Sync with trunk head (r49139)
[reactos.git] / dll / directx / wine / wined3d / surface.c
1 /*
2 * IWineD3DSurface Implementation
3 *
4 * Copyright 1998 Lionel Ulmer
5 * Copyright 2000-2001 TransGaming Technologies Inc.
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2002-2003 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2007-2008 Henri Verbeet
12 * Copyright 2006-2008 Roderick Colenbrander
13 * Copyright 2009 Henri Verbeet for CodeWeavers
14 *
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
19 *
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
24 *
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 */
29
30 #include "config.h"
31 #include "wine/port.h"
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36
37 static void surface_cleanup(IWineD3DSurfaceImpl *This)
38 {
39 TRACE("(%p) : Cleaning up.\n", This);
40
41 if (This->texture_name || (This->Flags & SFLAG_PBO) || !list_empty(&This->renderbuffers))
42 {
43 const struct wined3d_gl_info *gl_info;
44 renderbuffer_entry_t *entry, *entry2;
45 struct wined3d_context *context;
46
47 context = context_acquire(This->resource.device, NULL);
48 gl_info = context->gl_info;
49
50 ENTER_GL();
51
52 if (This->texture_name)
53 {
54 TRACE("Deleting texture %u.\n", This->texture_name);
55 glDeleteTextures(1, &This->texture_name);
56 }
57
58 if (This->Flags & SFLAG_PBO)
59 {
60 TRACE("Deleting PBO %u.\n", This->pbo);
61 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
62 }
63
64 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
65 {
66 TRACE("Deleting renderbuffer %u.\n", entry->id);
67 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
68 HeapFree(GetProcessHeap(), 0, entry);
69 }
70
71 LEAVE_GL();
72
73 context_release(context);
74 }
75
76 if (This->Flags & SFLAG_DIBSECTION)
77 {
78 /* Release the DC. */
79 SelectObject(This->hDC, This->dib.holdbitmap);
80 DeleteDC(This->hDC);
81 /* Release the DIB section. */
82 DeleteObject(This->dib.DIBsection);
83 This->dib.bitmap_data = NULL;
84 This->resource.allocatedMemory = NULL;
85 }
86
87 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
88 if (This->overlay_dest) list_remove(&This->overlay_entry);
89
90 HeapFree(GetProcessHeap(), 0, This->palette9);
91
92 resource_cleanup((IWineD3DResource *)This);
93 }
94
95 void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container)
96 {
97 TRACE("surface %p, container %p.\n", surface, container);
98
99 if (!container && type != WINED3D_CONTAINER_NONE)
100 ERR("Setting NULL container of type %#x.\n", type);
101
102 if (type == WINED3D_CONTAINER_SWAPCHAIN)
103 {
104 surface->get_drawable_size = get_drawable_size_swapchain;
105 }
106 else
107 {
108 switch (wined3d_settings.offscreen_rendering_mode)
109 {
110 case ORM_FBO:
111 surface->get_drawable_size = get_drawable_size_fbo;
112 break;
113
114 case ORM_BACKBUFFER:
115 surface->get_drawable_size = get_drawable_size_backbuffer;
116 break;
117
118 default:
119 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
120 return;
121 }
122 }
123
124 surface->container.type = type;
125 surface->container.u.base = container;
126 }
127
128 struct blt_info
129 {
130 GLenum binding;
131 GLenum bind_target;
132 enum tex_types tex_type;
133 GLfloat coords[4][3];
134 };
135
136 struct float_rect
137 {
138 float l;
139 float t;
140 float r;
141 float b;
142 };
143
144 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
145 {
146 f->l = ((r->left * 2.0f) / w) - 1.0f;
147 f->t = ((r->top * 2.0f) / h) - 1.0f;
148 f->r = ((r->right * 2.0f) / w) - 1.0f;
149 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
150 }
151
152 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
153 {
154 GLfloat (*coords)[3] = info->coords;
155 RECT rect;
156 struct float_rect f;
157
158 if (rect_in)
159 rect = *rect_in;
160 else
161 {
162 rect.left = 0;
163 rect.top = h;
164 rect.right = w;
165 rect.bottom = 0;
166 }
167
168 switch (target)
169 {
170 default:
171 FIXME("Unsupported texture target %#x\n", target);
172 /* Fall back to GL_TEXTURE_2D */
173 case GL_TEXTURE_2D:
174 info->binding = GL_TEXTURE_BINDING_2D;
175 info->bind_target = GL_TEXTURE_2D;
176 info->tex_type = tex_2d;
177 coords[0][0] = (float)rect.left / w;
178 coords[0][1] = (float)rect.top / h;
179 coords[0][2] = 0.0f;
180
181 coords[1][0] = (float)rect.right / w;
182 coords[1][1] = (float)rect.top / h;
183 coords[1][2] = 0.0f;
184
185 coords[2][0] = (float)rect.left / w;
186 coords[2][1] = (float)rect.bottom / h;
187 coords[2][2] = 0.0f;
188
189 coords[3][0] = (float)rect.right / w;
190 coords[3][1] = (float)rect.bottom / h;
191 coords[3][2] = 0.0f;
192 break;
193
194 case GL_TEXTURE_RECTANGLE_ARB:
195 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
196 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
197 info->tex_type = tex_rect;
198 coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
199 coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
200 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
201 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
202 break;
203
204 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
205 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
206 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
207 info->tex_type = tex_cube;
208 cube_coords_float(&rect, w, h, &f);
209
210 coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
211 coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
212 coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
213 coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
214 break;
215
216 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
217 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
218 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
219 info->tex_type = tex_cube;
220 cube_coords_float(&rect, w, h, &f);
221
222 coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
223 coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
224 coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
225 coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
226 break;
227
228 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
229 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
230 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
231 info->tex_type = tex_cube;
232 cube_coords_float(&rect, w, h, &f);
233
234 coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
235 coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
236 coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
237 coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
238 break;
239
240 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
241 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
242 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
243 info->tex_type = tex_cube;
244 cube_coords_float(&rect, w, h, &f);
245
246 coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
247 coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
248 coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
249 coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
250 break;
251
252 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
253 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
254 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
255 info->tex_type = tex_cube;
256 cube_coords_float(&rect, w, h, &f);
257
258 coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
259 coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
260 coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
261 coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
262 break;
263
264 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
265 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
266 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
267 info->tex_type = tex_cube;
268 cube_coords_float(&rect, w, h, &f);
269
270 coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
271 coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
272 coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
273 coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
274 break;
275 }
276 }
277
278 static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
279 {
280 if (rect_in)
281 *rect_out = *rect_in;
282 else
283 {
284 rect_out->left = 0;
285 rect_out->top = 0;
286 rect_out->right = This->currentDesc.Width;
287 rect_out->bottom = This->currentDesc.Height;
288 }
289 }
290
291 /* GL locking and context activation is done by the caller */
292 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
293 {
294 struct blt_info info;
295
296 surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
297
298 glEnable(info.bind_target);
299 checkGLcall("glEnable(bind_target)");
300
301 /* Bind the texture */
302 glBindTexture(info.bind_target, src_surface->texture_name);
303 checkGLcall("glBindTexture");
304
305 /* Filtering for StretchRect */
306 glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
307 wined3d_gl_mag_filter(magLookup, Filter));
308 checkGLcall("glTexParameteri");
309 glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
310 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
311 checkGLcall("glTexParameteri");
312 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
313 glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
314 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
315 checkGLcall("glTexEnvi");
316
317 /* Draw a quad */
318 glBegin(GL_TRIANGLE_STRIP);
319 glTexCoord3fv(info.coords[0]);
320 glVertex2i(dst_rect->left, dst_rect->top);
321
322 glTexCoord3fv(info.coords[1]);
323 glVertex2i(dst_rect->right, dst_rect->top);
324
325 glTexCoord3fv(info.coords[2]);
326 glVertex2i(dst_rect->left, dst_rect->bottom);
327
328 glTexCoord3fv(info.coords[3]);
329 glVertex2i(dst_rect->right, dst_rect->bottom);
330 glEnd();
331
332 /* Unbind the texture */
333 glBindTexture(info.bind_target, 0);
334 checkGLcall("glBindTexture(info->bind_target, 0)");
335
336 /* We changed the filtering settings on the texture. Inform the
337 * container about this to get the filters reset properly next draw. */
338 if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
339 {
340 IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
341 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
342 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
343 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
344 }
345 }
346
347 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
348 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
349 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
350 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
351 {
352 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
353 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
354 void (*cleanup)(IWineD3DSurfaceImpl *This);
355 unsigned int resource_size;
356 HRESULT hr;
357
358 if (multisample_quality > 0)
359 {
360 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
361 multisample_quality = 0;
362 }
363
364 /* FIXME: Check that the format is supported by the device. */
365
366 resource_size = wined3d_format_calculate_size(format, alignment, width, height);
367
368 /* Look at the implementation and set the correct Vtable. */
369 switch (surface_type)
370 {
371 case SURFACE_OPENGL:
372 surface->lpVtbl = &IWineD3DSurface_Vtbl;
373 cleanup = surface_cleanup;
374 break;
375
376 case SURFACE_GDI:
377 surface->lpVtbl = &IWineGDISurface_Vtbl;
378 cleanup = surface_gdi_cleanup;
379 break;
380
381 default:
382 ERR("Requested unknown surface implementation %#x.\n", surface_type);
383 return WINED3DERR_INVALIDCALL;
384 }
385
386 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
387 device, resource_size, usage, format, pool, parent, parent_ops);
388 if (FAILED(hr))
389 {
390 WARN("Failed to initialize resource, returning %#x.\n", hr);
391 return hr;
392 }
393
394 /* "Standalone" surface. */
395 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
396
397 surface->currentDesc.Width = width;
398 surface->currentDesc.Height = height;
399 surface->currentDesc.MultiSampleType = multisample_type;
400 surface->currentDesc.MultiSampleQuality = multisample_quality;
401 surface->texture_level = level;
402 list_init(&surface->overlays);
403
404 /* Flags */
405 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
406 if (discard) surface->Flags |= SFLAG_DISCARD;
407 if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
408
409 /* Quick lockable sanity check.
410 * TODO: remove this after surfaces, usage and lockability have been debugged properly
411 * this function is too deep to need to care about things like this.
412 * Levels need to be checked too, since they all affect what can be done. */
413 switch (pool)
414 {
415 case WINED3DPOOL_SCRATCH:
416 if(!lockable)
417 {
418 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
419 "which are mutually exclusive, setting lockable to TRUE.\n");
420 lockable = TRUE;
421 }
422 break;
423
424 case WINED3DPOOL_SYSTEMMEM:
425 if (!lockable)
426 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
427 break;
428
429 case WINED3DPOOL_MANAGED:
430 if (usage & WINED3DUSAGE_DYNAMIC)
431 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
432 break;
433
434 case WINED3DPOOL_DEFAULT:
435 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
436 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
437 break;
438
439 default:
440 FIXME("Unknown pool %#x.\n", pool);
441 break;
442 };
443
444 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
445 {
446 FIXME("Trying to create a render target that isn't in the default pool.\n");
447 }
448
449 /* Mark the texture as dirty so that it gets loaded first time around. */
450 surface_add_dirty_rect(surface, NULL);
451 list_init(&surface->renderbuffers);
452
453 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
454
455 /* Call the private setup routine */
456 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
457 if (FAILED(hr))
458 {
459 ERR("Private setup failed, returning %#x\n", hr);
460 cleanup(surface);
461 return hr;
462 }
463
464 return hr;
465 }
466
467 static void surface_force_reload(IWineD3DSurfaceImpl *surface)
468 {
469 surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
470 }
471
472 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
473 {
474 GLuint *name;
475 DWORD flag;
476
477 TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
478
479 if(srgb)
480 {
481 name = &surface->texture_name_srgb;
482 flag = SFLAG_INSRGBTEX;
483 }
484 else
485 {
486 name = &surface->texture_name;
487 flag = SFLAG_INTEXTURE;
488 }
489
490 if (!*name && new_name)
491 {
492 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
493 * surface has no texture name yet. See if we can get rid of this. */
494 if (surface->Flags & flag)
495 ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag));
496 surface_modify_location(surface, flag, FALSE);
497 }
498
499 *name = new_name;
500 surface_force_reload(surface);
501 }
502
503 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
504 {
505 TRACE("surface %p, target %#x.\n", surface, target);
506
507 if (surface->texture_target != target)
508 {
509 if (target == GL_TEXTURE_RECTANGLE_ARB)
510 {
511 surface->Flags &= ~SFLAG_NORMCOORD;
512 }
513 else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
514 {
515 surface->Flags |= SFLAG_NORMCOORD;
516 }
517 }
518 surface->texture_target = target;
519 surface_force_reload(surface);
520 }
521
522 /* Context activation is done by the caller. */
523 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
524 DWORD active_sampler;
525
526 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
527 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
528 * gl states. The current texture unit should always be a valid one.
529 *
530 * To be more specific, this is tricky because we can implicitly be called
531 * from sampler() in state.c. This means we can't touch anything other than
532 * whatever happens to be the currently active texture, or we would risk
533 * marking already applied sampler states dirty again.
534 *
535 * TODO: Track the current active texture per GL context instead of using glGet
536 */
537 GLint active_texture;
538 ENTER_GL();
539 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
540 LEAVE_GL();
541 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
542
543 if (active_sampler != WINED3D_UNMAPPED_STAGE)
544 {
545 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
546 }
547 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
548 }
549
550 /* This function checks if the primary render target uses the 8bit paletted format. */
551 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
552 {
553 if (device->render_targets && device->render_targets[0])
554 {
555 IWineD3DSurfaceImpl *render_target = device->render_targets[0];
556 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
557 && (render_target->resource.format->id == WINED3DFMT_P8_UINT))
558 return TRUE;
559 }
560 return FALSE;
561 }
562
563 /* This call just downloads data, the caller is responsible for binding the
564 * correct texture. */
565 /* Context activation is done by the caller. */
566 static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
567 {
568 const struct wined3d_format *format = This->resource.format;
569
570 /* Only support read back of converted P8 surfaces */
571 if (This->Flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
572 {
573 FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id));
574 return;
575 }
576
577 ENTER_GL();
578
579 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
580 {
581 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
582 This, This->texture_level, format->glFormat, format->glType,
583 This->resource.allocatedMemory);
584
585 if (This->Flags & SFLAG_PBO)
586 {
587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
588 checkGLcall("glBindBufferARB");
589 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
590 checkGLcall("glGetCompressedTexImageARB");
591 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
592 checkGLcall("glBindBufferARB");
593 }
594 else
595 {
596 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
597 This->texture_level, This->resource.allocatedMemory));
598 checkGLcall("glGetCompressedTexImageARB");
599 }
600
601 LEAVE_GL();
602 } else {
603 void *mem;
604 GLenum gl_format = format->glFormat;
605 GLenum gl_type = format->glType;
606 int src_pitch = 0;
607 int dst_pitch = 0;
608
609 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
610 if (format->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
611 {
612 gl_format = GL_ALPHA;
613 gl_type = GL_UNSIGNED_BYTE;
614 }
615
616 if (This->Flags & SFLAG_NONPOW2) {
617 unsigned char alignment = This->resource.device->surface_alignment;
618 src_pitch = format->byte_count * This->pow2Width;
619 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
620 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
621 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
622 } else {
623 mem = This->resource.allocatedMemory;
624 }
625
626 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
627 This, This->texture_level, gl_format, gl_type, mem);
628
629 if(This->Flags & SFLAG_PBO) {
630 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
631 checkGLcall("glBindBufferARB");
632
633 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL);
634 checkGLcall("glGetTexImage");
635
636 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
637 checkGLcall("glBindBufferARB");
638 } else {
639 glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem);
640 checkGLcall("glGetTexImage");
641 }
642 LEAVE_GL();
643
644 if (This->Flags & SFLAG_NONPOW2) {
645 const BYTE *src_data;
646 BYTE *dst_data;
647 UINT y;
648 /*
649 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
650 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
651 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
652 *
653 * We're doing this...
654 *
655 * instead of boxing the texture :
656 * |<-texture width ->| -->pow2width| /\
657 * |111111111111111111| | |
658 * |222 Texture 222222| boxed empty | texture height
659 * |3333 Data 33333333| | |
660 * |444444444444444444| | \/
661 * ----------------------------------- |
662 * | boxed empty | boxed empty | pow2height
663 * | | | \/
664 * -----------------------------------
665 *
666 *
667 * we're repacking the data to the expected texture width
668 *
669 * |<-texture width ->| -->pow2width| /\
670 * |111111111111111111222222222222222| |
671 * |222333333333333333333444444444444| texture height
672 * |444444 | |
673 * | | \/
674 * | | |
675 * | empty | pow2height
676 * | | \/
677 * -----------------------------------
678 *
679 * == is the same as
680 *
681 * |<-texture width ->| /\
682 * |111111111111111111|
683 * |222222222222222222|texture height
684 * |333333333333333333|
685 * |444444444444444444| \/
686 * --------------------
687 *
688 * this also means that any references to allocatedMemory should work with the data as if were a
689 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
690 *
691 * internally the texture is still stored in a boxed format so any references to textureName will
692 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
693 *
694 * Performance should not be an issue, because applications normally do not lock the surfaces when
695 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
696 * and doesn't have to be re-read.
