- Create another branch for networking fixes
[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 #define GLINFO_LOCATION (*gl_info)
38
39 static void surface_cleanup(IWineD3DSurfaceImpl *This)
40 {
41 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
42 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
43 renderbuffer_entry_t *entry, *entry2;
44
45 TRACE("(%p) : Cleaning up.\n", This);
46
47 /* Need a context to destroy the texture. Use the currently active render
48 * target, but only if the primary render target exists. Otherwise
49 * lastActiveRenderTarget is garbage. When destroying the primary render
50 * target, Uninit3D() will activate a context before doing anything. */
51 if (device->render_targets && device->render_targets[0])
52 {
53 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
54 }
55
56 ENTER_GL();
57
58 if (This->texture_name)
59 {
60 /* Release the OpenGL texture. */
61 TRACE("Deleting texture %u.\n", This->texture_name);
62 glDeleteTextures(1, &This->texture_name);
63 }
64
65 if (This->Flags & SFLAG_PBO)
66 {
67 /* Delete the PBO. */
68 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
69 }
70
71 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
72 {
73 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
74 HeapFree(GetProcessHeap(), 0, entry);
75 }
76
77 LEAVE_GL();
78
79 if (This->Flags & SFLAG_DIBSECTION)
80 {
81 /* Release the DC. */
82 SelectObject(This->hDC, This->dib.holdbitmap);
83 DeleteDC(This->hDC);
84 /* Release the DIB section. */
85 DeleteObject(This->dib.DIBsection);
86 This->dib.bitmap_data = NULL;
87 This->resource.allocatedMemory = NULL;
88 }
89
90 if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
91 if (This->overlay_dest) list_remove(&This->overlay_entry);
92
93 HeapFree(GetProcessHeap(), 0, This->palette9);
94
95 resource_cleanup((IWineD3DResource *)This);
96 }
97
98 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height)
99 {
100 UINT size;
101
102 if (format_desc->format == WINED3DFMT_UNKNOWN)
103 {
104 size = 0;
105 }
106 else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
107 {
108 UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
109 UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
110 size = row_count * row_block_count * format_desc->block_byte_count;
111 }
112 else
113 {
114 /* The pitch is a multiple of 4 bytes. */
115 size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
116 }
117
118 if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
119
120 return size;
121 }
122
123 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
124 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
125 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
126 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
127 {
128 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
129 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &GLINFO_LOCATION);
130 void (*cleanup)(IWineD3DSurfaceImpl *This);
131 unsigned int resource_size;
132 HRESULT hr;
133
134 if (multisample_quality > 0)
135 {
136 FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
137 multisample_quality = 0;
138 }
139
140 /* FIXME: Check that the format is supported by the device. */
141
142 resource_size = surface_calculate_size(format_desc, alignment, width, height);
143
144 /* Look at the implementation and set the correct Vtable. */
145 switch (surface_type)
146 {
147 case SURFACE_OPENGL:
148 surface->lpVtbl = &IWineD3DSurface_Vtbl;
149 cleanup = surface_cleanup;
150 break;
151
152 case SURFACE_GDI:
153 surface->lpVtbl = &IWineGDISurface_Vtbl;
154 cleanup = surface_gdi_cleanup;
155 break;
156
157 default:
158 ERR("Requested unknown surface implementation %#x.\n", surface_type);
159 return WINED3DERR_INVALIDCALL;
160 }
161
162 hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
163 device, resource_size, usage, format_desc, pool, parent, parent_ops);
164 if (FAILED(hr))
165 {
166 WARN("Failed to initialize resource, returning %#x.\n", hr);
167 return hr;
168 }
169
170 /* "Standalone" surface. */
171 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
172
173 surface->currentDesc.Width = width;
174 surface->currentDesc.Height = height;
175 surface->currentDesc.MultiSampleType = multisample_type;
176 surface->currentDesc.MultiSampleQuality = multisample_quality;
177 surface->texture_level = level;
178 list_init(&surface->overlays);
179
180 /* Flags */
181 surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
182 if (discard) surface->Flags |= SFLAG_DISCARD;
183 if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
184
185 /* Quick lockable sanity check.
186 * TODO: remove this after surfaces, usage and lockability have been debugged properly
187 * this function is too deep to need to care about things like this.
188 * Levels need to be checked too, since they all affect what can be done. */
189 switch (pool)
190 {
191 case WINED3DPOOL_SCRATCH:
192 if(!lockable)
193 {
194 FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
195 "which are mutually exclusive, setting lockable to TRUE.\n");
196 lockable = TRUE;
197 }
198 break;
199
200 case WINED3DPOOL_SYSTEMMEM:
201 if (!lockable)
202 FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
203 break;
204
205 case WINED3DPOOL_MANAGED:
206 if (usage & WINED3DUSAGE_DYNAMIC)
207 FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
208 break;
209
210 case WINED3DPOOL_DEFAULT:
211 if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
212 WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
213 break;
214
215 default:
216 FIXME("Unknown pool %#x.\n", pool);
217 break;
218 };
219
220 if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
221 {
222 FIXME("Trying to create a render target that isn't in the default pool.\n");
223 }
224
225 /* Mark the texture as dirty so that it gets loaded first time around. */
226 surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
227 list_init(&surface->renderbuffers);
228
229 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
230
231 /* Call the private setup routine */
232 hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
233 if (FAILED(hr))
234 {
235 ERR("Private setup failed, returning %#x\n", hr);
236 cleanup(surface);
237 return hr;
238 }
239
240 return hr;
241 }
242
243 static void surface_force_reload(IWineD3DSurface *iface)
244 {
245 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
246
247 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
248 }
249
250 void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
251 {
252 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
253 GLuint *name;
254 DWORD flag;
255
256 if(srgb)
257 {
258 name = &This->texture_name_srgb;
259 flag = SFLAG_INSRGBTEX;
260 }
261 else
262 {
263 name = &This->texture_name;
264 flag = SFLAG_INTEXTURE;
265 }
266
267 TRACE("(%p) : setting texture name %u\n", This, new_name);
268
269 if (!*name && new_name)
270 {
271 /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
272 * surface has no texture name yet. See if we can get rid of this. */
273 if (This->Flags & flag)
274 ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
275 IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
276 }
277
278 *name = new_name;
279 surface_force_reload(iface);
280 }
281
282 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
283 {
284 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
285
286 TRACE("(%p) : setting target %#x\n", This, target);
287
288 if (This->texture_target != target)
289 {
290 if (target == GL_TEXTURE_RECTANGLE_ARB)
291 {
292 This->Flags &= ~SFLAG_NORMCOORD;
293 }
294 else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
295 {
296 This->Flags |= SFLAG_NORMCOORD;
297 }
298 }
299 This->texture_target = target;
300 surface_force_reload(iface);
301 }
302
303 /* Context activation is done by the caller. */
304 static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
305 DWORD active_sampler;
306
307 /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
308 * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
309 * gl states. The current texture unit should always be a valid one.
310 *
311 * To be more specific, this is tricky because we can implicitly be called
312 * from sampler() in state.c. This means we can't touch anything other than
313 * whatever happens to be the currently active texture, or we would risk
314 * marking already applied sampler states dirty again.
315 *
316 * TODO: Track the current active texture per GL context instead of using glGet
317 */
318 GLint active_texture;
319 ENTER_GL();
320 glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
321 LEAVE_GL();
322 active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
323
324 if (active_sampler != WINED3D_UNMAPPED_STAGE)
325 {
326 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
327 }
328 IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
329 }
330
331 /* This function checks if the primary render target uses the 8bit paletted format. */
332 static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
333 {
334 if (device->render_targets && device->render_targets[0]) {
335 IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
336 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
337 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
338 return TRUE;
339 }
340 return FALSE;
341 }
342
343 #undef GLINFO_LOCATION
344
345 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
346
347 /* This call just downloads data, the caller is responsible for binding the
348 * correct texture. */
349 /* Context activation is done by the caller. */
350 static void surface_download_data(IWineD3DSurfaceImpl *This) {
351 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
352
353 /* Only support read back of converted P8 surfaces */
354 if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
355 {
356 FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
357 return;
358 }
359
360 ENTER_GL();
361
362 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
363 {
364 TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
365 This, This->texture_level, format_desc->glFormat, format_desc->glType,
366 This->resource.allocatedMemory);
367
368 if (This->Flags & SFLAG_PBO)
369 {
370 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
371 checkGLcall("glBindBufferARB");
372 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
373 checkGLcall("glGetCompressedTexImageARB");
374 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
375 checkGLcall("glBindBufferARB");
376 }
377 else
378 {
379 GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
380 This->texture_level, This->resource.allocatedMemory));
381 checkGLcall("glGetCompressedTexImageARB");
382 }
383
384 LEAVE_GL();
385 } else {
386 void *mem;
387 GLenum format = format_desc->glFormat;
388 GLenum type = format_desc->glType;
389 int src_pitch = 0;
390 int dst_pitch = 0;
391
392 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
393 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.wineD3DDevice))
394 {
395 format = GL_ALPHA;
396 type = GL_UNSIGNED_BYTE;
397 }
398
399 if (This->Flags & SFLAG_NONPOW2) {
400 unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
401 src_pitch = format_desc->byte_count * This->pow2Width;
402 dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
403 src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
404 mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
405 } else {
406 mem = This->resource.allocatedMemory;
407 }
408
409 TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
410 This, This->texture_level, format, type, mem);
411
412 if(This->Flags & SFLAG_PBO) {
413 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
414 checkGLcall("glBindBufferARB");
415
416 glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
417 checkGLcall("glGetTexImage");
418
419 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
420 checkGLcall("glBindBufferARB");
421 } else {
422 glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
423 checkGLcall("glGetTexImage");
424 }
425 LEAVE_GL();
426
427 if (This->Flags & SFLAG_NONPOW2) {
428 const BYTE *src_data;
429 BYTE *dst_data;
430 UINT y;
431 /*
432 * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
433 * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
434 * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
435 *
436 * We're doing this...
437 *
438 * instead of boxing the texture :
439 * |<-texture width ->| -->pow2width| /\
440 * |111111111111111111| | |
441 * |222 Texture 222222| boxed empty | texture height
442 * |3333 Data 33333333| | |
443 * |444444444444444444| | \/
444 * ----------------------------------- |
445 * | boxed empty | boxed empty | pow2height
446 * | | | \/
447 * -----------------------------------
448 *
449 *
450 * we're repacking the data to the expected texture width
451 *
452 * |<-texture width ->| -->pow2width| /\
453 * |111111111111111111222222222222222| |
454 * |222333333333333333333444444444444| texture height
455 * |444444 | |
456 * | | \/
457 * | | |
458 * | empty | pow2height
459 * | | \/
460 * -----------------------------------
461 *
462 * == is the same as
463 *
464 * |<-texture width ->| /\
465 * |111111111111111111|
466 * |222222222222222222|texture height
467 * |333333333333333333|
468 * |444444444444444444| \/
469 * --------------------
470 *
471 * this also means that any references to allocatedMemory should work with the data as if were a
472 * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
473 *
474 * internally the texture is still stored in a boxed format so any references to textureName will
475 * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
476 *
477 * Performance should not be an issue, because applications normally do not lock the surfaces when
478 * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
479 * and doesn't have to be re-read.
480 */
481 src_data = mem;
482 dst_data = This->resource.allocatedMemory;
483 TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
484 for (y = 1 ; y < This->currentDesc.Height; y++) {
485 /* skip the first row */
486 src_data += src_pitch;
487 dst_data += dst_pitch;
488 memcpy(dst_data, src_data, dst_pitch);
489 }
490
491 HeapFree(GetProcessHeap(), 0, mem);
492 }
493 }
494
495 /* Surface has now been downloaded */
496 This->Flags |= SFLAG_INSYSMEM;
497 }
498
499 /* This call just uploads data, the caller is responsible for binding the
500 * correct texture. */
501 /* Context activation is done by the caller. */
502 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
503 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
504
505 TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
506 This, internal, width, height, format, type, data);
507 TRACE("target %#x, level %u, resource size %u.\n",
508 This->texture_target, This->texture_level, This->resource.size);
509
510 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
511
512 ENTER_GL();
513
514 if (This->Flags & SFLAG_PBO)
515 {
516 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
517 checkGLcall("glBindBufferARB");
518
519 TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
520 data = NULL;
521 }
522
523 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
524 {
525 TRACE("Calling glCompressedTexSubImage2DARB.\n");
526
527 GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
528 0, 0, width, height, internal, This->resource.size, data));
529 checkGLcall("glCompressedTexSubImage2DARB");
530 }
531 else
532 {
533 TRACE("Calling glTexSubImage2D.\n");
534
535 glTexSubImage2D(This->texture_target, This->texture_level,
536 0, 0, width, height, format, type, data);
537 checkGLcall("glTexSubImage2D");
538 }
539
540 if (This->Flags & SFLAG_PBO)
541 {
542 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
543 checkGLcall("glBindBufferARB");
544 }
545
546 LEAVE_GL();
547 }
548
549 /* This call just allocates the texture, the caller is responsible for binding
550 * the correct texture. */
551 /* Context activation is done by the caller. */
552 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
553 const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
554 BOOL enable_client_storage = FALSE;
555 const BYTE *mem = NULL;
556
557 if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
558
559 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",
560 This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
561 internal, width, height, format, type);
562
563 ENTER_GL();
564
565 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
566 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
567 /* In some cases we want to disable client storage.
568 * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
569 * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
570 * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
571 * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
572 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
573 */
574 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
575 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
576 This->Flags &= ~SFLAG_CLIENT;
577 enable_client_storage = TRUE;
578 } else {
579 This->Flags |= SFLAG_CLIENT;
580
581 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
582 * it might point into a pbo. Instead use heapMemory, but get the alignment right.
583 */
584 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
585 }
586 }
587
588 if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
589 {
590 GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
591 internal, width, height, 0, This->resource.size, mem));
592 }
593 else
594 {
595 glTexImage2D(This->texture_target, This->texture_level,
596 internal, width, height, 0, format, type, mem);
597 checkGLcall("glTexImage2D");
598 }
599
600 if(enable_client_storage) {
601 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
602 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
603 }
604 LEAVE_GL();
605 }
606
607 /* In D3D the depth stencil dimensions have to be greater than or equal to the
608 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
609 /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
610 /* GL locking is done by the caller */
611 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
612 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
613 const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
614 renderbuffer_entry_t *entry;
615 GLuint renderbuffer = 0;
616 unsigned int src_width, src_height;
617
618 src_width = This->pow2Width;
619 src_height = This->pow2Height;
620
621 /* A depth stencil smaller than the render target is not valid */
622 if (width > src_width || height > src_height) return;
623
624 /* Remove any renderbuffer set if the sizes match */
625 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
626 || (width == src_width && height == src_height))
627 {
628 This->current_renderbuffer = NULL;
629 return;
630 }
631
632 /* Look if we've already got a renderbuffer of the correct dimensions */
633 LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
634 if (entry->width == width && entry->height == height) {
635 renderbuffer = entry->id;
636 This->current_renderbuffer = entry;
637 break;
638 }
639 }
640
641 if (!renderbuffer) {
642 gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
643 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
644 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
645 This->resource.format_desc->glInternal, width, height);
646
647 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
648 entry->width = width;
649 entry->height = height;
650 entry->id = renderbuffer;
651 list_add_head(&This->renderbuffers, &entry->entry);
652
653 This->current_renderbuffer = entry;
654 }
655
656 checkGLcall("set_compatible_renderbuffer");
657 }
658
659 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
660 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
661 IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
662
663 TRACE("(%p) : swapchain %p\n", This, swapchain);
664
665 if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
666 TRACE("Returning GL_BACK\n");
667 return GL_BACK;
668 } else if (swapchain_impl->frontBuffer == iface) {
669 TRACE("Returning GL_FRONT\n");
670 return GL_FRONT;
671 }
672
673 FIXME("Higher back buffer, returning GL_BACK\n");
674 return GL_BACK;
675 }
676
677 /* Slightly inefficient way to handle multiple dirty rects but it works :) */
678 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
679 {
680 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
681 IWineD3DBaseTexture *baseTexture = NULL;
682
683 if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
684 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
685
686 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
687 if (dirty_rect)
688 {
689 This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
690 This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
691 This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
692 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
693 }
694 else
695 {
696 This->dirtyRect.left = 0;
697 This->dirtyRect.top = 0;
698 This->dirtyRect.right = This->currentDesc.Width;
699 This->dirtyRect.bottom = This->currentDesc.Height;
700 }
701
702 TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
703 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
704
705 /* if the container is a basetexture then mark it dirty. */
706 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
707 {
708 TRACE("Passing to container\n");
709 IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
710 IWineD3DBaseTexture_Release(baseTexture);
711 }
712 }
713
714 static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
715 {
716 return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
717 || (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
718 && ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
719 || (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
720 && (src->resource.format_desc->format == dst->resource.format_desc->format
721 || (is_identity_fixup(src->resource.format_desc->color_fixup)
722 && is_identity_fixup(dst->resource.format_desc->color_fixup)));
723 }
724
725 static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
726 {
727 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
728 ULONG ref = InterlockedDecrement(&This->resource.ref);
729 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
730
731 if (!ref)
732 {
733 surface_cleanup(This);
734 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
735
736 TRACE("(%p) Released.\n", This);
737 HeapFree(GetProcessHeap(), 0, This);
738 }
739
740 return ref;
741 }
742
743 /* ****************************************************
744 IWineD3DSurface IWineD3DResource parts follow
745 **************************************************** */
746
747 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
748 {
749 /* TODO: check for locks */
750 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
751 IWineD3DBaseTexture *baseTexture = NULL;
752 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
753
754 TRACE("(%p)Checking to see if the container is a base texture\n", This);
755 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
756 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
757 TRACE("Passing to container\n");
758 tex_impl->baseTexture.internal_preload(baseTexture, srgb);
759 IWineD3DBaseTexture_Release(baseTexture);
760 } else {
761 TRACE("(%p) : About to load surface\n", This);
762
763 if(!device->isInDraw) {
764 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
765 }
766
767 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
768 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
769 {
770 if(palette9_changed(This)) {
771 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
772 /* TODO: This is not necessarily needed with hw palettized texture support */
773 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
774 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
775 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
776 }
777 }
778
779 IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
780
781 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
782 /* Tell opengl to try and keep this texture in video ram (well mostly) */
783 GLclampf tmp;
784 tmp = 0.9f;
785 ENTER_GL();
786 glPrioritizeTextures(1, &This->texture_name, &tmp);
787 LEAVE_GL();
788 }
789 }
790 return;
791 }
792
793 static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
794 surface_internal_preload(iface, SRGB_ANY);
795 }
796
797 /* Context activation is done by the caller. */
798 static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
799 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
800 This->resource.allocatedMemory =
801 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
802
803 ENTER_GL();
804 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
805 checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
806 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
807 checkGLcall("glGetBufferSubDataARB");
808 GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
809 checkGLcall("glDeleteBuffersARB");
810 LEAVE_GL();
811
812 This->pbo = 0;
813 This->Flags &= ~SFLAG_PBO;
814 }
815
816 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
817 IWineD3DBaseTexture *texture = NULL;
818 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
819 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
820 const struct wined3d_context *context;
821 const struct wined3d_gl_info *gl_info;
822 renderbuffer_entry_t *entry, *entry2;
823 TRACE("(%p)\n", iface);
824
825 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
826 /* Default pool resources are supposed to be destroyed before Reset is called.
