 checkGLcall("glBindBufferARB");
163 } else {
164 GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
165 checkGLcall("glGetCompressedTexImageARB()");
168 LEAVE_GL();
169 } else {
170 void *mem;
171 GLenum format = This->glDescription.glFormat;
172 GLenum type = This->glDescription.glType;
173 int src_pitch = 0;
174 int dst_pitch = 0;
176 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
177 if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
178 format = GL_ALPHA;
179 type = GL_UNSIGNED_BYTE;
182 if (This->Flags & SFLAG_NONPOW2) {
183 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
184 src_pitch = This->bytesPerPixel * This->pow2Width;
185 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
186 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
187 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
188 } else {
189 mem = This->resource.allocatedMemory;
192 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
193 format, type, mem);
195 if(This->Flags & SFLAG_PBO) {
196 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
197 checkGLcall("glBindBufferARB");
199 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
200 type, NULL);
201 checkGLcall("glGetTexImage()");
203 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
204 checkGLcall("glBindBufferARB");
205 } else {
206 glGetTexImage(This->glDescription.target, This->glDescription.level, format,
207 type, mem);
208 checkGLcall("glGetTexImage()");
210 LEAVE_GL();
212 if (This->Flags & SFLAG_NONPOW2) {
213 LPBYTE src_data, dst_data;
214 int y;
216 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
217 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
218 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
220 * We're doing this...
222 * instead of boxing the texture :
223 * |<-texture width ->| -->pow2width| /\
224 * |111111111111111111| | |
225 * |222 Texture 222222| boxed empty | texture height
226 * |3333 Data 33333333| | |
227 * |444444444444444444| | \/
228 * ----------------------------------- |
229 * | boxed empty | boxed empty | pow2height
230 * | | | \/
231 * -----------------------------------
234 * we're repacking the data to the expected texture width
236 * |<-texture width ->| -->pow2width| /\
237 * |111111111111111111222222222222222| |
238 * |222333333333333333333444444444444| texture height
239 * |444444 | |
240 * | | \/
241 * | | |
242 * | empty | pow2height
243 * | | \/
244 * -----------------------------------
246 * == is the same as
248 * |<-texture width ->| /\
249 * |111111111111111111|
250 * |222222222222222222|texture height
251 * |333333333333333333|
252 * |444444444444444444| \/
253 * --------------------
255 * this also means that any references to allocatedMemory should work with the data as if were a
256 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
258 * internally the texture is still stored in a boxed format so any references to textureName will
259 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
261 * Performance should not be an issue, because applications normally do not lock the surfaces when
262 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
263 * and doesn't have to be re-read.
265 src_data = mem;
266 dst_data = This->resource.allocatedMemory;
267 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
268 for (y = 1 ; y < This->currentDesc.Height; y++) {
269 /* skip the first row */
270 src_data += src_pitch;
271 dst_data += dst_pitch;
272 memcpy(dst_data, src_data, dst_pitch);
275 HeapFree(GetProcessHeap(), 0, mem);
279 /* Surface has now been downloaded */
280 This->Flags |= SFLAG_INSYSMEM;
283 /* This call just uploads data, the caller is responsible for activating the
284 * right context and binding the correct texture. */
285 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
287 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
289 if (This->resource.format == WINED3DFMT_DXT1 ||
290 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
291 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
292 This->resource.format == WINED3DFMT_ATI2N) {
293 if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
294 FIXME("Using DXT1/3/5 without advertized support\n");
295 } else {
296 /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
297 * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
298 * function uses glCompressedTexImage2D instead of the SubImage call
300 TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
301 ENTER_GL();
303 if(This->Flags & SFLAG_PBO) {
304 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
305 checkGLcall("glBindBufferARB");
306 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
308 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
309 width, height, 0 /* border */, This->resource.size, NULL));
310 checkGLcall("glCompressedTexSubImage2D");
312 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
313 checkGLcall("glBindBufferARB");
314 } else {
315 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
316 width, height, 0 /* border */, This->resource.size, data));
317 checkGLcall("glCompressedTexSubImage2D");
319 LEAVE_GL();
321 } else {
322 TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
323 ENTER_GL();
325 if(This->Flags & SFLAG_PBO) {
326 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
327 checkGLcall("glBindBufferARB");
328 TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
330 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
331 checkGLcall("glTexSubImage2D");
333 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
334 checkGLcall("glBindBufferARB");
336 else {
337 glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
338 checkGLcall("glTexSubImage2D");
341 LEAVE_GL();
345 /* This call just allocates the texture, the caller is responsible for
346 * activating the right context and binding the correct texture. */
347 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
348 BOOL enable_client_storage = FALSE;
349 BYTE *mem = NULL;
351 if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
353 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", This,
354 This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
356 if (This->resource.format == WINED3DFMT_DXT1 ||
357 This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
358 This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
359 This->resource.format == WINED3DFMT_ATI2N) {
360 /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
361 TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
363 /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
364 * once, unfortunately
366 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
367 /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
368 This->Flags |= SFLAG_CLIENT;
369 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
370 ENTER_GL();
371 GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
372 width, height, 0 /* border */, This->resource.size, mem));
373 LEAVE_GL();
376 return;
379 ENTER_GL();
381 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
382 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
383 /* In some cases we want to disable client storage.
384 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
385 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
386 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
387 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
388 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
390 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
391 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
392 This->Flags &= ~SFLAG_CLIENT;
393 enable_client_storage = TRUE;
394 } else {
395 This->Flags |= SFLAG_CLIENT;
397 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
398 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
400 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
403 glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
404 checkGLcall("glTexImage2D");
406 if(enable_client_storage) {
407 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
408 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
410 LEAVE_GL();
412 This->Flags |= SFLAG_ALLOCATED;
415 /* In D3D the depth stencil dimensions have to be greater than or equal to the
416 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
417 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
418 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
420 renderbuffer_entry_t *entry;
421 GLuint renderbuffer = 0;
422 unsigned int src_width, src_height;
424 src_width = This->pow2Width;
425 src_height = This->pow2Height;
427 /* A depth stencil smaller than the render target is not valid */
428 if (width > src_width || height > src_height) return;
430 /* Remove any renderbuffer set if the sizes match */
431 if (width == src_width && height == src_height) {
432 This->current_renderbuffer = NULL;
433 return;
436 /* Look if we've already got a renderbuffer of the correct dimensions */
437 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
438 if (entry->width == width && entry->height == height) {
439 renderbuffer = entry->id;
440 This->current_renderbuffer = entry;
441 break;
445 if (!renderbuffer) {
446 const GlPixelFormatDesc *glDesc;
447 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
449 GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
450 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
451 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
453 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
454 entry->width = width;
455 entry->height = height;
456 entry->id = renderbuffer;
457 list_add_head(&This->renderbuffers, &entry->entry);
459 This->current_renderbuffer = entry;
462 checkGLcall("set_compatible_renderbuffer");
465 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
466 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
467 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
469 TRACE("(%p) : swapchain %p\n", This, swapchain);
471 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
472 TRACE("Returning GL_BACK\n");
473 return GL_BACK;
474 } else if (swapchain_impl->frontBuffer == iface) {
475 TRACE("Returning GL_FRONT\n");
476 return GL_FRONT;
479 FIXME("Higher back buffer, returning GL_BACK\n");
480 return GL_BACK;
483 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
484 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
485 ULONG ref = InterlockedDecrement(&This->resource.ref);
486 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
487 if (ref == 0) {
488 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
489 renderbuffer_entry_t *entry, *entry2;
490 TRACE("(%p) : cleaning up\n", This);
492 /* Need a context to destroy the texture. Use the currently active render target, but only if
493 * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
494 * When destroying the primary rt, Uninit3D will activate a context before doing anything
496 if(device->render_targets && device->render_targets[0]) {
497 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
500 ENTER_GL();
501 if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
502 TRACE("Deleting texture %d\n", This->glDescription.textureName);
503 glDeleteTextures(1, &This->glDescription.textureName);
506 if(This->Flags & SFLAG_PBO) {
507 /* Delete the PBO */
508 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
511 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
512 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
513 HeapFree(GetProcessHeap(), 0, entry);
515 LEAVE_GL();
517 if(This->Flags & SFLAG_DIBSECTION) {
518 /* Release the DC */
519 SelectObject(This->hDC, This->dib.holdbitmap);
520 DeleteDC(This->hDC);
521 /* Release the DIB section */
522 DeleteObject(This->dib.DIBsection);
523 This->dib.bitmap_data = NULL;
524 This->resource.allocatedMemory = NULL;
526 if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
528 HeapFree(GetProcessHeap(), 0, This->palette9);
530 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
532 if(This->overlay_dest) {
533 list_remove(&This->overlay_entry);
536 TRACE("(%p) Released\n", This);
537 HeapFree(GetProcessHeap(), 0, This);
540 return ref;
543 /* ****************************************************
544 IWineD3DSurface IWineD3DResource parts follow
545 **************************************************** */
547 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
548 /* TODO: check for locks */
549 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
550 IWineD3DBaseTexture *baseTexture = NULL;
551 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
553 TRACE("(%p)Checking to see if the container is a base texture\n", This);
554 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
555 TRACE("Passing to container\n");
556 IWineD3DBaseTexture_PreLoad(baseTexture);
557 IWineD3DBaseTexture_Release(baseTexture);
558 } else {
559 TRACE("(%p) : About to load surface\n", This);
561 if(!device->isInDraw) {
562 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
565 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
566 if(palette9_changed(This)) {
567 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
568 /* TODO: This is not necessarily needed with hw palettized texture support */
569 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
570 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
571 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
575 IWineD3DSurface_LoadTexture(iface, FALSE);
577 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
578 /* Tell opengl to try and keep this texture in video ram (well mostly) */
579 GLclampf tmp;
580 tmp = 0.9f;
581 ENTER_GL();
582 glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
583 LEAVE_GL();
586 return;
589 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
590 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
591 This->resource.allocatedMemory =
592 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
594 ENTER_GL();
595 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
596 checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
597 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
598 checkGLcall("glGetBufferSubData");
599 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
600 checkGLcall("glDeleteBuffers");
601 LEAVE_GL();
603 This->pbo = 0;
604 This->Flags &= ~SFLAG_PBO;
607 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
608 IWineD3DBaseTexture *texture = NULL;
609 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
610 renderbuffer_entry_t *entry, *entry2;
611 TRACE("(%p)\n", iface);
613 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
614 /* Default pool resources are supposed to be destroyed before Reset is called.
615 * Implicit resources stay however. So this means we have an implicit render target
616 * or depth stencil. The content may be destroyed, but we still have to tear down
617 * opengl resources, so we cannot leave early.
619 * Put the most up to date surface location into the drawable. D3D-wise this content
620 * is undefined, so it would be nowhere, but that would make the location management
621 * more complicated. The drawable is a sane location, because if we mark sysmem or
622 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
623 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
624 * sysmem copy here.
626 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
627 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
628 } else {
629 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
631 } else {
632 /* Load the surface into system memory */
633 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
634 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
636 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
637 This->Flags &= ~SFLAG_ALLOCATED;
639 /* Destroy PBOs, but load them into real sysmem before */
640 if(This->Flags & SFLAG_PBO) {
641 surface_remove_pbo(This);
644 /* Destroy fbo render buffers. This is needed for implicit render targets, for
645 * all application-created targets the application has to release the surface
646 * before calling _Reset
648 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
649 ENTER_GL();
650 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
651 LEAVE_GL();
652 list_remove(&entry->entry);
653 HeapFree(GetProcessHeap(), 0, entry);
655 list_init(&This->renderbuffers);
656 This->current_renderbuffer = NULL;
658 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
659 * destroy it
661 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
662 if(!texture) {
663 ENTER_GL();
664 glDeleteTextures(1, &This->glDescription.textureName);
665 This->glDescription.textureName = 0;
666 LEAVE_GL();
667 } else {
668 IWineD3DBaseTexture_Release(texture);
670 return;
673 /* ******************************************************
674 IWineD3DSurface IWineD3DSurface parts follow
675 ****************************************************** */
677 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
678 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
679 TRACE("(%p) : returning %p\n", This, &This->glDescription);
680 *glDescription = &This->glDescription;
683 /* TODO: think about moving this down to resource? */
684 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
685 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
686 /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
687 if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
688 FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
690 return (CONST void*)(This->resource.allocatedMemory);
693 /* Read the framebuffer back into the surface */
694 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
695 IWineD3DSwapChainImpl *swapchain;
696 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
697 BYTE *mem;
698 GLint fmt;
699 GLint type;
700 BYTE *row, *top, *bottom;
701 int i;
702 BOOL bpp;
703 RECT local_rect;
704 BOOL srcIsUpsideDown;
706 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
707 static BOOL warned = FALSE;
708 if(!warned) {
709 ERR("The application tries to lock the render target, but render target locking is disabled\n");
710 warned = TRUE;
712 return;
715 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
716 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
717 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
718 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
719 * context->last_was_blit set on the unlock.
721 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
722 ENTER_GL();
724 /* Select the correct read buffer, and give some debug output.
725 * There is no need to keep track of the current read buffer or reset it, every part of the code
726 * that reads sets the read buffer as desired.
728 if(!swapchain) {
729 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
730 * Read from the back buffer
732 TRACE("Locking offscreen render target\n");
733 glReadBuffer(myDevice->offscreenBuffer);
734 srcIsUpsideDown = TRUE;
735 } else {
736 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
737 TRACE("Locking %#x buffer\n", buffer);
738 glReadBuffer(buffer);
739 checkGLcall("glReadBuffer");
741 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
742 srcIsUpsideDown = FALSE;
745 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
746 if(!rect) {
747 local_rect.left = 0;
748 local_rect.top = 0;
749 local_rect.right = This->currentDesc.Width;
750 local_rect.bottom = This->currentDesc.Height;
751 } else {
752 local_rect = *rect;
754 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
756 switch(This->resource.format)
758 case WINED3DFMT_P8:
760 if(primary_render_target_is_p8(myDevice)) {
761 /* In case of P8 render targets the index is stored in the alpha component */
762 fmt = GL_ALPHA;
763 type = GL_UNSIGNED_BYTE;
764 mem = dest;
765 bpp = This->bytesPerPixel;
766 } else {
767 /* GL can't return palettized data, so read ARGB pixels into a
768 * separate block of memory and convert them into palettized format
769 * in software. Slow, but if the app means to use palettized render
770 * targets and locks it...
772 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
773 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
774 * for the color channels when palettizing the colors.