697 */
698 src_data = mem;
699 dst_data = This->resource.allocatedMemory;
700 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
701 for (y = 1 ; y < This->currentDesc.Height; y++) {
702 /* skip the first row */
703 src_data += src_pitch;
704 dst_data += dst_pitch;
705 memcpy(dst_data, src_data, dst_pitch);
706 }
707
708 HeapFree(GetProcessHeap(), 0, mem);
709 }
710 }
711
712 /* Surface has now been downloaded */
713 This->Flags |= SFLAG_INSYSMEM;
714 }
715
716 /* This call just uploads data, the caller is responsible for binding the
717 * correct texture. */
718 /* Context activation is done by the caller. */
719 static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
720 const struct wined3d_format *format, BOOL srgb, const GLvoid *data)
721 {
722 GLsizei width = This->currentDesc.Width;
723 GLsizei height = This->currentDesc.Height;
724 GLenum internal;
725
726 if (srgb)
727 {
728 internal = format->glGammaInternal;
729 }
730 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
731 {
732 internal = format->rtInternal;
733 }
734 else
735 {
736 internal = format->glInternal;
737 }
738
739 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
740 This, internal, width, height, format->glFormat, format->glType, data);
741 TRACE("target %#x, level %u, resource size %u.\n",
742 This->texture_target, This->texture_level, This->resource.size);
743
744 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
745
746 ENTER_GL();
747
748 if (This->Flags & SFLAG_PBO)
749 {
750 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
751 checkGLcall("glBindBufferARB");
752
753 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
754 data = NULL;
755 }
756
757 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED)
758 {
759 TRACE("Calling glCompressedTexSubImage2DARB.\n");
760
761 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
762 0, 0, width, height, internal, This->resource.size, data));
763 checkGLcall("glCompressedTexSubImage2DARB");
764 }
765 else
766 {
767 TRACE("Calling glTexSubImage2D.\n");
768
769 glTexSubImage2D(This->texture_target, This->texture_level,
770 0, 0, width, height, format->glFormat, format->glType, data);
771 checkGLcall("glTexSubImage2D");
772 }
773
774 if (This->Flags & SFLAG_PBO)
775 {
776 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
777 checkGLcall("glBindBufferARB");
778 }
779
780 LEAVE_GL();
781
782 if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
783 {
784 IWineD3DDeviceImpl *device = This->resource.device;
785 unsigned int i;
786
787 for (i = 0; i < device->numContexts; ++i)
788 {
789 context_surface_update(device->contexts[i], This);
790 }
791 }
792 }
793
794 /* This call just allocates the texture, the caller is responsible for binding
795 * the correct texture. */
796 /* Context activation is done by the caller. */
797 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
798 const struct wined3d_format *format, BOOL srgb)
799 {
800 BOOL enable_client_storage = FALSE;
801 GLsizei width = This->pow2Width;
802 GLsizei height = This->pow2Height;
803 const BYTE *mem = NULL;
804 GLenum internal;
805
806 if (srgb)
807 {
808 internal = format->glGammaInternal;
809 }
810 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
811 {
812 internal = format->rtInternal;
813 }
814 else
815 {
816 internal = format->glInternal;
817 }
818
819 if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale;
820
821 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",
822 This, This->texture_target, This->texture_level, debug_d3dformat(format->id),
823 internal, width, height, format->glFormat, format->glType);
824
825 ENTER_GL();
826
827 if (gl_info->supported[APPLE_CLIENT_STORAGE])
828 {
829 if (This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
830 || !This->resource.allocatedMemory)
831 {
832 /* In some cases we want to disable client storage.
833 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
834 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
835 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
836 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
837 */
838 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
839 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
840 This->Flags &= ~SFLAG_CLIENT;
841 enable_client_storage = TRUE;
842 } else {
843 This->Flags |= SFLAG_CLIENT;
844
845 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
846 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
847 */
848 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
849 }
850 }
851
852 if (format->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
853 {
854 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
855 internal, width, height, 0, This->resource.size, mem));
856 checkGLcall("glCompressedTexImage2DARB");
857 }
858 else
859 {
860 glTexImage2D(This->texture_target, This->texture_level,
861 internal, width, height, 0, format->glFormat, format->glType, mem);
862 checkGLcall("glTexImage2D");
863 }
864
865 if(enable_client_storage) {
866 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
867 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
868 }
869 LEAVE_GL();
870 }
871
872 /* In D3D the depth stencil dimensions have to be greater than or equal to the
873 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
874 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
875 /* GL locking is done by the caller */
876 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
877 {
878 const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
879 renderbuffer_entry_t *entry;
880 GLuint renderbuffer = 0;
881 unsigned int src_width, src_height;
882
883 src_width = surface->pow2Width;
884 src_height = surface->pow2Height;
885
886 /* A depth stencil smaller than the render target is not valid */
887 if (width > src_width || height > src_height) return;
888
889 /* Remove any renderbuffer set if the sizes match */
890 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
891 || (width == src_width && height == src_height))
892 {
893 surface->current_renderbuffer = NULL;
894 return;
895 }
896
897 /* Look if we've already got a renderbuffer of the correct dimensions */
898 LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
899 {
900 if (entry->width == width && entry->height == height)
901 {
902 renderbuffer = entry->id;
903 surface->current_renderbuffer = entry;
904 break;
905 }
906 }
907
908 if (!renderbuffer)
909 {
910 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
911 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
912 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
913 surface->resource.format->glInternal, width, height);
914
915 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
916 entry->width = width;
917 entry->height = height;
918 entry->id = renderbuffer;
919 list_add_head(&surface->renderbuffers, &entry->entry);
920
921 surface->current_renderbuffer = entry;
922 }
923
924 checkGLcall("set_compatible_renderbuffer");
925 }
926
927 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
928 {
929 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
930
931 TRACE("surface %p.\n", surface);
932
933 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
934 {
935 ERR("Surface %p is not on a swapchain.\n", surface);
936 return GL_NONE;
937 }
938
939 if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
940 {
941 if (swapchain->render_to_fbo)
942 {
943 TRACE("Returning GL_COLOR_ATTACHMENT0\n");
944 return GL_COLOR_ATTACHMENT0;
945 }
946 TRACE("Returning GL_BACK\n");
947 return GL_BACK;
948 }
949 else if (surface == swapchain->front_buffer)
950 {
951 TRACE("Returning GL_FRONT\n");
952 return GL_FRONT;
953 }
954
955 FIXME("Higher back buffer, returning GL_BACK\n");
956 return GL_BACK;
957 }
958
959 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
960 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
961 {
962 TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
963
964 if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
965 /* No partial locking for textures yet. */
966 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
967
968 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
969 if (dirty_rect)
970 {
971 surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
972 surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
973 surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
974 surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
975 }
976 else
977 {
978 surface->dirtyRect.left = 0;
979 surface->dirtyRect.top = 0;
980 surface->dirtyRect.right = surface->currentDesc.Width;
981 surface->dirtyRect.bottom = surface->currentDesc.Height;
982 }
983
984 /* if the container is a basetexture then mark it dirty. */
985 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
986 {
987 TRACE("Passing to container.\n");
988 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
989 }
990 }
991
992 static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color)
993 {
994 const struct wined3d_format *format = surface->resource.format;
995 IWineD3DDeviceImpl *device = surface->resource.device;
996
997 switch (format->id)
998 {
999 case WINED3DFMT_P8_UINT:
1000 if (surface->palette)
1001 {
1002 float_color->r = surface->palette->palents[color].peRed / 255.0f;
1003 float_color->g = surface->palette->palents[color].peGreen / 255.0f;
1004 float_color->b = surface->palette->palents[color].peBlue / 255.0f;
1005 }
1006 else
1007 {
1008 float_color->r = 0.0f;
1009 float_color->g = 0.0f;
1010 float_color->b = 0.0f;
1011 }
1012 float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
1013 break;
1014
1015 case WINED3DFMT_B5G6R5_UNORM:
1016 float_color->r = ((color >> 11) & 0x1f) / 31.0f;
1017 float_color->g = ((color >> 5) & 0x3f) / 63.0f;
1018 float_color->b = (color & 0x1f) / 31.0f;
1019 float_color->a = 1.0f;
1020 break;
1021
1022 case WINED3DFMT_B8G8R8_UNORM:
1023 case WINED3DFMT_B8G8R8X8_UNORM:
1024 float_color->r = D3DCOLOR_R(color);
1025 float_color->g = D3DCOLOR_G(color);
1026 float_color->b = D3DCOLOR_B(color);
1027 float_color->a = 1.0f;
1028 break;
1029
1030 case WINED3DFMT_B8G8R8A8_UNORM:
1031 float_color->r = D3DCOLOR_R(color);
1032 float_color->g = D3DCOLOR_G(color);
1033 float_color->b = D3DCOLOR_B(color);
1034 float_color->a = D3DCOLOR_A(color);
1035 break;
1036
1037 default:
1038 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
1039 return FALSE;
1040 }
1041
1042 return TRUE;
1043 }
1044
1045 /* Do not call while under the GL lock. */
1046 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
1047 {
1048 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1049 ULONG ref = InterlockedDecrement(&This->resource.ref);
1050 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
1051
1052 if (!ref)
1053 {
1054 surface_cleanup(This);
1055 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1056
1057 TRACE("(%p) Released.\n", This);
1058 HeapFree(GetProcessHeap(), 0, This);
1059 }
1060
1061 return ref;
1062 }
1063
1064 /* ****************************************************
1065 IWineD3DSurface IWineD3DResource parts follow
1066 **************************************************** */
1067
1068 /* Do not call while under the GL lock. */
1069 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
1070 {
1071 IWineD3DDeviceImpl *device = surface->resource.device;
1072
1073 TRACE("iface %p, srgb %#x.\n", surface, srgb);
1074
1075 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1076 {
1077 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1078
1079 TRACE("Passing to container.\n");
1080 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
1081 }
1082 else
1083 {
1084 struct wined3d_context *context = NULL;
1085
1086 TRACE("(%p) : About to load surface\n", surface);
1087
1088 if (!device->isInDraw) context = context_acquire(device, NULL);
1089
1090 if (surface->resource.format->id == WINED3DFMT_P8_UINT
1091 || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
1092 {
1093 if (palette9_changed(surface))
1094 {
1095 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
1096 /* TODO: This is not necessarily needed with hw palettized texture support */
1097 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
1098 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
1099 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1100 }
1101 }
1102
1103 IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
1104
1105 if (surface->resource.pool == WINED3DPOOL_DEFAULT)
1106 {
1107 /* Tell opengl to try and keep this texture in video ram (well mostly) */
1108 GLclampf tmp;
1109 tmp = 0.9f;
1110 ENTER_GL();
1111 glPrioritizeTextures(1, &surface->texture_name, &tmp);
1112 LEAVE_GL();
1113 }
1114
1115 if (context) context_release(context);
1116 }
1117 }
1118
1119 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
1120 {
1121 surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
1122 }
1123
1124 /* Context activation is done by the caller. */
1125 static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
1126 {
1127 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1128 This->resource.allocatedMemory =
1129 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1130
1131 ENTER_GL();
1132 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1133 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
1134 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1135 checkGLcall("glGetBufferSubDataARB");
1136 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
1137 checkGLcall("glDeleteBuffersARB");
1138 LEAVE_GL();
1139
1140 This->pbo = 0;
1141 This->Flags &= ~SFLAG_PBO;
1142 }
1143
1144 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
1145 {
1146 if (!surface->resource.allocatedMemory)
1147 {
1148 surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1149 surface->resource.size + RESOURCE_ALIGNMENT);
1150 if (!surface->resource.heapMemory)
1151 {
1152 ERR("Out of memory\n");
1153 return FALSE;
1154 }
1155 surface->resource.allocatedMemory =
1156 (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1157 }
1158 else
1159 {
1160 memset(surface->resource.allocatedMemory, 0, surface->resource.size);
1161 }
1162
1163 surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
1164
1165 return TRUE;
1166 }
1167
1168 /* Do not call while under the GL lock. */
1169 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
1170 {
1171 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
1172 IWineD3DDeviceImpl *device = This->resource.device;
1173 const struct wined3d_gl_info *gl_info;
1174 renderbuffer_entry_t *entry, *entry2;
1175 struct wined3d_context *context;
1176
1177 TRACE("(%p)\n", iface);
1178
1179 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1180 /* Default pool resources are supposed to be destroyed before Reset is called.
1181 * Implicit resources stay however. So this means we have an implicit render target
1182 * or depth stencil. The content may be destroyed, but we still have to tear down
1183 * opengl resources, so we cannot leave early.
1184 *
1185 * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
1186 * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
1187 * or the depth stencil into an FBO the texture or render buffer will be removed
1188 * and all flags get lost
1189 */
1190 surface_init_sysmem(This);
1191 }
1192 else
1193 {
1194 /* Load the surface into system memory */
1195 surface_load_location(This, SFLAG_INSYSMEM, NULL);
1196 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
1197 }
1198 surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
1199 surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
1200 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
1201
1202 context = context_acquire(device, NULL);
1203 gl_info = context->gl_info;
1204
1205 /* Destroy PBOs, but load them into real sysmem before */
1206 if (This->Flags & SFLAG_PBO)
1207 surface_remove_pbo(This, gl_info);
1208
1209 /* Destroy fbo render buffers. This is needed for implicit render targets, for
1210 * all application-created targets the application has to release the surface
1211 * before calling _Reset
1212 */
1213 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
1214 ENTER_GL();
1215 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
1216 LEAVE_GL();
1217 list_remove(&entry->entry);
1218 HeapFree(GetProcessHeap(), 0, entry);
1219 }
1220 list_init(&This->renderbuffers);
1221 This->current_renderbuffer = NULL;
1222
1223 /* If we're in a texture, the texture name belongs to the texture.
1224 * Otherwise, destroy it. */
1225 if (This->container.type != WINED3D_CONTAINER_TEXTURE)
1226 {
1227 ENTER_GL();
1228 glDeleteTextures(1, &This->texture_name);
1229 This->texture_name = 0;
1230 glDeleteTextures(1, &This->texture_name_srgb);
1231 This->texture_name_srgb = 0;
1232 LEAVE_GL();
1233 }
1234
1235 context_release(context);
1236
1237 resource_unload((IWineD3DResourceImpl *)This);
1238 }
1239
1240 /* ******************************************************
1241 IWineD3DSurface IWineD3DSurface parts follow
1242 ****************************************************** */
1243
1244 /* Read the framebuffer back into the surface */
1245 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
1246 {
1247 IWineD3DDeviceImpl *device = This->resource.device;
1248 const struct wined3d_gl_info *gl_info;
1249 struct wined3d_context *context;
1250 BYTE *mem;
1251 GLint fmt;
1252 GLint type;
1253 BYTE *row, *top, *bottom;
1254 int i;
1255 BOOL bpp;
1256 RECT local_rect;
1257 BOOL srcIsUpsideDown;
1258 GLint rowLen = 0;
1259 GLint skipPix = 0;
1260 GLint skipRow = 0;
1261
1262 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1263 static BOOL warned = FALSE;
1264 if(!warned) {
1265 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1266 warned = TRUE;
1267 }
1268 return;
1269 }
1270
1271 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
1272 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
1273 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
1274 * context->last_was_blit set on the unlock.
1275 */
1276 context = context_acquire(device, This);
1277 context_apply_blit_state(context, device);
1278 gl_info = context->gl_info;
1279
1280 ENTER_GL();
1281
1282 /* Select the correct read buffer, and give some debug output.
1283 * There is no need to keep track of the current read buffer or reset it, every part of the code
1284 * that reads sets the read buffer as desired.
1285 */
1286 if (surface_is_offscreen(This))
1287 {
1288 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1289 * Read from the back buffer
1290 */
1291 TRACE("Locking offscreen render target\n");
1292 glReadBuffer(device->offscreenBuffer);
1293 srcIsUpsideDown = TRUE;
1294 }
1295 else
1296 {
1297 /* Onscreen surfaces are always part of a swapchain */
1298 GLenum buffer = surface_get_gl_buffer(This);
1299 TRACE("Locking %#x buffer\n", buffer);
1300 glReadBuffer(buffer);
1301 checkGLcall("glReadBuffer");
1302 srcIsUpsideDown = FALSE;
1303 }
1304
1305 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
1306 if(!rect) {
1307 local_rect.left = 0;
1308 local_rect.top = 0;
1309 local_rect.right = This->currentDesc.Width;
1310 local_rect.bottom = This->currentDesc.Height;
1311 } else {
1312 local_rect = *rect;
1313 }
1314 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
1315
1316 switch (This->resource.format->id)
1317 {
1318 case WINED3DFMT_P8_UINT:
1319 {
1320 if (primary_render_target_is_p8(device))
1321 {
1322 /* In case of P8 render targets the index is stored in the alpha component */
1323 fmt = GL_ALPHA;
1324 type = GL_UNSIGNED_BYTE;
1325 mem = dest;
1326 bpp = This->resource.format->byte_count;
1327 } else {
1328 /* GL can't return palettized data, so read ARGB pixels into a
1329 * separate block of memory and convert them into palettized format
1330 * in software. Slow, but if the app means to use palettized render
1331 * targets and locks it...
1332 *
1333 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
1334 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
1335 * for the color channels when palettizing the colors.