827 * Implicit resources stay however. So this means we have an implicit render target
828 * or depth stencil. The content may be destroyed, but we still have to tear down
829 * opengl resources, so we cannot leave early.
830 *
831 * Put the most up to date surface location into the drawable. D3D-wise this content
832 * is undefined, so it would be nowhere, but that would make the location management
833 * more complicated. The drawable is a sane location, because if we mark sysmem or
834 * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
835 * uninitialized drawable. That's pointless and we'd have to allocate the texture /
836 * sysmem copy here.
837 */
838 if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
839 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
840 } else {
841 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
842 }
843 } else {
844 /* Load the surface into system memory */
845 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
846 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
847 }
848 IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
849 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
850 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
851
852 context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
853 gl_info = context->gl_info;
854
855 /* Destroy PBOs, but load them into real sysmem before */
856 if(This->Flags & SFLAG_PBO) {
857 surface_remove_pbo(This);
858 }
859
860 /* Destroy fbo render buffers. This is needed for implicit render targets, for
861 * all application-created targets the application has to release the surface
862 * before calling _Reset
863 */
864 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
865 ENTER_GL();
866 gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
867 LEAVE_GL();
868 list_remove(&entry->entry);
869 HeapFree(GetProcessHeap(), 0, entry);
870 }
871 list_init(&This->renderbuffers);
872 This->current_renderbuffer = NULL;
873
874 /* If we're in a texture, the texture name belongs to the texture. Otherwise,
875 * destroy it
876 */
877 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
878 if(!texture) {
879 ENTER_GL();
880 glDeleteTextures(1, &This->texture_name);
881 This->texture_name = 0;
882 glDeleteTextures(1, &This->texture_name_srgb);
883 This->texture_name_srgb = 0;
884 LEAVE_GL();
885 } else {
886 IWineD3DBaseTexture_Release(texture);
887 }
888 return;
889 }
890
891 /* ******************************************************
892 IWineD3DSurface IWineD3DSurface parts follow
893 ****************************************************** */
894
895 /* Read the framebuffer back into the surface */
896 static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
897 IWineD3DSwapChainImpl *swapchain;
898 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
899 BYTE *mem;
900 GLint fmt;
901 GLint type;
902 BYTE *row, *top, *bottom;
903 int i;
904 BOOL bpp;
905 RECT local_rect;
906 BOOL srcIsUpsideDown;
907 GLint rowLen = 0;
908 GLint skipPix = 0;
909 GLint skipRow = 0;
910
911 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
912 static BOOL warned = FALSE;
913 if(!warned) {
914 ERR("The application tries to lock the render target, but render target locking is disabled\n");
915 warned = TRUE;
916 }
917 return;
918 }
919
920 /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
921 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
922 * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
923 * context->last_was_blit set on the unlock.
924 */
925 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
926 ENTER_GL();
927
928 /* Select the correct read buffer, and give some debug output.
929 * There is no need to keep track of the current read buffer or reset it, every part of the code
930 * that reads sets the read buffer as desired.
931 */
932 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
933 {
934 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
935 TRACE("Locking %#x buffer\n", buffer);
936 glReadBuffer(buffer);
937 checkGLcall("glReadBuffer");
938
939 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
940 srcIsUpsideDown = FALSE;
941 } else {
942 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
943 * Read from the back buffer
944 */
945 TRACE("Locking offscreen render target\n");
946 glReadBuffer(myDevice->offscreenBuffer);
947 srcIsUpsideDown = TRUE;
948 }
949
950 /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
951 if(!rect) {
952 local_rect.left = 0;
953 local_rect.top = 0;
954 local_rect.right = This->currentDesc.Width;
955 local_rect.bottom = This->currentDesc.Height;
956 } else {
957 local_rect = *rect;
958 }
959 /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
960
961 switch(This->resource.format_desc->format)
962 {
963 case WINED3DFMT_P8_UINT:
964 {
965 if(primary_render_target_is_p8(myDevice)) {
966 /* In case of P8 render targets the index is stored in the alpha component */
967 fmt = GL_ALPHA;
968 type = GL_UNSIGNED_BYTE;
969 mem = dest;
970 bpp = This->resource.format_desc->byte_count;
971 } else {
972 /* GL can't return palettized data, so read ARGB pixels into a
973 * separate block of memory and convert them into palettized format
974 * in software. Slow, but if the app means to use palettized render
975 * targets and locks it...
976 *
977 * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
978 * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
979 * for the color channels when palettizing the colors.
980 */
981 fmt = GL_RGB;
982 type = GL_UNSIGNED_BYTE;
983 pitch *= 3;
984 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
985 if(!mem) {
986 ERR("Out of memory\n");
987 LEAVE_GL();
988 return;
989 }
990 bpp = This->resource.format_desc->byte_count * 3;
991 }
992 }
993 break;
994
995 default:
996 mem = dest;
997 fmt = This->resource.format_desc->glFormat;
998 type = This->resource.format_desc->glType;
999 bpp = This->resource.format_desc->byte_count;
1000 }
1001
1002 if(This->Flags & SFLAG_PBO) {
1003 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
1004 checkGLcall("glBindBufferARB");
1005 if(mem != NULL) {
1006 ERR("mem not null for pbo -- unexpected\n");
1007 mem = NULL;
1008 }
1009 }
1010
1011 /* Save old pixel store pack state */
1012 glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
1013 checkGLcall("glGetIntegerv");
1014 glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
1015 checkGLcall("glGetIntegerv");
1016 glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
1017 checkGLcall("glGetIntegerv");
1018
1019 /* Setup pixel store pack state -- to glReadPixels into the correct place */
1020 glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
1021 checkGLcall("glPixelStorei");
1022 glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
1023 checkGLcall("glPixelStorei");
1024 glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
1025 checkGLcall("glPixelStorei");
1026
1027 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1028 local_rect.right - local_rect.left,
1029 local_rect.bottom - local_rect.top,
1030 fmt, type, mem);
1031 checkGLcall("glReadPixels");
1032
1033 /* Reset previous pixel store pack state */
1034 glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
1035 checkGLcall("glPixelStorei");
1036 glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
1037 checkGLcall("glPixelStorei");
1038 glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
1039 checkGLcall("glPixelStorei");
1040
1041 if(This->Flags & SFLAG_PBO) {
1042 GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
1043 checkGLcall("glBindBufferARB");
1044
1045 /* Check if we need to flip the image. If we need to flip use glMapBufferARB
1046 * to get a pointer to it and perform the flipping in software. This is a lot
1047 * faster than calling glReadPixels for each line. In case we want more speed
1048 * we should rerender it flipped in a FBO and read the data back from the FBO. */
1049 if(!srcIsUpsideDown) {
1050 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1051 checkGLcall("glBindBufferARB");
1052
1053 mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1054 checkGLcall("glMapBufferARB");
1055 }
1056 }
1057
1058 /* TODO: Merge this with the palettization loop below for P8 targets */
1059 if(!srcIsUpsideDown) {
1060 UINT len, off;
1061 /* glReadPixels returns the image upside down, and there is no way to prevent this.
1062 Flip the lines in software */
1063 len = (local_rect.right - local_rect.left) * bpp;
1064 off = local_rect.left * bpp;
1065
1066 row = HeapAlloc(GetProcessHeap(), 0, len);
1067 if(!row) {
1068 ERR("Out of memory\n");
1069 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1070 LEAVE_GL();
1071 return;
1072 }
1073
1074 top = mem + pitch * local_rect.top;
1075 bottom = mem + pitch * (local_rect.bottom - 1);
1076 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1077 memcpy(row, top + off, len);
1078 memcpy(top + off, bottom + off, len);
1079 memcpy(bottom + off, row, len);
1080 top += pitch;
1081 bottom -= pitch;
1082 }
1083 HeapFree(GetProcessHeap(), 0, row);
1084
1085 /* Unmap the temp PBO buffer */
1086 if(This->Flags & SFLAG_PBO) {
1087 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1088 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1089 }
1090 }
1091
1092 LEAVE_GL();
1093
1094 /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
1095 * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
1096 * the same color but we have no choice.
1097 * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
1098 */
1099 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1100 {
1101 const PALETTEENTRY *pal = NULL;
1102 DWORD width = pitch / 3;
1103 int x, y, c;
1104
1105 if(This->palette) {
1106 pal = This->palette->palents;
1107 } else {
1108 ERR("Palette is missing, cannot perform inverse palette lookup\n");
1109 HeapFree(GetProcessHeap(), 0, mem);
1110 return ;
1111 }
1112
1113 for(y = local_rect.top; y < local_rect.bottom; y++) {
1114 for(x = local_rect.left; x < local_rect.right; x++) {
1115 /* start lines pixels */
1116 const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
1117 const BYTE *green = blue + 1;
1118 const BYTE *red = green + 1;
1119
1120 for(c = 0; c < 256; c++) {
1121 if(*red == pal[c].peRed &&
1122 *green == pal[c].peGreen &&
1123 *blue == pal[c].peBlue)
1124 {
1125 *((BYTE *) dest + y * width + x) = c;
1126 break;
1127 }
1128 }
1129 }
1130 }
1131 HeapFree(GetProcessHeap(), 0, mem);
1132 }
1133 }
1134
1135 /* Read the framebuffer contents into a texture */
1136 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
1137 {
1138 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1139 IWineD3DSwapChainImpl *swapchain;
1140 int bpp;
1141 GLenum format, internal, type;
1142 CONVERT_TYPES convert;
1143 GLint prevRead;
1144 BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
1145
1146 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
1147
1148 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1149 * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
1150 * states in the stateblock, and no driver was found yet that had bugs in that regard.
1151 */
1152 ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
1153 surface_bind_and_dirtify(This, srgb);
1154
1155 ENTER_GL();
1156 glGetIntegerv(GL_READ_BUFFER, &prevRead);
1157 LEAVE_GL();
1158
1159 /* Select the correct read buffer, and give some debug output.
1160 * There is no need to keep track of the current read buffer or reset it, every part of the code
1161 * that reads sets the read buffer as desired.
1162 */
1163 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1164 {
1165 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1166 TRACE("Locking %#x buffer\n", buffer);
1167
1168 ENTER_GL();
1169 glReadBuffer(buffer);
1170 checkGLcall("glReadBuffer");
1171 LEAVE_GL();
1172
1173 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1174 } else {
1175 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1176 * Read from the back buffer
1177 */
1178 TRACE("Locking offscreen render target\n");
1179 ENTER_GL();
1180 glReadBuffer(device->offscreenBuffer);
1181 checkGLcall("glReadBuffer");
1182 LEAVE_GL();
1183 }
1184
1185 if(!(This->Flags & alloc_flag)) {
1186 surface_allocate_surface(This, internal, This->pow2Width,
1187 This->pow2Height, format, type);
1188 This->Flags |= alloc_flag;
1189 }
1190
1191 ENTER_GL();
1192 /* If !SrcIsUpsideDown we should flip the surface.
1193 * This can be done using glCopyTexSubImage2D but this
1194 * is VERY slow, so don't do that. We should prevent
1195 * this code from getting called in such cases or perhaps
1196 * we can use FBOs */
1197
1198 glCopyTexSubImage2D(This->texture_target, This->texture_level,
1199 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1200 checkGLcall("glCopyTexSubImage2D");
1201
1202 glReadBuffer(prevRead);
1203 checkGLcall("glReadBuffer");
1204
1205 LEAVE_GL();
1206 TRACE("Updated target %d\n", This->texture_target);
1207 }
1208
1209 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
1210 /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
1211 * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
1212 * changed
1213 */
1214 if(!(This->Flags & SFLAG_DYNLOCK)) {
1215 This->lockCount++;
1216 /* MAXLOCKCOUNT is defined in wined3d_private.h */
1217 if(This->lockCount > MAXLOCKCOUNT) {
1218 TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
1219 This->Flags |= SFLAG_DYNLOCK;
1220 }
1221 }
1222
1223 /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
1224 * Also don't create a PBO for systemmem surfaces.
1225 */
1226 if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
1227 GLenum error;
1228 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1229
1230 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1231 ENTER_GL();
1232
1233 GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
1234 error = glGetError();
1235 if(This->pbo == 0 || error != GL_NO_ERROR) {
1236 ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
1237 }
1238
1239 TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
1240
1241 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1242 checkGLcall("glBindBufferARB");
1243
1244 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1245 checkGLcall("glBufferDataARB");
1246
1247 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1248 checkGLcall("glBindBufferARB");
1249
1250 /* We don't need the system memory anymore and we can't even use it for PBOs */
1251 if(!(This->Flags & SFLAG_CLIENT)) {
1252 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1253 This->resource.heapMemory = NULL;
1254 }
1255 This->resource.allocatedMemory = NULL;
1256 This->Flags |= SFLAG_PBO;
1257 LEAVE_GL();
1258 } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
1259 /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
1260 * or a pbo to map
1261 */
1262 if(!This->resource.heapMemory) {
1263 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1264 }
1265 This->resource.allocatedMemory =
1266 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1267 if(This->Flags & SFLAG_INSYSMEM) {
1268 ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
1269 }
1270 }
1271 }
1272
1273 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
1274 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1275 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1276 const RECT *pass_rect = pRect;
1277
1278 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
1279
1280 /* This is also done in the base class, but we have to verify this before loading any data from
1281 * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
1282 * may interfere, and all other bad things may happen
1283 */
1284 if (This->Flags & SFLAG_LOCKED) {
1285 WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
1286 return WINED3DERR_INVALIDCALL;
1287 }
1288 This->Flags |= SFLAG_LOCKED;
1289
1290 if (!(This->Flags & SFLAG_LOCKABLE))
1291 {
1292 TRACE("Warning: trying to lock unlockable surf@%p\n", This);
1293 }
1294
1295 if (Flags & WINED3DLOCK_DISCARD) {
1296 /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
1297 TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
1298 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1299 This->Flags |= SFLAG_INSYSMEM;
1300 goto lock_end;
1301 }
1302
1303 if (This->Flags & SFLAG_INSYSMEM) {
1304 TRACE("Local copy is up to date, not downloading data\n");
1305 surface_prepare_system_memory(This); /* Makes sure memory is allocated */
1306 goto lock_end;
1307 }
1308
1309 /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
1310 * the full surface. Most callers don't need that, so do it here. */
1311 if (pRect && pRect->top == 0 && pRect->left == 0
1312 && pRect->right == This->currentDesc.Width
1313 && pRect->bottom == This->currentDesc.Height)
1314 {
1315 pass_rect = NULL;
1316 }
1317
1318 if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
1319 && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
1320 {
1321 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
1322 }
1323
1324 lock_end:
1325 if(This->Flags & SFLAG_PBO) {
1326 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1327 ENTER_GL();
1328 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1329 checkGLcall("glBindBufferARB");
1330
1331 /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
1332 if(This->resource.allocatedMemory) {
1333 ERR("The surface already has PBO memory allocated!\n");
1334 }
1335
1336 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
1337 checkGLcall("glMapBufferARB");
1338
1339 /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
1340 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1341 checkGLcall("glBindBufferARB");
1342
1343 LEAVE_GL();
1344 }
1345
1346 if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
1347 /* Don't dirtify */
1348 } else {
1349 IWineD3DBaseTexture *pBaseTexture;
1350 /**
1351 * Dirtify on lock
1352 * as seen in msdn docs
1353 */
1354 surface_add_dirty_rect(iface, pRect);
1355
1356 /** Dirtify Container if needed */
1357 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
1358 TRACE("Making container dirty\n");
1359 IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
1360 IWineD3DBaseTexture_Release(pBaseTexture);
1361 } else {
1362 TRACE("Surface is standalone, no need to dirty the container\n");
1363 }
1364 }
1365
1366 return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
1367 }
1368
1369 static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
1370 GLint prev_store;
1371 GLint prev_rasterpos[4];
1372 GLint skipBytes = 0;
1373 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
1374 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1375 IWineD3DSwapChainImpl *swapchain;
1376
1377 /* Activate the correct context for the render target */
1378 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
1379 ENTER_GL();
1380
1381 if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1382 GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
1383 TRACE("Unlocking %#x buffer\n", buffer);
1384 glDrawBuffer(buffer);
1385 checkGLcall("glDrawBuffer");
1386
1387 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
1388 } else {
1389 /* Primary offscreen render target */
1390 TRACE("Offscreen render target\n");
1391 glDrawBuffer(myDevice->offscreenBuffer);
1392 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1393 }
1394
1395 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
1396 checkGLcall("glGetIntegerv");
1397 glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
1398 checkGLcall("glGetIntegerv");
1399 glPixelZoom(1.0f, -1.0f);
1400 checkGLcall("glPixelZoom");
1401
1402 /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
1403 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
1404 glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
1405
1406 glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
1407 checkGLcall("glRasterPos3i");
1408
1409 /* Some drivers(radeon dri, others?) don't like exceptions during
1410 * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
1411 * after ReleaseDC. Reading it will cause an exception, which x11drv will
1412 * catch to put the dib section in InSync mode, which leads to a crash
1413 * and a blocked x server on my radeon card.