776 fmt = GL_RGB;
777 type = GL_UNSIGNED_BYTE;
778 pitch *= 3;
779 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
780 if(!mem) {
781 ERR("Out of memory\n");
782 LEAVE_GL();
783 return;
785 bpp = This->bytesPerPixel * 3;
788 break;
790 default:
791 mem = dest;
792 fmt = This->glDescription.glFormat;
793 type = This->glDescription.glType;
794 bpp = This->bytesPerPixel;
797 if(This->Flags & SFLAG_PBO) {
798 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
799 checkGLcall("glBindBufferARB");
802 glReadPixels(local_rect.left, local_rect.top,
803 local_rect.right - local_rect.left,
804 local_rect.bottom - local_rect.top,
805 fmt, type, mem);
806 vcheckGLcall("glReadPixels");
808 if(This->Flags & SFLAG_PBO) {
809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
810 checkGLcall("glBindBufferARB");
812 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
813 * to get a pointer to it and perform the flipping in software. This is a lot
814 * faster than calling glReadPixels for each line. In case we want more speed
815 * we should rerender it flipped in a FBO and read the data back from the FBO. */
816 if(!srcIsUpsideDown) {
817 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
818 checkGLcall("glBindBufferARB");
820 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
821 checkGLcall("glMapBufferARB");
825 /* TODO: Merge this with the palettization loop below for P8 targets */
826 if(!srcIsUpsideDown) {
827 UINT len, off;
828 /* glReadPixels returns the image upside down, and there is no way to prevent this.
829 Flip the lines in software */
830 len = (local_rect.right - local_rect.left) * bpp;
831 off = local_rect.left * bpp;
833 row = HeapAlloc(GetProcessHeap(), 0, len);
834 if(!row) {
835 ERR("Out of memory\n");
836 if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
837 LEAVE_GL();
838 return;
841 top = mem + pitch * local_rect.top;
842 bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
843 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
844 memcpy(row, top + off, len);
845 memcpy(top + off, bottom + off, len);
846 memcpy(bottom + off, row, len);
847 top += pitch;
848 bottom -= pitch;
850 HeapFree(GetProcessHeap(), 0, row);
852 /* Unmap the temp PBO buffer */
853 if(This->Flags & SFLAG_PBO) {
854 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
855 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
859 LEAVE_GL();
861 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
862 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
863 * the same color but we have no choice.
864 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
866 if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
867 PALETTEENTRY *pal = NULL;
868 DWORD width = pitch / 3;
869 int x, y, c;
871 if(This->palette) {
872 pal = This->palette->palents;
873 } else {
874 ERR("Palette is missing, cannot perform inverse palette lookup\n");
875 HeapFree(GetProcessHeap(), 0, mem);
876 return ;
879 for(y = local_rect.top; y < local_rect.bottom; y++) {
880 for(x = local_rect.left; x < local_rect.right; x++) {
881 /* start lines pixels */
882 BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
883 BYTE *green = blue + 1;
884 BYTE *red = green + 1;
886 for(c = 0; c < 256; c++) {
887 if(*red == pal[c].peRed &&
888 *green == pal[c].peGreen &&
889 *blue == pal[c].peBlue)
891 *((BYTE *) dest + y * width + x) = c;
892 break;
897 HeapFree(GetProcessHeap(), 0, mem);
901 /* Read the framebuffer contents into a texture */
902 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
904 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
905 IWineD3DSwapChainImpl *swapchain;
906 int bpp;
907 GLenum format, internal, type;
908 CONVERT_TYPES convert;
909 GLint prevRead;
911 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
913 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
914 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
915 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
916 * states in the stateblock, and no driver was found yet that had bugs in that regard.
918 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
919 surface_bind_and_dirtify(This);
920 ENTER_GL();
922 glGetIntegerv(GL_READ_BUFFER, &prevRead);
924 /* Select the correct read buffer, and give some debug output.
925 * There is no need to keep track of the current read buffer or reset it, every part of the code
926 * that reads sets the read buffer as desired.
928 if(!swapchain) {
929 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
930 * Read from the back buffer
932 TRACE("Locking offscreen render target\n");
933 glReadBuffer(device->offscreenBuffer);
934 } else {
935 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
936 TRACE("Locking %#x buffer\n", buffer);
937 glReadBuffer(buffer);
938 checkGLcall("glReadBuffer");
940 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
943 if(!(This->Flags & SFLAG_ALLOCATED)) {
944 surface_allocate_surface(This, internal, This->pow2Width,
945 This->pow2Height, format, type);
948 clear_unused_channels(This);
950 /* If !SrcIsUpsideDown we should flip the surface.
951 * This can be done using glCopyTexSubImage2D but this
952 * is VERY slow, so don't do that. We should prevent
953 * this code from getting called in such cases or perhaps
954 * we can use FBOs */
956 glCopyTexSubImage2D(This->glDescription.target,
957 This->glDescription.level,
958 0, 0, 0, 0,
959 This->currentDesc.Width,
960 This->currentDesc.Height);
961 checkGLcall("glCopyTexSubImage2D");
963 glReadBuffer(prevRead);
964 vcheckGLcall("glReadBuffer");
966 LEAVE_GL();
967 TRACE("Updated target %d\n", This->glDescription.target);
970 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
971 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
972 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
973 * changed
975 if(!(This->Flags & SFLAG_DYNLOCK)) {
976 This->lockCount++;
977 /* MAXLOCKCOUNT is defined in wined3d_private.h */
978 if(This->lockCount > MAXLOCKCOUNT) {
979 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
980 This->Flags |= SFLAG_DYNLOCK;
984 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
985 * Also don't create a PBO for systemmem surfaces.
987 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
988 GLenum error;
989 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
991 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
992 ENTER_GL();
994 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
995 error = glGetError();
996 if(This->pbo == 0 || error != GL_NO_ERROR) {
997 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1000 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1002 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1003 checkGLcall("glBindBufferARB");
1005 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1006 checkGLcall("glBufferDataARB");
1008 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1009 checkGLcall("glBindBufferARB");
1011 /* We don't need the system memory anymore and we can't even use it for PBOs */
1012 if(!(This->Flags & SFLAG_CLIENT)) {
1013 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1014 This->resource.heapMemory = NULL;
1016 This->resource.allocatedMemory = NULL;
1017 This->Flags |= SFLAG_PBO;
1018 LEAVE_GL();
1019 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1020 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1021 * or a pbo to map
1023 if(!This->resource.heapMemory) {
1024 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1026 This->resource.allocatedMemory =
1027 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1028 if(This->Flags & SFLAG_INSYSMEM) {
1029 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1034 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1035 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1036 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1037 IWineD3DSwapChain *swapchain = NULL;
1039 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1041 /* This is also done in the base class, but we have to verify this before loading any data from
1042 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1043 * may interfere, and all other bad things may happen
1045 if (This->Flags & SFLAG_LOCKED) {
1046 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1047 return WINED3DERR_INVALIDCALL;
1049 This->Flags |= SFLAG_LOCKED;
1051 if (!(This->Flags & SFLAG_LOCKABLE))
1053 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1056 if (Flags & WINED3DLOCK_DISCARD) {
1057 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1058 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1059 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1060 This->Flags |= SFLAG_INSYSMEM;
1061 goto lock_end;
1064 if (This->Flags & SFLAG_INSYSMEM) {
1065 TRACE("Local copy is up to date, not downloading data\n");
1066 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1067 goto lock_end;
1070 /* Now download the surface content from opengl
1071 * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
1072 * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
1074 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1075 if(swapchain || iface == myDevice->render_targets[0]) {
1076 const RECT *pass_rect = pRect;
1078 /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
1079 * because most caller functions do not need that. So do that here
1081 if(pRect &&
1082 pRect->top == 0 &&
1083 pRect->left == 0 &&
1084 pRect->right == This->currentDesc.Width &&
1085 pRect->bottom == This->currentDesc.Height) {
1086 pass_rect = NULL;
1089 switch(wined3d_settings.rendertargetlock_mode) {
1090 case RTL_TEXDRAW:
1091 case RTL_TEXTEX:
1092 FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
1093 #if 0
1094 /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
1095 * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
1096 * This may be faster on some cards
1098 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
1099 #endif
1100 /* drop through */
1102 case RTL_AUTO:
1103 case RTL_READDRAW:
1104 case RTL_READTEX:
1105 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1106 break;
1108 case RTL_DISABLE:
1109 break;
1111 if(swapchain) IWineD3DSwapChain_Release(swapchain);
1113 } else if(iface == myDevice->stencilBufferTarget) {
1114 /** the depth stencil in openGL has a format of GL_FLOAT
1115 * which should be good for WINED3DFMT_D16_LOCKABLE
1116 * and WINED3DFMT_D16
1117 * it is unclear what format the stencil buffer is in except.
1118 * 'Each index is converted to fixed point...
1119 * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
1120 * mappings in the table GL_PIXEL_MAP_S_TO_S.
1121 * glReadPixels(This->lockedRect.left,
1122 * This->lockedRect.bottom - j - 1,
1123 * This->lockedRect.right - This->lockedRect.left,
1124 * 1,
1125 * GL_DEPTH_COMPONENT,
1126 * type,
1127 * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
1129 * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
1130 * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
1131 * none of that is the case the problem is not in this function :-)
1132 ********************************************/
1133 FIXME("Depth stencil locking not supported yet\n");
1134 } else {
1135 /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
1136 TRACE("locking an ordinary surface\n");
1137 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
1140 lock_end:
1141 if(This->Flags & SFLAG_PBO) {
1142 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1143 ENTER_GL();
1144 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1145 checkGLcall("glBindBufferARB");
1147 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1148 if(This->resource.allocatedMemory) {
1149 ERR("The surface already has PBO memory allocated!\n");
1152 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1153 checkGLcall("glMapBufferARB");
1155 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1156 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1157 checkGLcall("glBindBufferARB");
1159 LEAVE_GL();
1162 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1163 /* Don't dirtify */
1164 } else {
1165 IWineD3DBaseTexture *pBaseTexture;
1167 * Dirtify on lock
1168 * as seen in msdn docs
1170 IWineD3DSurface_AddDirtyRect(iface, pRect);
1172 /** Dirtify Container if needed */
1173 if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
1174 TRACE("Making container dirty\n");
1175 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1176 IWineD3DBaseTexture_Release(pBaseTexture);
1177 } else {
1178 TRACE("Surface is standalone, no need to dirty the container\n");
1182 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1185 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1186 GLint prev_store;
1187 GLint prev_rasterpos[4];
1188 GLint skipBytes = 0;
1189 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1190 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1191 IWineD3DSwapChainImpl *swapchain;
1193 /* Activate the correct context for the render target */
1194 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1195 ENTER_GL();
1197 IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
1198 if(!swapchain) {
1199 /* Primary offscreen render target */
1200 TRACE("Offscreen render target\n");
1201 glDrawBuffer(myDevice->offscreenBuffer);
1202 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1203 } else {
1204 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1205 TRACE("Unlocking %#x buffer\n", buffer);
1206 glDrawBuffer(buffer);
1207 checkGLcall("glDrawBuffer");
1209 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1212 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1213 vcheckGLcall("glIntegerv");
1214 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1215 vcheckGLcall("glIntegerv");
1216 glPixelZoom(1.0, -1.0);
1217 vcheckGLcall("glPixelZoom");
1219 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1220 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1221 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1223 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1224 vcheckGLcall("glRasterPos2f");
1226 /* Some drivers(radeon dri, others?) don't like exceptions during
1227 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1228 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1229 * catch to put the dib section in InSync mode, which leads to a crash
1230 * and a blocked x server on my radeon card.
1232 * The following lines read the dib section so it is put in InSync mode
1233 * before glDrawPixels is called and the crash is prevented. There won't
1234 * be any interfering gdi accesses, because UnlockRect is called from
1235 * ReleaseDC, and the app won't use the dc any more afterwards.
1237 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1238 volatile BYTE read;
1239 read = This->resource.allocatedMemory[0];
1242 if(This->Flags & SFLAG_PBO) {
1243 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1244 checkGLcall("glBindBufferARB");
1247 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1248 if(This->Flags & SFLAG_LOCKED) {
1249 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1250 (This->lockedRect.bottom - This->lockedRect.top)-1,
1251 fmt, type,
1252 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1253 checkGLcall("glDrawPixels");
1254 } else {
1255 glDrawPixels(This->currentDesc.Width,
1256 This->currentDesc.Height,
1257 fmt, type, mem);
1258 checkGLcall("glDrawPixels");
1261 if(This->Flags & SFLAG_PBO) {
1262 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1263 checkGLcall("glBindBufferARB");
1266 glPixelZoom(1.0,1.0);
1267 vcheckGLcall("glPixelZoom");
1269 glRasterPos3iv(&prev_rasterpos[0]);
1270 vcheckGLcall("glRasterPos3iv");
1272 /* Reset to previous pack row length */
1273 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1274 vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
1276 if(!swapchain) {
1277 glDrawBuffer(myDevice->offscreenBuffer);
1278 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1279 } else if(swapchain->backBuffer) {
1280 glDrawBuffer(GL_BACK);
1281 checkGLcall("glDrawBuffer(GL_BACK)");
1282 } else {
1283 glDrawBuffer(GL_FRONT);
1284 checkGLcall("glDrawBuffer(GL_FRONT)");
1286 LEAVE_GL();
1288 return;
1291 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1292 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1293 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1294 IWineD3DSwapChainImpl *swapchain = NULL;
1295 BOOL fullsurface;
1297 if (!(This->Flags & SFLAG_LOCKED)) {
1298 WARN("trying to Unlock an unlocked surf@%p\n", This);
1299 return WINED3DERR_INVALIDCALL;
1302 if (This->Flags & SFLAG_PBO) {
1303 TRACE("Freeing PBO memory\n");
1304 ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1305 ENTER_GL();
1306 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1307 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1308 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1309 checkGLcall("glUnmapBufferARB");
1310 LEAVE_GL();
1311 This->resource.allocatedMemory = NULL;
1314 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1316 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1317 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1318 goto unlock_end;
1321 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
1322 if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
1323 if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1325 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1326 static BOOL warned = FALSE;
1327 if(!warned) {
1328 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1329 warned = TRUE;
1331 goto unlock_end;
1334 if(This->dirtyRect.left == 0 &&
1335 This->dirtyRect.top == 0 &&
1336 This->dirtyRect.right == This->currentDesc.Width &&
1337 This->dirtyRect.bottom == This->currentDesc.Height) {
1338 fullsurface = TRUE;
1339 } else {
1340 /* TODO: Proper partial rectangle tracking */
1341 fullsurface = FALSE;
1342 This->Flags |= SFLAG_INSYSMEM;
1345 switch(wined3d_settings.rendertargetlock_mode) {
1346 case RTL_READTEX:
1347 case RTL_TEXTEX:
1348 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
1349 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1350 /* drop through */
1352 case RTL_AUTO:
1353 case RTL_READDRAW:
1354 case RTL_TEXDRAW:
1355 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1356 break;
1359 if(!fullsurface) {
1360 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1361 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1362 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1363 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1364 * not fully up to date because only a subrectangle was read in LockRect.