1336 */
1337 fmt = GL_RGB;
1338 type = GL_UNSIGNED_BYTE;
1339 pitch *= 3;
1340 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1341 if(!mem) {
1342 ERR("Out of memory\n");
1343 LEAVE_GL();
1344 return;
1345 }
1346 bpp = This->resource.format->byte_count * 3;
1347 }
1348 }
1349 break;
1350
1351 default:
1352 mem = dest;
1353 fmt = This->resource.format->glFormat;
1354 type = This->resource.format->glType;
1355 bpp = This->resource.format->byte_count;
1356 }
1357
1358 if(This->Flags & SFLAG_PBO) {
1359 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1360 checkGLcall("glBindBufferARB");
1361 if (mem)
1362 {
1363 ERR("mem not null for pbo -- unexpected\n");
1364 mem = NULL;
1365 }
1366 }
1367
1368 /* Save old pixel store pack state */
1369 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1370 checkGLcall("glGetIntegerv");
1371 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1372 checkGLcall("glGetIntegerv");
1373 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1374 checkGLcall("glGetIntegerv");
1375
1376 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1377 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1378 checkGLcall("glPixelStorei");
1379 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1380 checkGLcall("glPixelStorei");
1381 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1382 checkGLcall("glPixelStorei");
1383
1384 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1385 local_rect.right - local_rect.left,
1386 local_rect.bottom - local_rect.top,
1387 fmt, type, mem);
1388 checkGLcall("glReadPixels");
1389
1390 /* Reset previous pixel store pack state */
1391 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1392 checkGLcall("glPixelStorei");
1393 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1394 checkGLcall("glPixelStorei");
1395 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1396 checkGLcall("glPixelStorei");
1397
1398 if(This->Flags & SFLAG_PBO) {
1399 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1400 checkGLcall("glBindBufferARB");
1401
1402 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1403 * to get a pointer to it and perform the flipping in software. This is a lot
1404 * faster than calling glReadPixels for each line. In case we want more speed
1405 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1406 if(!srcIsUpsideDown) {
1407 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1408 checkGLcall("glBindBufferARB");
1409
1410 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1411 checkGLcall("glMapBufferARB");
1412 }
1413 }
1414
1415 /* TODO: Merge this with the palettization loop below for P8 targets */
1416 if(!srcIsUpsideDown) {
1417 UINT len, off;
1418 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1419 Flip the lines in software */
1420 len = (local_rect.right - local_rect.left) * bpp;
1421 off = local_rect.left * bpp;
1422
1423 row = HeapAlloc(GetProcessHeap(), 0, len);
1424 if(!row) {
1425 ERR("Out of memory\n");
1426 if (This->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1427 LEAVE_GL();
1428 return;
1429 }
1430
1431 top = mem + pitch * local_rect.top;
1432 bottom = mem + pitch * (local_rect.bottom - 1);
1433 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1434 memcpy(row, top + off, len);
1435 memcpy(top + off, bottom + off, len);
1436 memcpy(bottom + off, row, len);
1437 top += pitch;
1438 bottom -= pitch;
1439 }
1440 HeapFree(GetProcessHeap(), 0, row);
1441
1442 /* Unmap the temp PBO buffer */
1443 if(This->Flags & SFLAG_PBO) {
1444 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1445 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1446 }
1447 }
1448
1449 LEAVE_GL();
1450 context_release(context);
1451
1452 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1453 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1454 * the same color but we have no choice.
1455 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1456 */
1457 if (This->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
1458 {
1459 const PALETTEENTRY *pal = NULL;
1460 DWORD width = pitch / 3;
1461 int x, y, c;
1462
1463 if(This->palette) {
1464 pal = This->palette->palents;
1465 } else {
1466 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1467 HeapFree(GetProcessHeap(), 0, mem);
1468 return ;
1469 }
1470
1471 for(y = local_rect.top; y < local_rect.bottom; y++) {
1472 for(x = local_rect.left; x < local_rect.right; x++) {
1473 /* start lines pixels */
1474 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1475 const BYTE *green = blue + 1;
1476 const BYTE *red = green + 1;
1477
1478 for(c = 0; c < 256; c++) {
1479 if(*red == pal[c].peRed &&
1480 *green == pal[c].peGreen &&
1481 *blue == pal[c].peBlue)
1482 {
1483 *((BYTE *) dest + y * width + x) = c;
1484 break;
1485 }
1486 }
1487 }
1488 }
1489 HeapFree(GetProcessHeap(), 0, mem);
1490 }
1491 }
1492
1493 /* Read the framebuffer contents into a texture */
1494 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1495 {
1496 IWineD3DDeviceImpl *device = This->resource.device;
1497 const struct wined3d_gl_info *gl_info;
1498 struct wined3d_context *context;
1499
1500 if (!surface_is_offscreen(This))
1501 {
1502 /* We would need to flip onscreen surfaces, but there's no efficient
1503 * way to do that here. It makes more sense for the caller to
1504 * explicitly go through sysmem. */
1505 ERR("Not supported for onscreen targets.\n");
1506 return;
1507 }
1508
1509 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1510 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1511 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1512 */
1513 context = context_acquire(device, This);
1514 gl_info = context->gl_info;
1515
1516 surface_prepare_texture(This, gl_info, srgb);
1517 surface_bind_and_dirtify(This, srgb);
1518
1519 TRACE("Reading back offscreen render target %p.\n", This);
1520
1521 ENTER_GL();
1522
1523 glReadBuffer(device->offscreenBuffer);
1524 checkGLcall("glReadBuffer");
1525
1526 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1527 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1528 checkGLcall("glCopyTexSubImage2D");
1529
1530 LEAVE_GL();
1531
1532 context_release(context);
1533 }
1534
1535 /* Context activation is done by the caller. */
1536 static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
1537 const struct wined3d_gl_info *gl_info, BOOL srgb)
1538 {
1539 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1540 CONVERT_TYPES convert;
1541 struct wined3d_format format;
1542
1543 if (surface->Flags & alloc_flag) return;
1544
1545 d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
1546 if (convert != NO_CONVERSION || format.convert) surface->Flags |= SFLAG_CONVERTED;
1547 else surface->Flags &= ~SFLAG_CONVERTED;
1548
1549 surface_bind_and_dirtify(surface, srgb);
1550 surface_allocate_surface(surface, gl_info, &format, srgb);
1551 surface->Flags |= alloc_flag;
1552 }
1553
1554 /* Context activation is done by the caller. */
1555 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
1556 {
1557 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
1558 {
1559 IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
1560 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
1561 UINT i;
1562
1563 TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
1564
1565 for (i = 0; i < sub_count; ++i)
1566 {
1567 IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
1568 surface_prepare_texture_internal(s, gl_info, srgb);
1569 }
1570
1571 return;
1572 }
1573
1574 surface_prepare_texture_internal(surface, gl_info, srgb);
1575 }
1576
1577 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
1578 {
1579 IWineD3DDeviceImpl *device = This->resource.device;
1580 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1581
1582 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1583 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1584 * changed
1585 */
1586 if(!(This->Flags & SFLAG_DYNLOCK)) {
1587 This->lockCount++;
1588 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1589 if(This->lockCount > MAXLOCKCOUNT) {
1590 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1591 This->Flags |= SFLAG_DYNLOCK;
1592 }
1593 }
1594
1595 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1596 * Also don't create a PBO for systemmem surfaces.
1597 */
1598 if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
1599 && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
1600 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1601 {
1602 GLenum error;
1603 struct wined3d_context *context;
1604
1605 context = context_acquire(device, NULL);
1606 ENTER_GL();
1607
1608 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1609 error = glGetError();
1610 if (!This->pbo || error != GL_NO_ERROR)
1611 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1612
1613 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1614
1615 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1616 checkGLcall("glBindBufferARB");
1617
1618 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1619 checkGLcall("glBufferDataARB");
1620
1621 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1622 checkGLcall("glBindBufferARB");
1623
1624 /* We don't need the system memory anymore and we can't even use it for PBOs */
1625 if(!(This->Flags & SFLAG_CLIENT)) {
1626 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1627 This->resource.heapMemory = NULL;
1628 }
1629 This->resource.allocatedMemory = NULL;
1630 This->Flags |= SFLAG_PBO;
1631 LEAVE_GL();
1632 context_release(context);
1633 }
1634 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1635 {
1636 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1637 * or a pbo to map
1638 */
1639 if(!This->resource.heapMemory) {
1640 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1641 }
1642 This->resource.allocatedMemory =
1643 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1644 if(This->Flags & SFLAG_INSYSMEM) {
1645 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1646 }
1647 }
1648 }
1649
1650 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1651 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1652 IWineD3DDeviceImpl *device = This->resource.device;
1653 const RECT *pass_rect = pRect;
1654
1655 TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
1656 iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
1657
1658 /* This is also done in the base class, but we have to verify this before loading any data from
1659 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1660 * may interfere, and all other bad things may happen
1661 */
1662 if (This->Flags & SFLAG_LOCKED) {
1663 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1664 return WINED3DERR_INVALIDCALL;
1665 }
1666 This->Flags |= SFLAG_LOCKED;
1667
1668 if (!(This->Flags & SFLAG_LOCKABLE))
1669 {
1670 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1671 }
1672
1673 if (Flags & WINED3DLOCK_DISCARD) {
1674 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1675 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1676 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1677 This->Flags |= SFLAG_INSYSMEM;
1678 goto lock_end;
1679 }
1680
1681 if (This->Flags & SFLAG_INSYSMEM) {
1682 TRACE("Local copy is up to date, not downloading data\n");
1683 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1684 goto lock_end;
1685 }
1686
1687 /* surface_load_location() does not check if the rectangle specifies
1688 * the full surface. Most callers don't need that, so do it here. */
1689 if (pRect && !pRect->top && !pRect->left
1690 && pRect->right == This->currentDesc.Width
1691 && pRect->bottom == This->currentDesc.Height)
1692 {
1693 pass_rect = NULL;
1694 }
1695
1696 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1697 && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
1698 {
1699 surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
1700 }
1701
1702 lock_end:
1703 if (This->Flags & SFLAG_PBO)
1704 {
1705 const struct wined3d_gl_info *gl_info;
1706 struct wined3d_context *context;
1707
1708 context = context_acquire(device, NULL);
1709 gl_info = context->gl_info;
1710
1711 ENTER_GL();
1712 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1713 checkGLcall("glBindBufferARB");
1714
1715 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1716 if(This->resource.allocatedMemory) {
1717 ERR("The surface already has PBO memory allocated!\n");
1718 }
1719
1720 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1721 checkGLcall("glMapBufferARB");
1722
1723 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1724 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1725 checkGLcall("glBindBufferARB");
1726
1727 LEAVE_GL();
1728 context_release(context);
1729 }
1730
1731 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1732 /* Don't dirtify */
1733 }
1734 else
1735 {
1736 surface_add_dirty_rect(This, pRect);
1737
1738 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1739 {
1740 TRACE("Making container dirty.\n");
1741 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
1742 }
1743 else
1744 {
1745 TRACE("Surface is standalone, no need to dirty the container\n");
1746 }
1747 }
1748
1749 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1750 }
1751
1752 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1753 GLint prev_store;
1754 GLint prev_rasterpos[4];
1755 GLint skipBytes = 0;
1756 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1757 IWineD3DDeviceImpl *device = This->resource.device;
1758 const struct wined3d_gl_info *gl_info;
1759 struct wined3d_context *context;
1760
1761 /* Activate the correct context for the render target */
1762 context = context_acquire(device, This);
1763 context_apply_blit_state(context, device);
1764 gl_info = context->gl_info;
1765
1766 ENTER_GL();
1767
1768 if (!surface_is_offscreen(This))
1769 {
1770 GLenum buffer = surface_get_gl_buffer(This);
1771 TRACE("Unlocking %#x buffer.\n", buffer);
1772 context_set_draw_buffer(context, buffer);
1773 }
1774 else
1775 {
1776 /* Primary offscreen render target */
1777 TRACE("Offscreen render target.\n");
1778 context_set_draw_buffer(context, device->offscreenBuffer);
1779 }
1780
1781 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1782 checkGLcall("glGetIntegerv");
1783 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1784 checkGLcall("glGetIntegerv");
1785 glPixelZoom(1.0f, -1.0f);
1786 checkGLcall("glPixelZoom");
1787
1788 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1789 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1790 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1791
1792 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1793 checkGLcall("glRasterPos3i");
1794
1795 /* Some drivers(radeon dri, others?) don't like exceptions during
1796 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1797 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1798 * catch to put the dib section in InSync mode, which leads to a crash
1799 * and a blocked x server on my radeon card.
1800 *
1801 * The following lines read the dib section so it is put in InSync mode
1802 * before glDrawPixels is called and the crash is prevented. There won't
1803 * be any interfering gdi accesses, because UnlockRect is called from
1804 * ReleaseDC, and the app won't use the dc any more afterwards.
1805 */
1806 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1807 volatile BYTE read;
1808 read = This->resource.allocatedMemory[0];
1809 }
1810
1811 if(This->Flags & SFLAG_PBO) {
1812 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1813 checkGLcall("glBindBufferARB");
1814 }
1815
1816 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1817 if(This->Flags & SFLAG_LOCKED) {
1818 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1819 (This->lockedRect.bottom - This->lockedRect.top)-1,
1820 fmt, type,
1821 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1822 checkGLcall("glDrawPixels");
1823 } else {
1824 glDrawPixels(This->currentDesc.Width,
1825 This->currentDesc.Height,
1826 fmt, type, mem);
1827 checkGLcall("glDrawPixels");
1828 }
1829
1830 if(This->Flags & SFLAG_PBO) {
1831 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1832 checkGLcall("glBindBufferARB");
1833 }
1834
1835 glPixelZoom(1.0f, 1.0f);
1836 checkGLcall("glPixelZoom");
1837
1838 glRasterPos3iv(&prev_rasterpos[0]);
1839 checkGLcall("glRasterPos3iv");
1840
1841 /* Reset to previous pack row length */
1842 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1843 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1844
1845 LEAVE_GL();
1846 context_release(context);
1847 }
1848
1849 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1850 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1851 IWineD3DDeviceImpl *device = This->resource.device;
1852 BOOL fullsurface;
1853
1854 if (!(This->Flags & SFLAG_LOCKED)) {
1855 WARN("trying to Unlock an unlocked surf@%p\n", This);
1856 return WINEDDERR_NOTLOCKED;
1857 }
1858
1859 if (This->Flags & SFLAG_PBO)
1860 {
1861 const struct wined3d_gl_info *gl_info;
1862 struct wined3d_context *context;
1863
1864 TRACE("Freeing PBO memory\n");
1865
1866 context = context_acquire(device, NULL);
1867 gl_info = context->gl_info;
1868
1869 ENTER_GL();
1870 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1871 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1872 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1873 checkGLcall("glUnmapBufferARB");
1874 LEAVE_GL();
1875 context_release(context);
1876
1877 This->resource.allocatedMemory = NULL;
1878 }
1879
1880 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1881
1882 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1883 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1884 goto unlock_end;
1885 }
1886
1887 if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
1888 || (device->render_targets && This == device->render_targets[0]))
1889 {
1890 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1891 static BOOL warned = FALSE;
1892 if(!warned) {
1893 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1894 warned = TRUE;
1895 }
1896 goto unlock_end;
1897 }
1898
1899 if (!This->dirtyRect.left && !This->dirtyRect.top
1900 && This->dirtyRect.right == This->currentDesc.Width
1901 && This->dirtyRect.bottom == This->currentDesc.Height)
1902 {
1903 fullsurface = TRUE;
1904 } else {
1905 /* TODO: Proper partial rectangle tracking */
1906 fullsurface = FALSE;
1907 This->Flags |= SFLAG_INSYSMEM;
1908 }
1909
1910 switch(wined3d_settings.rendertargetlock_mode) {
1911 case RTL_READTEX:
1912 surface_load_location(This, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1913 /* drop through */
1914
1915 case RTL_READDRAW:
1916 surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1917 break;
1918 }
1919
1920 if(!fullsurface) {
1921 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1922 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1923 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1924 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1925 * not fully up to date because only a subrectangle was read in LockRect.