1414 *
1415 * The following lines read the dib section so it is put in InSync mode
1416 * before glDrawPixels is called and the crash is prevented. There won't
1417 * be any interfering gdi accesses, because UnlockRect is called from
1418 * ReleaseDC, and the app won't use the dc any more afterwards.
1419 */
1420 if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
1421 volatile BYTE read;
1422 read = This->resource.allocatedMemory[0];
1423 }
1424
1425 if(This->Flags & SFLAG_PBO) {
1426 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1427 checkGLcall("glBindBufferARB");
1428 }
1429
1430 /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
1431 if(This->Flags & SFLAG_LOCKED) {
1432 glDrawPixels(This->lockedRect.right - This->lockedRect.left,
1433 (This->lockedRect.bottom - This->lockedRect.top)-1,
1434 fmt, type,
1435 mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
1436 checkGLcall("glDrawPixels");
1437 } else {
1438 glDrawPixels(This->currentDesc.Width,
1439 This->currentDesc.Height,
1440 fmt, type, mem);
1441 checkGLcall("glDrawPixels");
1442 }
1443
1444 if(This->Flags & SFLAG_PBO) {
1445 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1446 checkGLcall("glBindBufferARB");
1447 }
1448
1449 glPixelZoom(1.0f, 1.0f);
1450 checkGLcall("glPixelZoom");
1451
1452 glRasterPos3iv(&prev_rasterpos[0]);
1453 checkGLcall("glRasterPos3iv");
1454
1455 /* Reset to previous pack row length */
1456 glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
1457 checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
1458
1459 if(!swapchain) {
1460 glDrawBuffer(myDevice->offscreenBuffer);
1461 checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
1462 } else if(swapchain->backBuffer) {
1463 glDrawBuffer(GL_BACK);
1464 checkGLcall("glDrawBuffer(GL_BACK)");
1465 } else {
1466 glDrawBuffer(GL_FRONT);
1467 checkGLcall("glDrawBuffer(GL_FRONT)");
1468 }
1469 LEAVE_GL();
1470
1471 return;
1472 }
1473
1474 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
1475 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1476 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
1477 BOOL fullsurface;
1478
1479 if (!(This->Flags & SFLAG_LOCKED)) {
1480 WARN("trying to Unlock an unlocked surf@%p\n", This);
1481 return WINEDDERR_NOTLOCKED;
1482 }
1483
1484 if (This->Flags & SFLAG_PBO) {
1485 TRACE("Freeing PBO memory\n");
1486 ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
1487 ENTER_GL();
1488 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
1489 GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
1490 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
1491 checkGLcall("glUnmapBufferARB");
1492 LEAVE_GL();
1493 This->resource.allocatedMemory = NULL;
1494 }
1495
1496 TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
1497
1498 if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
1499 TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
1500 goto unlock_end;
1501 }
1502
1503 if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
1504 {
1505 if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
1506 static BOOL warned = FALSE;
1507 if(!warned) {
1508 ERR("The application tries to write to the render target, but render target locking is disabled\n");
1509 warned = TRUE;
1510 }
1511 goto unlock_end;
1512 }
1513
1514 if(This->dirtyRect.left == 0 &&
1515 This->dirtyRect.top == 0 &&
1516 This->dirtyRect.right == This->currentDesc.Width &&
1517 This->dirtyRect.bottom == This->currentDesc.Height) {
1518 fullsurface = TRUE;
1519 } else {
1520 /* TODO: Proper partial rectangle tracking */
1521 fullsurface = FALSE;
1522 This->Flags |= SFLAG_INSYSMEM;
1523 }
1524
1525 switch(wined3d_settings.rendertargetlock_mode) {
1526 case RTL_READTEX:
1527 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
1528 /* drop through */
1529
1530 case RTL_READDRAW:
1531 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
1532 break;
1533 }
1534
1535 if(!fullsurface) {
1536 /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
1537 * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
1538 * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
1539 * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
1540 * not fully up to date because only a subrectangle was read in LockRect.
1541 */
1542 This->Flags &= ~SFLAG_INSYSMEM;
1543 This->Flags |= SFLAG_INDRAWABLE;
1544 }
1545
1546 This->dirtyRect.left = This->currentDesc.Width;
1547 This->dirtyRect.top = This->currentDesc.Height;
1548 This->dirtyRect.right = 0;
1549 This->dirtyRect.bottom = 0;
1550 } else if(iface == myDevice->stencilBufferTarget) {
1551 FIXME("Depth Stencil buffer locking is not implemented\n");
1552 } else {
1553 /* The rest should be a normal texture */
1554 IWineD3DBaseTextureImpl *impl;
1555 /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
1556 * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
1557 * states need resetting
1558 */
1559 if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
1560 if(impl->baseTexture.bindCount) {
1561 IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
1562 }
1563 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
1564 }
1565 }
1566
1567 unlock_end:
1568 This->Flags &= ~SFLAG_LOCKED;
1569 memset(&This->lockedRect, 0, sizeof(RECT));
1570
1571 /* Overlays have to be redrawn manually after changes with the GL implementation */
1572 if(This->overlay_dest) {
1573 IWineD3DSurface_DrawOverlay(iface);
1574 }
1575 return WINED3D_OK;
1576 }
1577
1578 static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
1579 {
1580 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1581 WINED3DLOCKED_RECT lock;
1582 HRESULT hr;
1583 RGBQUAD col[256];
1584
1585 TRACE("(%p)->(%p)\n",This,pHDC);
1586
1587 if(This->Flags & SFLAG_USERPTR) {
1588 ERR("Not supported on surfaces with an application-provided surfaces\n");
1589 return WINEDDERR_NODC;
1590 }
1591
1592 /* Give more detailed info for ddraw */
1593 if (This->Flags & SFLAG_DCINUSE)
1594 return WINEDDERR_DCALREADYCREATED;
1595
1596 /* Can't GetDC if the surface is locked */
1597 if (This->Flags & SFLAG_LOCKED)
1598 return WINED3DERR_INVALIDCALL;
1599
1600 memset(&lock, 0, sizeof(lock)); /* To be sure */
1601
1602 /* Create a DIB section if there isn't a hdc yet */
1603 if(!This->hDC) {
1604 hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
1605 if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
1606 if(This->Flags & SFLAG_CLIENT) {
1607 surface_internal_preload(iface, SRGB_RGB);
1608 }
1609
1610 /* Use the dib section from now on if we are not using a PBO */
1611 if(!(This->Flags & SFLAG_PBO))
1612 This->resource.allocatedMemory = This->dib.bitmap_data;
1613 }
1614
1615 /* Lock the surface */
1616 hr = IWineD3DSurface_LockRect(iface,
1617 &lock,
1618 NULL,
1619 0);
1620
1621 if(This->Flags & SFLAG_PBO) {
1622 /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
1623 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
1624 }
1625
1626 if(FAILED(hr)) {
1627 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
1628 /* keep the dib section */
1629 return hr;
1630 }
1631
1632 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1633 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1634 {
1635 /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
1636 D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
1637 unsigned int n;
1638 const PALETTEENTRY *pal = NULL;
1639
1640 if(This->palette) {
1641 pal = This->palette->palents;
1642 } else {
1643 IWineD3DSurfaceImpl *dds_primary;
1644 IWineD3DSwapChainImpl *swapchain;
1645 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
1646 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
1647 if (dds_primary && dds_primary->palette)
1648 pal = dds_primary->palette->palents;
1649 }
1650
1651 if (pal) {
1652 for (n=0; n<256; n++) {
1653 col[n].rgbRed = pal[n].peRed;
1654 col[n].rgbGreen = pal[n].peGreen;
1655 col[n].rgbBlue = pal[n].peBlue;
1656 col[n].rgbReserved = 0;
1657 }
1658 SetDIBColorTable(This->hDC, 0, 256, col);
1659 }
1660 }
1661
1662 *pHDC = This->hDC;
1663 TRACE("returning %p\n",*pHDC);
1664 This->Flags |= SFLAG_DCINUSE;
1665
1666 return WINED3D_OK;
1667 }
1668
1669 static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
1670 {
1671 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
1672
1673 TRACE("(%p)->(%p)\n",This,hDC);
1674
1675 if (!(This->Flags & SFLAG_DCINUSE))
1676 return WINEDDERR_NODC;
1677
1678 if (This->hDC !=hDC) {
1679 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
1680 return WINEDDERR_NODC;
1681 }
1682
1683 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
1684 /* Copy the contents of the DIB over to the PBO */
1685 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
1686 }
1687
1688 /* we locked first, so unlock now */
1689 IWineD3DSurface_UnlockRect(iface);
1690
1691 This->Flags &= ~SFLAG_DCINUSE;
1692
1693 return WINED3D_OK;
1694 }
1695
1696 /* ******************************************************
1697 IWineD3DSurface Internal (No mapping to directx api) parts follow
1698 ****************************************************** */
1699
1700 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
1701 BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
1702 const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
1703 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1704
1705 /* Default values: From the surface */
1706 *format = glDesc->glFormat;
1707 *type = glDesc->glType;
1708 *convert = NO_CONVERSION;
1709 *target_bpp = glDesc->byte_count;
1710
1711 if(srgb_mode) {
1712 *internal = glDesc->glGammaInternal;
1713 }
1714 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1715 && !(This->Flags & SFLAG_SWAPCHAIN))
1716 {
1717 *internal = glDesc->rtInternal;
1718 } else {
1719 *internal = glDesc->glInternal;
1720 }
1721
1722 /* Ok, now look if we have to do any conversion */
1723 switch(This->resource.format_desc->format)
1724 {
1725 case WINED3DFMT_P8_UINT:
1726 /* ****************
1727 Paletted Texture
1728 **************** */
1729
1730 /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
1731 * of the two is available make sure texturing is requested as neither of the two works in
1732 * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
1733 * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
1734 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
1735 * conflicts with this.
1736 */
1737 if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
1738 (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
1739 device->render_targets &&
1740 This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
1741 colorkey_active || !use_texturing ) {
1742 *format = GL_RGBA;
1743 *internal = GL_RGBA;
1744 *type = GL_UNSIGNED_BYTE;
1745 *target_bpp = 4;
1746 if(colorkey_active) {
1747 *convert = CONVERT_PALETTED_CK;
1748 } else {
1749 *convert = CONVERT_PALETTED;
1750 }
1751 }
1752 else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1753 *format = GL_ALPHA;
1754 *type = GL_UNSIGNED_BYTE;
1755 *target_bpp = 1;
1756 }
1757
1758 break;
1759
1760 case WINED3DFMT_B2G3R3_UNORM:
1761 /* **********************
1762 GL_UNSIGNED_BYTE_3_3_2
1763 ********************** */
1764 if (colorkey_active) {
1765 /* This texture format will never be used.. So do not care about color keying
1766 up until the point in time it will be needed :-) */
1767 FIXME(" ColorKeying not supported in the RGB 332 format !\n");
1768 }
1769 break;
1770
1771 case WINED3DFMT_B5G6R5_UNORM:
1772 if (colorkey_active) {
1773 *convert = CONVERT_CK_565;
1774 *format = GL_RGBA;
1775 *internal = GL_RGB5_A1;
1776 *type = GL_UNSIGNED_SHORT_5_5_5_1;
1777 }
1778 break;
1779
1780 case WINED3DFMT_B5G5R5X1_UNORM:
1781 if (colorkey_active) {
1782 *convert = CONVERT_CK_5551;
1783 *format = GL_BGRA;
1784 *internal = GL_RGB5_A1;
1785 *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
1786 }
1787 break;
1788
1789 case WINED3DFMT_B8G8R8_UNORM:
1790 if (colorkey_active) {
1791 *convert = CONVERT_CK_RGB24;
1792 *format = GL_RGBA;
1793 *internal = GL_RGBA8;
1794 *type = GL_UNSIGNED_INT_8_8_8_8;
1795 *target_bpp = 4;
1796 }
1797 break;
1798
1799 case WINED3DFMT_B8G8R8X8_UNORM:
1800 if (colorkey_active) {
1801 *convert = CONVERT_RGB32_888;
1802 *format = GL_RGBA;
1803 *internal = GL_RGBA8;
1804 *type = GL_UNSIGNED_INT_8_8_8_8;
1805 }
1806 break;
1807
1808 case WINED3DFMT_R8G8_SNORM:
1809 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1810 *convert = CONVERT_V8U8;
1811 *format = GL_BGR;
1812 *type = GL_UNSIGNED_BYTE;
1813 *target_bpp = 3;
1814 break;
1815
1816 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
1817 *convert = CONVERT_L6V5U5;
1818 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1819 *target_bpp = 3;
1820 /* Use format and types from table */
1821 } else {
1822 /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
1823 *target_bpp = 2;
1824 *format = GL_RGB;
1825 *type = GL_UNSIGNED_SHORT_5_6_5;
1826 }
1827 break;
1828
1829 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
1830 *convert = CONVERT_X8L8V8U8;
1831 *target_bpp = 4;
1832 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
1833 /* Use formats from gl table. It is a bit unfortunate, but the conversion
1834 * is needed to set the X format to 255 to get 1.0 for alpha when sampling
1835 * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
1836 * the needed type and format parameter, so the internal format contains a
1837 * 4th component, which is returned as alpha
1838 */
1839 } else {
1840 *format = GL_BGRA;
1841 *type = GL_UNSIGNED_INT_8_8_8_8_REV;
1842 }
1843 break;
1844
1845 case WINED3DFMT_R8G8B8A8_SNORM:
1846 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1847 *convert = CONVERT_Q8W8V8U8;
1848 *format = GL_BGRA;
1849 *type = GL_UNSIGNED_BYTE;
1850 *target_bpp = 4;
1851 break;
1852
1853 case WINED3DFMT_R16G16_SNORM:
1854 if (GL_SUPPORT(NV_TEXTURE_SHADER)) break;
1855 *convert = CONVERT_V16U16;
1856 *format = GL_BGR;
1857 *type = GL_UNSIGNED_SHORT;
1858 *target_bpp = 6;
1859 break;
1860
1861 case WINED3DFMT_L4A4_UNORM:
1862 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
1863 * format+type combination to load it. Thus convert it to A8L8, then load it
1864 * with A4L4 internal, but A8L8 format+type
1865 */
1866 *convert = CONVERT_A4L4;
1867 *format = GL_LUMINANCE_ALPHA;
1868 *type = GL_UNSIGNED_BYTE;
1869 *target_bpp = 2;
1870 break;
1871
1872 case WINED3DFMT_R16G16_UNORM:
1873 *convert = CONVERT_G16R16;
1874 *format = GL_RGB;
1875 *type = GL_UNSIGNED_SHORT;
1876 *target_bpp = 6;
1877 break;
1878
1879 case WINED3DFMT_R16G16_FLOAT:
1880 *convert = CONVERT_R16G16F;
1881 *format = GL_RGB;
1882 *type = GL_HALF_FLOAT_ARB;
1883 *target_bpp = 6;
1884 break;
1885
1886 case WINED3DFMT_R32G32_FLOAT:
1887 *convert = CONVERT_R32G32F;
1888 *format = GL_RGB;
1889 *type = GL_FLOAT;
1890 *target_bpp = 12;
1891 break;
1892
1893 case WINED3DFMT_S1_UINT_D15_UNORM:
1894 if (GL_SUPPORT(ARB_FRAMEBUFFER_OBJECT)
1895 || GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1896 {
1897 *convert = CONVERT_D15S1;
1898 *target_bpp = 4;
1899 }
1900 break;
1901
1902 case WINED3DFMT_S4X4_UINT_D24_UNORM:
1903 if (GL_SUPPORT(ARB_FRAMEBUFFER_OBJECT)
1904 || GL_SUPPORT(EXT_PACKED_DEPTH_STENCIL))
1905 {
1906 *convert = CONVERT_D24X4S4;
1907 }
1908 break;
1909
1910 case WINED3DFMT_S8_UINT_D24_FLOAT:
1911 if (GL_SUPPORT(ARB_DEPTH_BUFFER_FLOAT))
1912 {
1913 *convert = CONVERT_D24FS8;
1914 *target_bpp = 8;
1915 }
1916 break;
1917
1918 default:
1919 break;
1920 }
1921
1922 return WINED3D_OK;
1923 }
1924
1925 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
1926 {
1927 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1928 IWineD3DPaletteImpl *pal = This->palette;
1929 BOOL index_in_alpha = FALSE;
1930 unsigned int i;
1931
1932 /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
1933 * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
1934 * is slow. Further RGB->P8 conversion is not possible because palettes can have
1935 * duplicate entries. Store the color key in the unused alpha component to speed the
1936 * download up and to make conversion unneeded. */
1937 index_in_alpha = primary_render_target_is_p8(device);
1938
1939 if (!pal)
1940 {
1941 UINT dxVersion = ((IWineD3DImpl *)device->wineD3D)->dxVersion;
1942
1943 /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
1944 if (dxVersion <= 7)
1945 {
1946 ERR("This code should never get entered for DirectDraw!, expect problems\n");
1947 if (index_in_alpha)
1948 {
1949 /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
1950 * there's no palette at this time. */
1951 for (i = 0; i < 256; i++) table[i][3] = i;
1952 }
1953 }
1954 else
1955 {
1956 /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
1957 * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
1958 * capability flag is present (wine does advertise this capability) */
1959 for (i = 0; i < 256; ++i)
1960 {
1961 table[i][0] = device->palettes[device->currentPalette][i].peRed;
1962 table[i][1] = device->palettes[device->currentPalette][i].peGreen;
1963 table[i][2] = device->palettes[device->currentPalette][i].peBlue;
1964 table[i][3] = device->palettes[device->currentPalette][i].peFlags;
1965 }
1966 }
1967 }
1968 else
1969 {
1970 TRACE("Using surface palette %p\n", pal);
1971 /* Get the surface's palette */
1972 for (i = 0; i < 256; ++i)
1973 {
1974 table[i][0] = pal->palents[i].peRed;
1975 table[i][1] = pal->palents[i].peGreen;
1976 table[i][2] = pal->palents[i].peBlue;
1977
1978 /* When index_in_alpha is set the palette index is stored in the
1979 * alpha component. In case of a readback we can then read
1980 * GL_ALPHA. Color keying is handled in BltOverride using a
1981 * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
1982 * color key itself is passed to glAlphaFunc in other cases the
1983 * alpha component of pixels that should be masked away is set to 0. */
1984 if (index_in_alpha)
1985 {
1986 table[i][3] = i;
1987 }
1988 else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
1989 && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
1990 {
1991 table[i][3] = 0x00;
1992 }
1993 else if(pal->Flags & WINEDDPCAPS_ALPHA)
1994 {
1995 table[i][3] = pal->palents[i].peFlags;
1996 }
1997 else
1998 {
1999 table[i][3] = 0xFF;
2000 }
2001 }
2002 }
2003 }
2004
2005 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
2006 UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
2007 {
2008 const BYTE *source;
2009 BYTE *dest;
2010 TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
2011
2012 switch (convert) {
2013 case NO_CONVERSION:
2014 {
2015 memcpy(dst, src, pitch * height);
2016 break;
2017 }
2018 case CONVERT_PALETTED:
2019 case CONVERT_PALETTED_CK:
2020 {
2021 IWineD3DPaletteImpl* pal = This->palette;
2022 BYTE table[256][4];
2023 unsigned int x, y;
2024
2025 if( pal == NULL) {
2026 /* TODO: If we are a sublevel, try to get the palette from level 0 */
2027 }
2028
2029 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2030
2031 for (y = 0; y < height; y++)
2032 {
2033 source = src + pitch * y;
2034 dest = dst + outpitch * y;
2035 /* This is an 1 bpp format, using the width here is fine */
2036 for (x = 0; x < width; x++) {
2037 BYTE color = *source++;
2038 *dest++ = table[color][0];
2039 *dest++ = table[color][1];
2040 *dest++ = table[color][2];
2041 *dest++ = table[color][3];
2042 }
2043 }
2044 }
2045 break;
2046
2047 case CONVERT_CK_565:
2048 {
2049 /* Converting the 565 format in 5551 packed to emulate color-keying.