1366 This->Flags &= ~SFLAG_INSYSMEM;
1367 This->Flags |= SFLAG_INDRAWABLE;
1370 This->dirtyRect.left = This->currentDesc.Width;
1371 This->dirtyRect.top = This->currentDesc.Height;
1372 This->dirtyRect.right = 0;
1373 This->dirtyRect.bottom = 0;
1374 } else if(iface == myDevice->stencilBufferTarget) {
1375 FIXME("Depth Stencil buffer locking is not implemented\n");
1376 } else {
1377 /* The rest should be a normal texture */
1378 IWineD3DBaseTextureImpl *impl;
1379 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1380 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1381 * states need resetting
1383 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1384 if(impl->baseTexture.bindCount) {
1385 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1387 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1391 unlock_end:
1392 This->Flags &= ~SFLAG_LOCKED;
1393 memset(&This->lockedRect, 0, sizeof(RECT));
1395 /* Overlays have to be redrawn manually after changes with the GL implementation */
1396 if(This->overlay_dest) {
1397 IWineD3DSurface_DrawOverlay(iface);
1399 return WINED3D_OK;
1402 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
1403 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1404 WINED3DLOCKED_RECT lock;
1405 HRESULT hr;
1406 RGBQUAD col[256];
1408 TRACE("(%p)->(%p)\n",This,pHDC);
1410 if(This->Flags & SFLAG_USERPTR) {
1411 ERR("Not supported on surfaces with an application-provided surfaces\n");
1412 return WINEDDERR_NODC;
1415 /* Give more detailed info for ddraw */
1416 if (This->Flags & SFLAG_DCINUSE)
1417 return WINEDDERR_DCALREADYCREATED;
1419 /* Can't GetDC if the surface is locked */
1420 if (This->Flags & SFLAG_LOCKED)
1421 return WINED3DERR_INVALIDCALL;
1423 /* According to Direct3D9 docs, only these formats are supported */
1424 if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
1425 if (This->resource.format != WINED3DFMT_R5G6B5 &&
1426 This->resource.format != WINED3DFMT_X1R5G5B5 &&
1427 This->resource.format != WINED3DFMT_R8G8B8 &&
1428 This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
1431 memset(&lock, 0, sizeof(lock)); /* To be sure */
1433 /* Create a DIB section if there isn't a hdc yet */
1434 if(!This->hDC) {
1435 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1436 if(This->Flags & SFLAG_CLIENT) {
1437 IWineD3DSurface_PreLoad(iface);
1440 /* Use the dib section from now on if we are not using a PBO */
1441 if(!(This->Flags & SFLAG_PBO))
1442 This->resource.allocatedMemory = This->dib.bitmap_data;
1445 /* Lock the surface */
1446 hr = IWineD3DSurface_LockRect(iface,
1447 &lock,
1448 NULL,
1451 if(This->Flags & SFLAG_PBO) {
1452 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1453 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1456 if(FAILED(hr)) {
1457 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1458 /* keep the dib section */
1459 return hr;
1462 if(This->resource.format == WINED3DFMT_P8 ||
1463 This->resource.format == WINED3DFMT_A8P8) {
1464 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1465 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1466 unsigned int n;
1467 PALETTEENTRY *pal = NULL;
1469 if(This->palette) {
1470 pal = This->palette->palents;
1471 } else {
1472 IWineD3DSurfaceImpl *dds_primary;
1473 IWineD3DSwapChainImpl *swapchain;
1474 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1475 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1476 if (dds_primary && dds_primary->palette)
1477 pal = dds_primary->palette->palents;
1480 if (pal) {
1481 for (n=0; n<256; n++) {
1482 col[n].rgbRed = pal[n].peRed;
1483 col[n].rgbGreen = pal[n].peGreen;
1484 col[n].rgbBlue = pal[n].peBlue;
1485 col[n].rgbReserved = 0;
1487 SetDIBColorTable(This->hDC, 0, 256, col);
1491 *pHDC = This->hDC;
1492 TRACE("returning %p\n",*pHDC);
1493 This->Flags |= SFLAG_DCINUSE;
1495 return WINED3D_OK;
1498 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
1499 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1501 TRACE("(%p)->(%p)\n",This,hDC);
1503 if (!(This->Flags & SFLAG_DCINUSE))
1504 return WINED3DERR_INVALIDCALL;
1506 if (This->hDC !=hDC) {
1507 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1508 return WINED3DERR_INVALIDCALL;
1511 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1512 /* Copy the contents of the DIB over to the PBO */
1513 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1516 /* we locked first, so unlock now */
1517 IWineD3DSurface_UnlockRect(iface);
1519 This->Flags &= ~SFLAG_DCINUSE;
1521 return WINED3D_OK;
1524 /* ******************************************************
1525 IWineD3DSurface Internal (No mapping to directx api) parts follow
1526 ****************************************************** */
1528 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1529 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1530 const GlPixelFormatDesc *glDesc;
1531 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1532 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
1534 /* Default values: From the surface */
1535 *format = glDesc->glFormat;
1536 *type = glDesc->glType;
1537 *convert = NO_CONVERSION;
1538 *target_bpp = This->bytesPerPixel;
1540 if(srgb_mode) {
1541 *internal = glDesc->glGammaInternal;
1542 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
1543 *internal = glDesc->rtInternal;
1544 } else {
1545 *internal = glDesc->glInternal;
1548 /* Ok, now look if we have to do any conversion */
1549 switch(This->resource.format) {
1550 case WINED3DFMT_P8:
1551 /* ****************
1552 Paletted Texture
1553 **************** */
1555 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1556 * of the two is available make sure texturing is requested as neither of the two works in
1557 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1558 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1559 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1560 * conflicts with this.
1562 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1563 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1564 device->render_targets &&
1565 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1566 colorkey_active || !use_texturing ) {
1567 *format = GL_RGBA;
1568 *internal = GL_RGBA;
1569 *type = GL_UNSIGNED_BYTE;
1570 *target_bpp = 4;
1571 if(colorkey_active) {
1572 *convert = CONVERT_PALETTED_CK;
1573 } else {
1574 *convert = CONVERT_PALETTED;
1577 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1578 *format = GL_ALPHA;
1579 *internal = GL_RGBA;
1580 *type = GL_UNSIGNED_BYTE;
1581 *target_bpp = 1;
1584 break;
1586 case WINED3DFMT_R3G3B2:
1587 /* **********************
1588 GL_UNSIGNED_BYTE_3_3_2
1589 ********************** */
1590 if (colorkey_active) {
1591 /* This texture format will never be used.. So do not care about color keying
1592 up until the point in time it will be needed :-) */
1593 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1595 break;
1597 case WINED3DFMT_R5G6B5:
1598 if (colorkey_active) {
1599 *convert = CONVERT_CK_565;
1600 *format = GL_RGBA;
1601 *internal = GL_RGBA;
1602 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1604 break;
1606 case WINED3DFMT_X1R5G5B5:
1607 if (colorkey_active) {
1608 *convert = CONVERT_CK_5551;
1609 *format = GL_BGRA;
1610 *internal = GL_RGBA;
1611 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1613 break;
1615 case WINED3DFMT_R8G8B8:
1616 if (colorkey_active) {
1617 *convert = CONVERT_CK_RGB24;
1618 *format = GL_RGBA;
1619 *internal = GL_RGBA;
1620 *type = GL_UNSIGNED_INT_8_8_8_8;
1621 *target_bpp = 4;
1623 break;
1625 case WINED3DFMT_X8R8G8B8:
1626 if (colorkey_active) {
1627 *convert = CONVERT_RGB32_888;
1628 *format = GL_RGBA;
1629 *internal = GL_RGBA;
1630 *type = GL_UNSIGNED_INT_8_8_8_8;
1632 break;
1634 case WINED3DFMT_V8U8:
1635 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1636 else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1637 *format = GL_DUDV_ATI;
1638 *internal = GL_DU8DV8_ATI;
1639 *type = GL_BYTE;
1640 /* No conversion - Just change the gl type */
1641 break;
1643 *convert = CONVERT_V8U8;
1644 *format = GL_BGR;
1645 *internal = GL_RGB8;
1646 *type = GL_UNSIGNED_BYTE;
1647 *target_bpp = 3;
1648 break;
1650 case WINED3DFMT_L6V5U5:
1651 *convert = CONVERT_L6V5U5;
1652 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1653 *target_bpp = 3;
1654 /* Use format and types from table */
1655 } else {
1656 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1657 *target_bpp = 2;
1658 *format = GL_RGB;
1659 *internal = GL_RGB5;
1660 *type = GL_UNSIGNED_SHORT_5_6_5;
1662 break;
1664 case WINED3DFMT_X8L8V8U8:
1665 *convert = CONVERT_X8L8V8U8;
1666 *target_bpp = 4;
1667 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1668 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1669 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1670 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1671 * the needed type and format parameter, so the internal format contains a
1672 * 4th component, which is returned as alpha
1674 } else {
1675 /* Not supported by GL_ATI_envmap_bumpmap */
1676 *format = GL_BGRA;
1677 *internal = GL_RGB8;
1678 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1680 break;
1682 case WINED3DFMT_Q8W8V8U8:
1683 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1684 *convert = CONVERT_Q8W8V8U8;
1685 *format = GL_BGRA;
1686 *internal = GL_RGBA8;
1687 *type = GL_UNSIGNED_BYTE;
1688 *target_bpp = 4;
1689 /* Not supported by GL_ATI_envmap_bumpmap */
1690 break;
1692 case WINED3DFMT_V16U16:
1693 if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
1694 *convert = CONVERT_V16U16;
1695 *format = GL_BGR;
1696 *internal = GL_RGB16_EXT;
1697 *type = GL_UNSIGNED_SHORT;
1698 *target_bpp = 6;
1699 /* What should I do here about GL_ATI_envmap_bumpmap?
1700 * Convert it or allow data loss by loading it into a 8 bit / channel texture?
1702 break;
1704 case WINED3DFMT_A4L4:
1705 /* A4L4 exists as an internal gl format, but for some reason there is not
1706 * format+type combination to load it. Thus convert it to A8L8, then load it
1707 * with A4L4 internal, but A8L8 format+type
1709 *convert = CONVERT_A4L4;
1710 *format = GL_LUMINANCE_ALPHA;
1711 *internal = GL_LUMINANCE4_ALPHA4;
1712 *type = GL_UNSIGNED_BYTE;
1713 *target_bpp = 2;
1714 break;
1716 case WINED3DFMT_R32F:
1717 /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
1718 * is that D3D expects the undefined green, blue and alpha channels to return 1.0
1719 * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
1720 * 1.0 instead.
1722 * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
1724 *convert = CONVERT_R32F;
1725 *format = GL_RGB;
1726 *internal = GL_RGB32F_ARB;
1727 *type = GL_FLOAT;
1728 *target_bpp = 12;
1729 break;
1731 case WINED3DFMT_R16F:
1732 /* Similar to R32F */
1733 *convert = CONVERT_R16F;
1734 *format = GL_RGB;
1735 *internal = GL_RGB16F_ARB;
1736 *type = GL_HALF_FLOAT_ARB;
1737 *target_bpp = 6;
1738 break;
1740 case WINED3DFMT_G16R16:
1741 *convert = CONVERT_G16R16;
1742 *format = GL_RGB;
1743 *internal = GL_RGB16_EXT;
1744 *type = GL_UNSIGNED_SHORT;
1745 *target_bpp = 6;
1746 break;
1748 default:
1749 break;
1752 return WINED3D_OK;
1755 HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
1756 BYTE *source, *dest;
1757 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
1759 switch (convert) {
1760 case NO_CONVERSION:
1762 memcpy(dst, src, pitch * height);
1763 break;
1765 case CONVERT_PALETTED:
1766 case CONVERT_PALETTED_CK:
1768 IWineD3DPaletteImpl* pal = This->palette;
1769 BYTE table[256][4];
1770 unsigned int x, y;
1772 if( pal == NULL) {
1773 /* TODO: If we are a sublevel, try to get the palette from level 0 */
1776 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
1778 for (y = 0; y < height; y++)
1780 source = src + pitch * y;
1781 dest = dst + outpitch * y;
1782 /* This is an 1 bpp format, using the width here is fine */
1783 for (x = 0; x < width; x++) {
1784 BYTE color = *source++;
1785 *dest++ = table[color][0];
1786 *dest++ = table[color][1];
1787 *dest++ = table[color][2];
1788 *dest++ = table[color][3];
1792 break;
1794 case CONVERT_CK_565:
1796 /* Converting the 565 format in 5551 packed to emulate color-keying.
1798 Note : in all these conversion, it would be best to average the averaging
1799 pixels to get the color of the pixel that will be color-keyed to
1800 prevent 'color bleeding'. This will be done later on if ever it is
1801 too visible.