1926 */
1927 This->Flags &= ~SFLAG_INSYSMEM;
1928 This->Flags |= SFLAG_INDRAWABLE;
1929 }
1930
1931 This->dirtyRect.left = This->currentDesc.Width;
1932 This->dirtyRect.top = This->currentDesc.Height;
1933 This->dirtyRect.right = 0;
1934 This->dirtyRect.bottom = 0;
1935 }
1936 else if (This == device->depth_stencil)
1937 {
1938 FIXME("Depth Stencil buffer locking is not implemented\n");
1939 } else {
1940 /* The rest should be a normal texture */
1941 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1942 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1943 * states need resetting
1944 */
1945 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
1946 {
1947 IWineD3DBaseTextureImpl *texture = This->container.u.texture;
1948 if (texture->baseTexture.bindCount)
1949 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
1950 }
1951 }
1952
1953 unlock_end:
1954 This->Flags &= ~SFLAG_LOCKED;
1955 memset(&This->lockedRect, 0, sizeof(RECT));
1956
1957 /* Overlays have to be redrawn manually after changes with the GL implementation */
1958 if(This->overlay_dest) {
1959 IWineD3DSurface_DrawOverlay(iface);
1960 }
1961 return WINED3D_OK;
1962 }
1963
1964 static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
1965 {
1966 struct wined3d_context *context;
1967
1968 context = context_acquire(surface->resource.device, NULL);
1969
1970 ENTER_GL();
1971 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1972 if (surface->texture_name)
1973 {
1974 surface_bind_and_dirtify(surface, FALSE);
1975 glTexImage2D(surface->texture_target, surface->texture_level,
1976 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1977 }
1978 if (surface->texture_name_srgb)
1979 {
1980 surface_bind_and_dirtify(surface, TRUE);
1981 glTexImage2D(surface->texture_target, surface->texture_level,
1982 GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
1983 }
1984 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1985
1986 LEAVE_GL();
1987 context_release(context);
1988
1989 surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
1990 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
1991 surface_force_reload(surface);
1992 }
1993
1994 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1995 {
1996 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1997 WINED3DLOCKED_RECT lock;
1998 HRESULT hr;
1999 RGBQUAD col[256];
2000
2001 TRACE("(%p)->(%p)\n",This,pHDC);
2002
2003 if(This->Flags & SFLAG_USERPTR) {
2004 ERR("Not supported on surfaces with an application-provided surfaces\n");
2005 return WINEDDERR_NODC;
2006 }
2007
2008 /* Give more detailed info for ddraw */
2009 if (This->Flags & SFLAG_DCINUSE)
2010 return WINEDDERR_DCALREADYCREATED;
2011
2012 /* Can't GetDC if the surface is locked */
2013 if (This->Flags & SFLAG_LOCKED)
2014 return WINED3DERR_INVALIDCALL;
2015
2016 memset(&lock, 0, sizeof(lock)); /* To be sure */
2017
2018 /* Create a DIB section if there isn't a hdc yet */
2019 if (!This->hDC)
2020 {
2021 if (This->Flags & SFLAG_CLIENT)
2022 {
2023 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2024 surface_release_client_storage(This);
2025 }
2026 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
2027 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
2028
2029 /* Use the dib section from now on if we are not using a PBO */
2030 if(!(This->Flags & SFLAG_PBO))
2031 This->resource.allocatedMemory = This->dib.bitmap_data;
2032 }
2033
2034 /* Lock the surface */
2035 hr = IWineD3DSurface_LockRect(iface,
2036 &lock,
2037 NULL,
2038 0);
2039
2040 if(This->Flags & SFLAG_PBO) {
2041 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
2042 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2043 }
2044
2045 if(FAILED(hr)) {
2046 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
2047 /* keep the dib section */
2048 return hr;
2049 }
2050
2051 if (This->resource.format->id == WINED3DFMT_P8_UINT
2052 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
2053 {
2054 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
2055 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
2056 unsigned int n;
2057 const PALETTEENTRY *pal = NULL;
2058
2059 if(This->palette) {
2060 pal = This->palette->palents;
2061 } else {
2062 IWineD3DSurfaceImpl *dds_primary;
2063 IWineD3DSwapChainImpl *swapchain;
2064 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2065 dds_primary = swapchain->front_buffer;
2066 if (dds_primary && dds_primary->palette)
2067 pal = dds_primary->palette->palents;
2068 }
2069
2070 if (pal) {
2071 for (n=0; n<256; n++) {
2072 col[n].rgbRed = pal[n].peRed;
2073 col[n].rgbGreen = pal[n].peGreen;
2074 col[n].rgbBlue = pal[n].peBlue;
2075 col[n].rgbReserved = 0;
2076 }
2077 SetDIBColorTable(This->hDC, 0, 256, col);
2078 }
2079 }
2080
2081 *pHDC = This->hDC;
2082 TRACE("returning %p\n",*pHDC);
2083 This->Flags |= SFLAG_DCINUSE;
2084
2085 return WINED3D_OK;
2086 }
2087
2088 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
2089 {
2090 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2091
2092 TRACE("(%p)->(%p)\n",This,hDC);
2093
2094 if (!(This->Flags & SFLAG_DCINUSE))
2095 return WINEDDERR_NODC;
2096
2097 if (This->hDC !=hDC) {
2098 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
2099 return WINEDDERR_NODC;
2100 }
2101
2102 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2103 /* Copy the contents of the DIB over to the PBO */
2104 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2105 }
2106
2107 /* we locked first, so unlock now */
2108 IWineD3DSurface_UnlockRect(iface);
2109
2110 This->Flags &= ~SFLAG_DCINUSE;
2111
2112 return WINED3D_OK;
2113 }
2114
2115 /* ******************************************************
2116 IWineD3DSurface Internal (No mapping to directx api) parts follow
2117 ****************************************************** */
2118
2119 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck,
2120 BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
2121 {
2122 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
2123 IWineD3DDeviceImpl *device = This->resource.device;
2124 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2125 BOOL blit_supported = FALSE;
2126
2127 /* Copy the default values from the surface. Below we might perform fixups */
2128 /* TODO: get rid of color keying desc fixups by using e.g. a table. */
2129 *format = *This->resource.format;
2130 *convert = NO_CONVERSION;
2131
2132 /* Ok, now look if we have to do any conversion */
2133 switch (This->resource.format->id)
2134 {
2135 case WINED3DFMT_P8_UINT:
2136 /* Below the call to blit_supported is disabled for Wine 1.2
2137 * because the function isn't operating correctly yet. At the
2138 * moment 8-bit blits are handled in software and if certain GL
2139 * extensions are around, surface conversion is performed at
2140 * upload time. The blit_supported call recognizes it as a
2141 * destination fixup. This type of upload 'fixup' and 8-bit to
2142 * 8-bit blits need to be handled by the blit_shader.
2143 * TODO: get rid of this #if 0. */
2144 #if 0
2145 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
2146 &rect, This->resource.usage, This->resource.pool, This->resource.format,
2147 &rect, This->resource.usage, This->resource.pool, This->resource.format);
2148 #endif
2149 blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
2150
2151 /* Use conversion when the blit_shader backend supports it. It only supports this in case of
2152 * texturing. Further also use conversion in case of color keying.
2153 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
2154 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2155 * conflicts with this.
2156 */
2157 if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
2158 || colorkey_active || !use_texturing)
2159 {
2160 format->glFormat = GL_RGBA;
2161 format->glInternal = GL_RGBA;
2162 format->glType = GL_UNSIGNED_BYTE;
2163 format->conv_byte_count = 4;
2164 if (colorkey_active)
2165 *convert = CONVERT_PALETTED_CK;
2166 else
2167 *convert = CONVERT_PALETTED;
2168 }
2169 break;
2170
2171 case WINED3DFMT_B2G3R3_UNORM:
2172 /* **********************
2173 GL_UNSIGNED_BYTE_3_3_2
2174 ********************** */
2175 if (colorkey_active) {
2176 /* This texture format will never be used.. So do not care about color keying
2177 up until the point in time it will be needed :-) */
2178 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
2179 }
2180 break;
2181
2182 case WINED3DFMT_B5G6R5_UNORM:
2183 if (colorkey_active)
2184 {
2185 *convert = CONVERT_CK_565;
2186 format->glFormat = GL_RGBA;
2187 format->glInternal = GL_RGB5_A1;
2188 format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
2189 format->conv_byte_count = 2;
2190 }
2191 break;
2192
2193 case WINED3DFMT_B5G5R5X1_UNORM:
2194 if (colorkey_active)
2195 {
2196 *convert = CONVERT_CK_5551;
2197 format->glFormat = GL_BGRA;
2198 format->glInternal = GL_RGB5_A1;
2199 format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
2200 format->conv_byte_count = 2;
2201 }
2202 break;
2203
2204 case WINED3DFMT_B8G8R8_UNORM:
2205 if (colorkey_active)
2206 {
2207 *convert = CONVERT_CK_RGB24;
2208 format->glFormat = GL_RGBA;
2209 format->glInternal = GL_RGBA8;
2210 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2211 format->conv_byte_count = 4;
2212 }
2213 break;
2214
2215 case WINED3DFMT_B8G8R8X8_UNORM:
2216 if (colorkey_active)
2217 {
2218 *convert = CONVERT_RGB32_888;
2219 format->glFormat = GL_RGBA;
2220 format->glInternal = GL_RGBA8;
2221 format->glType = GL_UNSIGNED_INT_8_8_8_8;
2222 format->conv_byte_count = 4;
2223 }
2224 break;
2225
2226 default:
2227 break;
2228 }
2229
2230 return WINED3D_OK;
2231 }
2232
2233 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
2234 {
2235 IWineD3DDeviceImpl *device = This->resource.device;
2236 IWineD3DPaletteImpl *pal = This->palette;
2237 BOOL index_in_alpha = FALSE;
2238 unsigned int i;
2239
2240 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
2241 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
2242 * is slow. Further RGB->P8 conversion is not possible because palettes can have
2243 * duplicate entries. Store the color key in the unused alpha component to speed the
2244 * download up and to make conversion unneeded. */
2245 index_in_alpha = primary_render_target_is_p8(device);
2246
2247 if (!pal)
2248 {
2249 UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
2250
2251 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
2252 if (dxVersion <= 7)
2253 {
2254 ERR("This code should never get entered for DirectDraw!, expect problems\n");
2255 if (index_in_alpha)
2256 {
2257 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
2258 * there's no palette at this time. */
2259 for (i = 0; i < 256; i++) table[i][3] = i;
2260 }
2261 }
2262 else
2263 {
2264 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
2265 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
2266 * capability flag is present (wine does advertise this capability) */
2267 for (i = 0; i < 256; ++i)
2268 {
2269 table[i][0] = device->palettes[device->currentPalette][i].peRed;
2270 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
2271 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
2272 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
2273 }
2274 }
2275 }
2276 else
2277 {
2278 TRACE("Using surface palette %p\n", pal);
2279 /* Get the surface's palette */
2280 for (i = 0; i < 256; ++i)
2281 {
2282 table[i][0] = pal->palents[i].peRed;
2283 table[i][1] = pal->palents[i].peGreen;
2284 table[i][2] = pal->palents[i].peBlue;
2285
2286 /* When index_in_alpha is set the palette index is stored in the
2287 * alpha component. In case of a readback we can then read
2288 * GL_ALPHA. Color keying is handled in BltOverride using a
2289 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
2290 * color key itself is passed to glAlphaFunc in other cases the
2291 * alpha component of pixels that should be masked away is set to 0. */
2292 if (index_in_alpha)
2293 {
2294 table[i][3] = i;
2295 }
2296 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
2297 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
2298 {
2299 table[i][3] = 0x00;
2300 }
2301 else if(pal->Flags & WINEDDPCAPS_ALPHA)
2302 {
2303 table[i][3] = pal->palents[i].peFlags;
2304 }
2305 else
2306 {
2307 table[i][3] = 0xFF;
2308 }
2309 }
2310 }
2311 }
2312
2313 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2314 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2315 {
2316 const BYTE *source;
2317 BYTE *dest;
2318 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2319
2320 switch (convert) {
2321 case NO_CONVERSION:
2322 {
2323 memcpy(dst, src, pitch * height);
2324 break;
2325 }
2326 case CONVERT_PALETTED:
2327 case CONVERT_PALETTED_CK:
2328 {
2329 BYTE table[256][4];
2330 unsigned int x, y;
2331
2332 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2333
2334 for (y = 0; y < height; y++)
2335 {
2336 source = src + pitch * y;
2337 dest = dst + outpitch * y;
2338 /* This is an 1 bpp format, using the width here is fine */
2339 for (x = 0; x < width; x++) {
2340 BYTE color = *source++;
2341 *dest++ = table[color][0];
2342 *dest++ = table[color][1];
2343 *dest++ = table[color][2];
2344 *dest++ = table[color][3];
2345 }
2346 }
2347 }
2348 break;
2349
2350 case CONVERT_CK_565:
2351 {
2352 /* Converting the 565 format in 5551 packed to emulate color-keying.
2353
2354 Note : in all these conversion, it would be best to average the averaging
2355 pixels to get the color of the pixel that will be color-keyed to
2356 prevent 'color bleeding'. This will be done later on if ever it is
2357 too visible.
2358
2359 Note2: Nvidia documents say that their driver does not support alpha + color keying
2360 on the same surface and disables color keying in such a case
2361 */
2362 unsigned int x, y;
2363 const WORD *Source;
2364 WORD *Dest;
2365
2366 TRACE("Color keyed 565\n");
2367
2368 for (y = 0; y < height; y++) {
2369 Source = (const WORD *)(src + y * pitch);
2370 Dest = (WORD *) (dst + y * outpitch);
2371 for (x = 0; x < width; x++ ) {
2372 WORD color = *Source++;
2373 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2374 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2375 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2376 *Dest |= 0x0001;
2377 }
2378 Dest++;
2379 }
2380 }
2381 }
2382 break;
2383
2384 case CONVERT_CK_5551:
2385 {
2386 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2387 unsigned int x, y;
2388 const WORD *Source;
2389 WORD *Dest;
2390 TRACE("Color keyed 5551\n");
2391 for (y = 0; y < height; y++) {
2392 Source = (const WORD *)(src + y * pitch);
2393 Dest = (WORD *) (dst + y * outpitch);
2394 for (x = 0; x < width; x++ ) {
2395 WORD color = *Source++;
2396 *Dest = color;
2397 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2398 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2399 *Dest |= (1 << 15);
2400 }
2401 else {
2402 *Dest &= ~(1 << 15);
2403 }
2404 Dest++;
2405 }
2406 }
2407 }
2408 break;
2409
2410 case CONVERT_CK_RGB24:
2411 {
2412 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2413 unsigned int x, y;
2414 for (y = 0; y < height; y++)
2415 {
2416 source = src + pitch * y;
2417 dest = dst + outpitch * y;
2418 for (x = 0; x < width; x++) {
2419 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2420 DWORD dstcolor = color << 8;
2421 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2422 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2423 dstcolor |= 0xff;
2424 }
2425 *(DWORD*)dest = dstcolor;
2426 source += 3;
2427 dest += 4;
2428 }
2429 }
2430 }
2431 break;
2432
2433 case CONVERT_RGB32_888:
2434 {
2435 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2436 unsigned int x, y;
2437 for (y = 0; y < height; y++)
2438 {
2439 source = src + pitch * y;
2440 dest = dst + outpitch * y;
2441 for (x = 0; x < width; x++) {
2442 DWORD color = 0xffffff & *(const DWORD*)source;
2443 DWORD dstcolor = color << 8;
2444 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2445 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2446 dstcolor |= 0xff;
2447 }
2448 *(DWORD*)dest = dstcolor;
2449 source += 4;
2450 dest += 4;
2451 }
2452 }
2453 }
2454 break;
2455
2456 default:
2457 ERR("Unsupported conversion type %#x.\n", convert);
2458 }
2459 return WINED3D_OK;
2460 }
2461
2462 BOOL palette9_changed(IWineD3DSurfaceImpl *This)
2463 {
2464 IWineD3DDeviceImpl *device = This->resource.device;
2465
2466 if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT
2467 && This->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM))
2468 {
2469 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2470 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2471 */
2472 return FALSE;
2473 }
2474
2475 if (This->palette9)
2476 {
2477 if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
2478 {
2479 return FALSE;
2480 }
2481 } else {
2482 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2483 }
2484 memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2485 return TRUE;
2486 }
2487
2488 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2489 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2490 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2491
2492 TRACE("iface %p, srgb %#x.\n", iface, srgb_mode);
2493
2494 if (!(This->Flags & flag)) {
2495 TRACE("Reloading because surface is dirty\n");
2496 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2497 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2498 /* Reload: vice versa OR */
2499 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2500 /* Also reload: Color key is active AND the color key has changed */
2501 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2502 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2503 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2504 TRACE("Reloading because of color keying\n");
2505 /* To perform the color key conversion we need a sysmem copy of
2506 * the surface. Make sure we have it
2507 */
2508
2509 surface_load_location(This, SFLAG_INSYSMEM, NULL);
2510 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2511 /* TODO: This is not necessarily needed with hw palettized texture support */
2512 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2513 } else {
2514 TRACE("surface is already in texture\n");
2515 return WINED3D_OK;
2516 }
2517
2518 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2519 * These resources are not bound by device size or format restrictions. Because of this,
2520 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2521 * However, these resources can always be created, locked, and copied.
2522 */
2523 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2524 {
2525 FIXME("(%p) Operation not supported for scratch textures\n",This);
2526 return WINED3DERR_INVALIDCALL;
2527 }
2528
2529 surface_load_location(This, flag, NULL /* no partial locking for textures yet */);
2530
2531 if (!(This->Flags & SFLAG_DONOTFREE)) {
2532 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2533 This->resource.allocatedMemory = NULL;
2534 This->resource.heapMemory = NULL;
2535 surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
2536 }
2537
2538 return WINED3D_OK;
2539 }
2540
2541 /* Context activation is done by the caller. */
2542 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
2543 {
2544 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2545
2546 TRACE("iface %p, srgb %#x.\n", iface, srgb);
2547
2548 if (This->container.type == WINED3D_CONTAINER_TEXTURE)
2549 {
2550 TRACE("Passing to container.\n");
2551 IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
2552 }
2553 else
2554 {
2555 GLuint *name;
2556
2557 TRACE("(%p) : Binding surface\n", This);
2558
2559 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2560
2561 ENTER_GL();
2562
2563 if (!This->texture_level)
2564 {
2565 if (!*name) {
2566 glGenTextures(1, name);
2567 checkGLcall("glGenTextures");
2568 TRACE("Surface %p given name %d\n", This, *name);
2569
2570 glBindTexture(This->texture_target, *name);
2571 checkGLcall("glBindTexture");
2572 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2573 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2574 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2575 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2576 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2577 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2578 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2579 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2580 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2581 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2582 }
2583 /* This is where we should be reducing the amount of GLMemoryUsed */
2584 } else if (*name) {
2585 /* Mipmap surfaces should have a base texture container */
2586 ERR("Mipmap surface has a glTexture bound to it!\n");
2587 }
2588
2589 glBindTexture(This->texture_target, *name);
2590 checkGLcall("glBindTexture");
2591
2592 LEAVE_GL();
2593 }
2594 }
2595
2596 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format)
2597 {
2598 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2599 HRESULT hr;
2600
2601 TRACE("(%p) : Calling base function first\n", This);
2602 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2603 if(SUCCEEDED(hr)) {
2604 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2605 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat,
2606 This->resource.format->glInternal, This->resource.format->glType);
2607 }
2608 return hr;
2609 }
2610
2611 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2612 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2613
2614 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2615 WARN("Surface is locked or the HDC is in use\n");
2616 return WINED3DERR_INVALIDCALL;
2617 }
2618
2619 if(Mem && Mem != This->resource.allocatedMemory) {
2620 void *release = NULL;
2621
2622 /* Do I have to copy the old surface content? */
2623 if(This->Flags & SFLAG_DIBSECTION) {
2624 /* Release the DC. No need to hold the critical section for the update
2625 * Thread because this thread runs only on front buffers, but this method
2626 * fails for render targets in the check above.