2050
2051 Note : in all these conversion, it would be best to average the averaging
2052 pixels to get the color of the pixel that will be color-keyed to
2053 prevent 'color bleeding'. This will be done later on if ever it is
2054 too visible.
2055
2056 Note2: Nvidia documents say that their driver does not support alpha + color keying
2057 on the same surface and disables color keying in such a case
2058 */
2059 unsigned int x, y;
2060 const WORD *Source;
2061 WORD *Dest;
2062
2063 TRACE("Color keyed 565\n");
2064
2065 for (y = 0; y < height; y++) {
2066 Source = (const WORD *)(src + y * pitch);
2067 Dest = (WORD *) (dst + y * outpitch);
2068 for (x = 0; x < width; x++ ) {
2069 WORD color = *Source++;
2070 *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
2071 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2072 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2073 *Dest |= 0x0001;
2074 }
2075 Dest++;
2076 }
2077 }
2078 }
2079 break;
2080
2081 case CONVERT_CK_5551:
2082 {
2083 /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
2084 unsigned int x, y;
2085 const WORD *Source;
2086 WORD *Dest;
2087 TRACE("Color keyed 5551\n");
2088 for (y = 0; y < height; y++) {
2089 Source = (const WORD *)(src + y * pitch);
2090 Dest = (WORD *) (dst + y * outpitch);
2091 for (x = 0; x < width; x++ ) {
2092 WORD color = *Source++;
2093 *Dest = color;
2094 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2095 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2096 *Dest |= (1 << 15);
2097 }
2098 else {
2099 *Dest &= ~(1 << 15);
2100 }
2101 Dest++;
2102 }
2103 }
2104 }
2105 break;
2106
2107 case CONVERT_CK_RGB24:
2108 {
2109 /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
2110 unsigned int x, y;
2111 for (y = 0; y < height; y++)
2112 {
2113 source = src + pitch * y;
2114 dest = dst + outpitch * y;
2115 for (x = 0; x < width; x++) {
2116 DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
2117 DWORD dstcolor = color << 8;
2118 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2119 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2120 dstcolor |= 0xff;
2121 }
2122 *(DWORD*)dest = dstcolor;
2123 source += 3;
2124 dest += 4;
2125 }
2126 }
2127 }
2128 break;
2129
2130 case CONVERT_RGB32_888:
2131 {
2132 /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
2133 unsigned int x, y;
2134 for (y = 0; y < height; y++)
2135 {
2136 source = src + pitch * y;
2137 dest = dst + outpitch * y;
2138 for (x = 0; x < width; x++) {
2139 DWORD color = 0xffffff & *(const DWORD*)source;
2140 DWORD dstcolor = color << 8;
2141 if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
2142 (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
2143 dstcolor |= 0xff;
2144 }
2145 *(DWORD*)dest = dstcolor;
2146 source += 4;
2147 dest += 4;
2148 }
2149 }
2150 }
2151 break;
2152
2153 case CONVERT_V8U8:
2154 {
2155 unsigned int x, y;
2156 const short *Source;
2157 unsigned char *Dest;
2158 for(y = 0; y < height; y++) {
2159 Source = (const short *)(src + y * pitch);
2160 Dest = dst + y * outpitch;
2161 for (x = 0; x < width; x++ ) {
2162 long color = (*Source++);
2163 /* B */ Dest[0] = 0xff;
2164 /* G */ Dest[1] = (color >> 8) + 128; /* V */
2165 /* R */ Dest[2] = (color) + 128; /* U */
2166 Dest += 3;
2167 }
2168 }
2169 break;
2170 }
2171
2172 case CONVERT_V16U16:
2173 {
2174 unsigned int x, y;
2175 const DWORD *Source;
2176 unsigned short *Dest;
2177 for(y = 0; y < height; y++) {
2178 Source = (const DWORD *)(src + y * pitch);
2179 Dest = (unsigned short *) (dst + y * outpitch);
2180 for (x = 0; x < width; x++ ) {
2181 DWORD color = (*Source++);
2182 /* B */ Dest[0] = 0xffff;
2183 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
2184 /* R */ Dest[2] = (color ) + 32768; /* U */
2185 Dest += 3;
2186 }
2187 }
2188 break;
2189 }
2190
2191 case CONVERT_Q8W8V8U8:
2192 {
2193 unsigned int x, y;
2194 const DWORD *Source;
2195 unsigned char *Dest;
2196 for(y = 0; y < height; y++) {
2197 Source = (const DWORD *)(src + y * pitch);
2198 Dest = dst + y * outpitch;
2199 for (x = 0; x < width; x++ ) {
2200 long color = (*Source++);
2201 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
2202 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2203 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2204 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
2205 Dest += 4;
2206 }
2207 }
2208 break;
2209 }
2210
2211 case CONVERT_L6V5U5:
2212 {
2213 unsigned int x, y;
2214 const WORD *Source;
2215 unsigned char *Dest;
2216
2217 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2218 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
2219 * fixed function and shaders without further conversion once the surface is
2220 * loaded
2221 */
2222 for(y = 0; y < height; y++) {
2223 Source = (const WORD *)(src + y * pitch);
2224 Dest = dst + y * outpitch;
2225 for (x = 0; x < width; x++ ) {
2226 short color = (*Source++);
2227 unsigned char l = ((color >> 10) & 0xfc);
2228 char v = ((color >> 5) & 0x3e);
2229 char u = ((color ) & 0x1f);
2230
2231 /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
2232 * and doubles the positive range. Thus shift left only once, gl does the 2nd
2233 * shift. GL reads a signed value and converts it into an unsigned value.
2234 */
2235 /* M */ Dest[2] = l << 1;
2236
2237 /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
2238 * from 5 bit values to 8 bit values.
2239 */
2240 /* V */ Dest[1] = v << 3;
2241 /* U */ Dest[0] = u << 3;
2242 Dest += 3;
2243 }
2244 }
2245 } else {
2246 for(y = 0; y < height; y++) {
2247 unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
2248 Source = (const WORD *)(src + y * pitch);
2249 for (x = 0; x < width; x++ ) {
2250 short color = (*Source++);
2251 unsigned char l = ((color >> 10) & 0xfc);
2252 short v = ((color >> 5) & 0x3e);
2253 short u = ((color ) & 0x1f);
2254 short v_conv = v + 16;
2255 short u_conv = u + 16;
2256
2257 *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
2258 Dest_s += 1;
2259 }
2260 }
2261 }
2262 break;
2263 }
2264
2265 case CONVERT_X8L8V8U8:
2266 {
2267 unsigned int x, y;
2268 const DWORD *Source;
2269 unsigned char *Dest;
2270
2271 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2272 /* This implementation works with the fixed function pipeline and shaders
2273 * without further modification after converting the surface.
2274 */
2275 for(y = 0; y < height; y++) {
2276 Source = (const DWORD *)(src + y * pitch);
2277 Dest = dst + y * outpitch;
2278 for (x = 0; x < width; x++ ) {
2279 long color = (*Source++);
2280 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
2281 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
2282 /* U */ Dest[0] = (color & 0xff); /* U */
2283 /* I */ Dest[3] = 255; /* X */
2284 Dest += 4;
2285 }
2286 }
2287 } else {
2288 /* Doesn't work correctly with the fixed function pipeline, but can work in
2289 * shaders if the shader is adjusted. (There's no use for this format in gl's
2290 * standard fixed function pipeline anyway).
2291 */
2292 for(y = 0; y < height; y++) {
2293 Source = (const DWORD *)(src + y * pitch);
2294 Dest = dst + y * outpitch;
2295 for (x = 0; x < width; x++ ) {
2296 long color = (*Source++);
2297 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
2298 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
2299 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
2300 Dest += 4;
2301 }
2302 }
2303 }
2304 break;
2305 }
2306
2307 case CONVERT_A4L4:
2308 {
2309 unsigned int x, y;
2310 const unsigned char *Source;
2311 unsigned char *Dest;
2312 for(y = 0; y < height; y++) {
2313 Source = src + y * pitch;
2314 Dest = dst + y * outpitch;
2315 for (x = 0; x < width; x++ ) {
2316 unsigned char color = (*Source++);
2317 /* A */ Dest[1] = (color & 0xf0) << 0;
2318 /* L */ Dest[0] = (color & 0x0f) << 4;
2319 Dest += 2;
2320 }
2321 }
2322 break;
2323 }
2324
2325 case CONVERT_G16R16:
2326 case CONVERT_R16G16F:
2327 {
2328 unsigned int x, y;
2329 const WORD *Source;
2330 WORD *Dest;
2331
2332 for(y = 0; y < height; y++) {
2333 Source = (const WORD *)(src + y * pitch);
2334 Dest = (WORD *) (dst + y * outpitch);
2335 for (x = 0; x < width; x++ ) {
2336 WORD green = (*Source++);
2337 WORD red = (*Source++);
2338 Dest[0] = green;
2339 Dest[1] = red;
2340 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
2341 * shader overwrites it anyway
2342 */
2343 Dest[2] = 0xffff;
2344 Dest += 3;
2345 }
2346 }
2347 break;
2348 }
2349
2350 case CONVERT_R32G32F:
2351 {
2352 unsigned int x, y;
2353 const float *Source;
2354 float *Dest;
2355 for(y = 0; y < height; y++) {
2356 Source = (const float *)(src + y * pitch);
2357 Dest = (float *) (dst + y * outpitch);
2358 for (x = 0; x < width; x++ ) {
2359 float green = (*Source++);
2360 float red = (*Source++);
2361 Dest[0] = green;
2362 Dest[1] = red;
2363 Dest[2] = 1.0f;
2364 Dest += 3;
2365 }
2366 }
2367 break;
2368 }
2369
2370 case CONVERT_D15S1:
2371 {
2372 unsigned int x, y;
2373
2374 for (y = 0; y < height; ++y)
2375 {
2376 const WORD *source = (const WORD *)(src + y * pitch);
2377 DWORD *dest = (DWORD *)(dst + y * outpitch);
2378
2379 for (x = 0; x < width; ++x)
2380 {
2381 /* The depth data is normalized, so needs to be scaled,
2382 * the stencil data isn't. Scale depth data by
2383 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
2384 WORD d15 = source[x] >> 1;
2385 DWORD d24 = (d15 << 9) + (d15 >> 6);
2386 dest[x] = (d24 << 8) | (source[x] & 0x1);
2387 }
2388 }
2389 break;
2390 }
2391
2392 case CONVERT_D24X4S4:
2393 {
2394 unsigned int x, y;
2395
2396 for (y = 0; y < height; ++y)
2397 {
2398 const DWORD *source = (const DWORD *)(src + y * pitch);
2399 DWORD *dest = (DWORD *)(dst + y * outpitch);
2400
2401 for (x = 0; x < width; ++x)
2402 {
2403 /* Just need to clear out the X4 part. */
2404 dest[x] = source[x] & ~0xf0;
2405 }
2406 }
2407 break;
2408 }
2409
2410 case CONVERT_D24FS8:
2411 {
2412 unsigned int x, y;
2413
2414 for (y = 0; y < height; ++y)
2415 {
2416 const DWORD *source = (const DWORD *)(src + y * pitch);
2417 float *dest_f = (float *)(dst + y * outpitch);
2418 DWORD *dest_s = (DWORD *)(dst + y * outpitch);
2419
2420 for (x = 0; x < width; ++x)
2421 {
2422 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
2423 dest_s[x * 2 + 1] = source[x] & 0xff;
2424 }
2425 }
2426 break;
2427 }
2428
2429 default:
2430 ERR("Unsupported conversion type %#x.\n", convert);
2431 }
2432 return WINED3D_OK;
2433 }
2434
2435 /* This function is used in case of 8bit paletted textures to upload the palette.
2436 It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
2437 extensions like ATI_fragment_shaders is possible.
2438 */
2439 /* Context activation is done by the caller. */
2440 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
2441 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2442 BYTE table[256][4];
2443 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2444
2445 d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
2446
2447 /* Try to use the paletted texture extension */
2448 if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
2449 {
2450 TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
2451 ENTER_GL();
2452 GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
2453 LEAVE_GL();
2454 }
2455 else
2456 {
2457 /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
2458 * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
2459 TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
2460
2461 ENTER_GL();
2462
2463 /* Create the fragment program if we don't have it */
2464 if(!device->paletteConversionShader)
2465 {
2466 const char *fragment_palette_conversion =
2467 "!!ARBfp1.0\n"
2468 "TEMP index;\n"
2469 /* { 255/256, 0.5/255*255/256, 0, 0 } */
2470 "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
2471 /* The alpha-component contains the palette index */
2472 "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
2473 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
2474 "MAD index.a, index.a, constants.x, constants.y;\n"
2475 /* Use the alpha-component as an index in the palette to get the final color */
2476 "TEX result.color, index.a, texture[1], 1D;\n"
2477 "END";
2478
2479 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2480 GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
2481 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2482 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
2483 glDisable(GL_FRAGMENT_PROGRAM_ARB);
2484 }
2485
2486 glEnable(GL_FRAGMENT_PROGRAM_ARB);
2487 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
2488
2489 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
2490 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2491
2492 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2493 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
2494 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2495 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
2496
2497 /* Switch back to unit 0 in which the 2D texture will be stored. */
2498 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
2499
2500 /* Rebind the texture because it isn't bound anymore */
2501 glBindTexture(This->texture_target, This->texture_name);
2502
2503 LEAVE_GL();
2504 }
2505 }
2506
2507 BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
2508 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2509
2510 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2511 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2512 {
2513 /* If a ddraw-style palette is attached assume no d3d9 palette change.