1803 Note2: Nvidia documents say that their driver does not support alpha + color keying
1804 on the same surface and disables color keying in such a case
1806 unsigned int x, y;
1807 WORD *Source;
1808 WORD *Dest;
1810 TRACE("Color keyed 565\n");
1812 for (y = 0; y < height; y++) {
1813 Source = (WORD *) (src + y * pitch);
1814 Dest = (WORD *) (dst + y * outpitch);
1815 for (x = 0; x < width; x++ ) {
1816 WORD color = *Source++;
1817 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
1818 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1819 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1820 *Dest |= 0x0001;
1822 Dest++;
1826 break;
1828 case CONVERT_CK_5551:
1830 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
1831 unsigned int x, y;
1832 WORD *Source;
1833 WORD *Dest;
1834 TRACE("Color keyed 5551\n");
1835 for (y = 0; y < height; y++) {
1836 Source = (WORD *) (src + y * pitch);
1837 Dest = (WORD *) (dst + y * outpitch);
1838 for (x = 0; x < width; x++ ) {
1839 WORD color = *Source++;
1840 *Dest = color;
1841 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1842 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1843 *Dest |= (1 << 15);
1845 else {
1846 *Dest &= ~(1 << 15);
1848 Dest++;
1852 break;
1854 case CONVERT_RGB32_888:
1856 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
1857 unsigned int x, y;
1858 for (y = 0; y < height; y++)
1860 source = src + pitch * y;
1861 dest = dst + outpitch * y;
1862 for (x = 0; x < width; x++) {
1863 DWORD color = 0xffffff & *(DWORD*)source;
1864 DWORD dstcolor = color << 8;
1865 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
1866 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
1867 dstcolor |= 0xff;
1869 *(DWORD*)dest = dstcolor;
1870 source += 4;
1871 dest += 4;
1875 break;
1877 case CONVERT_V8U8:
1879 unsigned int x, y;
1880 short *Source;
1881 unsigned char *Dest;
1882 for(y = 0; y < height; y++) {
1883 Source = (short *) (src + y * pitch);
1884 Dest = dst + y * outpitch;
1885 for (x = 0; x < width; x++ ) {
1886 long color = (*Source++);
1887 /* B */ Dest[0] = 0xff;
1888 /* G */ Dest[1] = (color >> 8) + 128; /* V */
1889 /* R */ Dest[2] = (color) + 128; /* U */
1890 Dest += 3;
1893 break;
1896 case CONVERT_V16U16:
1898 unsigned int x, y;
1899 DWORD *Source;
1900 unsigned short *Dest;
1901 for(y = 0; y < height; y++) {
1902 Source = (DWORD *) (src + y * pitch);
1903 Dest = (unsigned short *) (dst + y * outpitch);
1904 for (x = 0; x < width; x++ ) {
1905 DWORD color = (*Source++);
1906 /* B */ Dest[0] = 0xffff;
1907 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
1908 /* R */ Dest[2] = (color ) + 32768; /* U */
1909 Dest += 3;
1912 break;
1915 case CONVERT_Q8W8V8U8:
1917 unsigned int x, y;
1918 DWORD *Source;
1919 unsigned char *Dest;
1920 for(y = 0; y < height; y++) {
1921 Source = (DWORD *) (src + y * pitch);
1922 Dest = dst + y * outpitch;
1923 for (x = 0; x < width; x++ ) {
1924 long color = (*Source++);
1925 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
1926 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
1927 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
1928 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
1929 Dest += 4;
1932 break;
1935 case CONVERT_L6V5U5:
1937 unsigned int x, y;
1938 WORD *Source;
1939 unsigned char *Dest;
1941 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1942 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
1943 * fixed function and shaders without further conversion once the surface is
1944 * loaded
1946 for(y = 0; y < height; y++) {
1947 Source = (WORD *) (src + y * pitch);
1948 Dest = dst + y * outpitch;
1949 for (x = 0; x < width; x++ ) {
1950 short color = (*Source++);
1951 unsigned char l = ((color >> 10) & 0xfc);
1952 char v = ((color >> 5) & 0x3e);
1953 char u = ((color ) & 0x1f);
1955 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
1956 * and doubles the positive range. Thus shift left only once, gl does the 2nd
1957 * shift. GL reads a signed value and converts it into an unsigned value.
1959 /* M */ Dest[2] = l << 1;
1961 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
1962 * from 5 bit values to 8 bit values.
1964 /* V */ Dest[1] = v << 3;
1965 /* U */ Dest[0] = u << 3;
1966 Dest += 3;
1969 } else {
1970 for(y = 0; y < height; y++) {
1971 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
1972 Source = (WORD *) (src + y * pitch);
1973 for (x = 0; x < width; x++ ) {
1974 short color = (*Source++);
1975 unsigned char l = ((color >> 10) & 0xfc);
1976 short v = ((color >> 5) & 0x3e);
1977 short u = ((color ) & 0x1f);
1978 short v_conv = v + 16;
1979 short u_conv = u + 16;
1981 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
1982 Dest_s += 1;
1986 break;
1989 case CONVERT_X8L8V8U8:
1991 unsigned int x, y;
1992 DWORD *Source;
1993 unsigned char *Dest;
1995 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1996 /* This implementation works with the fixed function pipeline and shaders
1997 * without further modification after converting the surface.
1999 for(y = 0; y < height; y++) {
2000 Source = (DWORD *) (src + y * pitch);
2001 Dest = dst + y * outpitch;
2002 for (x = 0; x < width; x++ ) {
2003 long color = (*Source++);
2004 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2005 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2006 /* U */ Dest[0] = (color & 0xff); /* U */
2007 /* I */ Dest[3] = 255; /* X */
2008 Dest += 4;
2011 } else {
2012 /* Doesn't work correctly with the fixed function pipeline, but can work in
2013 * shaders if the shader is adjusted. (There's no use for this format in gl's
2014 * standard fixed function pipeline anyway).
2016 for(y = 0; y < height; y++) {
2017 Source = (DWORD *) (src + y * pitch);
2018 Dest = dst + y * outpitch;
2019 for (x = 0; x < width; x++ ) {
2020 long color = (*Source++);
2021 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2022 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2023 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2024 Dest += 4;
2028 break;
2031 case CONVERT_A4L4:
2033 unsigned int x, y;
2034 unsigned char *Source;
2035 unsigned char *Dest;
2036 for(y = 0; y < height; y++) {
2037 Source = src + y * pitch;
2038 Dest = dst + y * outpitch;
2039 for (x = 0; x < width; x++ ) {
2040 unsigned char color = (*Source++);
2041 /* A */ Dest[1] = (color & 0xf0) << 0;
2042 /* L */ Dest[0] = (color & 0x0f) << 4;
2043 Dest += 2;
2046 break;
2049 case CONVERT_R32F:
2051 unsigned int x, y;
2052 float *Source;
2053 float *Dest;
2054 for(y = 0; y < height; y++) {
2055 Source = (float *) (src + y * pitch);
2056 Dest = (float *) (dst + y * outpitch);
2057 for (x = 0; x < width; x++ ) {
2058 float color = (*Source++);
2059 Dest[0] = color;
2060 Dest[1] = 1.0;
2061 Dest[2] = 1.0;
2062 Dest += 3;
2065 break;
2068 case CONVERT_R16F:
2070 unsigned int x, y;
2071 WORD *Source;
2072 WORD *Dest;
2073 WORD one = 0x3c00;
2074 for(y = 0; y < height; y++) {
2075 Source = (WORD *) (src + y * pitch);
2076 Dest = (WORD *) (dst + y * outpitch);
2077 for (x = 0; x < width; x++ ) {
2078 WORD color = (*Source++);
2079 Dest[0] = color;
2080 Dest[1] = one;
2081 Dest[2] = one;
2082 Dest += 3;
2085 break;
2088 case CONVERT_G16R16:
2090 unsigned int x, y;
2091 WORD *Source;
2092 WORD *Dest;
2094 for(y = 0; y < height; y++) {
2095 Source = (WORD *) (src + y * pitch);
2096 Dest = (WORD *) (dst + y * outpitch);
2097 for (x = 0; x < width; x++ ) {
2098 WORD green = (*Source++);
2099 WORD red = (*Source++);
2100 Dest[0] = green;
2101 Dest[1] = red;
2102 Dest[2] = 0xffff;
2103 Dest += 3;
2106 break;
2109 default:
2110 ERR("Unsupported conversation type %d\n", convert);
2112 return WINED3D_OK;
2115 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
2116 IWineD3DPaletteImpl* pal = This->palette;
2117 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2118 BOOL index_in_alpha = FALSE;
2119 int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
2120 int i;
2122 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2123 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2124 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2125 * duplicate entries. Store the color key in the unused alpha component to speed the
2126 * download up and to make conversion unneeded. */
2127 index_in_alpha = primary_render_target_is_p8(device);
2129 if (pal == NULL) {
2130 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2131 if(dxVersion <= 7) {
2132 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2133 if(index_in_alpha) {
2134 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2135 there's no palette at this time. */
2136 for (i = 0; i < 256; i++) table[i][3] = i;
2138 } else {
2139 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2140 alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2141 capability flag is present (wine does advertise this capability) */
2142 for (i = 0; i < 256; i++) {
2143 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2144 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2145 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2146 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2149 } else {
2150 TRACE("Using surface palette %p\n", pal);
2151 /* Get the surface's palette */
2152 for (i = 0; i < 256; i++) {
2153 table[i][0] = pal->palents[i].peRed;
2154 table[i][1] = pal->palents[i].peGreen;
2155 table[i][2] = pal->palents[i].peBlue;
2157 /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
2158 we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
2159 In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
2160 of pixels that should be masked away is set to 0. */
2161 if(index_in_alpha) {
2162 table[i][3] = i;
2163 } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
2164 table[i][3] = 0x00;
2165 } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
2166 table[i][3] = pal->palents[i].peFlags;
2167 } else {
2168 table[i][3] = 0xFF;
2174 const char *fragment_palette_conversion =
2175 "!!ARBfp1.0\n"
2176 "TEMP index;\n"
2177 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
2178 "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
2179 "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2180 "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
2181 "END";
2183 /* This function is used in case of 8bit paletted textures to upload the palette.
2184 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2185 extensions like ATI_fragment_shaders is possible.
2187 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2188 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2189 BYTE table[256][4];
2190 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2192 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2194 /* Try to use the paletted texture extension */
2195 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2197 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2198 GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
2200 else
2202 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2203 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2204 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2206 /* Create the fragment program if we don't have it */
2207 if(!device->paletteConversionShader)
2209 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2210 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2211 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2212 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
2213 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2216 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2217 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2219 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2220 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2222 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2223 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2224 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2225 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2227 /* Switch back to unit 0 in which the 2D texture will be stored. */
2228 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2230 /* Rebind the texture because it isn't bound anymore */
2231 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2235 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2236 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2238 if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
2239 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2240 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2242 return FALSE;
2245 if(This->palette9) {
2246 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2247 return FALSE;
2249 } else {
2250 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2252 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2253 return TRUE;
2256 static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
2257 GLboolean oldwrite[4];
2259 /* Some formats have only some color channels, and the others are 1.0.
2260 * since our rendering renders to all channels, and those pixel formats
2261 * are emulated by using a full texture with the other channels set to 1.0
2262 * manually, clear the unused channels.
2264 * This could be done with hacking colorwriteenable to mask the colors,
2265 * but before drawing the buffer would have to be cleared too, so there's
2266 * no gain in that
2268 switch(This->resource.format) {
2269 case WINED3DFMT_R16F:
2270 case WINED3DFMT_R32F:
2271 TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
2272 /* Do not activate a context, the correct drawable is active already
2273 * though just the read buffer is set, make sure to have the correct draw
2274 * buffer too
2276 glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
2277 glDisable(GL_SCISSOR_TEST);
2278 glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
2279 glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
2280 glClearColor(0.0, 1.0, 1.0, 1.0);
2281 glClear(GL_COLOR_BUFFER_BIT);
2282 glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
2283 if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
2284 checkGLcall("Unused channel clear\n");
2285 break;
2287 default: break;
2291 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2292 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2294 if (!(This->Flags & SFLAG_INTEXTURE)) {
2295 TRACE("Reloading because surface is dirty\n");
2296 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2297 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2298 /* Reload: vice versa OR */
2299 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2300 /* Also reload: Color key is active AND the color key has changed */
2301 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2302 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2303 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2304 TRACE("Reloading because of color keying\n");
2305 /* To perform the color key conversion we need a sysmem copy of
2306 * the surface. Make sure we have it
2309 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2310 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2311 /* TODO: This is not necessarily needed with hw palettized texture support */
2312 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2313 } else {
2314 TRACE("surface is already in texture\n");
2315 return WINED3D_OK;
2318 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2319 * These resources are not bound by device size or format restrictions. Because of this,
2320 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2321 * However, these resources can always be created, locked, and copied.