2627 */
2628 SelectObject(This->hDC, This->dib.holdbitmap);
2629 DeleteDC(This->hDC);
2630 /* Release the DIB section */
2631 DeleteObject(This->dib.DIBsection);
2632 This->dib.bitmap_data = NULL;
2633 This->resource.allocatedMemory = NULL;
2634 This->hDC = NULL;
2635 This->Flags &= ~SFLAG_DIBSECTION;
2636 } else if(!(This->Flags & SFLAG_USERPTR)) {
2637 release = This->resource.heapMemory;
2638 This->resource.heapMemory = NULL;
2639 }
2640 This->resource.allocatedMemory = Mem;
2641 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2642
2643 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2644 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
2645
2646 /* For client textures opengl has to be notified */
2647 if (This->Flags & SFLAG_CLIENT)
2648 surface_release_client_storage(This);
2649
2650 /* Now free the old memory if any */
2651 HeapFree(GetProcessHeap(), 0, release);
2652 } else if(This->Flags & SFLAG_USERPTR) {
2653 /* LockRect and GetDC will re-create the dib section and allocated memory */
2654 This->resource.allocatedMemory = NULL;
2655 /* HeapMemory should be NULL already */
2656 if (This->resource.heapMemory)
2657 ERR("User pointer surface has heap memory allocated.\n");
2658 This->Flags &= ~SFLAG_USERPTR;
2659
2660 if (This->Flags & SFLAG_CLIENT)
2661 surface_release_client_storage(This);
2662 }
2663 return WINED3D_OK;
2664 }
2665
2666 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2667
2668 /* Flip the surface contents */
2669 /* Flip the DC */
2670 {
2671 HDC tmp;
2672 tmp = front->hDC;
2673 front->hDC = back->hDC;
2674 back->hDC = tmp;
2675 }
2676
2677 /* Flip the DIBsection */
2678 {
2679 HBITMAP tmp;
2680 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2681 tmp = front->dib.DIBsection;
2682 front->dib.DIBsection = back->dib.DIBsection;
2683 back->dib.DIBsection = tmp;
2684
2685 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2686 else front->Flags &= ~SFLAG_DIBSECTION;
2687 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2688 else back->Flags &= ~SFLAG_DIBSECTION;
2689 }
2690
2691 /* Flip the surface data */
2692 {
2693 void* tmp;
2694
2695 tmp = front->dib.bitmap_data;
2696 front->dib.bitmap_data = back->dib.bitmap_data;
2697 back->dib.bitmap_data = tmp;
2698
2699 tmp = front->resource.allocatedMemory;
2700 front->resource.allocatedMemory = back->resource.allocatedMemory;
2701 back->resource.allocatedMemory = tmp;
2702
2703 tmp = front->resource.heapMemory;
2704 front->resource.heapMemory = back->resource.heapMemory;
2705 back->resource.heapMemory = tmp;
2706 }
2707
2708 /* Flip the PBO */
2709 {
2710 GLuint tmp_pbo = front->pbo;
2711 front->pbo = back->pbo;
2712 back->pbo = tmp_pbo;
2713 }
2714
2715 /* client_memory should not be different, but just in case */
2716 {
2717 BOOL tmp;
2718 tmp = front->dib.client_memory;
2719 front->dib.client_memory = back->dib.client_memory;
2720 back->dib.client_memory = tmp;
2721 }
2722
2723 /* Flip the opengl texture */
2724 {
2725 GLuint tmp;
2726
2727 tmp = back->texture_name;
2728 back->texture_name = front->texture_name;
2729 front->texture_name = tmp;
2730
2731 tmp = back->texture_name_srgb;
2732 back->texture_name_srgb = front->texture_name_srgb;
2733 front->texture_name_srgb = tmp;
2734 }
2735
2736 {
2737 DWORD tmp_flags = back->Flags;
2738 back->Flags = front->Flags;
2739 front->Flags = tmp_flags;
2740 }
2741 }
2742
2743 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2744 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2745 IWineD3DSwapChainImpl *swapchain = NULL;
2746
2747 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2748
2749 /* Flipping is only supported on RenderTargets and overlays*/
2750 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2751 WARN("Tried to flip a non-render target, non-overlay surface\n");
2752 return WINEDDERR_NOTFLIPPABLE;
2753 }
2754
2755 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2756 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2757
2758 /* Update the overlay if it is visible */
2759 if(This->overlay_dest) {
2760 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2761 } else {
2762 return WINED3D_OK;
2763 }
2764 }
2765
2766 if(override) {
2767 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2768 * FIXME("(%p) Target override is not supported by now\n", This);
2769 * Additionally, it isn't really possible to support triple-buffering
2770 * properly on opengl at all
2771 */
2772 }
2773
2774 if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
2775 {
2776 ERR("Flipped surface is not on a swapchain\n");
2777 return WINEDDERR_NOTFLIPPABLE;
2778 }
2779 swapchain = This->container.u.swapchain;
2780
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
2783 */
2784 if (!(Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
2785 {
2786 /* Most common case first to avoid wasting time on all the other cases */
2787 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2788 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2789 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2790 } else if(Flags & WINEDDFLIP_INTERVAL2) {
2791 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
2792 } else if(Flags & WINEDDFLIP_INTERVAL3) {
2793 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
2794 } else {
2795 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
2796 }
2797
2798 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
2799 return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
2800 NULL, NULL, swapchain->win_handle, NULL, 0);
2801 }
2802
2803 /* Does a direct frame buffer -> texture copy. Stretching is done
2804 * with single pixel copy calls
2805 */
2806 static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2807 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2808 {
2809 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2810 float xrel, yrel;
2811 UINT row;
2812 struct wined3d_context *context;
2813 BOOL upsidedown = FALSE;
2814 RECT dst_rect = *dst_rect_in;
2815
2816 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2817 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2818 */
2819 if(dst_rect.top > dst_rect.bottom) {
2820 UINT tmp = dst_rect.bottom;
2821 dst_rect.bottom = dst_rect.top;
2822 dst_rect.top = tmp;
2823 upsidedown = TRUE;
2824 }
2825
2826 context = context_acquire(device, src_surface);
2827 context_apply_blit_state(context, device);
2828 surface_internal_preload(dst_surface, SRGB_RGB);
2829 ENTER_GL();
2830
2831 /* Bind the target texture */
2832 glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
2833 checkGLcall("glBindTexture");
2834 if (surface_is_offscreen(src_surface))
2835 {
2836 TRACE("Reading from an offscreen target\n");
2837 upsidedown = !upsidedown;
2838 glReadBuffer(device->offscreenBuffer);
2839 }
2840 else
2841 {
2842 glReadBuffer(surface_get_gl_buffer(src_surface));
2843 }
2844 checkGLcall("glReadBuffer");
2845
2846 xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
2847 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
2848
2849 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2850 {
2851 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
2852
2853 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
2854 ERR("Texture filtering not supported in direct blit\n");
2855 }
2856 }
2857 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
2858 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2859 {
2860 ERR("Texture filtering not supported in direct blit\n");
2861 }
2862
2863 if (upsidedown
2864 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2865 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
2866 {
2867 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
2868
2869 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2870 dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
2871 src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
2872 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
2873 } else {
2874 UINT yoffset = src_surface->currentDesc.Height - src_rect->top + dst_rect.top - 1;
2875 /* I have to process this row by row to swap the image,
2876 * otherwise it would be upside down, so stretching in y direction
2877 * doesn't cost extra time
2878 *
2879 * However, stretching in x direction can be avoided if not necessary
2880 */
2881 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
2882 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
2883 {
2884 /* Well, that stuff works, but it's very slow.
2885 * find a better way instead
2886 */
2887 UINT col;
2888
2889 for (col = dst_rect.left; col < dst_rect.right; ++col)
2890 {
2891 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2892 dst_rect.left + col /* x offset */, row /* y offset */,
2893 src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
2894 }
2895 }
2896 else
2897 {
2898 glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
2899 dst_rect.left /* x offset */, row /* y offset */,
2900 src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
2901 }
2902 }
2903 }
2904 checkGLcall("glCopyTexSubImage2D");
2905
2906 LEAVE_GL();
2907 context_release(context);
2908
2909 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
2910 * path is never entered
2911 */
2912 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
2913 }
2914
2915 /* Uses the hardware to stretch and flip the image */
2916 static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
2917 const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
2918 {
2919 IWineD3DDeviceImpl *device = dst_surface->resource.device;
2920 GLuint src, backup = 0;
2921 IWineD3DSwapChainImpl *src_swapchain = NULL;
2922 float left, right, top, bottom; /* Texture coordinates */
2923 UINT fbwidth = src_surface->currentDesc.Width;
2924 UINT fbheight = src_surface->currentDesc.Height;
2925 struct wined3d_context *context;
2926 GLenum drawBuffer = GL_BACK;
2927 GLenum texture_target;
2928 BOOL noBackBufferBackup;
2929 BOOL src_offscreen;
2930 BOOL upsidedown = FALSE;
2931 RECT dst_rect = *dst_rect_in;
2932
2933 TRACE("Using hwstretch blit\n");
2934 /* Activate the Proper context for reading from the source surface, set it up for blitting */
2935 context = context_acquire(device, src_surface);
2936 context_apply_blit_state(context, device);
2937 surface_internal_preload(dst_surface, SRGB_RGB);
2938
2939 src_offscreen = surface_is_offscreen(src_surface);
2940 noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
2941 if (!noBackBufferBackup && !src_surface->texture_name)
2942 {
2943 /* Get it a description */
2944 surface_internal_preload(src_surface, SRGB_RGB);
2945 }
2946 ENTER_GL();
2947
2948 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
2949 * This way we don't have to wait for the 2nd readback to finish to leave this function.
2950 */
2951 if (context->aux_buffers >= 2)
2952 {
2953 /* Got more than one aux buffer? Use the 2nd aux buffer */
2954 drawBuffer = GL_AUX1;
2955 }
2956 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
2957 {
2958 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
2959 drawBuffer = GL_AUX0;
2960 }
2961
2962 if(noBackBufferBackup) {
2963 glGenTextures(1, &backup);
2964 checkGLcall("glGenTextures");
2965 glBindTexture(GL_TEXTURE_2D, backup);
2966 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
2967 texture_target = GL_TEXTURE_2D;
2968 } else {
2969 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
2970 * we are reading from the back buffer, the backup can be used as source texture
2971 */
2972 texture_target = src_surface->texture_target;
2973 glBindTexture(texture_target, src_surface->texture_name);
2974 checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
2975 glEnable(texture_target);
2976 checkGLcall("glEnable(texture_target)");
2977
2978 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
2979 src_surface->Flags &= ~SFLAG_INTEXTURE;
2980 }
2981
2982 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
2983 * glCopyTexSubImage is a bit picky about the parameters we pass to it
2984 */
2985 if(dst_rect.top > dst_rect.bottom) {
2986 UINT tmp = dst_rect.bottom;
2987 dst_rect.bottom = dst_rect.top;
2988 dst_rect.top = tmp;
2989 upsidedown = TRUE;
2990 }
2991
2992 if (src_offscreen)
2993 {
2994 TRACE("Reading from an offscreen target\n");
2995 upsidedown = !upsidedown;
2996 glReadBuffer(device->offscreenBuffer);
2997 }
2998 else
2999 {
3000 glReadBuffer(surface_get_gl_buffer(src_surface));
3001 }
3002
3003 /* TODO: Only back up the part that will be overwritten */
3004 glCopyTexSubImage2D(texture_target, 0,
3005 0, 0 /* read offsets */,
3006 0, 0,
3007 fbwidth,
3008 fbheight);
3009
3010 checkGLcall("glCopyTexSubImage2D");
3011
3012 /* No issue with overriding these - the sampler is dirty due to blit usage */
3013 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3014 wined3d_gl_mag_filter(magLookup, Filter));
3015 checkGLcall("glTexParameteri");
3016 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3017 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3018 checkGLcall("glTexParameteri");
3019
3020 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3021 src_swapchain = src_surface->container.u.swapchain;
3022 if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
3023 {
3024 src = backup ? backup : src_surface->texture_name;
3025 }
3026 else
3027 {
3028 glReadBuffer(GL_FRONT);
3029 checkGLcall("glReadBuffer(GL_FRONT)");
3030
3031 glGenTextures(1, &src);
3032 checkGLcall("glGenTextures(1, &src)");
3033 glBindTexture(GL_TEXTURE_2D, src);
3034 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3035
3036 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3037 * out for power of 2 sizes
3038 */
3039 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
3040 src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3041 checkGLcall("glTexImage2D");
3042 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3043 0, 0 /* read offsets */,
3044 0, 0,
3045 fbwidth,
3046 fbheight);
3047
3048 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3049 checkGLcall("glTexParameteri");
3050 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3051 checkGLcall("glTexParameteri");
3052
3053 glReadBuffer(GL_BACK);
3054 checkGLcall("glReadBuffer(GL_BACK)");
3055
3056 if(texture_target != GL_TEXTURE_2D) {
3057 glDisable(texture_target);
3058 glEnable(GL_TEXTURE_2D);
3059 texture_target = GL_TEXTURE_2D;
3060 }
3061 }
3062 checkGLcall("glEnd and previous");
3063
3064 left = src_rect->left;
3065 right = src_rect->right;
3066
3067 if (upsidedown)
3068 {
3069 top = src_surface->currentDesc.Height - src_rect->top;
3070 bottom = src_surface->currentDesc.Height - src_rect->bottom;
3071 }
3072 else
3073 {
3074 top = src_surface->currentDesc.Height - src_rect->bottom;
3075 bottom = src_surface->currentDesc.Height - src_rect->top;
3076 }
3077
3078 if (src_surface->Flags & SFLAG_NORMCOORD)
3079 {
3080 left /= src_surface->pow2Width;
3081 right /= src_surface->pow2Width;
3082 top /= src_surface->pow2Height;
3083 bottom /= src_surface->pow2Height;
3084 }
3085
3086 /* draw the source texture stretched and upside down. The correct surface is bound already */
3087 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3088 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3089
3090 context_set_draw_buffer(context, drawBuffer);
3091 glReadBuffer(drawBuffer);
3092
3093 glBegin(GL_QUADS);
3094 /* bottom left */
3095 glTexCoord2f(left, bottom);
3096 glVertex2i(0, fbheight);
3097
3098 /* top left */
3099 glTexCoord2f(left, top);
3100 glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
3101
3102 /* top right */
3103 glTexCoord2f(right, top);
3104 glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
3105
3106 /* bottom right */
3107 glTexCoord2f(right, bottom);
3108 glVertex2i(dst_rect.right - dst_rect.left, fbheight);
3109 glEnd();
3110 checkGLcall("glEnd and previous");
3111
3112 if (texture_target != dst_surface->texture_target)
3113 {
3114 glDisable(texture_target);
3115 glEnable(dst_surface->texture_target);
3116 texture_target = dst_surface->texture_target;
3117 }
3118
3119 /* Now read the stretched and upside down image into the destination texture */
3120 glBindTexture(texture_target, dst_surface->texture_name);
3121 checkGLcall("glBindTexture");
3122 glCopyTexSubImage2D(texture_target,
3123 0,
3124 dst_rect.left, dst_rect.top, /* xoffset, yoffset */
3125 0, 0, /* We blitted the image to the origin */
3126 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3127 checkGLcall("glCopyTexSubImage2D");
3128
3129 if(drawBuffer == GL_BACK) {
3130 /* Write the back buffer backup back */
3131 if(backup) {
3132 if(texture_target != GL_TEXTURE_2D) {
3133 glDisable(texture_target);
3134 glEnable(GL_TEXTURE_2D);
3135 texture_target = GL_TEXTURE_2D;
3136 }
3137 glBindTexture(GL_TEXTURE_2D, backup);
3138 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3139 }
3140 else
3141 {
3142 if (texture_target != src_surface->texture_target)
3143 {
3144 glDisable(texture_target);
3145 glEnable(src_surface->texture_target);
3146 texture_target = src_surface->texture_target;
3147 }
3148 glBindTexture(src_surface->texture_target, src_surface->texture_name);
3149 checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
3150 }
3151
3152 glBegin(GL_QUADS);
3153 /* top left */
3154 glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
3155 glVertex2i(0, 0);
3156
3157 /* bottom left */
3158 glTexCoord2f(0.0f, 0.0f);
3159 glVertex2i(0, fbheight);
3160
3161 /* bottom right */
3162 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
3163 glVertex2i(fbwidth, src_surface->currentDesc.Height);
3164
3165 /* top right */
3166 glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
3167 (float)fbheight / (float)src_surface->pow2Height);
3168 glVertex2i(fbwidth, 0);
3169 glEnd();
3170 }
3171 glDisable(texture_target);
3172 checkGLcall("glDisable(texture_target)");
3173
3174 /* Cleanup */
3175 if (src != src_surface->texture_name && src != backup)
3176 {
3177 glDeleteTextures(1, &src);
3178 checkGLcall("glDeleteTextures(1, &src)");
3179 }
3180 if(backup) {
3181 glDeleteTextures(1, &backup);
3182 checkGLcall("glDeleteTextures(1, &backup)");
3183 }
3184
3185 LEAVE_GL();
3186
3187 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3188
3189 context_release(context);
3190
3191 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3192 * path is never entered
3193 */
3194 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
3195 }
3196
3197 /* Until the blit_shader is ready, define some prototypes here. */
3198 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
3199 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3200 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
3201
3202 /* Front buffer coordinates are always full screen coordinates, but our GL
3203 * drawable is limited to the window's client area. The sysmem and texture
3204 * copies do have the full screen size. Note that GL has a bottom-left
3205 * origin, while D3D has a top-left origin. */
3206 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
3207 {
3208 POINT offset = {0, surface->currentDesc.Height};
3209 RECT windowsize;
3210
3211 GetClientRect(window, &windowsize);
3212 offset.y -= windowsize.bottom - windowsize.top;
3213 ScreenToClient(window, &offset);
3214 OffsetRect(rect, offset.x, offset.y);
3215 }
3216
3217 static BOOL surface_is_full_rect(IWineD3DSurfaceImpl *surface, const RECT *r)
3218 {
3219 if ((r->left && r->right) || abs(r->right - r->left) != surface->currentDesc.Width)
3220 return FALSE;
3221 if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->currentDesc.Height)
3222 return FALSE;
3223 return TRUE;
3224 }
3225
3226 /* blit between surface locations. onscreen on different swapchains is not supported.