2514 * Also the palette isn't interesting if the surface format isn't P8 or A8P8
2515 */
2516 return FALSE;
2517 }
2518
2519 if(This->palette9) {
2520 if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
2521 return FALSE;
2522 }
2523 } else {
2524 This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2525 }
2526 memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
2527 return TRUE;
2528 }
2529
2530 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
2531 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2532 DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
2533
2534 if (!(This->Flags & flag)) {
2535 TRACE("Reloading because surface is dirty\n");
2536 } else if(/* Reload: gl texture has ck, now no ckey is set OR */
2537 ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
2538 /* Reload: vice versa OR */
2539 ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
2540 /* Also reload: Color key is active AND the color key has changed */
2541 ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
2542 (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
2543 (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
2544 TRACE("Reloading because of color keying\n");
2545 /* To perform the color key conversion we need a sysmem copy of
2546 * the surface. Make sure we have it
2547 */
2548
2549 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
2550 /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
2551 /* TODO: This is not necessarily needed with hw palettized texture support */
2552 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2553 } else {
2554 TRACE("surface is already in texture\n");
2555 return WINED3D_OK;
2556 }
2557
2558 /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
2559 * These resources are not bound by device size or format restrictions. Because of this,
2560 * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
2561 * However, these resources can always be created, locked, and copied.
2562 */
2563 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2564 {
2565 FIXME("(%p) Operation not supported for scratch textures\n",This);
2566 return WINED3DERR_INVALIDCALL;
2567 }
2568
2569 IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
2570
2571 #if 0
2572 {
2573 static unsigned int gen = 0;
2574 char buffer[4096];
2575 ++gen;
2576 if ((gen % 10) == 0) {
2577 snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
2578 This, This->texture_target, This->texture_level, gen);
2579 IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
2580 }
2581 /*
2582 * debugging crash code
2583 if (gen == 250) {
2584 void** test = NULL;
2585 *test = 0;
2586 }
2587 */
2588 }
2589 #endif
2590
2591 if (!(This->Flags & SFLAG_DONOTFREE)) {
2592 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2593 This->resource.allocatedMemory = NULL;
2594 This->resource.heapMemory = NULL;
2595 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
2596 }
2597
2598 return WINED3D_OK;
2599 }
2600
2601 /* Context activation is done by the caller. */
2602 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
2603 /* TODO: check for locks */
2604 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2605 IWineD3DBaseTexture *baseTexture = NULL;
2606 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
2607
2608 TRACE("(%p)Checking to see if the container is a base texture\n", This);
2609 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
2610 TRACE("Passing to container\n");
2611 IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
2612 IWineD3DBaseTexture_Release(baseTexture);
2613 } else {
2614 GLuint *name;
2615 TRACE("(%p) : Binding surface\n", This);
2616
2617 name = srgb ? &This->texture_name_srgb : &This->texture_name;
2618 if(!device->isInDraw) {
2619 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
2620 }
2621
2622 ENTER_GL();
2623
2624 if (!This->texture_level)
2625 {
2626 if (!*name) {
2627 glGenTextures(1, name);
2628 checkGLcall("glGenTextures");
2629 TRACE("Surface %p given name %d\n", This, *name);
2630
2631 glBindTexture(This->texture_target, *name);
2632 checkGLcall("glBindTexture");
2633 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2634 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
2635 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2636 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
2637 glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2638 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
2639 glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2640 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
2641 glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2642 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
2643 }
2644 /* This is where we should be reducing the amount of GLMemoryUsed */
2645 } else if (*name) {
2646 /* Mipmap surfaces should have a base texture container */
2647 ERR("Mipmap surface has a glTexture bound to it!\n");
2648 }
2649
2650 glBindTexture(This->texture_target, *name);
2651 checkGLcall("glBindTexture");
2652
2653 LEAVE_GL();
2654 }
2655 return;
2656 }
2657
2658 #include <errno.h>
2659 #include <stdio.h>
2660 static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
2661 {
2662 FILE* f = NULL;
2663 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2664 char *allocatedMemory;
2665 const char *textureRow;
2666 IWineD3DSwapChain *swapChain = NULL;
2667 int width, height, i, y;
2668 GLuint tmpTexture = 0;
2669 DWORD color;
2670 /*FIXME:
2671 Textures may not be stored in ->allocatedgMemory and a GlTexture
2672 so we should lock the surface before saving a snapshot, or at least check that
2673 */
2674 /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
2675 by calling GetTexImage and in compressed form by calling
2676 GetCompressedTexImageARB. Queried compressed images can be saved and
2677 later reused by calling CompressedTexImage[123]DARB. Pre-compressed
2678 texture images do not need to be processed by the GL and should
2679 significantly improve texture loading performance relative to uncompressed
2680 images. */
2681
2682 /* Setup the width and height to be the internal texture width and height. */
2683 width = This->pow2Width;
2684 height = This->pow2Height;
2685 /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
2686 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
2687
2688 if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
2689 /* if were not a real texture then read the back buffer into a real texture */
2690 /* we don't want to interfere with the back buffer so read the data into a temporary
2691 * texture and then save the data out of the temporary texture
2692 */
2693 GLint prevRead;
2694 ENTER_GL();
2695 TRACE("(%p) Reading render target into texture\n", This);
2696
2697 glGenTextures(1, &tmpTexture);
2698 glBindTexture(GL_TEXTURE_2D, tmpTexture);
2699
2700 glTexImage2D(GL_TEXTURE_2D,
2701 0,
2702 GL_RGBA,
2703 width,
2704 height,
2705 0/*border*/,
2706 GL_RGBA,
2707 GL_UNSIGNED_INT_8_8_8_8_REV,
2708 NULL);
2709
2710 glGetIntegerv(GL_READ_BUFFER, &prevRead);
2711 checkGLcall("glGetIntegerv");
2712 glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
2713 checkGLcall("glReadBuffer");
2714 glCopyTexImage2D(GL_TEXTURE_2D,
2715 0,
2716 GL_RGBA,
2717 0,
2718 0,
2719 width,
2720 height,
2721 0);
2722
2723 checkGLcall("glCopyTexImage2D");
2724 glReadBuffer(prevRead);
2725 LEAVE_GL();
2726
2727 } else { /* bind the real texture, and make sure it up to date */
2728 surface_internal_preload(iface, SRGB_RGB);
2729 surface_bind_and_dirtify(This, FALSE);
2730 }
2731 allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
2732 ENTER_GL();
2733 FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
2734 glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
2735 checkGLcall("glGetTexImage");
2736 if (tmpTexture) {
2737 glBindTexture(GL_TEXTURE_2D, 0);
2738 glDeleteTextures(1, &tmpTexture);
2739 }
2740 LEAVE_GL();
2741
2742 f = fopen(filename, "w+");
2743 if (NULL == f) {
2744 ERR("opening of %s failed with: %s\n", filename, strerror(errno));
2745 return WINED3DERR_INVALIDCALL;
2746 }
2747 /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
2748 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
2749 /* TGA header */
2750 fputc(0,f);
2751 fputc(0,f);
2752 fputc(2,f);
2753 fputc(0,f);
2754 fputc(0,f);
2755 fputc(0,f);
2756 fputc(0,f);
2757 fputc(0,f);
2758 fputc(0,f);
2759 fputc(0,f);
2760 fputc(0,f);
2761 fputc(0,f);
2762 /* short width*/
2763 fwrite(&width,2,1,f);
2764 /* short height */
2765 fwrite(&height,2,1,f);
2766 /* format rgba */
2767 fputc(0x20,f);
2768 fputc(0x28,f);
2769 /* raw data */
2770 /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
2771 if(swapChain)
2772 textureRow = allocatedMemory + (width * (height - 1) *4);
2773 else
2774 textureRow = allocatedMemory;
2775 for (y = 0 ; y < height; y++) {
2776 for (i = 0; i < width; i++) {
2777 color = *((const DWORD*)textureRow);
2778 fputc((color >> 16) & 0xFF, f); /* B */
2779 fputc((color >> 8) & 0xFF, f); /* G */
2780 fputc((color >> 0) & 0xFF, f); /* R */
2781 fputc((color >> 24) & 0xFF, f); /* A */
2782 textureRow += 4;
2783 }
2784 /* take two rows of the pointer to the texture memory */
2785 if(swapChain)
2786 (textureRow-= width << 3);
2787
2788 }
2789 TRACE("Closing file\n");
2790 fclose(f);
2791
2792 if(swapChain) {
2793 IWineD3DSwapChain_Release(swapChain);
2794 }
2795 HeapFree(GetProcessHeap(), 0, allocatedMemory);
2796 return WINED3D_OK;
2797 }
2798
2799 static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
2800 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2801 HRESULT hr;
2802
2803 TRACE("(%p) : Calling base function first\n", This);
2804 hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
2805 if(SUCCEEDED(hr)) {
2806 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2807 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
2808 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
2809 }
2810 return hr;
2811 }
2812
2813 static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
2814 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
2815
2816 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
2817 WARN("Surface is locked or the HDC is in use\n");
2818 return WINED3DERR_INVALIDCALL;
2819 }
2820
2821 if(Mem && Mem != This->resource.allocatedMemory) {
2822 void *release = NULL;
2823
2824 /* Do I have to copy the old surface content? */
2825 if(This->Flags & SFLAG_DIBSECTION) {
2826 /* Release the DC. No need to hold the critical section for the update
2827 * Thread because this thread runs only on front buffers, but this method
2828 * fails for render targets in the check above.
2829 */
2830 SelectObject(This->hDC, This->dib.holdbitmap);
2831 DeleteDC(This->hDC);
2832 /* Release the DIB section */
2833 DeleteObject(This->dib.DIBsection);
2834 This->dib.bitmap_data = NULL;
2835 This->resource.allocatedMemory = NULL;
2836 This->hDC = NULL;
2837 This->Flags &= ~SFLAG_DIBSECTION;
2838 } else if(!(This->Flags & SFLAG_USERPTR)) {
2839 release = This->resource.heapMemory;
2840 This->resource.heapMemory = NULL;
2841 }
2842 This->resource.allocatedMemory = Mem;
2843 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
2844
2845 /* Now the surface memory is most up do date. Invalidate drawable and texture */
2846 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
2847
2848 /* For client textures opengl has to be notified */
2849 if(This->Flags & SFLAG_CLIENT) {
2850 DWORD oldFlags = This->Flags;
2851 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2852 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2853 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2854 /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
2855 }
2856
2857 /* Now free the old memory if any */
2858 HeapFree(GetProcessHeap(), 0, release);
2859 } else if(This->Flags & SFLAG_USERPTR) {
2860 /* LockRect and GetDC will re-create the dib section and allocated memory */
2861 This->resource.allocatedMemory = NULL;
2862 /* HeapMemory should be NULL already */
2863 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
2864 This->Flags &= ~SFLAG_USERPTR;
2865
2866 if(This->Flags & SFLAG_CLIENT) {
2867 DWORD oldFlags = This->Flags;
2868 This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
2869 /* This respecifies an empty texture and opengl knows that the old memory is gone */
2870 if(oldFlags & SFLAG_ALLOCATED) surface_internal_preload(iface, SRGB_RGB);
2871 if(oldFlags & SFLAG_SRGBALLOCATED) surface_internal_preload(iface, SRGB_SRGB);
2872 }
2873 }
2874 return WINED3D_OK;
2875 }
2876
2877 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
2878
2879 /* Flip the surface contents */
2880 /* Flip the DC */
2881 {
2882 HDC tmp;
2883 tmp = front->hDC;
2884 front->hDC = back->hDC;
2885 back->hDC = tmp;
2886 }
2887
2888 /* Flip the DIBsection */
2889 {
2890 HBITMAP tmp;
2891 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
2892 tmp = front->dib.DIBsection;
2893 front->dib.DIBsection = back->dib.DIBsection;
2894 back->dib.DIBsection = tmp;
2895
2896 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
2897 else front->Flags &= ~SFLAG_DIBSECTION;
2898 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
2899 else back->Flags &= ~SFLAG_DIBSECTION;
2900 }
2901
2902 /* Flip the surface data */
2903 {
2904 void* tmp;
2905
2906 tmp = front->dib.bitmap_data;
2907 front->dib.bitmap_data = back->dib.bitmap_data;
2908 back->dib.bitmap_data = tmp;
2909
2910 tmp = front->resource.allocatedMemory;
2911 front->resource.allocatedMemory = back->resource.allocatedMemory;
2912 back->resource.allocatedMemory = tmp;
2913
2914 tmp = front->resource.heapMemory;
2915 front->resource.heapMemory = back->resource.heapMemory;
2916 back->resource.heapMemory = tmp;
2917 }
2918
2919 /* Flip the PBO */
2920 {
2921 GLuint tmp_pbo = front->pbo;
2922 front->pbo = back->pbo;
2923 back->pbo = tmp_pbo;
2924 }
2925
2926 /* client_memory should not be different, but just in case */
2927 {
2928 BOOL tmp;
2929 tmp = front->dib.client_memory;
2930 front->dib.client_memory = back->dib.client_memory;
2931 back->dib.client_memory = tmp;
2932 }
2933
2934 /* Flip the opengl texture */
2935 {
2936 GLuint tmp;
2937
2938 tmp = back->texture_name;
2939 back->texture_name = front->texture_name;
2940 front->texture_name = tmp;
2941
2942 tmp = back->texture_name_srgb;
2943 back->texture_name_srgb = front->texture_name_srgb;
2944 front->texture_name_srgb = tmp;
2945 }
2946
2947 {
2948 DWORD tmp_flags = back->Flags;
2949 back->Flags = front->Flags;
2950 front->Flags = tmp_flags;
2951 }
2952 }
2953
2954 static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
2955 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
2956 IWineD3DSwapChainImpl *swapchain = NULL;
2957 HRESULT hr;
2958 TRACE("(%p)->(%p,%x)\n", This, override, Flags);
2959
2960 /* Flipping is only supported on RenderTargets and overlays*/
2961 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
2962 WARN("Tried to flip a non-render target, non-overlay surface\n");
2963 return WINEDDERR_NOTFLIPPABLE;
2964 }
2965
2966 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
2967 flip_surface(This, (IWineD3DSurfaceImpl *) override);
2968
2969 /* Update the overlay if it is visible */
2970 if(This->overlay_dest) {
2971 return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
2972 } else {
2973 return WINED3D_OK;
2974 }
2975 }
2976
2977 if(override) {
2978 /* DDraw sets this for the X11 surfaces, so don't confuse the user
2979 * FIXME("(%p) Target override is not supported by now\n", This);
2980 * Additionally, it isn't really possible to support triple-buffering
2981 * properly on opengl at all
2982 */
2983 }
2984
2985 IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
2986 if(!swapchain) {
2987 ERR("Flipped surface is not on a swapchain\n");
2988 return WINEDDERR_NOTFLIPPABLE;
2989 }
2990
2991 /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
2992 * and only d3d8 and d3d9 apps specify the presentation interval
2993 */
2994 if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
2995 /* Most common case first to avoid wasting time on all the other cases */
2996 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
2997 } else if(Flags & WINEDDFLIP_NOVSYNC) {
2998 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
2999 } else if(Flags & WINEDDFLIP_INTERVAL2) {
3000 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
3001 } else if(Flags & WINEDDFLIP_INTERVAL3) {
3002 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
3003 } else {
3004 swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
3005 }
3006
3007 /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
3008 hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
3009 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
3010 return hr;
3011 }
3012
3013 /* Does a direct frame buffer -> texture copy. Stretching is done
3014 * with single pixel copy calls
3015 */
3016 static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3017 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3018 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3019 {
3020 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3021 float xrel, yrel;
3022 UINT row;
3023 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3024
3025
3026 ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3027 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3028 ENTER_GL();
3029
3030 /* Bind the target texture */
3031 glBindTexture(This->texture_target, This->texture_name);
3032 checkGLcall("glBindTexture");
3033 if(!swapchain) {
3034 TRACE("Reading from an offscreen target\n");
3035 upsidedown = !upsidedown;
3036 glReadBuffer(myDevice->offscreenBuffer);
3037 } else {
3038 GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
3039 glReadBuffer(buffer);
3040 }
3041 checkGLcall("glReadBuffer");
3042
3043 xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
3044 yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
3045
3046 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3047 {
3048 FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
3049
3050 if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
3051 ERR("Texture filtering not supported in direct blit\n");
3052 }
3053 }
3054 else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
3055 && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3056 {
3057 ERR("Texture filtering not supported in direct blit\n");
3058 }
3059
3060 if (upsidedown
3061 && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3062 && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
3063 {
3064 /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
3065
3066 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3067 drect->x1 /*xoffset */, drect->y1 /* y offset */,
3068 srect->x1, Src->currentDesc.Height - srect->y2,
3069 drect->x2 - drect->x1, drect->y2 - drect->y1);
3070 } else {
3071 UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
3072 /* I have to process this row by row to swap the image,
3073 * otherwise it would be upside down, so stretching in y direction
3074 * doesn't cost extra time
3075 *
3076 * However, stretching in x direction can be avoided if not necessary
3077 */
3078 for(row = drect->y1; row < drect->y2; row++) {
3079 if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
3080 {
3081 /* Well, that stuff works, but it's very slow.
3082 * find a better way instead
3083 */
3084 UINT col;
3085
3086 for(col = drect->x1; col < drect->x2; col++) {
3087 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3088 drect->x1 + col /* x offset */, row /* y offset */,
3089 srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1);
3090 }
3091 } else {
3092 glCopyTexSubImage2D(This->texture_target, This->texture_level,
3093 drect->x1 /* x offset */, row /* y offset */,
3094 srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1);
3095 }
3096 }
3097 }
3098 checkGLcall("glCopyTexSubImage2D");
3099
3100 LEAVE_GL();
3101
3102 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3103 * path is never entered
3104 */
3105 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3106 }
3107
3108 /* Uses the hardware to stretch and flip the image */
3109 static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
3110 IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
3111 BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
3112 {
3113 GLuint src, backup = 0;
3114 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3115 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3116 float left, right, top, bottom; /* Texture coordinates */
3117 UINT fbwidth = Src->currentDesc.Width;
3118 UINT fbheight = Src->currentDesc.Height;
3119 struct wined3d_context *context;
3120 GLenum drawBuffer = GL_BACK;
3121 GLenum texture_target;
3122 BOOL noBackBufferBackup;
3123
3124 TRACE("Using hwstretch blit\n");
3125 /* Activate the Proper context for reading from the source surface, set it up for blitting */
3126 context = ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
3127 surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
3128
3129 noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
3130 if (!noBackBufferBackup && !Src->texture_name)
3131 {
3132 /* Get it a description */
3133 surface_internal_preload(SrcSurface, SRGB_RGB);
3134 }
3135 ENTER_GL();
3136
3137 /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
3138 * This way we don't have to wait for the 2nd readback to finish to leave this function.