2323 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2325 FIXME("(%p) Operation not supported for scratch textures\n",This);
2326 return WINED3DERR_INVALIDCALL;
2329 This->srgb = srgb_mode;
2330 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
2332 #if 0
2334 static unsigned int gen = 0;
2335 char buffer[4096];
2336 ++gen;
2337 if ((gen % 10) == 0) {
2338 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
2339 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2342 * debugging crash code
2343 if (gen == 250) {
2344 void** test = NULL;
2345 *test = 0;
2349 #endif
2351 if (!(This->Flags & SFLAG_DONOTFREE)) {
2352 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2353 This->resource.allocatedMemory = NULL;
2354 This->resource.heapMemory = NULL;
2355 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2358 return WINED3D_OK;
2361 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
2362 /* TODO: check for locks */
2363 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2364 IWineD3DBaseTexture *baseTexture = NULL;
2365 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2367 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2368 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2369 TRACE("Passing to container\n");
2370 IWineD3DBaseTexture_BindTexture(baseTexture);
2371 IWineD3DBaseTexture_Release(baseTexture);
2372 } else {
2373 TRACE("(%p) : Binding surface\n", This);
2375 if(!device->isInDraw) {
2376 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2379 ENTER_GL();
2381 if (!This->glDescription.level) {
2382 if (!This->glDescription.textureName) {
2383 glGenTextures(1, &This->glDescription.textureName);
2384 checkGLcall("glGenTextures");
2385 TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
2387 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2388 checkGLcall("glBindTexture");
2389 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2390 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2391 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2392 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2393 glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2394 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2395 glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2396 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2397 glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2398 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2400 /* This is where we should be reducing the amount of GLMemoryUsed */
2401 } else if (This->glDescription.textureName) {
2402 /* Mipmap surfaces should have a base texture container */
2403 ERR("Mipmap surface has a glTexture bound to it!\n");
2406 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2407 checkGLcall("glBindTexture");
2409 LEAVE_GL();
2411 return;
2414 #include <errno.h>
2415 #include <stdio.h>
2416 HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
2417 FILE* f = NULL;
2418 UINT i, y;
2419 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2420 char *allocatedMemory;
2421 char *textureRow;
2422 IWineD3DSwapChain *swapChain = NULL;
2423 int width, height;
2424 GLuint tmpTexture = 0;
2425 DWORD color;
2426 /*FIXME:
2427 Textures may not be stored in ->allocatedgMemory and a GlTexture
2428 so we should lock the surface before saving a snapshot, or at least check that
2430 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2431 by calling GetTexImage and in compressed form by calling
2432 GetCompressedTexImageARB. Queried compressed images can be saved and
2433 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2434 texture images do not need to be processed by the GL and should
2435 significantly improve texture loading performance relative to uncompressed
2436 images. */
2438 /* Setup the width and height to be the internal texture width and height. */
2439 width = This->pow2Width;
2440 height = This->pow2Height;
2441 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2442 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2444 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2445 /* if were not a real texture then read the back buffer into a real texture */
2446 /* we don't want to interfere with the back buffer so read the data into a temporary
2447 * texture and then save the data out of the temporary texture
2449 GLint prevRead;
2450 ENTER_GL();
2451 TRACE("(%p) Reading render target into texture\n", This);
2453 glGenTextures(1, &tmpTexture);
2454 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2456 glTexImage2D(GL_TEXTURE_2D,
2458 GL_RGBA,
2459 width,
2460 height,
2461 0/*border*/,
2462 GL_RGBA,
2463 GL_UNSIGNED_INT_8_8_8_8_REV,
2464 NULL);
2466 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2467 vcheckGLcall("glGetIntegerv");
2468 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2469 vcheckGLcall("glReadBuffer");
2470 glCopyTexImage2D(GL_TEXTURE_2D,
2472 GL_RGBA,
2475 width,
2476 height,
2479 checkGLcall("glCopyTexImage2D");
2480 glReadBuffer(prevRead);
2481 LEAVE_GL();
2483 } else { /* bind the real texture, and make sure it up to date */
2484 IWineD3DSurface_PreLoad(iface);
2485 surface_bind_and_dirtify(This);
2487 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2488 ENTER_GL();
2489 FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
2490 glGetTexImage(GL_TEXTURE_2D,
2491 This->glDescription.level,
2492 GL_RGBA,
2493 GL_UNSIGNED_INT_8_8_8_8_REV,
2494 allocatedMemory);
2495 checkGLcall("glTexImage2D");
2496 if (tmpTexture) {
2497 glBindTexture(GL_TEXTURE_2D, 0);
2498 glDeleteTextures(1, &tmpTexture);
2500 LEAVE_GL();
2502 f = fopen(filename, "w+");
2503 if (NULL == f) {
2504 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2505 return WINED3DERR_INVALIDCALL;
2507 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2508 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
2509 /* TGA header */
2510 fputc(0,f);
2511 fputc(0,f);
2512 fputc(2,f);
2513 fputc(0,f);
2514 fputc(0,f);
2515 fputc(0,f);
2516 fputc(0,f);
2517 fputc(0,f);
2518 fputc(0,f);
2519 fputc(0,f);
2520 fputc(0,f);
2521 fputc(0,f);
2522 /* short width*/
2523 fwrite(&width,2,1,f);
2524 /* short height */
2525 fwrite(&height,2,1,f);
2526 /* format rgba */
2527 fputc(0x20,f);
2528 fputc(0x28,f);
2529 /* raw data */
2530 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2531 if(swapChain)
2532 textureRow = allocatedMemory + (width * (height - 1) *4);
2533 else
2534 textureRow = allocatedMemory;
2535 for (y = 0 ; y < height; y++) {
2536 for (i = 0; i < width; i++) {
2537 color = *((DWORD*)textureRow);
2538 fputc((color >> 16) & 0xFF, f); /* B */
2539 fputc((color >> 8) & 0xFF, f); /* G */
2540 fputc((color >> 0) & 0xFF, f); /* R */
2541 fputc((color >> 24) & 0xFF, f); /* A */
2542 textureRow += 4;
2544 /* take two rows of the pointer to the texture memory */
2545 if(swapChain)
2546 (textureRow-= width << 3);
2549 TRACE("Closing file\n");
2550 fclose(f);
2552 if(swapChain) {
2553 IWineD3DSwapChain_Release(swapChain);
2555 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2556 return WINED3D_OK;
2560 * Slightly inefficient way to handle multiple dirty rects but it works :)
2562 HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
2563 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2564 IWineD3DBaseTexture *baseTexture = NULL;
2566 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
2567 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
2569 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2570 if (NULL != pDirtyRect) {
2571 This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
2572 This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
2573 This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
2574 This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
2575 } else {
2576 This->dirtyRect.left = 0;
2577 This->dirtyRect.top = 0;
2578 This->dirtyRect.right = This->currentDesc.Width;
2579 This->dirtyRect.bottom = This->currentDesc.Height;
2581 TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
2582 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
2583 /* if the container is a basetexture then mark it dirty. */
2584 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2585 TRACE("Passing to container\n");
2586 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
2587 IWineD3DBaseTexture_Release(baseTexture);
2589 return WINED3D_OK;
2592 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2593 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2594 HRESULT hr;
2595 const GlPixelFormatDesc *glDesc;
2596 getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
2598 TRACE("(%p) : Calling base function first\n", This);
2599 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2600 if(SUCCEEDED(hr)) {
2601 /* Setup some glformat defaults */
2602 This->glDescription.glFormat = glDesc->glFormat;
2603 This->glDescription.glFormatInternal = glDesc->glInternal;
2604 This->glDescription.glType = glDesc->glType;
2606 This->Flags &= ~SFLAG_ALLOCATED;
2607 TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
2608 This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
2610 return hr;
2613 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2614 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2616 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2617 WARN("Surface is locked or the HDC is in use\n");
2618 return WINED3DERR_INVALIDCALL;
2621 if(Mem && Mem != This->resource.allocatedMemory) {
2622 void *release = NULL;
2624 /* Do I have to copy the old surface content? */
2625 if(This->Flags & SFLAG_DIBSECTION) {
2626 /* Release the DC. No need to hold the critical section for the update
2627 * Thread because this thread runs only on front buffers, but this method
2628 * fails for render targets in the check above.
2630 SelectObject(This->hDC, This->dib.holdbitmap);
2631 DeleteDC(This->hDC);
2632 /* Release the DIB section */
2633 DeleteObject(This->dib.DIBsection);
2634 This->dib.bitmap_data = NULL;
2635 This->resource.allocatedMemory = NULL;
2636 This->hDC = NULL;
2637 This->Flags &= ~SFLAG_DIBSECTION;
2638 } else if(!(This->Flags & SFLAG_USERPTR)) {
2639 release = This->resource.heapMemory;
2640 This->resource.heapMemory = NULL;
2642 This->resource.allocatedMemory = Mem;
2643 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2645 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2646 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2648 /* For client textures opengl has to be notified */
2649 if(This->Flags & SFLAG_CLIENT) {
2650 This->Flags &= ~SFLAG_ALLOCATED;
2651 IWineD3DSurface_PreLoad(iface);
2652 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2655 /* Now free the old memory if any */
2656 HeapFree(GetProcessHeap(), 0, release);
2657 } else if(This->Flags & SFLAG_USERPTR) {
2658 /* LockRect and GetDC will re-create the dib section and allocated memory */
2659 This->resource.allocatedMemory = NULL;
2660 /* HeapMemory should be NULL already */
2661 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2662 This->Flags &= ~SFLAG_USERPTR;
2664 if(This->Flags & SFLAG_CLIENT) {
2665 This->Flags &= ~SFLAG_ALLOCATED;
2666 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2667 IWineD3DSurface_PreLoad(iface);
2670 return WINED3D_OK;
2673 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2675 /* Flip the surface contents */
2676 /* Flip the DC */
2678 HDC tmp;
2679 tmp = front->hDC;
2680 front->hDC = back->hDC;
2681 back->hDC = tmp;
2684 /* Flip the DIBsection */
2686 HBITMAP tmp;
2687 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2688 tmp = front->dib.DIBsection;
2689 front->dib.DIBsection = back->dib.DIBsection;
2690 back->dib.DIBsection = tmp;
2692 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2693 else front->Flags &= ~SFLAG_DIBSECTION;
2694 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2695 else back->Flags &= ~SFLAG_DIBSECTION;
2698 /* Flip the surface data */
2700 void* tmp;
2702 tmp = front->dib.bitmap_data;
2703 front->dib.bitmap_data = back->dib.bitmap_data;
2704 back->dib.bitmap_data = tmp;
2706 tmp = front->resource.allocatedMemory;
2707 front->resource.allocatedMemory = back->resource.allocatedMemory;
2708 back->resource.allocatedMemory = tmp;
2710 tmp = front->resource.heapMemory;
2711 front->resource.heapMemory = back->resource.heapMemory;
2712 back->resource.heapMemory = tmp;
2715 /* Flip the PBO */
2717 GLuint tmp_pbo = front->pbo;
2718 front->pbo = back->pbo;
2719 back->pbo = tmp_pbo;
2722 /* client_memory should not be different, but just in case */
2724 BOOL tmp;
2725 tmp = front->dib.client_memory;
2726 front->dib.client_memory = back->dib.client_memory;
2727 back->dib.client_memory = tmp;
2730 /* Flip the opengl texture */
2732 glDescriptor tmp_desc = back->glDescription;
2733 back->glDescription = front->glDescription;
2734 front->glDescription = tmp_desc;
2738 DWORD tmp_flags = back->Flags;
2739 back->Flags = front->Flags;
2740 front->Flags = tmp_flags;
2744 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2745 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2746 IWineD3DSwapChainImpl *swapchain = NULL;
2747 HRESULT hr;
2748 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2750 /* Flipping is only supported on RenderTargets and overlays*/
2751 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2752 WARN("Tried to flip a non-render target, non-overlay surface\n");
2753 return WINEDDERR_NOTFLIPPABLE;
2756 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2757 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2759 /* Update the overlay if it is visible */
2760 if(This->overlay_dest) {
2761 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2762 } else {
2763 return WINED3D_OK;
2767 if(override) {
2768 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2769 * FIXME("(%p) Target override is not supported by now\n", This);
2770 * Additionally, it isn't really possible to support triple-buffering
2771 * properly on opengl at all
2775 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2776 if(!swapchain) {
2777 ERR("Flipped surface is not on a swapchain\n");
2778 return WINEDDERR_NOTFLIPPABLE;
2781 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2782 * and only d3d8 and d3d9 apps specify the presentation interval
2784 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2785 /* Most common case first to avoid wasting time on all the other cases */
2786 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2787 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2788 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2789 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2790 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2791 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2792 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2793 } else {
2794 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2797 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2798 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
2799 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
2800 return hr;
2803 /* Does a direct frame buffer -> texture copy. Stretching is done
2804 * with single pixel copy calls
2806 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2807 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2808 float xrel, yrel;
2809 UINT row;
2810 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2813 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2814 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2815 ENTER_GL();
2817 /* Bind the target texture */
2818 glBindTexture(This->glDescription.target, This->glDescription.textureName);
2819 checkGLcall("glBindTexture");
2820 if(!swapchain) {
2821 TRACE("Reading from an offscreen target\n");
2822 upsidedown = !upsidedown;
2823 glReadBuffer(myDevice->offscreenBuffer);
2824 } else {
2825 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
2826 glReadBuffer(buffer);
2828 checkGLcall("glReadBuffer");
2830 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
2831 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
2833 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2834 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2836 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2837 ERR("Texture filtering not supported in direct blit\n");
2839 } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2840 ERR("Texture filtering not supported in direct blit\n");
2843 if(upsidedown &&
2844 !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
2845 !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
2846 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2848 glCopyTexSubImage2D(This->glDescription.target,
2849 This->glDescription.level,
2850 drect->x1, drect->y1, /* xoffset, yoffset */
2851 srect->x1, Src->currentDesc.Height - srect->y2,
2852 drect->x2 - drect->x1, drect->y2 - drect->y1);
2853 } else {
2854 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
2855 /* I have to process this row by row to swap the image,
2856 * otherwise it would be upside down, so stretching in y direction
2857 * doesn't cost extra time
2859 * However, stretching in x direction can be avoided if not necessary
2861 for(row = drect->y1; row < drect->y2; row++) {
2862 if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
2863 /* Well, that stuff works, but it's very slow.