3227 * depth / stencil is not supported. */
3228 static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter,
3229 IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in,
3230 IWineD3DSurfaceImpl *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
3231 {
3232 const struct wined3d_gl_info *gl_info;
3233 struct wined3d_context *context;
3234 RECT src_rect, dst_rect;
3235 GLenum gl_filter;
3236
3237 TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
3238 TRACE("src_surface %p, src_location %s, src_rect %s,\n",
3239 src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
3240 TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
3241 dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
3242
3243 src_rect = *src_rect_in;
3244 dst_rect = *dst_rect_in;
3245
3246 switch (filter)
3247 {
3248 case WINED3DTEXF_LINEAR:
3249 gl_filter = GL_LINEAR;
3250 break;
3251
3252 default:
3253 FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
3254 case WINED3DTEXF_NONE:
3255 case WINED3DTEXF_POINT:
3256 gl_filter = GL_NEAREST;
3257 break;
3258 }
3259
3260 if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface))
3261 src_location = SFLAG_INTEXTURE;
3262 if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface))
3263 dst_location = SFLAG_INTEXTURE;
3264
3265 /* Make sure the locations are up-to-date. Loading the destination
3266 * surface isn't required if the entire surface is overwritten. (And is
3267 * in fact harmful if we're being called by surface_load_location() with
3268 * the purpose of loading the destination surface.) */
3269 surface_load_location(src_surface, src_location, NULL);
3270 if (!surface_is_full_rect(dst_surface, &dst_rect))
3271 surface_load_location(dst_surface, dst_location, NULL);
3272
3273 if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
3274 else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
3275 else context = context_acquire(device, NULL);
3276
3277 if (!context->valid)
3278 {
3279 context_release(context);
3280 WARN("Invalid context, skipping blit.\n");
3281 return;
3282 }
3283
3284 gl_info = context->gl_info;
3285
3286 if (src_location == SFLAG_INDRAWABLE)
3287 {
3288 GLenum buffer = surface_get_gl_buffer(src_surface);
3289
3290 TRACE("Source surface %p is onscreen.\n", src_surface);
3291
3292 if (buffer == GL_FRONT)
3293 surface_translate_frontbuffer_coords(src_surface, context->win_handle, &src_rect);
3294
3295 src_rect.top = src_surface->currentDesc.Height - src_rect.top;
3296 src_rect.bottom = src_surface->currentDesc.Height - src_rect.bottom;
3297
3298 ENTER_GL();
3299 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
3300 glReadBuffer(buffer);
3301 checkGLcall("glReadBuffer()");
3302 }
3303 else
3304 {
3305 TRACE("Source surface %p is offscreen.\n", src_surface);
3306 ENTER_GL();
3307 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
3308 glReadBuffer(GL_COLOR_ATTACHMENT0);
3309 checkGLcall("glReadBuffer()");
3310 }
3311 LEAVE_GL();
3312
3313 if (dst_location == SFLAG_INDRAWABLE)
3314 {
3315 GLenum buffer = surface_get_gl_buffer(dst_surface);
3316
3317 TRACE("Destination surface %p is onscreen.\n", dst_surface);
3318
3319 if (buffer == GL_FRONT)
3320 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3321
3322 dst_rect.top = dst_surface->currentDesc.Height - dst_rect.top;
3323 dst_rect.bottom = dst_surface->currentDesc.Height - dst_rect.bottom;
3324
3325 ENTER_GL();
3326 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
3327 context_set_draw_buffer(context, buffer);
3328 }
3329 else
3330 {
3331 TRACE("Destination surface %p is offscreen.\n", dst_surface);
3332
3333 ENTER_GL();
3334 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
3335 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
3336 }
3337
3338 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
3339 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
3340 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
3341 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
3342 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
3343
3344 glDisable(GL_SCISSOR_TEST);
3345 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
3346
3347 gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
3348 dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
3349 checkGLcall("glBlitFramebuffer()");
3350
3351 LEAVE_GL();
3352
3353 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
3354
3355 context_release(context);
3356 }
3357
3358 /* Do not call while under the GL lock. */
3359 HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color)
3360 {
3361 IWineD3DDeviceImpl *device = s->resource.device;
3362 const struct blit_shader *blitter;
3363
3364 blitter = wined3d_select_blitter(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
3365 NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
3366 if (!blitter)
3367 {
3368 FIXME("No blitter is capable of performing the requested color fill operation.\n");
3369 return WINED3DERR_INVALIDCALL;
3370 }
3371
3372 return blitter->color_fill(device, s, rect, color);
3373 }
3374
3375 /* Not called from the VTable */
3376 /* Do not call while under the GL lock. */
3377 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
3378 IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3379 WINED3DTEXTUREFILTERTYPE Filter)
3380 {
3381 IWineD3DDeviceImpl *device = dst_surface->resource.device;
3382 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3383 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3384 RECT dst_rect, src_rect;
3385
3386 TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
3387 dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3388 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3389
3390 /* Get the swapchain. One of the surfaces has to be a primary surface */
3391 if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3392 {
3393 WARN("Destination is in sysmem, rejecting gl blt\n");
3394 return WINED3DERR_INVALIDCALL;
3395 }
3396
3397 if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3398 dstSwapchain = dst_surface->container.u.swapchain;
3399
3400 if (src_surface)
3401 {
3402 if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
3403 {
3404 WARN("Src is in sysmem, rejecting gl blt\n");
3405 return WINED3DERR_INVALIDCALL;
3406 }
3407
3408 if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
3409 srcSwapchain = src_surface->container.u.swapchain;
3410 }
3411
3412 /* Early sort out of cases where no render target is used */
3413 if (!dstSwapchain && !srcSwapchain
3414 && src_surface != device->render_targets[0]
3415 && dst_surface != device->render_targets[0])
3416 {
3417 TRACE("No surface is render target, not using hardware blit.\n");
3418 return WINED3DERR_INVALIDCALL;
3419 }
3420
3421 /* No destination color keying supported */
3422 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3423 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3424 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3425 return WINED3DERR_INVALIDCALL;
3426 }
3427
3428 surface_get_rect(dst_surface, DestRect, &dst_rect);
3429 if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
3430
3431 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3432 if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
3433 && dst_surface == dstSwapchain->front_buffer
3434 && src_surface == dstSwapchain->back_buffers[0])
3435 {
3436 /* Half-Life does a Blt from the back buffer to the front buffer,
3437 * Full surface size, no flags... Use present instead
3438 *
3439 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3440 */
3441
3442 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3443 while(1)
3444 {
3445 TRACE("Looking if a Present can be done...\n");
3446 /* Source Rectangle must be full surface */
3447 if (src_rect.left || src_rect.top
3448 || src_rect.right != src_surface->currentDesc.Width
3449 || src_rect.bottom != src_surface->currentDesc.Height)
3450 {
3451 TRACE("No, Source rectangle doesn't match\n");
3452 break;
3453 }
3454
3455 /* No stretching may occur */
3456 if(src_rect.right != dst_rect.right - dst_rect.left ||
3457 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3458 TRACE("No, stretching is done\n");
3459 break;
3460 }
3461
3462 /* Destination must be full surface or match the clipping rectangle */
3463 if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
3464 {
3465 RECT cliprect;
3466 POINT pos[2];
3467 GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
3468 pos[0].x = dst_rect.left;
3469 pos[0].y = dst_rect.top;
3470 pos[1].x = dst_rect.right;
3471 pos[1].y = dst_rect.bottom;
3472 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
3473
3474 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3475 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3476 {
3477 TRACE("No, dest rectangle doesn't match(clipper)\n");
3478 TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
3479 TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
3480 break;
3481 }
3482 }
3483 else if (dst_rect.left || dst_rect.top
3484 || dst_rect.right != dst_surface->currentDesc.Width
3485 || dst_rect.bottom != dst_surface->currentDesc.Height)
3486 {
3487 TRACE("No, dest rectangle doesn't match(surface size)\n");
3488 break;
3489 }
3490
3491 TRACE("Yes\n");
3492
3493 /* These flags are unimportant for the flag check, remove them */
3494 if (!(Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
3495 {
3496 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3497
3498 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3499 * take very long, while a flip is fast.
3500 * This applies to Half-Life, which does such Blts every time it finished
3501 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3502 * menu. This is also used by all apps when they do windowed rendering
3503 *
3504 * The problem is that flipping is not really the same as copying. After a
3505 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3506 * untouched. Therefore it's necessary to override the swap effect
3507 * and to set it back after the flip.
3508 *
3509 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3510 * testcases.
3511 */
3512
3513 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3514 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3515
3516 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3517 IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
3518 NULL, NULL, dstSwapchain->win_handle, NULL, 0);
3519
3520 dstSwapchain->presentParms.SwapEffect = orig_swap;
3521
3522 return WINED3D_OK;
3523 }
3524 break;
3525 }
3526
3527 TRACE("Unsupported blit between buffers on the same swapchain\n");
3528 return WINED3DERR_INVALIDCALL;
3529 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3530 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3531 return WINED3DERR_INVALIDCALL;
3532 } else if(dstSwapchain && srcSwapchain) {
3533 FIXME("Implement hardware blit between two different swapchains\n");
3534 return WINED3DERR_INVALIDCALL;
3535 }
3536 else if (dstSwapchain)
3537 {
3538 /* Handled with regular texture -> swapchain blit */
3539 if (src_surface == device->render_targets[0])
3540 TRACE("Blit from active render target to a swapchain\n");
3541 }
3542 else if (srcSwapchain && dst_surface == device->render_targets[0])
3543 {
3544 FIXME("Implement blit from a swapchain to the active render target\n");
3545 return WINED3DERR_INVALIDCALL;
3546 }
3547
3548 if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
3549 {
3550 /* Blit from render target to texture */
3551 BOOL stretchx;
3552
3553 /* P8 read back is not implemented */
3554 if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
3555 || dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
3556 {
3557 TRACE("P8 read back not supported by frame buffer to texture blit\n");
3558 return WINED3DERR_INVALIDCALL;
3559 }
3560
3561 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3562 TRACE("Color keying not supported by frame buffer to texture blit\n");
3563 return WINED3DERR_INVALIDCALL;
3564 /* Destination color key is checked above */
3565 }
3566
3567 if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
3568 stretchx = TRUE;
3569 } else {
3570 stretchx = FALSE;
3571 }
3572
3573 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3574 * flip the image nor scale it.
3575 *
3576 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3577 * -> If the app wants a image width an unscaled width, copy it line per line
3578 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3579 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3580 * back buffer. This is slower than reading line per line, thus not used for flipping
3581 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3582 * pixel by pixel
3583 *
3584 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3585 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3586 * backends.
3587 */
3588 if (fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3589 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3590 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3591 {
3592 surface_blt_fbo(device, Filter,
3593 src_surface, SFLAG_INDRAWABLE, &src_rect,
3594 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3595 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3596 }
3597 else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
3598 || dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
3599 {
3600 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3601 fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3602 } else {
3603 TRACE("Using hardware stretching to flip / stretch the texture\n");
3604 fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
3605 }
3606
3607 if (!(dst_surface->Flags & SFLAG_DONOTFREE))
3608 {
3609 HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
3610 dst_surface->resource.allocatedMemory = NULL;
3611 dst_surface->resource.heapMemory = NULL;
3612 }
3613 else
3614 {
3615 dst_surface->Flags &= ~SFLAG_INSYSMEM;
3616 }
3617
3618 return WINED3D_OK;
3619 }
3620 else if (src_surface)
3621 {
3622 /* Blit from offscreen surface to render target */
3623 DWORD oldCKeyFlags = src_surface->CKeyFlags;
3624 WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
3625 struct wined3d_context *context;
3626
3627 TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
3628
3629 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3630 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
3631 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3632 src_surface->resource.format,
3633 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3634 dst_surface->resource.format))
3635 {
3636 TRACE("Using surface_blt_fbo.\n");
3637 /* The source is always a texture, but never the currently active render target, and the texture
3638 * contents are never upside down. */
3639 surface_blt_fbo(device, Filter,
3640 src_surface, SFLAG_INDRAWABLE, &src_rect,
3641 dst_surface, SFLAG_INDRAWABLE, &dst_rect);
3642 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3643 return WINED3D_OK;
3644 }
3645
3646 if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3647 && arbfp_blit.blit_supported(gl_info, BLIT_OP_BLIT,
3648 &src_rect, src_surface->resource.usage, src_surface->resource.pool,
3649 src_surface->resource.format,
3650 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
3651 dst_surface->resource.format))
3652 {
3653 return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
3654 }
3655
3656 /* Color keying: Check if we have to do a color keyed blt,
3657 * and if not check if a color key is activated.
3658 *
3659 * Just modify the color keying parameters in the surface and restore them afterwards
3660 * The surface keeps track of the color key last used to load the opengl surface.
3661 * PreLoad will catch the change to the flags and color key and reload if necessary.
3662 */
3663 if(Flags & WINEDDBLT_KEYSRC) {
3664 /* Use color key from surface */
3665 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3666 /* Use color key from DDBltFx */
3667 src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
3668 src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3669 } else {
3670 /* Do not use color key */
3671 src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3672 }
3673
3674 /* Now load the surface */
3675 surface_internal_preload(src_surface, SRGB_RGB);
3676
3677 /* Activate the destination context, set it up for blitting */
3678 context = context_acquire(device, dst_surface);
3679 context_apply_blit_state(context, device);
3680
3681 if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
3682 surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
3683
3684 if (!device->blitter->blit_supported(gl_info, BLIT_OP_BLIT,
3685 &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
3686 &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
3687 {
3688 FIXME("Unsupported blit operation falling back to software\n");
3689 return WINED3DERR_INVALIDCALL;
3690 }
3691
3692 device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
3693
3694 ENTER_GL();
3695
3696 /* This is for color keying */
3697 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3698 glEnable(GL_ALPHA_TEST);
3699 checkGLcall("glEnable(GL_ALPHA_TEST)");
3700
3701 /* When the primary render target uses P8, the alpha component contains the palette index.
3702 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3703 * should be masked away have alpha set to 0. */
3704 if (primary_render_target_is_p8(device))
3705 glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3706 else
3707 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3708 checkGLcall("glAlphaFunc");
3709 } else {
3710 glDisable(GL_ALPHA_TEST);
3711 checkGLcall("glDisable(GL_ALPHA_TEST)");
3712 }
3713
3714 /* Draw a textured quad
3715 */
3716 draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
3717
3718 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3719 glDisable(GL_ALPHA_TEST);
3720 checkGLcall("glDisable(GL_ALPHA_TEST)");
3721 }
3722
3723 /* Restore the color key parameters */
3724 src_surface->CKeyFlags = oldCKeyFlags;
3725 src_surface->SrcBltCKey = oldBltCKey;
3726
3727 LEAVE_GL();
3728
3729 /* Leave the opengl state valid for blitting */
3730 device->blitter->unset_shader((IWineD3DDevice *)device);
3731
3732 if (wined3d_settings.strict_draw_ordering || (dstSwapchain
3733 && (dst_surface == dstSwapchain->front_buffer
3734 || dstSwapchain->num_contexts > 1)))
3735 wglFlush(); /* Flush to ensure ordering across contexts. */
3736
3737 context_release(context);
3738
3739 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3740 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3741 * is outdated now
3742 */
3743 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
3744
3745 return WINED3D_OK;
3746 }
3747 else
3748 {
3749 /* Source-Less Blit to render target */
3750 if (Flags & WINEDDBLT_COLORFILL)
3751 {
3752 WINED3DCOLORVALUE color;
3753
3754 TRACE("Colorfill\n");
3755
3756 /* The color as given in the Blt function is in the surface format. */
3757 if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color))
3758 return WINED3DERR_INVALIDCALL;
3759
3760 return surface_color_fill(dst_surface, &dst_rect, &color);
3761 }
3762 }
3763
3764 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3765 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3766 return WINED3DERR_INVALIDCALL;
3767 }
3768
3769 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3770 IWineD3DSurface *src_surface, const RECT *src_rect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3771 {
3772 IWineD3DDeviceImpl *device = This->resource.device;
3773 float depth;
3774
3775 if (Flags & WINEDDBLT_DEPTHFILL)
3776 {
3777 switch (This->resource.format->id)
3778 {
3779 case WINED3DFMT_D16_UNORM:
3780 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3781 break;
3782 case WINED3DFMT_S1_UINT_D15_UNORM:
3783 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff;
3784 break;
3785 case WINED3DFMT_D24_UNORM_S8_UINT:
3786 case WINED3DFMT_X8D24_UNORM:
3787 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3788 break;
3789 case WINED3DFMT_D32_UNORM:
3790 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3791 break;
3792 default:
3793 depth = 0.0f;
3794 ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id));
3795 }
3796
3797 return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect,
3798 WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
3799 }
3800
3801 FIXME("(%p): Unsupp depthstencil blit\n", This);
3802 return WINED3DERR_INVALIDCALL;
3803 }
3804
3805 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect,
3806 IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD Flags,
3807 const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
3808 {
3809 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3810 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3811 IWineD3DDeviceImpl *device = This->resource.device;
3812
3813 TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
3814 iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
3815 Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
3816 TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage));
3817
3818 if ((This->Flags & SFLAG_LOCKED) || (src && (src->Flags & SFLAG_LOCKED)))
3819 {
3820 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3821 return WINEDDERR_SURFACEBUSY;
3822 }
3823
3824 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3825 * except depth blits, which seem to work
3826 */
3827 if (This == device->depth_stencil || (src && src == device->depth_stencil))
3828 {
3829 if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
3830 {
3831 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3832 return WINED3DERR_INVALIDCALL;
3833 }
3834 else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, Flags, DDBltFx)))
3835 {
3836 TRACE("Z Blit override handled the blit\n");
3837 return WINED3D_OK;
3838 }
3839 }
3840
3841 /* Special cases for RenderTargets */
3842 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3843 || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
3844 {
3845 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, Flags, DDBltFx, Filter)))
3846 return WINED3D_OK;
3847 }
3848
3849 /* For the rest call the X11 surface implementation.