3139 */
3140 if (context->aux_buffers >= 2)
3141 {
3142 /* Got more than one aux buffer? Use the 2nd aux buffer */
3143 drawBuffer = GL_AUX1;
3144 }
3145 else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
3146 {
3147 /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
3148 drawBuffer = GL_AUX0;
3149 }
3150
3151 if(noBackBufferBackup) {
3152 glGenTextures(1, &backup);
3153 checkGLcall("glGenTextures");
3154 glBindTexture(GL_TEXTURE_2D, backup);
3155 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3156 texture_target = GL_TEXTURE_2D;
3157 } else {
3158 /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
3159 * we are reading from the back buffer, the backup can be used as source texture
3160 */
3161 texture_target = Src->texture_target;
3162 glBindTexture(texture_target, Src->texture_name);
3163 checkGLcall("glBindTexture(texture_target, Src->texture_name)");
3164 glEnable(texture_target);
3165 checkGLcall("glEnable(texture_target)");
3166
3167 /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
3168 Src->Flags &= ~SFLAG_INTEXTURE;
3169 }
3170
3171 if(swapchain) {
3172 glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
3173 } else {
3174 TRACE("Reading from an offscreen target\n");
3175 upsidedown = !upsidedown;
3176 glReadBuffer(myDevice->offscreenBuffer);
3177 }
3178
3179 /* TODO: Only back up the part that will be overwritten */
3180 glCopyTexSubImage2D(texture_target, 0,
3181 0, 0 /* read offsets */,
3182 0, 0,
3183 fbwidth,
3184 fbheight);
3185
3186 checkGLcall("glCopyTexSubImage2D");
3187
3188 /* No issue with overriding these - the sampler is dirty due to blit usage */
3189 glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
3190 wined3d_gl_mag_filter(magLookup, Filter));
3191 checkGLcall("glTexParameteri");
3192 glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
3193 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3194 checkGLcall("glTexParameteri");
3195
3196 if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
3197 src = backup ? backup : Src->texture_name;
3198 } else {
3199 glReadBuffer(GL_FRONT);
3200 checkGLcall("glReadBuffer(GL_FRONT)");
3201
3202 glGenTextures(1, &src);
3203 checkGLcall("glGenTextures(1, &src)");
3204 glBindTexture(GL_TEXTURE_2D, src);
3205 checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
3206
3207 /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
3208 * out for power of 2 sizes
3209 */
3210 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
3211 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
3212 checkGLcall("glTexImage2D");
3213 glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
3214 0, 0 /* read offsets */,
3215 0, 0,
3216 fbwidth,
3217 fbheight);
3218
3219 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3220 checkGLcall("glTexParameteri");
3221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3222 checkGLcall("glTexParameteri");
3223
3224 glReadBuffer(GL_BACK);
3225 checkGLcall("glReadBuffer(GL_BACK)");
3226
3227 if(texture_target != GL_TEXTURE_2D) {
3228 glDisable(texture_target);
3229 glEnable(GL_TEXTURE_2D);
3230 texture_target = GL_TEXTURE_2D;
3231 }
3232 }
3233 checkGLcall("glEnd and previous");
3234
3235 left = srect->x1;
3236 right = srect->x2;
3237
3238 if(upsidedown) {
3239 top = Src->currentDesc.Height - srect->y1;
3240 bottom = Src->currentDesc.Height - srect->y2;
3241 } else {
3242 top = Src->currentDesc.Height - srect->y2;
3243 bottom = Src->currentDesc.Height - srect->y1;
3244 }
3245
3246 if(Src->Flags & SFLAG_NORMCOORD) {
3247 left /= Src->pow2Width;
3248 right /= Src->pow2Width;
3249 top /= Src->pow2Height;
3250 bottom /= Src->pow2Height;
3251 }
3252
3253 /* draw the source texture stretched and upside down. The correct surface is bound already */
3254 glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3255 glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3256
3257 glDrawBuffer(drawBuffer);
3258 glReadBuffer(drawBuffer);
3259
3260 glBegin(GL_QUADS);
3261 /* bottom left */
3262 glTexCoord2f(left, bottom);
3263 glVertex2i(0, fbheight);
3264
3265 /* top left */
3266 glTexCoord2f(left, top);
3267 glVertex2i(0, fbheight - drect->y2 - drect->y1);
3268
3269 /* top right */
3270 glTexCoord2f(right, top);
3271 glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
3272
3273 /* bottom right */
3274 glTexCoord2f(right, bottom);
3275 glVertex2i(drect->x2 - drect->x1, fbheight);
3276 glEnd();
3277 checkGLcall("glEnd and previous");
3278
3279 if (texture_target != This->texture_target)
3280 {
3281 glDisable(texture_target);
3282 glEnable(This->texture_target);
3283 texture_target = This->texture_target;
3284 }
3285
3286 /* Now read the stretched and upside down image into the destination texture */
3287 glBindTexture(texture_target, This->texture_name);
3288 checkGLcall("glBindTexture");
3289 glCopyTexSubImage2D(texture_target,
3290 0,
3291 drect->x1, drect->y1, /* xoffset, yoffset */
3292 0, 0, /* We blitted the image to the origin */
3293 drect->x2 - drect->x1, drect->y2 - drect->y1);
3294 checkGLcall("glCopyTexSubImage2D");
3295
3296 if(drawBuffer == GL_BACK) {
3297 /* Write the back buffer backup back */
3298 if(backup) {
3299 if(texture_target != GL_TEXTURE_2D) {
3300 glDisable(texture_target);
3301 glEnable(GL_TEXTURE_2D);
3302 texture_target = GL_TEXTURE_2D;
3303 }
3304 glBindTexture(GL_TEXTURE_2D, backup);
3305 checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
3306 } else {
3307 if (texture_target != Src->texture_target)
3308 {
3309 glDisable(texture_target);
3310 glEnable(Src->texture_target);
3311 texture_target = Src->texture_target;
3312 }
3313 glBindTexture(Src->texture_target, Src->texture_name);
3314 checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
3315 }
3316
3317 glBegin(GL_QUADS);
3318 /* top left */
3319 glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
3320 glVertex2i(0, 0);
3321
3322 /* bottom left */
3323 glTexCoord2f(0.0f, 0.0f);
3324 glVertex2i(0, fbheight);
3325
3326 /* bottom right */
3327 glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
3328 glVertex2i(fbwidth, Src->currentDesc.Height);
3329
3330 /* top right */
3331 glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
3332 glVertex2i(fbwidth, 0);
3333 glEnd();
3334 } else {
3335 /* Restore the old draw buffer */
3336 glDrawBuffer(GL_BACK);
3337 }
3338 glDisable(texture_target);
3339 checkGLcall("glDisable(texture_target)");
3340
3341 /* Cleanup */
3342 if (src != Src->texture_name && src != backup)
3343 {
3344 glDeleteTextures(1, &src);
3345 checkGLcall("glDeleteTextures(1, &src)");
3346 }
3347 if(backup) {
3348 glDeleteTextures(1, &backup);
3349 checkGLcall("glDeleteTextures(1, &backup)");
3350 }
3351
3352 LEAVE_GL();
3353
3354 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3355 * path is never entered
3356 */
3357 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
3358 }
3359
3360 /* Not called from the VTable */
3361 static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3362 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
3363 WINED3DTEXTUREFILTERTYPE Filter)
3364 {
3365 WINED3DRECT rect;
3366 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3367 IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
3368 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3369
3370 TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3371
3372 /* Get the swapchain. One of the surfaces has to be a primary surface */
3373 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3374 WARN("Destination is in sysmem, rejecting gl blt\n");
3375 return WINED3DERR_INVALIDCALL;
3376 }
3377 IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
3378 if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
3379 if(Src) {
3380 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3381 WARN("Src is in sysmem, rejecting gl blt\n");
3382 return WINED3DERR_INVALIDCALL;
3383 }
3384 IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
3385 if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
3386 }
3387
3388 /* Early sort out of cases where no render target is used */
3389 if(!dstSwapchain && !srcSwapchain &&
3390 SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3391 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3392 return WINED3DERR_INVALIDCALL;
3393 }
3394
3395 /* No destination color keying supported */
3396 if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
3397 /* Can we support that with glBlendFunc if blitting to the frame buffer? */
3398 TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
3399 return WINED3DERR_INVALIDCALL;
3400 }
3401
3402 if (DestRect) {
3403 rect.x1 = DestRect->left;
3404 rect.y1 = DestRect->top;
3405 rect.x2 = DestRect->right;
3406 rect.y2 = DestRect->bottom;
3407 } else {
3408 rect.x1 = 0;
3409 rect.y1 = 0;
3410 rect.x2 = This->currentDesc.Width;
3411 rect.y2 = This->currentDesc.Height;
3412 }
3413
3414 /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
3415 if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
3416 ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
3417 /* Half-life does a Blt from the back buffer to the front buffer,
3418 * Full surface size, no flags... Use present instead
3419 *
3420 * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
3421 */
3422
3423 /* Check rects - IWineD3DDevice_Present doesn't handle them */
3424 while(1)
3425 {
3426 RECT mySrcRect;
3427 TRACE("Looking if a Present can be done...\n");
3428 /* Source Rectangle must be full surface */
3429 if( SrcRect ) {
3430 if(SrcRect->left != 0 || SrcRect->top != 0 ||
3431 SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
3432 TRACE("No, Source rectangle doesn't match\n");
3433 break;
3434 }
3435 }
3436 mySrcRect.left = 0;
3437 mySrcRect.top = 0;
3438 mySrcRect.right = Src->currentDesc.Width;
3439 mySrcRect.bottom = Src->currentDesc.Height;
3440
3441 /* No stretching may occur */
3442 if(mySrcRect.right != rect.x2 - rect.x1 ||
3443 mySrcRect.bottom != rect.y2 - rect.y1) {
3444 TRACE("No, stretching is done\n");
3445 break;
3446 }
3447
3448 /* Destination must be full surface or match the clipping rectangle */
3449 if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
3450 {
3451 RECT cliprect;
3452 POINT pos[2];
3453 GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
3454 pos[0].x = rect.x1;
3455 pos[0].y = rect.y1;
3456 pos[1].x = rect.x2;
3457 pos[1].y = rect.y2;
3458 MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
3459 pos, 2);
3460
3461 if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
3462 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
3463 {
3464 TRACE("No, dest rectangle doesn't match(clipper)\n");
3465 TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
3466 TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
3467 break;
3468 }
3469 }
3470 else
3471 {
3472 if(rect.x1 != 0 || rect.y1 != 0 ||
3473 rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
3474 TRACE("No, dest rectangle doesn't match(surface size)\n");
3475 break;
3476 }
3477 }
3478
3479 TRACE("Yes\n");
3480
3481 /* These flags are unimportant for the flag check, remove them */
3482 if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
3483 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
3484
3485 /* The idea behind this is that a glReadPixels and a glDrawPixels call
3486 * take very long, while a flip is fast.
3487 * This applies to Half-Life, which does such Blts every time it finished
3488 * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
3489 * menu. This is also used by all apps when they do windowed rendering
3490 *
3491 * The problem is that flipping is not really the same as copying. After a
3492 * Blt the front buffer is a copy of the back buffer, and the back buffer is
3493 * untouched. Therefore it's necessary to override the swap effect
3494 * and to set it back after the flip.
3495 *
3496 * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
3497 * testcases.
3498 */
3499
3500 dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
3501 dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
3502
3503 TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
3504 IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
3505
3506 dstSwapchain->presentParms.SwapEffect = orig_swap;
3507
3508 return WINED3D_OK;
3509 }
3510 break;
3511 }
3512
3513 TRACE("Unsupported blit between buffers on the same swapchain\n");
3514 return WINED3DERR_INVALIDCALL;
3515 } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
3516 FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
3517 return WINED3DERR_INVALIDCALL;
3518 } else if(dstSwapchain && srcSwapchain) {
3519 FIXME("Implement hardware blit between two different swapchains\n");
3520 return WINED3DERR_INVALIDCALL;
3521 } else if(dstSwapchain) {
3522 if(SrcSurface == myDevice->render_targets[0]) {
3523 TRACE("Blit from active render target to a swapchain\n");
3524 /* Handled with regular texture -> swapchain blit */
3525 }
3526 } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
3527 FIXME("Implement blit from a swapchain to the active render target\n");
3528 return WINED3DERR_INVALIDCALL;
3529 }
3530
3531 if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
3532 /* Blit from render target to texture */
3533 WINED3DRECT srect;
3534 BOOL upsideDown, stretchx;
3535 BOOL paletteOverride = FALSE;
3536
3537 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3538 TRACE("Color keying not supported by frame buffer to texture blit\n");
3539 return WINED3DERR_INVALIDCALL;
3540 /* Destination color key is checked above */
3541 }
3542
3543 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3544 * glCopyTexSubImage is a bit picky about the parameters we pass to it
3545 */
3546 if(SrcRect) {
3547 if(SrcRect->top < SrcRect->bottom) {
3548 srect.y1 = SrcRect->top;
3549 srect.y2 = SrcRect->bottom;
3550 upsideDown = FALSE;
3551 } else {
3552 srect.y1 = SrcRect->bottom;
3553 srect.y2 = SrcRect->top;
3554 upsideDown = TRUE;
3555 }
3556 srect.x1 = SrcRect->left;
3557 srect.x2 = SrcRect->right;
3558 } else {
3559 srect.x1 = 0;
3560 srect.y1 = 0;
3561 srect.x2 = Src->currentDesc.Width;
3562 srect.y2 = Src->currentDesc.Height;
3563 upsideDown = FALSE;
3564 }
3565 if(rect.x1 > rect.x2) {
3566 UINT tmp = rect.x2;
3567 rect.x2 = rect.x1;
3568 rect.x1 = tmp;
3569 upsideDown = !upsideDown;
3570 }
3571
3572 if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
3573 stretchx = TRUE;
3574 } else {
3575 stretchx = FALSE;
3576 }
3577
3578 /* When blitting from a render target a texture, the texture isn't required to have a palette.
3579 * In this case grab the palette from the render target. */
3580 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
3581 {
3582 paletteOverride = TRUE;
3583 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3584 This->palette = Src->palette;
3585 }
3586
3587 /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
3588 * flip the image nor scale it.
3589 *
3590 * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
3591 * -> If the app wants a image width an unscaled width, copy it line per line
3592 * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
3593 * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
3594 * back buffer. This is slower than reading line per line, thus not used for flipping
3595 * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
3596 * pixel by pixel
3597 *
3598 * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
3599 * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
3600 * backends.
3601 */
3602 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3603 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3604 && surface_can_stretch_rect(Src, This))
3605 {
3606 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
3607 (IWineD3DSurface *)This, &rect, Filter, upsideDown);
3608 } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
3609 rect.y2 - rect.y1 > Src->currentDesc.Height) {
3610 TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
3611 fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3612 } else {
3613 TRACE("Using hardware stretching to flip / stretch the texture\n");
3614 fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
3615 }
3616
3617 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3618 if(paletteOverride)
3619 This->palette = NULL;
3620
3621 if(!(This->Flags & SFLAG_DONOTFREE)) {
3622 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3623 This->resource.allocatedMemory = NULL;
3624 This->resource.heapMemory = NULL;
3625 } else {
3626 This->Flags &= ~SFLAG_INSYSMEM;
3627 }
3628
3629 return WINED3D_OK;
3630 } else if(Src) {
3631 /* Blit from offscreen surface to render target */
3632 float glTexCoord[4];
3633 DWORD oldCKeyFlags = Src->CKeyFlags;
3634 WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
3635 RECT SourceRectangle;
3636 BOOL paletteOverride = FALSE;
3637
3638 TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
3639
3640 if(SrcRect) {
3641 SourceRectangle.left = SrcRect->left;
3642 SourceRectangle.right = SrcRect->right;
3643 SourceRectangle.top = SrcRect->top;
3644 SourceRectangle.bottom = SrcRect->bottom;
3645 } else {
3646 SourceRectangle.left = 0;
3647 SourceRectangle.right = Src->currentDesc.Width;
3648 SourceRectangle.top = 0;
3649 SourceRectangle.bottom = Src->currentDesc.Height;
3650 }
3651
3652 /* When blitting from an offscreen surface to a rendertarget, the source
3653 * surface is not required to have a palette. Our rendering / conversion
3654 * code further down the road retrieves the palette from the surface, so
3655 * it must have a palette set. */
3656 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT && !Src->palette)
3657 {
3658 paletteOverride = TRUE;
3659 TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
3660 Src->palette = This->palette;
3661 }
3662
3663 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3664 && myDevice->adapter->gl_info.fbo_ops.glBlitFramebuffer
3665 && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
3666 && surface_can_stretch_rect(Src, This))
3667 {
3668 TRACE("Using stretch_rect_fbo\n");
3669 /* The source is always a texture, but never the currently active render target, and the texture
3670 * contents are never upside down
3671 */
3672 stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
3673 (IWineD3DSurface *)This, &rect, Filter, FALSE);
3674
3675 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3676 if(paletteOverride)
3677 Src->palette = NULL;
3678 return WINED3D_OK;
3679 }
3680
3681 if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
3682 /* Fall back to software */
3683 WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
3684 SourceRectangle.left, SourceRectangle.top,
3685 SourceRectangle.right, SourceRectangle.bottom);
3686 return WINED3DERR_INVALIDCALL;
3687 }
3688
3689 /* Color keying: Check if we have to do a color keyed blt,
3690 * and if not check if a color key is activated.