2864 * find a better way instead
2866 UINT col;
2868 for(col = drect->x1; col < drect->x2; col++) {
2869 glCopyTexSubImage2D(This->glDescription.target,
2870 This->glDescription.level,
2871 drect->x1 + col, row, /* xoffset, yoffset */
2872 srect->x1 + col * xrel, yoffset - (int) (row * yrel),
2873 1, 1);
2875 } else {
2876 glCopyTexSubImage2D(This->glDescription.target,
2877 This->glDescription.level,
2878 drect->x1, row, /* xoffset, yoffset */
2879 srect->x1, yoffset - (int) (row * yrel),
2880 drect->x2-drect->x1, 1);
2884 vcheckGLcall("glCopyTexSubImage2D");
2886 LEAVE_GL();
2889 /* Uses the hardware to stretch and flip the image */
2890 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
2891 GLuint src, backup = 0;
2892 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
2893 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
2894 float left, right, top, bottom; /* Texture coordinates */
2895 UINT fbwidth = Src->currentDesc.Width;
2896 UINT fbheight = Src->currentDesc.Height;
2897 GLenum drawBuffer = GL_BACK;
2898 GLenum texture_target;
2899 BOOL noBackBufferBackup;
2901 TRACE("Using hwstretch blit\n");
2902 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2903 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
2904 IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
2906 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2907 if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
2908 /* Get it a description */
2909 IWineD3DSurface_PreLoad(SrcSurface);
2911 ENTER_GL();
2913 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2914 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2916 if(myDevice->activeContext->aux_buffers >= 2) {
2917 /* Got more than one aux buffer? Use the 2nd aux buffer */
2918 drawBuffer = GL_AUX1;
2919 } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
2920 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2921 drawBuffer = GL_AUX0;
2924 if(noBackBufferBackup) {
2925 glGenTextures(1, &backup);
2926 checkGLcall("glGenTextures\n");
2927 glBindTexture(GL_TEXTURE_2D, backup);
2928 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
2929 texture_target = GL_TEXTURE_2D;
2930 } else {
2931 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2932 * we are reading from the back buffer, the backup can be used as source texture
2934 texture_target = Src->glDescription.target;
2935 glBindTexture(texture_target, Src->glDescription.textureName);
2936 checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
2937 glEnable(texture_target);
2938 checkGLcall("glEnable(texture_target)");
2940 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2941 Src->Flags &= ~SFLAG_INTEXTURE;
2944 if(swapchain) {
2945 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
2946 } else {
2947 TRACE("Reading from an offscreen target\n");
2948 upsidedown = !upsidedown;
2949 glReadBuffer(myDevice->offscreenBuffer);
2952 /* TODO: Only back up the part that will be overwritten */
2953 glCopyTexSubImage2D(texture_target, 0,
2954 0, 0 /* read offsets */,
2955 0, 0,
2956 fbwidth,
2957 fbheight);
2959 checkGLcall("glCopyTexSubImage2D");
2961 /* No issue with overriding these - the sampler is dirty due to blit usage */
2962 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
2963 magLookup[Filter - WINED3DTEXF_NONE]);
2964 checkGLcall("glTexParameteri");
2965 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
2966 minMipLookup[Filter][WINED3DTEXF_NONE]);
2967 checkGLcall("glTexParameteri");
2969 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
2970 src = backup ? backup : Src->glDescription.textureName;
2971 } else {
2972 glReadBuffer(GL_FRONT);
2973 checkGLcall("glReadBuffer(GL_FRONT)");
2975 glGenTextures(1, &src);
2976 checkGLcall("glGenTextures(1, &src)");
2977 glBindTexture(GL_TEXTURE_2D, src);
2978 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
2980 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
2981 * out for power of 2 sizes
2983 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
2984 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2985 checkGLcall("glTexImage2D");
2986 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
2987 0, 0 /* read offsets */,
2988 0, 0,
2989 fbwidth,
2990 fbheight);
2992 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2993 checkGLcall("glTexParameteri");
2994 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2995 checkGLcall("glTexParameteri");
2997 glReadBuffer(GL_BACK);
2998 checkGLcall("glReadBuffer(GL_BACK)");
3000 if(texture_target != GL_TEXTURE_2D) {
3001 glDisable(texture_target);
3002 glEnable(GL_TEXTURE_2D);
3003 texture_target = GL_TEXTURE_2D;
3006 checkGLcall("glEnd and previous");
3008 left = srect->x1;
3009 right = srect->x2;
3011 if(upsidedown) {
3012 top = Src->currentDesc.Height - srect->y1;
3013 bottom = Src->currentDesc.Height - srect->y2;
3014 } else {
3015 top = Src->currentDesc.Height - srect->y2;
3016 bottom = Src->currentDesc.Height - srect->y1;
3019 if(Src->Flags & SFLAG_NORMCOORD) {
3020 left /= Src->pow2Width;
3021 right /= Src->pow2Width;
3022 top /= Src->pow2Height;
3023 bottom /= Src->pow2Height;
3026 /* draw the source texture stretched and upside down. The correct surface is bound already */
3027 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3028 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3030 glDrawBuffer(drawBuffer);
3031 glReadBuffer(drawBuffer);
3033 glBegin(GL_QUADS);
3034 /* bottom left */
3035 glTexCoord2f(left, bottom);
3036 glVertex2i(0, fbheight);
3038 /* top left */
3039 glTexCoord2f(left, top);
3040 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3042 /* top right */
3043 glTexCoord2f(right, top);
3044 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3046 /* bottom right */
3047 glTexCoord2f(right, bottom);
3048 glVertex2i(drect->x2 - drect->x1, fbheight);
3049 glEnd();
3050 checkGLcall("glEnd and previous");
3052 if(texture_target != This->glDescription.target) {
3053 glDisable(texture_target);
3054 glEnable(This->glDescription.target);
3055 texture_target = This->glDescription.target;
3058 /* Now read the stretched and upside down image into the destination texture */
3059 glBindTexture(texture_target, This->glDescription.textureName);
3060 checkGLcall("glBindTexture");
3061 glCopyTexSubImage2D(texture_target,
3063 drect->x1, drect->y1, /* xoffset, yoffset */
3064 0, 0, /* We blitted the image to the origin */
3065 drect->x2 - drect->x1, drect->y2 - drect->y1);
3066 checkGLcall("glCopyTexSubImage2D");
3068 if(drawBuffer == GL_BACK) {
3069 /* Write the back buffer backup back */
3070 if(backup) {
3071 if(texture_target != GL_TEXTURE_2D) {
3072 glDisable(texture_target);
3073 glEnable(GL_TEXTURE_2D);
3074 texture_target = GL_TEXTURE_2D;
3076 glBindTexture(GL_TEXTURE_2D, backup);
3077 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3078 } else {
3079 if(texture_target != Src->glDescription.target) {
3080 glDisable(texture_target);
3081 glEnable(Src->glDescription.target);
3082 texture_target = Src->glDescription.target;
3084 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3085 checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
3088 glBegin(GL_QUADS);
3089 /* top left */
3090 glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
3091 glVertex2i(0, 0);
3093 /* bottom left */
3094 glTexCoord2f(0.0, 0.0);
3095 glVertex2i(0, fbheight);
3097 /* bottom right */
3098 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
3099 glVertex2i(fbwidth, Src->currentDesc.Height);
3101 /* top right */
3102 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3103 glVertex2i(fbwidth, 0);
3104 glEnd();
3105 } else {
3106 /* Restore the old draw buffer */
3107 glDrawBuffer(GL_BACK);
3109 glDisable(texture_target);
3110 checkGLcall("glDisable(texture_target)");
3112 /* Cleanup */
3113 if(src != Src->glDescription.textureName && src != backup) {
3114 glDeleteTextures(1, &src);
3115 checkGLcall("glDeleteTextures(1, &src)");
3117 if(backup) {
3118 glDeleteTextures(1, &backup);
3119 checkGLcall("glDeleteTextures(1, &backup)");
3122 LEAVE_GL();
3125 /* Not called from the VTable */
3126 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3127 WINED3DRECT rect;
3128 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3129 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3130 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3132 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3134 /* Get the swapchain. One of the surfaces has to be a primary surface */
3135 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3136 WARN("Destination is in sysmem, rejecting gl blt\n");
3137 return WINED3DERR_INVALIDCALL;
3139 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3140 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3141 if(Src) {
3142 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3143 WARN("Src is in sysmem, rejecting gl blt\n");
3144 return WINED3DERR_INVALIDCALL;
3146 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3147 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3150 /* Early sort out of cases where no render target is used */
3151 if(!dstSwapchain && !srcSwapchain &&
3152 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3153 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3154 return WINED3DERR_INVALIDCALL;
3157 /* No destination color keying supported */
3158 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3159 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3160 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3161 return WINED3DERR_INVALIDCALL;
3164 if (DestRect) {
3165 rect.x1 = DestRect->left;
3166 rect.y1 = DestRect->top;
3167 rect.x2 = DestRect->right;
3168 rect.y2 = DestRect->bottom;
3169 } else {
3170 rect.x1 = 0;
3171 rect.y1 = 0;
3172 rect.x2 = This->currentDesc.Width;
3173 rect.y2 = This->currentDesc.Height;
3176 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3177 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3178 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3179 /* Half-life does a Blt from the back buffer to the front buffer,
3180 * Full surface size, no flags... Use present instead
3182 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3185 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3186 while(1)
3188 RECT mySrcRect;
3189 TRACE("Looking if a Present can be done...\n");
3190 /* Source Rectangle must be full surface */
3191 if( SrcRect ) {
3192 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3193 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3194 TRACE("No, Source rectangle doesn't match\n");
3195 break;
3198 mySrcRect.left = 0;
3199 mySrcRect.top = 0;
3200 mySrcRect.right = Src->currentDesc.Width;
3201 mySrcRect.bottom = Src->currentDesc.Height;
3203 /* No stretching may occur */
3204 if(mySrcRect.right != rect.x2 - rect.x1 ||
3205 mySrcRect.bottom != rect.y2 - rect.y1) {
3206 TRACE("No, stretching is done\n");
3207 break;
3210 /* Destination must be full surface or match the clipping rectangle */
3211 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3213 RECT cliprect;
3214 POINT pos[2];
3215 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3216 pos[0].x = rect.x1;
3217 pos[0].y = rect.y1;
3218 pos[1].x = rect.x2;
3219 pos[1].y = rect.y2;
3220 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3221 pos, 2);
3223 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3224 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3226 TRACE("No, dest rectangle doesn't match(clipper)\n");
3227 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3228 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3229 break;
3232 else
3234 if(rect.x1 != 0 || rect.y1 != 0 ||
3235 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3236 TRACE("No, dest rectangle doesn't match(surface size)\n");
3237 break;
3241 TRACE("Yes\n");
3243 /* These flags are unimportant for the flag check, remove them */
3244 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3245 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3247 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3248 * take very long, while a flip is fast.
3249 * This applies to Half-Life, which does such Blts every time it finished
3250 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3251 * menu. This is also used by all apps when they do windowed rendering
3253 * The problem is that flipping is not really the same as copying. After a
3254 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3255 * untouched. Therefore it's necessary to override the swap effect
3256 * and to set it back after the flip.
3258 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3259 * testcases.
3262 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3263 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3265 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3266 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3268 dstSwapchain->presentParms.SwapEffect = orig_swap;
3270 return WINED3D_OK;
3272 break;
3275 TRACE("Unsupported blit between buffers on the same swapchain\n");
3276 return WINED3DERR_INVALIDCALL;
3277 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3278 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3279 return WINED3DERR_INVALIDCALL;
3280 } else if(dstSwapchain && srcSwapchain) {
3281 FIXME("Implement hardware blit between two different swapchains\n");
3282 return WINED3DERR_INVALIDCALL;
3283 } else if(dstSwapchain) {
3284 if(SrcSurface == myDevice->render_targets[0]) {
3285 TRACE("Blit from active render target to a swapchain\n");
3286 /* Handled with regular texture -> swapchain blit */
3288 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3289 FIXME("Implement blit from a swapchain to the active render target\n");
3290 return WINED3DERR_INVALIDCALL;
3293 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3294 /* Blit from render target to texture */
3295 WINED3DRECT srect;
3296 BOOL upsideDown, stretchx;
3297 BOOL paletteOverride = FALSE;
3299 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3300 TRACE("Color keying not supported by frame buffer to texture blit\n");
3301 return WINED3DERR_INVALIDCALL;
3302 /* Destination color key is checked above */
3305 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3306 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3308 if(SrcRect) {
3309 if(SrcRect->top < SrcRect->bottom) {
3310 srect.y1 = SrcRect->top;
3311 srect.y2 = SrcRect->bottom;
3312 upsideDown = FALSE;
3313 } else {
3314 srect.y1 = SrcRect->bottom;
3315 srect.y2 = SrcRect->top;
3316 upsideDown = TRUE;
3318 srect.x1 = SrcRect->left;
3319 srect.x2 = SrcRect->right;
3320 } else {
3321 srect.x1 = 0;
3322 srect.y1 = 0;
3323 srect.x2 = Src->currentDesc.Width;
3324 srect.y2 = Src->currentDesc.Height;
3325 upsideDown = FALSE;
3327 if(rect.x1 > rect.x2) {
3328 UINT tmp = rect.x2;
3329 rect.x2 = rect.x1;
3330 rect.x1 = tmp;
3331 upsideDown = !upsideDown;
3334 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3335 stretchx = TRUE;
3336 } else {
3337 stretchx = FALSE;
3340 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3341 * In this case grab the palette from the render target. */
3342 if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
3343 paletteOverride = TRUE;
3344 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3345 This->palette = Src->palette;
3348 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3349 * flip the image nor scale it.
3351 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3352 * -> If the app wants a image width an unscaled width, copy it line per line
3353 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3354 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3355 * back buffer. This is slower than reading line per line, thus not used for flipping
3356 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3357 * pixel by pixel
3359 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3360 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3361 * backends.
3363 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
3364 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3365 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3366 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3367 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3368 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3369 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3370 } else {
3371 TRACE("Using hardware stretching to flip / stretch the texture\n");
3372 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3375 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3376 if(paletteOverride)
3377 This->palette = NULL;
3379 if(!(This->Flags & SFLAG_DONOTFREE)) {
3380 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3381 This->resource.allocatedMemory = NULL;
3382 This->resource.heapMemory = NULL;
3383 } else {
3384 This->Flags &= ~SFLAG_INSYSMEM;
3386 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3387 * path is never entered
3389 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3391 return WINED3D_OK;
3392 } else if(Src) {
3393 /* Blit from offscreen surface to render target */
3394 float glTexCoord[4];
3395 DWORD oldCKeyFlags = Src->CKeyFlags;
3396 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3397 RECT SourceRectangle;
3398 BOOL paletteOverride = FALSE;
3400 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3402 if(SrcRect) {
3403 SourceRectangle.left = SrcRect->left;
3404 SourceRectangle.right = SrcRect->right;
3405 SourceRectangle.top = SrcRect->top;
3406 SourceRectangle.bottom = SrcRect->bottom;
3407 } else {
3408 SourceRectangle.left = 0;
3409 SourceRectangle.right = Src->currentDesc.Width;
3410 SourceRectangle.top = 0;
3411 SourceRectangle.bottom = Src->currentDesc.Height;
3414 /* When blitting from an offscreen surface to a rendertarget, the source
3415 * surface is not required to have a palette. Our rendering / conversion
3416 * code further down the road retrieves the palette from the surface, so
3417 * it must have a palette set. */
3418 if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
3419 paletteOverride = TRUE;
3420 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3421 Src->palette = This->palette;
3424 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
3425 (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
3426 TRACE("Using stretch_rect_fbo\n");
3427 /* The source is always a texture, but never the currently active render target, and the texture
3428 * contents are never upside down
3430 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3431 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3433 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3434 if(paletteOverride)
3435 Src->palette = NULL;
3436 return WINED3D_OK;
3439 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3440 /* Fall back to software */
3441 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3442 SourceRectangle.left, SourceRectangle.top,
3443 SourceRectangle.right, SourceRectangle.bottom);
3444 return WINED3DERR_INVALIDCALL;
3447 /* Color keying: Check if we have to do a color keyed blt,
3448 * and if not check if a color key is activated.
3450 * Just modify the color keying parameters in the surface and restore them afterwards
3451 * The surface keeps track of the color key last used to load the opengl surface.
3452 * PreLoad will catch the change to the flags and color key and reload if necessary.
3454 if(Flags & WINEDDBLT_KEYSRC) {
3455 /* Use color key from surface */
3456 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3457 /* Use color key from DDBltFx */
3458 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3459 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3460 } else {
3461 /* Do not use color key */
3462 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3465 /* Now load the surface */
3466 IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
3468 /* Activate the destination context, set it up for blitting */
3469 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3471 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3472 * while OpenGL coordinates are window relative.
3473 * Also beware of the origin difference(top left vs bottom left).
3474 * Also beware that the front buffer's surface size is screen width x screen height,
3475 * whereas the real gl drawable size is the size of the window.
3477 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3478 RECT windowsize;
3479 POINT offset = {0,0};
3480 UINT h;
3481 ClientToScreen(dstSwapchain->win_handle, &offset);
3482 GetClientRect(dstSwapchain->win_handle, &windowsize);
3483 h = windowsize.bottom - windowsize.top;
3484 rect.x1 -= offset.x; rect.x2 -=offset.x;
3485 rect.y1 -= offset.y; rect.y2 -=offset.y;
3486 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3489 ENTER_GL();
3490 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
3491 Src->glDescription.target, Src->pow2Width, Src->pow2Height);
3493 /* Bind the texture */
3494 glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
3495 checkGLcall("glBindTexture");
3497 /* Filtering for StretchRect */
3498 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
3499 magLookup[Filter - WINED3DTEXF_NONE]);
3500 checkGLcall("glTexParameteri");
3501 glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
3502 minMipLookup[Filter][WINED3DTEXF_NONE]);
3503 checkGLcall("glTexParameteri");
3504 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3505 glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3506 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3507 checkGLcall("glTexEnvi");
3509 /* This is for color keying */
3510 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3511 glEnable(GL_ALPHA_TEST);
3512 checkGLcall("glEnable GL_ALPHA_TEST");
3514 /* When the primary render target uses P8, the alpha component contains the palette index.