3850 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3851 * other Blts are rather rare. */
3852 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, Flags, DDBltFx, Filter);
3853 }
3854
3855 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3856 IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans)
3857 {
3858 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3859 IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface;
3860 IWineD3DDeviceImpl *device = This->resource.device;
3861
3862 TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n",
3863 iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans);
3864
3865 if ((This->Flags & SFLAG_LOCKED) || (src->Flags & SFLAG_LOCKED))
3866 {
3867 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3868 return WINEDDERR_SURFACEBUSY;
3869 }
3870
3871 if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil))
3872 {
3873 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3874 return WINED3DERR_INVALIDCALL;
3875 }
3876
3877 /* Special cases for RenderTargets */
3878 if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3879 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
3880 {
3881
3882 RECT SrcRect, DstRect;
3883 DWORD Flags=0;
3884
3885 surface_get_rect(src, rsrc, &SrcRect);
3886
3887 DstRect.left = dstx;
3888 DstRect.top=dsty;
3889 DstRect.right = dstx + SrcRect.right - SrcRect.left;
3890 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
3891
3892 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
3893 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
3894 Flags |= WINEDDBLT_KEYSRC;
3895 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
3896 Flags |= WINEDDBLT_KEYDEST;
3897 if(trans & WINEDDBLTFAST_WAIT)
3898 Flags |= WINEDDBLT_WAIT;
3899 if(trans & WINEDDBLTFAST_DONOTWAIT)
3900 Flags |= WINEDDBLT_DONOTWAIT;
3901
3902 if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
3903 &DstRect, src, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
3904 return WINED3D_OK;
3905 }
3906
3907 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans);
3908 }
3909
3910 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
3911 {
3912 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3913 RGBQUAD col[256];
3914 IWineD3DPaletteImpl *pal = This->palette;
3915 unsigned int n;
3916 TRACE("(%p)\n", This);
3917
3918 if (!pal) return WINED3D_OK;
3919
3920 if (This->resource.format->id == WINED3DFMT_P8_UINT
3921 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
3922 {
3923 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3924 {
3925 /* Make sure the texture is up to date. This call doesn't do
3926 * anything if the texture is already up to date. */
3927 surface_load_location(This, SFLAG_INTEXTURE, NULL);
3928
3929 /* We want to force a palette refresh, so mark the drawable as not being up to date */
3930 surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
3931 }
3932 else
3933 {
3934 if (!(This->Flags & SFLAG_INSYSMEM))
3935 {
3936 TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
3937 surface_load_location(This, SFLAG_INSYSMEM, NULL);
3938 }
3939 TRACE("Dirtifying surface\n");
3940 surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
3941 }
3942 }
3943
3944 if(This->Flags & SFLAG_DIBSECTION) {
3945 TRACE("(%p): Updating the hdc's palette\n", This);
3946 for (n=0; n<256; n++) {
3947 col[n].rgbRed = pal->palents[n].peRed;
3948 col[n].rgbGreen = pal->palents[n].peGreen;
3949 col[n].rgbBlue = pal->palents[n].peBlue;
3950 col[n].rgbReserved = 0;
3951 }
3952 SetDIBColorTable(This->hDC, 0, 256, col);
3953 }
3954
3955 /* Propagate the changes to the drawable when we have a palette. */
3956 if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
3957 surface_load_location(This, SFLAG_INDRAWABLE, NULL);
3958
3959 return WINED3D_OK;
3960 }
3961
3962 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
3963 /** Check against the maximum texture sizes supported by the video card **/
3964 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3965 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3966 unsigned int pow2Width, pow2Height;
3967
3968 This->texture_name = 0;
3969 This->texture_target = GL_TEXTURE_2D;
3970
3971 /* Non-power2 support */
3972 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3973 {
3974 pow2Width = This->currentDesc.Width;
3975 pow2Height = This->currentDesc.Height;
3976 }
3977 else
3978 {
3979 /* Find the nearest pow2 match */
3980 pow2Width = pow2Height = 1;
3981 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
3982 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
3983 }
3984 This->pow2Width = pow2Width;
3985 This->pow2Height = pow2Height;
3986
3987 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height)
3988 {
3989 /* TODO: Add support for non power two compressed textures. */
3990 if (This->resource.format->Flags & WINED3DFMT_FLAG_COMPRESSED)
3991 {
3992 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
3993 This, This->currentDesc.Width, This->currentDesc.Height);
3994 return WINED3DERR_NOTAVAILABLE;
3995 }
3996 }
3997
3998 if(pow2Width != This->currentDesc.Width ||
3999 pow2Height != This->currentDesc.Height) {
4000 This->Flags |= SFLAG_NONPOW2;
4001 }
4002
4003 TRACE("%p\n", This);
4004 if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
4005 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4006 {
4007 /* one of three options
4008 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
4009 2: Set the texture to the maximum size (bad idea)
4010 3: WARN and return WINED3DERR_NOTAVAILABLE;
4011 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4012 */
4013 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4014 {
4015 WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
4016 return WINED3DERR_NOTAVAILABLE;
4017 }
4018
4019 /* We should never use this surface in combination with OpenGL! */
4020 TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
4021 }
4022 else
4023 {
4024 /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4025 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4026 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4027 */
4028 if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
4029 && !(This->resource.format->id == WINED3DFMT_P8_UINT
4030 && gl_info->supported[EXT_PALETTED_TEXTURE]
4031 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4032 {
4033 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4034 This->pow2Width = This->currentDesc.Width;
4035 This->pow2Height = This->currentDesc.Height;
4036 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4037 }
4038 }
4039
4040 switch (wined3d_settings.offscreen_rendering_mode)
4041 {
4042 case ORM_FBO:
4043 This->get_drawable_size = get_drawable_size_fbo;
4044 break;
4045
4046 case ORM_BACKBUFFER:
4047 This->get_drawable_size = get_drawable_size_backbuffer;
4048 break;
4049
4050 default:
4051 ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
4052 return WINED3DERR_INVALIDCALL;
4053 }
4054
4055 This->Flags |= SFLAG_INSYSMEM;
4056
4057 return WINED3D_OK;
4058 }
4059
4060 /* GL locking is done by the caller */
4061 static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
4062 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4063 {
4064 IWineD3DDeviceImpl *device = This->resource.device;
4065 GLint compare_mode = GL_NONE;
4066 struct blt_info info;
4067 GLint old_binding = 0;
4068
4069 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4070
4071 glDisable(GL_CULL_FACE);
4072 glDisable(GL_BLEND);
4073 glDisable(GL_ALPHA_TEST);
4074 glDisable(GL_SCISSOR_TEST);
4075 glDisable(GL_STENCIL_TEST);
4076 glEnable(GL_DEPTH_TEST);
4077 glDepthFunc(GL_ALWAYS);
4078 glDepthMask(GL_TRUE);
4079 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4080 glViewport(0, 0, w, h);
4081
4082 surface_get_blt_info(target, NULL, w, h, &info);
4083 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4084 glGetIntegerv(info.binding, &old_binding);
4085 glBindTexture(info.bind_target, texture);
4086 if (gl_info->supported[ARB_SHADOW])
4087 {
4088 glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
4089 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
4090 }
4091
4092 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
4093 info.tex_type, &This->ds_current_size);
4094
4095 glBegin(GL_TRIANGLE_STRIP);
4096 glTexCoord3fv(info.coords[0]);
4097 glVertex2f(-1.0f, -1.0f);
4098 glTexCoord3fv(info.coords[1]);
4099 glVertex2f(1.0f, -1.0f);
4100 glTexCoord3fv(info.coords[2]);
4101 glVertex2f(-1.0f, 1.0f);
4102 glTexCoord3fv(info.coords[3]);
4103 glVertex2f(1.0f, 1.0f);
4104 glEnd();
4105
4106 if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
4107 glBindTexture(info.bind_target, old_binding);
4108
4109 glPopAttrib();
4110
4111 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4112 }
4113
4114 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
4115 DWORD location, UINT w, UINT h)
4116 {
4117 TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
4118
4119 if (location & ~SFLAG_DS_LOCATIONS)
4120 FIXME("Invalid location (%#x) specified.\n", location);
4121
4122 surface->ds_current_size.cx = w;
4123 surface->ds_current_size.cy = h;
4124 surface->Flags &= ~SFLAG_DS_LOCATIONS;
4125 surface->Flags |= location;
4126 }
4127
4128 /* Context activation is done by the caller. */
4129 void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
4130 {
4131 IWineD3DDeviceImpl *device = surface->resource.device;
4132 const struct wined3d_gl_info *gl_info = context->gl_info;
4133
4134 TRACE("surface %p, new location %#x.\n", surface, location);
4135
4136 /* TODO: Make this work for modes other than FBO */
4137 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4138
4139 if (!(surface->Flags & location))
4140 {
4141 surface->ds_current_size.cx = 0;
4142 surface->ds_current_size.cy = 0;
4143 }
4144
4145 if (surface->ds_current_size.cx == surface->currentDesc.Width
4146 && surface->ds_current_size.cy == surface->currentDesc.Height)
4147 {
4148 TRACE("Location (%#x) is already up to date.\n", location);
4149 return;
4150 }
4151
4152 if (surface->current_renderbuffer)
4153 {
4154 FIXME("Not supported with fixed up depth stencil.\n");
4155 return;
4156 }
4157
4158 if (!(surface->Flags & SFLAG_LOCATIONS))
4159 {
4160 FIXME("No up to date depth stencil location.\n");
4161 surface->Flags |= location;
4162 return;
4163 }
4164
4165 if (location == SFLAG_DS_OFFSCREEN)
4166 {
4167 GLint old_binding = 0;
4168 GLenum bind_target;
4169 GLsizei w, h;
4170
4171 /* The render target is allowed to be smaller than the depth/stencil
4172 * buffer, so the onscreen depth/stencil buffer is potentially smaller
4173 * than the offscreen surface. Don't overwrite the offscreen surface
4174 * with undefined data. */
4175 w = min(surface->currentDesc.Width, context->swapchain->presentParms.BackBufferWidth);
4176 h = min(surface->currentDesc.Height, context->swapchain->presentParms.BackBufferHeight);
4177
4178 TRACE("Copying onscreen depth buffer to depth texture.\n");
4179
4180 ENTER_GL();
4181
4182 if (!device->depth_blt_texture)
4183 {
4184 glGenTextures(1, &device->depth_blt_texture);
4185 }
4186
4187 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4188 * directly on the FBO texture. That's because we need to flip. */
4189 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4190 if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4191 {
4192 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4193 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4194 }
4195 else
4196 {
4197 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4198 bind_target = GL_TEXTURE_2D;
4199 }
4200 glBindTexture(bind_target, device->depth_blt_texture);
4201 glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
4202 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4203 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4204 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4205 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4206 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4207 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4208 glBindTexture(bind_target, old_binding);
4209
4210 /* Setup the destination */
4211 if (!device->depth_blt_rb)
4212 {
4213 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4214 checkGLcall("glGenRenderbuffersEXT");
4215 }
4216 if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h)
4217 {
4218 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4219 checkGLcall("glBindRenderbufferEXT");
4220 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h);
4221 checkGLcall("glRenderbufferStorageEXT");
4222 device->depth_blt_rb_w = w;
4223 device->depth_blt_rb_h = h;
4224 }
4225
4226 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4227 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4228 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4229 checkGLcall("glFramebufferRenderbufferEXT");
4230 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
4231
4232 /* Do the actual blit */
4233 surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
4234 checkGLcall("depth_blt");
4235
4236 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4237 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4238
4239 LEAVE_GL();
4240
4241 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4242 }
4243 else if (location == SFLAG_DS_ONSCREEN)
4244 {
4245 TRACE("Copying depth texture to onscreen depth buffer.\n");
4246
4247 ENTER_GL();
4248
4249 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4250 surface_depth_blt(surface, gl_info, surface->texture_name,
4251 surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
4252 checkGLcall("depth_blt");
4253
4254 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4255
4256 LEAVE_GL();
4257
4258 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
4259 }
4260 else
4261 {
4262 ERR("Invalid location (%#x) specified.\n", location);
4263 }
4264
4265 surface->Flags |= location;
4266 surface->ds_current_size.cx = surface->currentDesc.Width;
4267 surface->ds_current_size.cy = surface->currentDesc.Height;
4268 }
4269
4270 void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
4271 {
4272 IWineD3DSurfaceImpl *overlay;
4273
4274 TRACE("surface %p, location %s, persistent %#x.\n",
4275 surface, debug_surflocation(flag), persistent);
4276
4277 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4278 {
4279 if (surface_is_offscreen(surface))
4280 {
4281 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4282 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4283 }
4284 else
4285 {
4286 TRACE("Surface %p is an onscreen surface.\n", surface);
4287 }
4288 }
4289
4290 if (persistent)
4291 {
4292 if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
4293 || ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
4294 {
4295 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4296 {
4297 TRACE("Passing to container.\n");
4298 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4299 }
4300 }
4301 surface->Flags &= ~SFLAG_LOCATIONS;
4302 surface->Flags |= flag;
4303
4304 /* Redraw emulated overlays, if any */
4305 if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
4306 {
4307 LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
4308 {
4309 IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
4310 }
4311 }
4312 }
4313 else
4314 {
4315 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
4316 {
4317 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
4318 {
4319 TRACE("Passing to container\n");
4320 IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
4321 }
4322 }
4323 surface->Flags &= ~flag;
4324 }
4325
4326 if (!(surface->Flags & SFLAG_LOCATIONS))
4327 {
4328 ERR("Surface %p does not have any up to date location.\n", surface);
4329 }
4330 }
4331
4332 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4333 {
4334 IWineD3DDeviceImpl *device = This->resource.device;
4335 IWineD3DSwapChainImpl *swapchain;
4336 struct wined3d_context *context;
4337 RECT src_rect, dst_rect;
4338
4339 surface_get_rect(This, rect_in, &src_rect);
4340
4341 context = context_acquire(device, This);
4342 context_apply_blit_state(context, device);
4343 if (context->render_offscreen)
4344 {
4345 dst_rect.left = src_rect.left;
4346 dst_rect.right = src_rect.right;
4347 dst_rect.top = src_rect.bottom;
4348 dst_rect.bottom = src_rect.top;
4349 }
4350 else
4351 {
4352 dst_rect = src_rect;
4353 }
4354
4355 swapchain = This->container.type == WINED3D_CONTAINER_SWAPCHAIN ? This->container.u.swapchain : NULL;
4356 if (swapchain && This == swapchain->front_buffer)
4357 surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
4358
4359 device->blitter->set_shader((IWineD3DDevice *) device, This);
4360
4361 ENTER_GL();
4362 draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
4363 LEAVE_GL();
4364
4365 device->blitter->unset_shader((IWineD3DDevice *) device);
4366
4367 if (wined3d_settings.strict_draw_ordering || (swapchain
4368 && (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
4369 wglFlush(); /* Flush to ensure ordering across contexts. */
4370
4371 context_release(context);
4372 }
4373
4374 HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect)
4375 {
4376 IWineD3DDeviceImpl *device = surface->resource.device;
4377 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4378 BOOL drawable_read_ok = surface_is_offscreen(surface);
4379 struct wined3d_format format;
4380 CONVERT_TYPES convert;
4381 int width, pitch, outpitch;
4382 BYTE *mem;
4383 BOOL in_fbo = FALSE;
4384
4385 TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect));
4386
4387 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
4388 {
4389 if (flag == SFLAG_INTEXTURE)
4390 {
4391 struct wined3d_context *context = context_acquire(device, NULL);
4392 surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
4393 context_release(context);
4394 return WINED3D_OK;
4395 }
4396 else
4397 {
4398 FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(flag));
4399 return WINED3DERR_INVALIDCALL;
4400 }
4401 }
4402
4403 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4404 {
4405 if (surface_is_offscreen(surface))
4406 {
4407 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4408 * Prefer SFLAG_INTEXTURE. */
4409 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4410 drawable_read_ok = FALSE;
4411 in_fbo = TRUE;
4412 }
4413 else
4414 {
4415 TRACE("Surface %p is an onscreen surface.\n", surface);
4416 }
4417 }
4418
4419 if (surface->Flags & flag)
4420 {