3691 *
3692 * Just modify the color keying parameters in the surface and restore them afterwards
3693 * The surface keeps track of the color key last used to load the opengl surface.
3694 * PreLoad will catch the change to the flags and color key and reload if necessary.
3695 */
3696 if(Flags & WINEDDBLT_KEYSRC) {
3697 /* Use color key from surface */
3698 } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
3699 /* Use color key from DDBltFx */
3700 Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
3701 Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
3702 } else {
3703 /* Do not use color key */
3704 Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
3705 }
3706
3707 /* Now load the surface */
3708 surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
3709
3710 /* Activate the destination context, set it up for blitting */
3711 ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
3712
3713 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
3714 * while OpenGL coordinates are window relative.
3715 * Also beware of the origin difference(top left vs bottom left).
3716 * Also beware that the front buffer's surface size is screen width x screen height,
3717 * whereas the real gl drawable size is the size of the window.
3718 */
3719 if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
3720 RECT windowsize;
3721 POINT offset = {0,0};
3722 UINT h;
3723 ClientToScreen(dstSwapchain->win_handle, &offset);
3724 GetClientRect(dstSwapchain->win_handle, &windowsize);
3725 h = windowsize.bottom - windowsize.top;
3726 rect.x1 -= offset.x; rect.x2 -=offset.x;
3727 rect.y1 -= offset.y; rect.y2 -=offset.y;
3728 rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
3729 }
3730
3731 if (!is_identity_fixup(This->resource.format_desc->color_fixup))
3732 {
3733 FIXME("Destination format %s has a fixup, this is not supported.\n",
3734 debug_d3dformat(This->resource.format_desc->format));
3735 dump_color_fixup_desc(This->resource.format_desc->color_fixup);
3736 }
3737
3738 if (!myDevice->blitter->color_fixup_supported(Src->resource.format_desc->color_fixup))
3739 {
3740 FIXME("Source format %s has an unsupported fixup:\n",
3741 debug_d3dformat(Src->resource.format_desc->format));
3742 dump_color_fixup_desc(Src->resource.format_desc->color_fixup);
3743 }
3744
3745 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format_desc,
3746 Src->texture_target, Src->pow2Width, Src->pow2Height);
3747
3748 ENTER_GL();
3749
3750 /* Bind the texture */
3751 glBindTexture(Src->texture_target, Src->texture_name);
3752 checkGLcall("glBindTexture");
3753
3754 /* Filtering for StretchRect */
3755 glTexParameteri(Src->texture_target, GL_TEXTURE_MAG_FILTER,
3756 wined3d_gl_mag_filter(magLookup, Filter));
3757 checkGLcall("glTexParameteri");
3758 glTexParameteri(Src->texture_target, GL_TEXTURE_MIN_FILTER,
3759 wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
3760 checkGLcall("glTexParameteri");
3761 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
3762 glTexParameteri(Src->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
3763 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
3764 checkGLcall("glTexEnvi");
3765
3766 /* This is for color keying */
3767 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3768 glEnable(GL_ALPHA_TEST);
3769 checkGLcall("glEnable(GL_ALPHA_TEST)");
3770
3771 /* When the primary render target uses P8, the alpha component contains the palette index.
3772 * Which means that the colorkey is one of the palette entries. In other cases pixels that
3773 * should be masked away have alpha set to 0. */
3774 if(primary_render_target_is_p8(myDevice))
3775 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
3776 else
3777 glAlphaFunc(GL_NOTEQUAL, 0.0f);
3778 checkGLcall("glAlphaFunc");
3779 } else {
3780 glDisable(GL_ALPHA_TEST);
3781 checkGLcall("glDisable(GL_ALPHA_TEST)");
3782 }
3783
3784 /* Draw a textured quad
3785 */
3786 glBegin(GL_QUADS);
3787
3788 glColor3f(1.0f, 1.0f, 1.0f);
3789 glTexCoord2f(glTexCoord[0], glTexCoord[2]);
3790 glVertex3f(rect.x1, rect.y1, 0.0f);
3791
3792 glTexCoord2f(glTexCoord[0], glTexCoord[3]);
3793 glVertex3f(rect.x1, rect.y2, 0.0f);
3794
3795 glTexCoord2f(glTexCoord[1], glTexCoord[3]);
3796 glVertex3f(rect.x2, rect.y2, 0.0f);
3797
3798 glTexCoord2f(glTexCoord[1], glTexCoord[2]);
3799 glVertex3f(rect.x2, rect.y1, 0.0f);
3800
3801 glEnd();
3802 checkGLcall("glEnd");
3803
3804 if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
3805 glDisable(GL_ALPHA_TEST);
3806 checkGLcall("glDisable(GL_ALPHA_TEST)");
3807 }
3808
3809 glBindTexture(Src->texture_target, 0);
3810 checkGLcall("glBindTexture(Src->texture_target, 0)");
3811
3812 /* Restore the color key parameters */
3813 Src->CKeyFlags = oldCKeyFlags;
3814 Src->SrcBltCKey = oldBltCKey;
3815
3816 /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
3817 if(paletteOverride)
3818 Src->palette = NULL;
3819
3820 LEAVE_GL();
3821
3822 /* Leave the opengl state valid for blitting */
3823 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
3824
3825 /* Flush in case the drawable is used by multiple GL contexts */
3826 if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
3827 wglFlush();
3828
3829 /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
3830 /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
3831 * is outdated now
3832 */
3833 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
3834
3835 return WINED3D_OK;
3836 } else {
3837 /* Source-Less Blit to render target */
3838 if (Flags & WINEDDBLT_COLORFILL) {
3839 /* This is easy to handle for the D3D Device... */
3840 DWORD color;
3841
3842 TRACE("Colorfill\n");
3843
3844 /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
3845 must be true if we are here */
3846 if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
3847 !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
3848 (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
3849 TRACE("Surface is higher back buffer, falling back to software\n");
3850 return WINED3DERR_INVALIDCALL;
3851 }
3852
3853 /* The color as given in the Blt function is in the format of the frame-buffer...
3854 * 'clear' expect it in ARGB format => we need to do some conversion :-)
3855 */
3856 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3857 {
3858 DWORD alpha;
3859
3860 if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
3861 else alpha = 0xFF000000;
3862
3863 if (This->palette) {
3864 color = (alpha |
3865 (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
3866 (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
3867 (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
3868 } else {
3869 color = alpha;
3870 }
3871 }
3872 else if (This->resource.format_desc->format == WINED3DFMT_B5G6R5_UNORM)
3873 {
3874 if (DDBltFx->u5.dwFillColor == 0xFFFF) {
3875 color = 0xFFFFFFFF;
3876 } else {
3877 color = ((0xFF000000) |
3878 ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
3879 ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
3880 ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
3881 }
3882 }
3883 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8_UNORM
3884 || This->resource.format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
3885 {
3886 color = 0xFF000000 | DDBltFx->u5.dwFillColor;
3887 }
3888 else if (This->resource.format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
3889 {
3890 color = DDBltFx->u5.dwFillColor;
3891 }
3892 else {
3893 ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
3894 return WINED3DERR_INVALIDCALL;
3895 }
3896
3897 TRACE("(%p) executing Render Target override, color = %x\n", This, color);
3898 IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
3899 &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
3900 return WINED3D_OK;
3901 }
3902 }
3903
3904 /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
3905 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
3906 return WINED3DERR_INVALIDCALL;
3907 }
3908
3909 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
3910 IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
3911 {
3912 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3913 float depth;
3914
3915 if (Flags & WINEDDBLT_DEPTHFILL) {
3916 switch(This->resource.format_desc->format)
3917 {
3918 case WINED3DFMT_D16_UNORM:
3919 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
3920 break;
3921 case WINED3DFMT_S1_UINT_D15_UNORM:
3922 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
3923 break;
3924 case WINED3DFMT_S8_UINT_D24_UNORM:
3925 case WINED3DFMT_X8D24_UNORM:
3926 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
3927 break;
3928 case WINED3DFMT_D32_UNORM:
3929 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
3930 break;
3931 default:
3932 depth = 0.0f;
3933 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
3934 }
3935
3936 return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
3937 DestRect == NULL ? 0 : 1,
3938 (const WINED3DRECT *)DestRect,
3939 WINED3DCLEAR_ZBUFFER,
3940 0x00000000,
3941 depth,
3942 0x00000000);
3943 }
3944
3945 FIXME("(%p): Unsupp depthstencil blit\n", This);
3946 return WINED3DERR_INVALIDCALL;
3947 }
3948
3949 static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
3950 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
3951 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
3952 IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
3953 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3954 TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
3955 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
3956
3957 if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
3958 {
3959 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
3960 return WINEDDERR_SURFACEBUSY;
3961 }
3962
3963 /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
3964 * except depth blits, which seem to work
3965 */
3966 if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
3967 if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
3968 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
3969 return WINED3DERR_INVALIDCALL;
3970 } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
3971 TRACE("Z Blit override handled the blit\n");
3972 return WINED3D_OK;
3973 }
3974 }
3975
3976 /* Special cases for RenderTargets */
3977 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
3978 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
3979 if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
3980 }
3981
3982 /* For the rest call the X11 surface implementation.
3983 * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
3984 * other Blts are rather rare
3985 */
3986 return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
3987 }
3988
3989 static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
3990 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
3991 {
3992 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
3993 IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
3994 IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
3995 TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
3996
3997 if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
3998 {
3999 WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
4000 return WINEDDERR_SURFACEBUSY;
4001 }
4002
4003 if(myDevice->inScene &&
4004 (iface == myDevice->stencilBufferTarget ||
4005 (Source && Source == myDevice->stencilBufferTarget))) {
4006 TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
4007 return WINED3DERR_INVALIDCALL;
4008 }
4009
4010 /* Special cases for RenderTargets */
4011 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4012 ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
4013
4014 RECT SrcRect, DstRect;
4015 DWORD Flags=0;
4016
4017 if(rsrc) {
4018 SrcRect.left = rsrc->left;
4019 SrcRect.top= rsrc->top;
4020 SrcRect.bottom = rsrc->bottom;
4021 SrcRect.right = rsrc->right;
4022 } else {
4023 SrcRect.left = 0;
4024 SrcRect.top = 0;
4025 SrcRect.right = srcImpl->currentDesc.Width;
4026 SrcRect.bottom = srcImpl->currentDesc.Height;
4027 }
4028
4029 DstRect.left = dstx;
4030 DstRect.top=dsty;
4031 DstRect.right = dstx + SrcRect.right - SrcRect.left;
4032 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4033
4034 /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
4035 if(trans & WINEDDBLTFAST_SRCCOLORKEY)
4036 Flags |= WINEDDBLT_KEYSRC;
4037 if(trans & WINEDDBLTFAST_DESTCOLORKEY)
4038 Flags |= WINEDDBLT_KEYDEST;
4039 if(trans & WINEDDBLTFAST_WAIT)
4040 Flags |= WINEDDBLT_WAIT;
4041 if(trans & WINEDDBLTFAST_DONOTWAIT)
4042 Flags |= WINEDDBLT_DONOTWAIT;
4043
4044 if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
4045 }
4046
4047
4048 return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
4049 }
4050
4051 static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
4052 {
4053 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4054 RGBQUAD col[256];
4055 IWineD3DPaletteImpl *pal = This->palette;
4056 unsigned int n;
4057 TRACE("(%p)\n", This);
4058
4059 if (!pal) return WINED3D_OK;
4060
4061 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4062 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4063 {
4064 int bpp;
4065 GLenum format, internal, type;
4066 CONVERT_TYPES convert;
4067
4068 /* Check if we are using a RTL mode which uses texturing for uploads */
4069 BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
4070
4071 /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
4072 d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
4073
4074 if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
4075 {
4076 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4077
4078 /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
4079 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
4080
4081 /* We want to force a palette refresh, so mark the drawable as not being up to date */
4082 IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
4083
4084 /* Re-upload the palette */
4085 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4086 d3dfmt_p8_upload_palette(iface, convert);
4087 } else {
4088 if(!(This->Flags & SFLAG_INSYSMEM)) {
4089 TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
4090 IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
4091 }
4092 TRACE("Dirtifying surface\n");
4093 IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
4094 }
4095 }
4096
4097 if(This->Flags & SFLAG_DIBSECTION) {
4098 TRACE("(%p): Updating the hdc's palette\n", This);
4099 for (n=0; n<256; n++) {
4100 col[n].rgbRed = pal->palents[n].peRed;
4101 col[n].rgbGreen = pal->palents[n].peGreen;
4102 col[n].rgbBlue = pal->palents[n].peBlue;
4103 col[n].rgbReserved = 0;
4104 }
4105 SetDIBColorTable(This->hDC, 0, 256, col);
4106 }
4107
4108 /* Propagate the changes to the drawable when we have a palette. */
4109 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4110 IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
4111
4112 return WINED3D_OK;
4113 }
4114
4115 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
4116 /** Check against the maximum texture sizes supported by the video card **/
4117 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4118 unsigned int pow2Width, pow2Height;
4119
4120 This->texture_name = 0;
4121 This->texture_target = GL_TEXTURE_2D;
4122
4123 /* Non-power2 support */
4124 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
4125 pow2Width = This->currentDesc.Width;
4126 pow2Height = This->currentDesc.Height;
4127 } else {
4128 /* Find the nearest pow2 match */
4129 pow2Width = pow2Height = 1;
4130 while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
4131 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4132 }
4133 This->pow2Width = pow2Width;
4134 This->pow2Height = pow2Height;
4135
4136 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4137 /** TODO: add support for non power two compressed textures **/
4138 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4139 {
4140 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
4141 This, This->currentDesc.Width, This->currentDesc.Height);
4142 return WINED3DERR_NOTAVAILABLE;
4143 }
4144 }
4145
4146 if(pow2Width != This->currentDesc.Width ||
4147 pow2Height != This->currentDesc.Height) {
4148 This->Flags |= SFLAG_NONPOW2;
4149 }
4150
4151 TRACE("%p\n", This);
4152 if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
4153 /* one of three options
4154 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)
4155 2: Set the texture to the maximum size (bad idea)
4156 3: WARN and return WINED3DERR_NOTAVAILABLE;
4157 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.