3515 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3516 * should be masked away have alpha set to 0. */
3517 if(primary_render_target_is_p8(myDevice))
3518 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
3519 else
3520 glAlphaFunc(GL_NOTEQUAL, 0.0);
3521 checkGLcall("glAlphaFunc\n");
3522 } else {
3523 glDisable(GL_ALPHA_TEST);
3524 checkGLcall("glDisable GL_ALPHA_TEST");
3527 /* Draw a textured quad
3529 glBegin(GL_QUADS);
3531 glColor3d(1.0f, 1.0f, 1.0f);
3532 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3533 glVertex3f(rect.x1,
3534 rect.y1,
3535 0.0);
3537 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3538 glVertex3f(rect.x1, rect.y2, 0.0);
3540 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3541 glVertex3f(rect.x2,
3542 rect.y2,
3543 0.0);
3545 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3546 glVertex3f(rect.x2,
3547 rect.y1,
3548 0.0);
3549 glEnd();
3550 checkGLcall("glEnd");
3552 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3553 glDisable(GL_ALPHA_TEST);
3554 checkGLcall("glDisable(GL_ALPHA_TEST)");
3557 glBindTexture(Src->glDescription.target, 0);
3558 checkGLcall("glBindTexture(Src->glDescription.target, 0)");
3559 /* Leave the opengl state valid for blitting */
3560 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3562 /* Restore the color key parameters */
3563 Src->CKeyFlags = oldCKeyFlags;
3564 Src->SrcBltCKey = oldBltCKey;
3566 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3567 if(paletteOverride)
3568 Src->palette = NULL;
3570 LEAVE_GL();
3572 /* Flush in case the drawable is used by multiple GL contexts */
3573 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3574 glFlush();
3576 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3577 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3578 * is outdated now
3580 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3582 return WINED3D_OK;
3583 } else {
3584 /* Source-Less Blit to render target */
3585 if (Flags & WINEDDBLT_COLORFILL) {
3586 /* This is easy to handle for the D3D Device... */
3587 DWORD color;
3589 TRACE("Colorfill\n");
3591 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3592 must be true if we are here */
3593 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3594 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3595 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3596 TRACE("Surface is higher back buffer, falling back to software\n");
3597 return WINED3DERR_INVALIDCALL;
3600 /* The color as given in the Blt function is in the format of the frame-buffer...
3601 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3603 if (This->resource.format == WINED3DFMT_P8) {
3604 DWORD alpha;
3606 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3607 else alpha = 0xFF000000;
3609 if (This->palette) {
3610 color = (alpha |
3611 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3612 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3613 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3614 } else {
3615 color = alpha;
3618 else if (This->resource.format == WINED3DFMT_R5G6B5) {
3619 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3620 color = 0xFFFFFFFF;
3621 } else {
3622 color = ((0xFF000000) |
3623 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3624 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3625 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3628 else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
3629 (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
3630 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3632 else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
3633 color = DDBltFx->u5.dwFillColor;
3635 else {
3636 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3637 return WINED3DERR_INVALIDCALL;
3640 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3641 IWineD3DDeviceImpl_ClearSurface(myDevice, This,
3642 1, /* Number of rectangles */
3643 &rect, WINED3DCLEAR_TARGET, color,
3644 0.0 /* Z */,
3645 0 /* Stencil */);
3646 return WINED3D_OK;
3650 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3651 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3652 return WINED3DERR_INVALIDCALL;
3655 static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
3657 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3658 float depth;
3660 if (Flags & WINEDDBLT_DEPTHFILL) {
3661 switch(This->resource.format) {
3662 case WINED3DFMT_D16:
3663 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3664 break;
3665 case WINED3DFMT_D15S1:
3666 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3667 break;
3668 case WINED3DFMT_D24S8:
3669 case WINED3DFMT_D24X8:
3670 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3671 break;
3672 case WINED3DFMT_D32:
3673 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3674 break;
3675 default:
3676 depth = 0.0;
3677 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
3680 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3681 DestRect == NULL ? 0 : 1,
3682 (WINED3DRECT *) DestRect,
3683 WINED3DCLEAR_ZBUFFER,
3684 0x00000000,
3685 depth,
3686 0x00000000);
3689 FIXME("(%p): Unsupp depthstencil blit\n", This);
3690 return WINED3DERR_INVALIDCALL;
3693 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3694 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3695 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3696 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3697 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3698 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3700 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3702 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3703 return WINEDDERR_SURFACEBUSY;
3706 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3707 * except depth blits, which seem to work
3709 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3710 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3711 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3712 return WINED3DERR_INVALIDCALL;
3713 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3714 TRACE("Z Blit override handled the blit\n");
3715 return WINED3D_OK;
3719 /* Special cases for RenderTargets */
3720 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3721 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3722 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3725 /* For the rest call the X11 surface implementation.
3726 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3727 * other Blts are rather rare
3729 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3732 HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
3733 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3734 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3735 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3736 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3738 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3740 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3741 return WINEDDERR_SURFACEBUSY;
3744 if(myDevice->inScene &&
3745 (iface == myDevice->stencilBufferTarget ||
3746 (Source && Source == myDevice->stencilBufferTarget))) {
3747 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3748 return WINED3DERR_INVALIDCALL;
3751 /* Special cases for RenderTargets */
3752 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3753 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3755 RECT SrcRect, DstRect;
3756 DWORD Flags=0;
3758 if(rsrc) {
3759 SrcRect.left = rsrc->left;
3760 SrcRect.top= rsrc->top;
3761 SrcRect.bottom = rsrc->bottom;
3762 SrcRect.right = rsrc->right;
3763 } else {
3764 SrcRect.left = 0;
3765 SrcRect.top = 0;
3766 SrcRect.right = srcImpl->currentDesc.Width;
3767 SrcRect.bottom = srcImpl->currentDesc.Height;
3770 DstRect.left = dstx;
3771 DstRect.top=dsty;
3772 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3773 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3775 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3776 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3777 Flags |= WINEDDBLT_KEYSRC;
3778 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3779 Flags |= WINEDDBLT_KEYDEST;
3780 if(trans & WINEDDBLTFAST_WAIT)
3781 Flags |= WINEDDBLT_WAIT;
3782 if(trans & WINEDDBLTFAST_DONOTWAIT)
3783 Flags |= WINEDDBLT_DONOTWAIT;
3785 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
3789 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
3792 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
3793 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3794 RGBQUAD col[256];
3795 IWineD3DPaletteImpl *pal = This->palette;
3796 unsigned int n;
3797 TRACE("(%p)\n", This);
3799 if (!pal) return WINED3D_OK;
3801 if(This->resource.format == WINED3DFMT_P8 ||
3802 This->resource.format == WINED3DFMT_A8P8)
3804 int bpp;
3805 GLenum format, internal, type;
3806 CONVERT_TYPES convert;
3808 /* Check if we are using a RTL mode which uses texturing for uploads */
3809 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
3811 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
3812 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
3814 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
3816 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
3817 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
3819 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3820 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
3822 /* Re-upload the palette */
3823 d3dfmt_p8_upload_palette(iface, convert);
3824 } else {
3825 if(!(This->Flags & SFLAG_INSYSMEM)) {
3826 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
3827 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
3829 TRACE("Dirtifying surface\n");
3830 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
3834 if(This->Flags & SFLAG_DIBSECTION) {
3835 TRACE("(%p): Updating the hdc's palette\n", This);
3836 for (n=0; n<256; n++) {
3837 col[n].rgbRed = pal->palents[n].peRed;
3838 col[n].rgbGreen = pal->palents[n].peGreen;
3839 col[n].rgbBlue = pal->palents[n].peBlue;
3840 col[n].rgbReserved = 0;
3842 SetDIBColorTable(This->hDC, 0, 256, col);
3845 /* Propagate the changes to the drawable when we have a palette. */
3846 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3847 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
3849 return WINED3D_OK;
3852 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3853 /** Check against the maximum texture sizes supported by the video card **/
3854 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3855 unsigned int pow2Width, pow2Height;
3856 const GlPixelFormatDesc *glDesc;
3858 getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
3859 /* Setup some glformat defaults */
3860 This->glDescription.glFormat = glDesc->glFormat;
3861 This->glDescription.glFormatInternal = glDesc->glInternal;
3862 This->glDescription.glType = glDesc->glType;
3864 This->glDescription.textureName = 0;
3865 This->glDescription.target = GL_TEXTURE_2D;
3867 /* Non-power2 support */
3868 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
3869 pow2Width = This->currentDesc.Width;
3870 pow2Height = This->currentDesc.Height;
3871 } else {
3872 /* Find the nearest pow2 match */
3873 pow2Width = pow2Height = 1;
3874 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3875 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3877 This->pow2Width = pow2Width;
3878 This->pow2Height = pow2Height;
3880 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
3881 WINED3DFORMAT Format = This->resource.format;
3882 /** TODO: add support for non power two compressed textures **/
3883 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
3884 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
3885 || This->resource.format == WINED3DFMT_ATI2N) {
3886 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3887 This, This->currentDesc.Width, This->currentDesc.Height);
3888 return WINED3DERR_NOTAVAILABLE;
3892 if(pow2Width != This->currentDesc.Width ||
3893 pow2Height != This->currentDesc.Height) {
3894 This->Flags |= SFLAG_NONPOW2;
3897 TRACE("%p\n", This);
3898 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
3899 /* one of three options
3900 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)
3901 2: Set the texture to the maximum size (bad idea)
3902 3: WARN and return WINED3DERR_NOTAVAILABLE;
3903 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.
3905 WARN("(%p) Creating an oversized surface\n", This);
3906 This->Flags |= SFLAG_OVERSIZE;
3908 /* This will be initialized on the first blt */
3909 This->glRect.left = 0;
3910 This->glRect.top = 0;
3911 This->glRect.right = 0;
3912 This->glRect.bottom = 0;
3913 } else {
3914 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
3915 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
3916 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
3917 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
3919 if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
3920 !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
3922 This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
3923 This->pow2Width = This->currentDesc.Width;
3924 This->pow2Height = This->currentDesc.Height;
3925 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
3928 /* No oversize, gl rect is the full texture size */
3929 This->Flags &= ~SFLAG_OVERSIZE;
3930 This->glRect.left = 0;
3931 This->glRect.top = 0;
3932 This->glRect.right = This->pow2Width;
3933 This->glRect.bottom = This->pow2Height;
3936 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
3937 switch(wined3d_settings.offscreen_rendering_mode) {
3938 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
3939 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
3940 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
3944 This->Flags |= SFLAG_INSYSMEM;
3946 return WINED3D_OK;
3949 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
3950 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3952 TRACE("(%p) New location %#x\n", This, location);
3954 if (location & ~SFLAG_DS_LOCATIONS) {
3955 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
3958 This->Flags &= ~SFLAG_DS_LOCATIONS;
3959 This->Flags |= location;
3962 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
3963 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3964 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
3966 TRACE("(%p) New location %#x\n", This, location);
3968 /* TODO: Make this work for modes other than FBO */
3969 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
3971 if (This->Flags & location) {
3972 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
3973 return;
3976 if (This->current_renderbuffer) {
3977 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
3978 return;
3981 if (location == SFLAG_DS_OFFSCREEN) {
3982 if (This->Flags & SFLAG_DS_ONSCREEN) {
3983 GLint old_binding = 0;
3985 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
3987 ENTER_GL();
3989 if (!device->depth_blt_texture) {
3990 glGenTextures(1, &device->depth_blt_texture);
3993 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
3994 * directly on the FBO texture. That's because we need to flip. */
3995 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
3996 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
3997 glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
3998 glCopyTexImage2D(This->glDescription.target,
3999 This->glDescription.level,
4000 This->glDescription.glFormatInternal,
4003 This->currentDesc.Width,
4004 This->currentDesc.Height,
4006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4007 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4008 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4009 glBindTexture(GL_TEXTURE_2D, old_binding);
4011 /* Setup the destination */
4012 if (!device->depth_blt_rb) {
4013 GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
4014 checkGLcall("glGenRenderbuffersEXT");
4016 if (device->depth_blt_rb_w != This->currentDesc.Width
4017 || device->depth_blt_rb_h != This->currentDesc.Height) {
4018 GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4019 checkGLcall("glBindRenderbufferEXT");
4020 GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
4021 checkGLcall("glRenderbufferStorageEXT");
4022 device->depth_blt_rb_w = This->currentDesc.Width;
4023 device->depth_blt_rb_h = This->currentDesc.Height;
4026 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
4027 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
4028 checkGLcall("glFramebufferRenderbufferEXT");
4029 context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
4031 /* Do the actual blit */
4032 depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
4033 checkGLcall("depth_blt");
4035 if (device->activeContext->current_fbo) {
4036 context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
4037 } else {
4038 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4039 checkGLcall("glBindFramebuffer()");
4042 LEAVE_GL();
4043 } else {
4044 FIXME("No up to date depth stencil location\n");
4046 } else if (location == SFLAG_DS_ONSCREEN) {
4047 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4048 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4050 ENTER_GL();
4052 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
4053 checkGLcall("glBindFramebuffer()");
4054 depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
4055 checkGLcall("depth_blt");
4057 if (device->activeContext->current_fbo) {
4058 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
4059 checkGLcall("glBindFramebuffer()");
4062 LEAVE_GL();
4063 } else {
4064 FIXME("No up to date depth stencil location\n");
4066 } else {
4067 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4070 This->Flags |= location;
4073 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4074 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4075 IWineD3DBaseTexture *texture;
4076 IWineD3DSurfaceImpl *overlay;
4078 TRACE("(%p)->(%s, %s)\n", iface,
4079 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4080 persistent ? "TRUE" : "FALSE");
4082 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4083 IWineD3DSwapChain *swapchain = NULL;
4085 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4086 TRACE("Surface %p is an onscreen surface\n", iface);
4088 IWineD3DSwapChain_Release(swapchain);
4089 } else {
4090 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4091 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4095 if(persistent) {
4096 if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
4097 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4098 TRACE("Passing to container\n");
4099 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4100 IWineD3DBaseTexture_Release(texture);
4103 This->Flags &= ~SFLAG_LOCATIONS;
4104 This->Flags |= flag;
4106 /* Redraw emulated overlays, if any */
4107 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4108 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4109 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4112 } else {
4113 if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
4114 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4115 TRACE("Passing to container\n");
4116 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4117 IWineD3DBaseTexture_Release(texture);
4120 This->Flags &= ~flag;
4124 struct coords {
4125 GLfloat x, y, z;
4128 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
4129 struct coords coords[4];
4130 RECT rect;
4131 IWineD3DSwapChain *swapchain = NULL;
4132 IWineD3DBaseTexture *texture = NULL;
4133 HRESULT hr;
4134 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4135 GLenum bind_target;
4137 if(rect_in) {
4138 rect = *rect_in;
4139 } else {
4140 rect.left = 0;
4141 rect.top = 0;
4142 rect.right = This->currentDesc.Width;
4143 rect.bottom = This->currentDesc.Height;
4146 switch(This->glDescription.target)
4148 case GL_TEXTURE_2D:
4149 bind_target = GL_TEXTURE_2D;
4151 coords[0].x = (float)rect.left / This->pow2Width;
4152 coords[0].y = (float)rect.top / This->pow2Height;
4153 coords[0].z = 0;
4155 coords[1].x = (float)rect.left / This->pow2Width;
4156 coords[1].y = (float)rect.bottom / This->pow2Height;
4157 coords[1].z = 0;
4159 coords[2].x = (float)rect.right / This->pow2Width;
4160 coords[2].y = (float)rect.bottom / This->pow2Height;
4161 coords[2].z = 0;
4163 coords[3].x = (float)rect.right / This->pow2Width;
4164 coords[3].y = (float)rect.top / This->pow2Height;
4165 coords[3].z = 0;
4166 break;
4168 case GL_TEXTURE_RECTANGLE_ARB:
4169 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4170 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4171 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4172 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4173 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4174 break;
4176 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4177 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4178 coords[0].x = 1; coords[0].y = -1; coords[0].z = 1;
4179 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4180 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4181 coords[3].x = 1; coords[3].y = -1; coords[3].z = -1;
4182 break;
4184 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4185 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4186 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4187 coords[1].x = -1; coords[1].y = 1; coords[1].z = 1;
4188 coords[2].x = -1; coords[2].y = 1; coords[2].z = -1;
4189 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4190 break;
4192 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4193 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4194 coords[0].x = -1; coords[0].y = 1; coords[0].z = 1;
4195 coords[1].x = 1; coords[1].y = 1; coords[1].z = 1;
4196 coords[2].x = 1; coords[2].y = 1; coords[2].z = -1;
4197 coords[3].x = -1; coords[3].y = 1; coords[3].z = -1;
4198 break;
4200 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4201 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4202 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4203 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4204 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4205 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4206 break;
4208 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4209 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4210 coords[0].x = -1; coords[0].y = -1; coords[0].z = 1;
4211 coords[1].x = 1; coords[1].y = -1; coords[1].z = 1;
4212 coords[2].x = 1; coords[2].y = -1; coords[2].z = 1;
4213 coords[3].x = -1; coords[3].y = -1; coords[3].z = 1;
4214 break;
4216 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4217 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4218 coords[0].x = -1; coords[0].y = -1; coords[0].z = -1;
4219 coords[1].x = 1; coords[1].y = -1; coords[1].z = -1;
4220 coords[2].x = 1; coords[2].y = -1; coords[2].z = -1;
4221 coords[3].x = -1; coords[3].y = -1; coords[3].z = -1;
4222 break;
4224 default:
4225 ERR("Unexpected texture target %#x\n", This->glDescription.target);
4226 return;
4229 ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4230 ENTER_GL();
4232 glEnable(bind_target);
4233 checkGLcall("glEnable(bind_target)");
4234 glBindTexture(bind_target, This->glDescription.textureName);
4235 checkGLcall("bind_target, This->glDescription.textureName)");
4236 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4237 checkGLcall("glTexParameteri");
4238 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4239 checkGLcall("glTexParameteri");
4241 glBegin(GL_QUADS);
4242 glTexCoord3fv(&coords[0].x);
4243 glVertex2i(rect.left, device->render_offscreen ? rect.bottom : rect.top);
4245 glTexCoord3fv(&coords[1].x);
4246 glVertex2i(rect.left, device->render_offscreen ? rect.top : rect.bottom);
4248 glTexCoord3fv(&coords[2].x);
4249 glVertex2i(rect.right, device->render_offscreen ? rect.top : rect.bottom);
4251 glTexCoord3fv(&coords[3].x);
4252 glVertex2i(rect.right, device->render_offscreen ? rect.bottom : rect.top);
4253 glEnd();
4254 checkGLcall("glEnd");
4256 glDisable(bind_target);
4257 checkGLcall("glDisable(bind_target)");
4259 LEAVE_GL();
4261 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain);
4262 if(hr == WINED3D_OK && swapchain) {
4263 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4264 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4265 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4266 glFlush();
4268 IWineD3DSwapChain_Release(swapchain);
4269 } else {
4270 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4271 * reset properly next draw
4273 hr = IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture);
4274 if(hr == WINED3D_OK && texture) {
4275 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4276 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4277 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4278 IWineD3DBaseTexture_Release(texture);
4283 /*****************************************************************************
4284 * IWineD3DSurface::LoadLocation
4286 * Copies the current surface data from wherever it is to the requested
4287 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4288 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4289 * multiple locations, the gl texture is preferred over the drawable, which is
4290 * preferred over system memory. The PBO counts as system memory. If rect is
4291 * not NULL, only the specified rectangle is copied (only supported for
4292 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4293 * location is marked up to date after the copy.