4421 TRACE("Location already up to date\n");
4422 return WINED3D_OK;
4423 }
4424
4425 if (!(surface->Flags & SFLAG_LOCATIONS))
4426 {
4427 ERR("Surface %p does not have any up to date location.\n", surface);
4428 surface->Flags |= SFLAG_LOST;
4429 return WINED3DERR_DEVICELOST;
4430 }
4431
4432 if (flag == SFLAG_INSYSMEM)
4433 {
4434 surface_prepare_system_memory(surface);
4435
4436 /* Download the surface to system memory */
4437 if (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
4438 {
4439 struct wined3d_context *context = NULL;
4440
4441 if (!device->isInDraw) context = context_acquire(device, NULL);
4442
4443 surface_bind_and_dirtify(surface, !(surface->Flags & SFLAG_INTEXTURE));
4444 surface_download_data(surface, gl_info);
4445
4446 if (context) context_release(context);
4447 }
4448 else
4449 {
4450 /* Note: It might be faster to download into a texture first. */
4451 read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
4452 IWineD3DSurface_GetPitch((IWineD3DSurface *)surface));
4453 }
4454 }
4455 else if (flag == SFLAG_INDRAWABLE)
4456 {
4457 if (surface->Flags & SFLAG_INTEXTURE)
4458 {
4459 surface_blt_to_drawable(surface, rect);
4460 }
4461 else
4462 {
4463 int byte_count;
4464 if ((surface->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
4465 {
4466 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4467 * values, otherwise we get incorrect values in the target. For now go the slow way
4468 * via a system memory copy
4469 */
4470 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4471 }
4472
4473 d3dfmt_get_conv(surface, FALSE /* We need color keying */,
4474 FALSE /* We won't use textures */, &format, &convert);
4475
4476 /* The width is in 'length' not in bytes */
4477 width = surface->currentDesc.Width;
4478 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4479
4480 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4481 * but it isn't set (yet) in all cases it is getting called. */
4482 if ((convert != NO_CONVERSION) && (surface->Flags & SFLAG_PBO))
4483 {
4484 struct wined3d_context *context = NULL;
4485
4486 TRACE("Removing the pbo attached to surface %p.\n", surface);
4487
4488 if (!device->isInDraw) context = context_acquire(device, NULL);
4489 surface_remove_pbo(surface, gl_info);
4490 if (context) context_release(context);
4491 }
4492
4493 if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
4494 {
4495 int height = surface->currentDesc.Height;
4496 byte_count = format.conv_byte_count;
4497
4498 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4499 outpitch = width * byte_count;
4500 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4501
4502 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4503 if(!mem) {
4504 ERR("Out of memory %d, %d!\n", outpitch, height);
4505 return WINED3DERR_OUTOFVIDEOMEMORY;
4506 }
4507 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4508 width, height, outpitch, convert, surface);
4509
4510 surface->Flags |= SFLAG_CONVERTED;
4511 }
4512 else
4513 {
4514 surface->Flags &= ~SFLAG_CONVERTED;
4515 mem = surface->resource.allocatedMemory;
4516 byte_count = format.byte_count;
4517 }
4518
4519 flush_to_framebuffer_drawpixels(surface, format.glFormat, format.glType, byte_count, mem);
4520
4521 /* Don't delete PBO memory */
4522 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4523 HeapFree(GetProcessHeap(), 0, mem);
4524 }
4525 }
4526 else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */
4527 {
4528 const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
4529
4530 if (drawable_read_ok && (surface->Flags & SFLAG_INDRAWABLE))
4531 {
4532 read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX);
4533 }
4534 else if (surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
4535 && (surface->resource.format->Flags & attach_flags) == attach_flags
4536 && fbo_blit_supported(gl_info, BLIT_OP_BLIT,
4537 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
4538 NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
4539 {
4540 DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX;
4541 RECT rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
4542
4543 surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
4544 surface, src_location, &rect, surface, flag, &rect);
4545 }
4546 else
4547 {
4548 /* Upload from system memory */
4549 BOOL srgb = flag == SFLAG_INSRGBTEX;
4550 struct wined3d_context *context = NULL;
4551
4552 d3dfmt_get_conv(surface, TRUE /* We need color keying */,
4553 TRUE /* We will use textures */, &format, &convert);
4554
4555 if (srgb)
4556 {
4557 if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
4558 {
4559 /* Performance warning... */
4560 FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
4561 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4562 }
4563 }
4564 else
4565 {
4566 if ((surface->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
4567 {
4568 /* Performance warning... */
4569 FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
4570 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4571 }
4572 }
4573 if (!(surface->Flags & SFLAG_INSYSMEM))
4574 {
4575 WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
4576 /* Lets hope we get it from somewhere... */
4577 surface_load_location(surface, SFLAG_INSYSMEM, rect);
4578 }
4579
4580 if (!device->isInDraw) context = context_acquire(device, NULL);
4581
4582 surface_prepare_texture(surface, gl_info, srgb);
4583 surface_bind_and_dirtify(surface, srgb);
4584
4585 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
4586 {
4587 surface->Flags |= SFLAG_GLCKEY;
4588 surface->glCKey = surface->SrcBltCKey;
4589 }
4590 else surface->Flags &= ~SFLAG_GLCKEY;
4591
4592 /* The width is in 'length' not in bytes */
4593 width = surface->currentDesc.Width;
4594 pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface);
4595
4596 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4597 * but it isn't set (yet) in all cases it is getting called. */
4598 if ((convert != NO_CONVERSION || format.convert) && (surface->Flags & SFLAG_PBO))
4599 {
4600 TRACE("Removing the pbo attached to surface %p.\n", surface);
4601 surface_remove_pbo(surface, gl_info);
4602 }
4603
4604 if (format.convert)
4605 {
4606 /* This code is entered for texture formats which need a fixup. */
4607 int height = surface->currentDesc.Height;
4608
4609 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4610 outpitch = width * format.conv_byte_count;
4611 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4612
4613 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4614 if(!mem) {
4615 ERR("Out of memory %d, %d!\n", outpitch, height);
4616 if (context) context_release(context);
4617 return WINED3DERR_OUTOFVIDEOMEMORY;
4618 }
4619 format.convert(surface->resource.allocatedMemory, mem, pitch, width, height);
4620 }
4621 else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
4622 {
4623 /* This code is only entered for color keying fixups */
4624 int height = surface->currentDesc.Height;
4625
4626 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4627 outpitch = width * format.conv_byte_count;
4628 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4629
4630 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4631 if(!mem) {
4632 ERR("Out of memory %d, %d!\n", outpitch, height);
4633 if (context) context_release(context);
4634 return WINED3DERR_OUTOFVIDEOMEMORY;
4635 }
4636 d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch,
4637 width, height, outpitch, convert, surface);
4638 }
4639 else
4640 {
4641 mem = surface->resource.allocatedMemory;
4642 }
4643
4644 /* Make sure the correct pitch is used */
4645 ENTER_GL();
4646 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4647 LEAVE_GL();
4648
4649 if (mem || (surface->Flags & SFLAG_PBO))
4650 surface_upload_data(surface, gl_info, &format, srgb, mem);
4651
4652 /* Restore the default pitch */
4653 ENTER_GL();
4654 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4655 LEAVE_GL();
4656
4657 if (context) context_release(context);
4658
4659 /* Don't delete PBO memory */
4660 if ((mem != surface->resource.allocatedMemory) && !(surface->Flags & SFLAG_PBO))
4661 HeapFree(GetProcessHeap(), 0, mem);
4662 }
4663 }
4664
4665 if (!rect) surface->Flags |= flag;
4666
4667 if (in_fbo && (surface->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)))
4668 {
4669 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4670 surface->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4671 }
4672
4673 return WINED3D_OK;
4674 }
4675
4676 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4677 return SURFACE_OPENGL;
4678 }
4679
4680 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4681 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4682 HRESULT hr;
4683
4684 /* If there's no destination surface there is nothing to do */
4685 if(!This->overlay_dest) return WINED3D_OK;
4686
4687 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
4688 * update the overlay. Prevent an endless recursion
4689 */
4690 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
4691 return WINED3D_OK;
4692 }
4693 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
4694 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
4695 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
4696 NULL, WINED3DTEXF_LINEAR);
4697 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
4698
4699 return hr;
4700 }
4701
4702 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
4703 {
4704 IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
4705
4706 /* Not on a swapchain - must be offscreen */
4707 if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) return TRUE;
4708
4709 /* The front buffer is always onscreen */
4710 if (surface == swapchain->front_buffer) return FALSE;
4711
4712 /* If the swapchain is rendered to an FBO, the backbuffer is
4713 * offscreen, otherwise onscreen */
4714 return swapchain->render_to_fbo;
4715 }
4716
4717 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
4718 {
4719 /* IUnknown */
4720 IWineD3DBaseSurfaceImpl_QueryInterface,
4721 IWineD3DBaseSurfaceImpl_AddRef,
4722 IWineD3DSurfaceImpl_Release,
4723 /* IWineD3DResource */
4724 IWineD3DBaseSurfaceImpl_GetParent,
4725 IWineD3DBaseSurfaceImpl_SetPrivateData,
4726 IWineD3DBaseSurfaceImpl_GetPrivateData,
4727 IWineD3DBaseSurfaceImpl_FreePrivateData,
4728 IWineD3DBaseSurfaceImpl_SetPriority,
4729 IWineD3DBaseSurfaceImpl_GetPriority,
4730 IWineD3DSurfaceImpl_PreLoad,
4731 IWineD3DSurfaceImpl_UnLoad,
4732 IWineD3DBaseSurfaceImpl_GetType,
4733 /* IWineD3DSurface */
4734 IWineD3DBaseSurfaceImpl_GetDesc,
4735 IWineD3DSurfaceImpl_LockRect,
4736 IWineD3DSurfaceImpl_UnlockRect,
4737 IWineD3DSurfaceImpl_GetDC,
4738 IWineD3DSurfaceImpl_ReleaseDC,
4739 IWineD3DSurfaceImpl_Flip,
4740 IWineD3DSurfaceImpl_Blt,
4741 IWineD3DBaseSurfaceImpl_GetBltStatus,
4742 IWineD3DBaseSurfaceImpl_GetFlipStatus,
4743 IWineD3DBaseSurfaceImpl_IsLost,
4744 IWineD3DBaseSurfaceImpl_Restore,
4745 IWineD3DSurfaceImpl_BltFast,
4746 IWineD3DBaseSurfaceImpl_GetPalette,
4747 IWineD3DBaseSurfaceImpl_SetPalette,
4748 IWineD3DSurfaceImpl_RealizePalette,
4749 IWineD3DBaseSurfaceImpl_SetColorKey,
4750 IWineD3DBaseSurfaceImpl_GetPitch,
4751 IWineD3DSurfaceImpl_SetMem,
4752 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
4753 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
4754 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
4755 IWineD3DBaseSurfaceImpl_UpdateOverlay,
4756 IWineD3DBaseSurfaceImpl_SetClipper,
4757 IWineD3DBaseSurfaceImpl_GetClipper,
4758 /* Internal use: */
4759 IWineD3DSurfaceImpl_LoadTexture,
4760 IWineD3DSurfaceImpl_BindTexture,
4761 IWineD3DBaseSurfaceImpl_GetData,
4762 IWineD3DSurfaceImpl_SetFormat,
4763 IWineD3DSurfaceImpl_PrivateSetup,
4764 IWineD3DSurfaceImpl_GetImplType,
4765 IWineD3DSurfaceImpl_DrawOverlay
4766 };
4767
4768 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
4769 /* Context activation is done by the caller. */
4770 static void ffp_blit_free(IWineD3DDevice *iface) { }
4771
4772 /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
4773 /* Context activation is done by the caller. */
4774 static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
4775 {
4776 BYTE table[256][4];
4777 BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
4778
4779 d3dfmt_p8_init_palette(surface, table, colorkey_active);
4780
4781 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
4782 ENTER_GL();
4783 GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
4784 LEAVE_GL();
4785 }
4786
4787 /* Context activation is done by the caller. */
4788 static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4789 {
4790 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4791 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4792 enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
4793
4794 /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
4795 * else the surface is converted in software at upload time in LoadLocation.
4796 */
4797 if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4798 ffp_blit_p8_upload_palette(surface, gl_info);
4799
4800 ENTER_GL();
4801 glEnable(surface->texture_target);
4802 checkGLcall("glEnable(surface->texture_target)");
4803 LEAVE_GL();
4804 return WINED3D_OK;
4805 }
4806
4807 /* Context activation is done by the caller. */
4808 static void ffp_blit_unset(IWineD3DDevice *iface)
4809 {
4810 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
4811 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4812
4813 ENTER_GL();
4814 glDisable(GL_TEXTURE_2D);
4815 checkGLcall("glDisable(GL_TEXTURE_2D)");
4816 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4817 {
4818 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
4819 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
4820 }
4821 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4822 {
4823 glDisable(GL_TEXTURE_RECTANGLE_ARB);
4824 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
4825 }
4826 LEAVE_GL();
4827 }
4828
4829 static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4830 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4831 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4832 {
4833 enum complex_fixup src_fixup;
4834
4835 if (blit_op == BLIT_OP_COLOR_FILL)
4836 {
4837 if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
4838 {
4839 TRACE("Color fill not supported\n");
4840 return FALSE;
4841 }
4842
4843 return TRUE;
4844 }
4845
4846 src_fixup = get_complex_fixup(src_format->color_fixup);
4847 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
4848 {
4849 TRACE("Checking support for fixup:\n");
4850 dump_color_fixup_desc(src_format->color_fixup);
4851 }
4852
4853 if (blit_op != BLIT_OP_BLIT)
4854 {
4855 TRACE("Unsupported blit_op=%d\n", blit_op);
4856 return FALSE;
4857 }
4858
4859 if (!is_identity_fixup(dst_format->color_fixup))
4860 {
4861 TRACE("Destination fixups are not supported\n");
4862 return FALSE;
4863 }
4864
4865 if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
4866 {
4867 TRACE("P8 fixup supported\n");
4868 return TRUE;
4869 }
4870
4871 /* We only support identity conversions. */
4872 if (is_identity_fixup(src_format->color_fixup))
4873 {
4874 TRACE("[OK]\n");
4875 return TRUE;
4876 }
4877
4878 TRACE("[FAILED]\n");
4879 return FALSE;
4880 }
4881
4882 /* Do not call while under the GL lock. */
4883 static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4884 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4885 {
4886 const RECT draw_rect = {0, 0, dst_surface->currentDesc.Width, dst_surface->currentDesc.Height};
4887
4888 return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
4889 dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
4890 }
4891
4892 const struct blit_shader ffp_blit = {
4893 ffp_blit_alloc,
4894 ffp_blit_free,
4895 ffp_blit_set,
4896 ffp_blit_unset,
4897 ffp_blit_supported,
4898 ffp_blit_color_fill
4899 };
4900
4901 static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
4902 {
4903 return WINED3D_OK;
4904 }
4905
4906 /* Context activation is done by the caller. */
4907 static void cpu_blit_free(IWineD3DDevice *iface)
4908 {
4909 }
4910
4911 /* Context activation is done by the caller. */
4912 static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
4913 {
4914 return WINED3D_OK;
4915 }
4916
4917 /* Context activation is done by the caller. */
4918 static void cpu_blit_unset(IWineD3DDevice *iface)
4919 {
4920 }
4921
4922 static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4923 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4924 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4925 {
4926 if (blit_op == BLIT_OP_COLOR_FILL)
4927 {
4928 return TRUE;
4929 }
4930
4931 return FALSE;
4932 }
4933
4934 /* Do not call while under the GL lock. */
4935 static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
4936 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
4937 {
4938 WINEDDBLTFX BltFx;
4939
4940 memset(&BltFx, 0, sizeof(BltFx));
4941 BltFx.dwSize = sizeof(BltFx);
4942 BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color);
4943 return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect,
4944 NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
4945 }
4946
4947 const struct blit_shader cpu_blit = {
4948 cpu_blit_alloc,
4949 cpu_blit_free,
4950 cpu_blit_set,
4951 cpu_blit_unset,
4952 cpu_blit_supported,
4953 cpu_blit_color_fill
4954 };
4955
4956 static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
4957 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
4958 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
4959 {
4960 if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
4961 return FALSE;
4962
4963 /* We only support blitting. Things like color keying / color fill should
4964 * be handled by other blitters.
4965 */
4966 if (blit_op != BLIT_OP_BLIT)
4967 return FALSE;
4968
4969 /* Source and/or destination need to be on the GL side */
4970 if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
4971 return FALSE;
4972
4973 if (!((src_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
4974 && ((dst_format->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
4975 return FALSE;
4976
4977 if (!is_identity_fixup(src_format->color_fixup)
4978 || !is_identity_fixup(dst_format->color_fixup))
4979 return FALSE;
4980
4981 if (!(src_format->id == dst_format->id
4982 || (is_identity_fixup(src_format->color_fixup)
4983 && is_identity_fixup(dst_format->color_fixup))))
4984 return FALSE;
4985
4986 return TRUE;
4987 }