4295 * Parameters:
4296 * flag: Surface location flag to be updated
4297 * rect: rectangle to be copied
4299 * Returns:
4300 * WINED3D_OK on success
4301 * WINED3DERR_DEVICELOST on an internal error
4303 *****************************************************************************/
4304 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4305 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4306 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4307 IWineD3DSwapChain *swapchain = NULL;
4308 GLenum format, internal, type;
4309 CONVERT_TYPES convert;
4310 int bpp;
4311 int width, pitch, outpitch;
4312 BYTE *mem;
4314 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4315 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
4316 TRACE("Surface %p is an onscreen surface\n", iface);
4318 IWineD3DSwapChain_Release(swapchain);
4319 } else {
4320 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4321 * Prefer SFLAG_INTEXTURE. */
4322 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4326 TRACE("(%p)->(%s, %p)\n", iface,
4327 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
4328 rect);
4329 if(rect) {
4330 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4333 if(This->Flags & flag) {
4334 TRACE("Location already up to date\n");
4335 return WINED3D_OK;
4338 if(!(This->Flags & SFLAG_LOCATIONS)) {
4339 ERR("Surface does not have any up to date location\n");
4340 This->Flags |= SFLAG_LOST;
4341 return WINED3DERR_DEVICELOST;
4344 if(flag == SFLAG_INSYSMEM) {
4345 surface_prepare_system_memory(This);
4347 /* Download the surface to system memory */
4348 if(This->Flags & SFLAG_INTEXTURE) {
4349 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4350 surface_bind_and_dirtify(This);
4352 surface_download_data(This);
4353 } else {
4354 read_from_framebuffer(This, rect,
4355 This->resource.allocatedMemory,
4356 IWineD3DSurface_GetPitch(iface));
4358 } else if(flag == SFLAG_INDRAWABLE) {
4359 if(This->Flags & SFLAG_INTEXTURE) {
4360 surface_blt_to_drawable(This, rect);
4361 } else {
4362 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4364 /* The width is in 'length' not in bytes */
4365 width = This->currentDesc.Width;
4366 pitch = IWineD3DSurface_GetPitch(iface);
4368 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4369 * but it isn't set (yet) in all cases it is getting called. */
4370 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4371 TRACE("Removing the pbo attached to surface %p\n", This);
4372 surface_remove_pbo(This);
4375 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4376 int height = This->currentDesc.Height;
4378 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4379 outpitch = width * bpp;
4380 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4382 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4383 if(!mem) {
4384 ERR("Out of memory %d, %d!\n", outpitch, height);
4385 return WINED3DERR_OUTOFVIDEOMEMORY;
4387 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4389 This->Flags |= SFLAG_CONVERTED;
4390 } else {
4391 This->Flags &= ~SFLAG_CONVERTED;
4392 mem = This->resource.allocatedMemory;
4395 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4397 /* Don't delete PBO memory */
4398 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4399 HeapFree(GetProcessHeap(), 0, mem);
4401 } else /* if(flag == SFLAG_INTEXTURE) */ {
4402 if (This->Flags & SFLAG_INDRAWABLE) {
4403 read_from_framebuffer_texture(This);
4404 } else { /* Upload from system memory */
4405 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
4407 if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4408 surface_bind_and_dirtify(This);
4409 ENTER_GL();
4411 /* The only place where LoadTexture() might get called when isInDraw=1
4412 * is ActivateContext where lastActiveRenderTarget is preloaded.
4414 if(iface == device->lastActiveRenderTarget && device->isInDraw)
4415 ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
4417 /* Otherwise: System memory copy must be most up to date */
4419 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4420 This->Flags |= SFLAG_GLCKEY;
4421 This->glCKey = This->SrcBltCKey;
4423 else This->Flags &= ~SFLAG_GLCKEY;
4425 /* The width is in 'length' not in bytes */
4426 width = This->currentDesc.Width;
4427 pitch = IWineD3DSurface_GetPitch(iface);
4429 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4430 * but it isn't set (yet) in all cases it is getting called. */
4431 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4432 TRACE("Removing the pbo attached to surface %p\n", This);
4433 surface_remove_pbo(This);
4436 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4437 int height = This->currentDesc.Height;
4439 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4440 outpitch = width * bpp;
4441 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4443 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4444 if(!mem) {
4445 ERR("Out of memory %d, %d!\n", outpitch, height);
4446 return WINED3DERR_OUTOFVIDEOMEMORY;
4448 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4450 This->Flags |= SFLAG_CONVERTED;
4451 } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
4452 d3dfmt_p8_upload_palette(iface, convert);
4453 This->Flags &= ~SFLAG_CONVERTED;
4454 mem = This->resource.allocatedMemory;
4455 } else {
4456 This->Flags &= ~SFLAG_CONVERTED;
4457 mem = This->resource.allocatedMemory;
4460 /* Make sure the correct pitch is used */
4461 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4463 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4464 TRACE("non power of two support\n");
4465 if(!(This->Flags & SFLAG_ALLOCATED)) {
4466 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4468 if (mem || (This->Flags & SFLAG_PBO)) {
4469 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4471 } else {
4472 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4473 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4475 if(!(This->Flags & SFLAG_ALLOCATED)) {
4476 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4478 if (mem || (This->Flags & SFLAG_PBO)) {
4479 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4483 /* Restore the default pitch */
4484 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4485 LEAVE_GL();
4487 /* Don't delete PBO memory */
4488 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4489 HeapFree(GetProcessHeap(), 0, mem);
4493 if(rect == NULL) {
4494 This->Flags |= flag;
4497 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
4498 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4499 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4500 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4503 return WINED3D_OK;
4506 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
4507 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4508 IWineD3DSwapChain *swapchain = NULL;
4510 /* Update the drawable size method */
4511 if(container) {
4512 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4514 if(swapchain) {
4515 This->get_drawable_size = get_drawable_size_swapchain;
4516 IWineD3DSwapChain_Release(swapchain);
4517 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4518 switch(wined3d_settings.offscreen_rendering_mode) {
4519 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4520 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4521 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4525 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4528 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4529 return SURFACE_OPENGL;
4532 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4533 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4534 HRESULT hr;
4536 /* If there's no destination surface there is nothing to do */
4537 if(!This->overlay_dest) return WINED3D_OK;
4539 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4540 * update the overlay. Prevent an endless recursion
4542 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4543 return WINED3D_OK;
4545 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4546 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4547 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4548 NULL, WINED3DTEXF_LINEAR);
4549 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4551 return hr;
4554 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4556 /* IUnknown */
4557 IWineD3DBaseSurfaceImpl_QueryInterface,
4558 IWineD3DBaseSurfaceImpl_AddRef,
4559 IWineD3DSurfaceImpl_Release,
4560 /* IWineD3DResource */
4561 IWineD3DBaseSurfaceImpl_GetParent,
4562 IWineD3DBaseSurfaceImpl_GetDevice,
4563 IWineD3DBaseSurfaceImpl_SetPrivateData,
4564 IWineD3DBaseSurfaceImpl_GetPrivateData,
4565 IWineD3DBaseSurfaceImpl_FreePrivateData,
4566 IWineD3DBaseSurfaceImpl_SetPriority,
4567 IWineD3DBaseSurfaceImpl_GetPriority,
4568 IWineD3DSurfaceImpl_PreLoad,
4569 IWineD3DSurfaceImpl_UnLoad,
4570 IWineD3DBaseSurfaceImpl_GetType,
4571 /* IWineD3DSurface */
4572 IWineD3DBaseSurfaceImpl_GetContainer,
4573 IWineD3DBaseSurfaceImpl_GetDesc,
4574 IWineD3DSurfaceImpl_LockRect,
4575 IWineD3DSurfaceImpl_UnlockRect,
4576 IWineD3DSurfaceImpl_GetDC,
4577 IWineD3DSurfaceImpl_ReleaseDC,
4578 IWineD3DSurfaceImpl_Flip,
4579 IWineD3DSurfaceImpl_Blt,
4580 IWineD3DBaseSurfaceImpl_GetBltStatus,
4581 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4582 IWineD3DBaseSurfaceImpl_IsLost,
4583 IWineD3DBaseSurfaceImpl_Restore,
4584 IWineD3DSurfaceImpl_BltFast,
4585 IWineD3DBaseSurfaceImpl_GetPalette,
4586 IWineD3DBaseSurfaceImpl_SetPalette,
4587 IWineD3DSurfaceImpl_RealizePalette,
4588 IWineD3DBaseSurfaceImpl_SetColorKey,
4589 IWineD3DBaseSurfaceImpl_GetPitch,
4590 IWineD3DSurfaceImpl_SetMem,
4591 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4592 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4593 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4594 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4595 IWineD3DBaseSurfaceImpl_SetClipper,
4596 IWineD3DBaseSurfaceImpl_GetClipper,
4597 /* Internal use: */
4598 IWineD3DSurfaceImpl_AddDirtyRect,
4599 IWineD3DSurfaceImpl_LoadTexture,
4600 IWineD3DSurfaceImpl_BindTexture,
4601 IWineD3DSurfaceImpl_SaveSnapshot,
4602 IWineD3DSurfaceImpl_SetContainer,
4603 IWineD3DSurfaceImpl_GetGlDesc,
4604 IWineD3DSurfaceImpl_GetData,
4605 IWineD3DSurfaceImpl_SetFormat,
4606 IWineD3DSurfaceImpl_PrivateSetup,
4607 IWineD3DSurfaceImpl_ModifyLocation,
4608 IWineD3DSurfaceImpl_LoadLocation,
4609 IWineD3DSurfaceImpl_GetImplType,
4610 IWineD3DSurfaceImpl_DrawOverlay
4612 #undef GLINFO_LOCATION
4614 #define GLINFO_LOCATION device->adapter->gl_info
4615 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4616 static void ffp_blit_free(IWineD3DDevice *iface) { }
4618 static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
4619 glEnable(textype);
4620 checkGLcall("glEnable(textype)");
4621 return WINED3D_OK;
4624 static void ffp_blit_unset(IWineD3DDevice *iface) {
4625 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4626 glDisable(GL_TEXTURE_2D);
4627 checkGLcall("glDisable(GL_TEXTURE_2D)");
4628 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4629 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4630 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4632 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4633 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4634 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4638 static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
4639 TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
4640 return FALSE;
4643 const struct blit_shader ffp_blit = {
4644 ffp_blit_alloc,
4645 ffp_blit_free,
4646 ffp_blit_set,
4647 ffp_blit_unset,
4648 ffp_blit_conv_supported