4158 */
4159 WARN("(%p) Creating an oversized surface: %ux%u (texture is %ux%u)\n",
4160 This, This->pow2Width, This->pow2Height, This->currentDesc.Width, This->currentDesc.Height);
4161 This->Flags |= SFLAG_OVERSIZE;
4162
4163 /* This will be initialized on the first blt */
4164 This->glRect.left = 0;
4165 This->glRect.top = 0;
4166 This->glRect.right = 0;
4167 This->glRect.bottom = 0;
4168 } else {
4169 /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
4170 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
4171 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
4172 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
4173 */
4174 if (This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)
4175 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT && GL_SUPPORT(EXT_PALETTED_TEXTURE)
4176 && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
4177 {
4178 This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
4179 This->pow2Width = This->currentDesc.Width;
4180 This->pow2Height = This->currentDesc.Height;
4181 This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
4182 }
4183
4184 /* No oversize, gl rect is the full texture size */
4185 This->Flags &= ~SFLAG_OVERSIZE;
4186 This->glRect.left = 0;
4187 This->glRect.top = 0;
4188 This->glRect.right = This->pow2Width;
4189 This->glRect.bottom = This->pow2Height;
4190 }
4191
4192 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4193 switch(wined3d_settings.offscreen_rendering_mode) {
4194 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4195 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4196 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4197 }
4198 }
4199
4200 This->Flags |= SFLAG_INSYSMEM;
4201
4202 return WINED3D_OK;
4203 }
4204
4205 struct depth_blt_info
4206 {
4207 GLenum binding;
4208 GLenum bind_target;
4209 enum tex_types tex_type;
4210 GLfloat coords[4][3];
4211 };
4212
4213 static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
4214 {
4215 GLfloat (*coords)[3] = info->coords;
4216
4217 switch (target)
4218 {
4219 default:
4220 FIXME("Unsupported texture target %#x\n", target);
4221 /* Fall back to GL_TEXTURE_2D */
4222 case GL_TEXTURE_2D:
4223 info->binding = GL_TEXTURE_BINDING_2D;
4224 info->bind_target = GL_TEXTURE_2D;
4225 info->tex_type = tex_2d;
4226 coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
4227 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
4228 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4229 coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4230 break;
4231
4232 case GL_TEXTURE_RECTANGLE_ARB:
4233 info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
4234 info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
4235 info->tex_type = tex_rect;
4236 coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
4237 coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
4238 coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
4239 coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
4240 break;
4241
4242 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4243 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4244 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4245 info->tex_type = tex_cube;
4246 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4247 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4248 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4249 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4250
4251 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4252 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4253 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4254 info->tex_type = tex_cube;
4255 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4256 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4257 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4258 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4259
4260 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4261 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4262 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4263 info->tex_type = tex_cube;
4264 coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
4265 coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
4266 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4267 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4268
4269 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4270 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4271 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4272 info->tex_type = tex_cube;
4273 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4274 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4275 coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
4276 coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
4277
4278 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4279 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4280 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4281 info->tex_type = tex_cube;
4282 coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
4283 coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
4284 coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
4285 coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
4286
4287 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4288 info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
4289 info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4290 info->tex_type = tex_cube;
4291 coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
4292 coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
4293 coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
4294 coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
4295 }
4296 }
4297
4298 /* GL locking is done by the caller */
4299 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
4300 {
4301 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4302 struct depth_blt_info info;
4303 GLint old_binding = 0;
4304
4305 glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
4306
4307 glDisable(GL_CULL_FACE);
4308 glDisable(GL_BLEND);
4309 glDisable(GL_ALPHA_TEST);
4310 glDisable(GL_SCISSOR_TEST);
4311 glDisable(GL_STENCIL_TEST);
4312 glEnable(GL_DEPTH_TEST);
4313 glDepthFunc(GL_ALWAYS);
4314 glDepthMask(GL_TRUE);
4315 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4316 glViewport(0, 0, w, h);
4317
4318 surface_get_depth_blt_info(target, w, h, &info);
4319 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4320 glGetIntegerv(info.binding, &old_binding);
4321 glBindTexture(info.bind_target, texture);
4322
4323 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
4324
4325 glBegin(GL_TRIANGLE_STRIP);
4326 glTexCoord3fv(info.coords[0]);
4327 glVertex2f(-1.0f, -1.0f);
4328 glTexCoord3fv(info.coords[1]);
4329 glVertex2f(1.0f, -1.0f);
4330 glTexCoord3fv(info.coords[2]);
4331 glVertex2f(-1.0f, 1.0f);
4332 glTexCoord3fv(info.coords[3]);
4333 glVertex2f(1.0f, 1.0f);
4334 glEnd();
4335
4336 glBindTexture(info.bind_target, old_binding);
4337
4338 glPopAttrib();
4339
4340 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
4341 }
4342
4343 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
4344 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4345
4346 TRACE("(%p) New location %#x\n", This, location);
4347
4348 if (location & ~SFLAG_DS_LOCATIONS) {
4349 FIXME("(%p) Invalid location (%#x) specified\n", This, location);
4350 }
4351
4352 This->Flags &= ~SFLAG_DS_LOCATIONS;
4353 This->Flags |= location;
4354 }
4355
4356 /* Context activation is done by the caller. */
4357 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
4358 {
4359 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
4360 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4361 const struct wined3d_gl_info *gl_info = context->gl_info;
4362
4363 TRACE("(%p) New location %#x\n", This, location);
4364
4365 /* TODO: Make this work for modes other than FBO */
4366 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
4367
4368 if (This->Flags & location) {
4369 TRACE("(%p) Location (%#x) is already up to date\n", This, location);
4370 return;
4371 }
4372
4373 if (This->current_renderbuffer) {
4374 FIXME("(%p) Not supported with fixed up depth stencil\n", This);
4375 return;
4376 }
4377
4378 if (location == SFLAG_DS_OFFSCREEN) {
4379 if (This->Flags & SFLAG_DS_ONSCREEN) {
4380 GLint old_binding = 0;
4381 GLenum bind_target;
4382
4383 TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
4384
4385 ENTER_GL();
4386
4387 if (!device->depth_blt_texture) {
4388 glGenTextures(1, &device->depth_blt_texture);
4389 }
4390
4391 /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
4392 * directly on the FBO texture. That's because we need to flip. */
4393 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4394 if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
4395 {
4396 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
4397 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4398 } else {
4399 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
4400 bind_target = GL_TEXTURE_2D;
4401 }
4402 glBindTexture(bind_target, device->depth_blt_texture);
4403 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4404 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4405 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4406 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4407 glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
4408 glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
4409 glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
4410 glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
4411 glBindTexture(bind_target, old_binding);
4412
4413 /* Setup the destination */
4414 if (!device->depth_blt_rb) {
4415 gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
4416 checkGLcall("glGenRenderbuffersEXT");
4417 }
4418 if (device->depth_blt_rb_w != This->currentDesc.Width
4419 || device->depth_blt_rb_h != This->currentDesc.Height) {
4420 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
4421 checkGLcall("glBindRenderbufferEXT");
4422 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
4423 This->currentDesc.Width, This->currentDesc.Height);
4424 checkGLcall("glRenderbufferStorageEXT");
4425 device->depth_blt_rb_w = This->currentDesc.Width;
4426 device->depth_blt_rb_h = This->currentDesc.Height;
4427 }
4428
4429 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
4430 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
4431 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
4432 checkGLcall("glFramebufferRenderbufferEXT");
4433 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, iface, FALSE);
4434
4435 /* Do the actual blit */
4436 surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
4437 checkGLcall("depth_blt");
4438
4439 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4440 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4441
4442 LEAVE_GL();
4443 } else {
4444 FIXME("No up to date depth stencil location\n");
4445 }
4446 } else if (location == SFLAG_DS_ONSCREEN) {
4447 if (This->Flags & SFLAG_DS_OFFSCREEN) {
4448 TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
4449
4450 ENTER_GL();
4451
4452 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
4453 surface_depth_blt(This, This->texture_name, This->currentDesc.Width,
4454 This->currentDesc.Height, This->texture_target);
4455 checkGLcall("depth_blt");
4456
4457 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
4458
4459 LEAVE_GL();
4460 } else {
4461 FIXME("No up to date depth stencil location\n");
4462 }
4463 } else {
4464 ERR("(%p) Invalid location (%#x) specified\n", This, location);
4465 }
4466
4467 This->Flags |= location;
4468 }
4469
4470 static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
4471 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4472 IWineD3DBaseTexture *texture;
4473 IWineD3DSurfaceImpl *overlay;
4474
4475 TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
4476 persistent ? "TRUE" : "FALSE");
4477
4478 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4479 if (This->Flags & SFLAG_SWAPCHAIN)
4480 {
4481 TRACE("Surface %p is an onscreen surface\n", iface);
4482 } else {
4483 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4484 if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4485 }
4486 }
4487
4488 if(persistent) {
4489 if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
4490 ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
4491 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4492 TRACE("Passing to container\n");
4493 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4494 IWineD3DBaseTexture_Release(texture);
4495 }
4496 }
4497 This->Flags &= ~SFLAG_LOCATIONS;
4498 This->Flags |= flag;
4499
4500 /* Redraw emulated overlays, if any */
4501 if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
4502 LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
4503 IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
4504 }
4505 }
4506 } else {
4507 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
4508 if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
4509 TRACE("Passing to container\n");
4510 IWineD3DBaseTexture_SetDirty(texture, TRUE);
4511 IWineD3DBaseTexture_Release(texture);
4512 }
4513 }
4514 This->Flags &= ~flag;
4515 }
4516
4517 if(!(This->Flags & SFLAG_LOCATIONS)) {
4518 ERR("%p: Surface does not have any up to date location\n", This);
4519 }
4520 }
4521
4522 struct coords {
4523 GLfloat x, y, z;
4524 };
4525
4526 struct float_rect
4527 {
4528 float l;
4529 float t;
4530 float r;
4531 float b;
4532 };
4533
4534 static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
4535 {
4536 f->l = ((r->left * 2.0f) / w) - 1.0f;
4537 f->t = ((r->top * 2.0f) / h) - 1.0f;
4538 f->r = ((r->right * 2.0f) / w) - 1.0f;
4539 f->b = ((r->bottom * 2.0f) / h) - 1.0f;
4540 }
4541
4542 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
4543 {
4544 const struct wined3d_context *context;
4545 struct coords coords[4];
4546 RECT rect;
4547 IWineD3DSwapChain *swapchain;
4548 IWineD3DBaseTexture *texture;
4549 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4550 GLenum bind_target;
4551 struct float_rect f;
4552
4553 if(rect_in) {
4554 rect = *rect_in;
4555 } else {
4556 rect.left = 0;
4557 rect.top = 0;
4558 rect.right = This->currentDesc.Width;
4559 rect.bottom = This->currentDesc.Height;
4560 }
4561
4562 switch (This->texture_target)
4563 {
4564 case GL_TEXTURE_2D:
4565 bind_target = GL_TEXTURE_2D;
4566
4567 coords[0].x = (float)rect.left / This->pow2Width;
4568 coords[0].y = (float)rect.top / This->pow2Height;
4569 coords[0].z = 0;
4570
4571 coords[1].x = (float)rect.left / This->pow2Width;
4572 coords[1].y = (float)rect.bottom / This->pow2Height;
4573 coords[1].z = 0;
4574
4575 coords[2].x = (float)rect.right / This->pow2Width;
4576 coords[2].y = (float)rect.bottom / This->pow2Height;
4577 coords[2].z = 0;
4578
4579 coords[3].x = (float)rect.right / This->pow2Width;
4580 coords[3].y = (float)rect.top / This->pow2Height;
4581 coords[3].z = 0;
4582 break;
4583
4584 case GL_TEXTURE_RECTANGLE_ARB:
4585 bind_target = GL_TEXTURE_RECTANGLE_ARB;
4586 coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
4587 coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
4588 coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
4589 coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
4590 break;
4591
4592 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4593 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4594 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4595 coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
4596 coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
4597 coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
4598 coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
4599 break;
4600
4601 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4602 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4603 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4604 coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
4605 coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
4606 coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
4607 coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
4608 break;
4609
4610 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4611 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4612 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4613 coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
4614 coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
4615 coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
4616 coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
4617 break;
4618
4619 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4620 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4621 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4622 coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
4623 coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
4624 coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
4625 coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
4626 break;
4627
4628 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4629 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4630 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4631 coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
4632 coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
4633 coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
4634 coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
4635 break;
4636
4637 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4638 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
4639 cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
4640 coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
4641 coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
4642 coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
4643 coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
4644 break;
4645
4646 default:
4647 ERR("Unexpected texture target %#x\n", This->texture_target);
4648 return;
4649 }
4650
4651 context = ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
4652
4653 ENTER_GL();
4654
4655 glEnable(bind_target);
4656 checkGLcall("glEnable(bind_target)");
4657 glBindTexture(bind_target, This->texture_name);
4658 checkGLcall("glBindTexture(bind_target, This->texture_name)");
4659 glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4660 checkGLcall("glTexParameteri");
4661 glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4662 checkGLcall("glTexParameteri");
4663
4664 if (context->render_offscreen)
4665 {
4666 LONG tmp = rect.top;
4667 rect.top = rect.bottom;
4668 rect.bottom = tmp;
4669 }
4670
4671 glBegin(GL_QUADS);
4672 glTexCoord3fv(&coords[0].x);
4673 glVertex2i(rect.left, rect.top);
4674
4675 glTexCoord3fv(&coords[1].x);
4676 glVertex2i(rect.left, rect.bottom);
4677
4678 glTexCoord3fv(&coords[2].x);
4679 glVertex2i(rect.right, rect.bottom);
4680
4681 glTexCoord3fv(&coords[3].x);
4682 glVertex2i(rect.right, rect.top);
4683 glEnd();
4684 checkGLcall("glEnd");
4685
4686 glDisable(bind_target);
4687 checkGLcall("glDisable(bind_target)");
4688
4689 LEAVE_GL();
4690
4691 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
4692 {
4693 /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
4694 if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
4695 ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
4696 wglFlush();
4697
4698 IWineD3DSwapChain_Release(swapchain);
4699 } else {
4700 /* We changed the filtering settings on the texture. Inform the container about this to get the filters
4701 * reset properly next draw
4702 */
4703 if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
4704 {
4705 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
4706 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
4707 ((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
4708 IWineD3DBaseTexture_Release(texture);
4709 }
4710 }
4711 }
4712
4713 /*****************************************************************************
4714 * IWineD3DSurface::LoadLocation
4715 *
4716 * Copies the current surface data from wherever it is to the requested
4717 * location. The location is one of the surface flags, SFLAG_INSYSMEM,
4718 * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
4719 * multiple locations, the gl texture is preferred over the drawable, which is
4720 * preferred over system memory. The PBO counts as system memory. If rect is
4721 * not NULL, only the specified rectangle is copied (only supported for
4722 * sysmem<->drawable copies at the moment). If rect is NULL, the destination
4723 * location is marked up to date after the copy.
4724 *
4725 * Parameters:
4726 * flag: Surface location flag to be updated
4727 * rect: rectangle to be copied
4728 *
4729 * Returns:
4730 * WINED3D_OK on success
4731 * WINED3DERR_DEVICELOST on an internal error
4732 *
4733 *****************************************************************************/
4734 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
4735 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4736 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
4737 GLenum format, internal, type;
4738 CONVERT_TYPES convert;
4739 int bpp;
4740 int width, pitch, outpitch;
4741 BYTE *mem;
4742 BOOL drawable_read_ok = TRUE;
4743
4744 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4745 if (This->Flags & SFLAG_SWAPCHAIN)
4746 {
4747 TRACE("Surface %p is an onscreen surface\n", iface);
4748 } else {
4749 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
4750 * Prefer SFLAG_INTEXTURE. */
4751 if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
4752 drawable_read_ok = FALSE;
4753 }
4754 }
4755
4756 TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
4757 if(rect) {
4758 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
4759 }
4760
4761 if(This->Flags & flag) {
4762 TRACE("Location already up to date\n");
4763 return WINED3D_OK;
4764 }
4765
4766 if(!(This->Flags & SFLAG_LOCATIONS)) {
4767 ERR("%p: Surface does not have any up to date location\n", This);
4768 This->Flags |= SFLAG_LOST;
4769 return WINED3DERR_DEVICELOST;
4770 }
4771
4772 if(flag == SFLAG_INSYSMEM) {
4773 surface_prepare_system_memory(This);
4774
4775 /* Download the surface to system memory */
4776 if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
4777 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4778 surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
4779
4780 surface_download_data(This);
4781 } else {
4782 /* Note: It might be faster to download into a texture first. */
4783 read_from_framebuffer(This, rect,
4784 This->resource.allocatedMemory,
4785 IWineD3DSurface_GetPitch(iface));
4786 }
4787 } else if(flag == SFLAG_INDRAWABLE) {
4788 if(This->Flags & SFLAG_INTEXTURE) {
4789 surface_blt_to_drawable(This, rect);
4790 } else {
4791 if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
4792 /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
4793 * values, otherwise we get incorrect values in the target. For now go the slow way
4794 * via a system memory copy
4795 */
4796 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4797 }
4798
4799 d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, FALSE);
4800
4801 /* The width is in 'length' not in bytes */
4802 width = This->currentDesc.Width;
4803 pitch = IWineD3DSurface_GetPitch(iface);
4804
4805 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4806 * but it isn't set (yet) in all cases it is getting called. */
4807 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4808 TRACE("Removing the pbo attached to surface %p\n", This);
4809 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4810 surface_remove_pbo(This);
4811 }
4812
4813 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4814 int height = This->currentDesc.Height;
4815
4816 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4817 outpitch = width * bpp;
4818 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4819
4820 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4821 if(!mem) {
4822 ERR("Out of memory %d, %d!\n", outpitch, height);
4823 return WINED3DERR_OUTOFVIDEOMEMORY;
4824 }
4825 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4826
4827 This->Flags |= SFLAG_CONVERTED;
4828 } else {
4829 This->Flags &= ~SFLAG_CONVERTED;
4830 mem = This->resource.allocatedMemory;
4831 }
4832
4833 flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
4834
4835 /* Don't delete PBO memory */
4836 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4837 HeapFree(GetProcessHeap(), 0, mem);
4838 }
4839 } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
4840 if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
4841 read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
4842 } else { /* Upload from system memory */
4843 BOOL srgb = flag == SFLAG_INSRGBTEX;
4844 DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
4845 d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, srgb);
4846
4847 if(srgb) {
4848 if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
4849 /* Performance warning ... */
4850 FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
4851 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4852 }
4853 } else {
4854 if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
4855 /* Performance warning ... */
4856 FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
4857 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4858 }
4859 }
4860 if(!(This->Flags & SFLAG_INSYSMEM)) {
4861 /* Should not happen */
4862 ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
4863 /* Lets hope we get it from somewhere... */
4864 IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
4865 }
4866
4867 if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4868 surface_bind_and_dirtify(This, srgb);
4869
4870 if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
4871 This->Flags |= SFLAG_GLCKEY;
4872 This->glCKey = This->SrcBltCKey;
4873 }
4874 else This->Flags &= ~SFLAG_GLCKEY;
4875
4876 /* The width is in 'length' not in bytes */
4877 width = This->currentDesc.Width;
4878 pitch = IWineD3DSurface_GetPitch(iface);
4879
4880 /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
4881 * but it isn't set (yet) in all cases it is getting called. */
4882 if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
4883 TRACE("Removing the pbo attached to surface %p\n", This);
4884 surface_remove_pbo(This);
4885 }
4886
4887 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
4888 int height = This->currentDesc.Height;
4889
4890 /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
4891 outpitch = width * bpp;
4892 outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
4893
4894 mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
4895 if(!mem) {
4896 ERR("Out of memory %d, %d!\n", outpitch, height);
4897 return WINED3DERR_OUTOFVIDEOMEMORY;
4898 }
4899 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
4900
4901 This->Flags |= SFLAG_CONVERTED;
4902 }
4903 else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4904 && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)))
4905 {
4906 d3dfmt_p8_upload_palette(iface, convert);
4907 This->Flags &= ~SFLAG_CONVERTED;
4908 mem = This->resource.allocatedMemory;
4909 } else {
4910 This->Flags &= ~SFLAG_CONVERTED;
4911 mem = This->resource.allocatedMemory;
4912 }
4913
4914 /* Make sure the correct pitch is used */
4915 ENTER_GL();
4916 glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
4917 LEAVE_GL();
4918
4919 if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
4920 TRACE("non power of two support\n");
4921 if(!(This->Flags & alloc_flag)) {
4922 surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
4923 This->Flags |= alloc_flag;
4924 }
4925 if (mem || (This->Flags & SFLAG_PBO)) {
4926 surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
4927 }
4928 } else {
4929 /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
4930 * changed. So also keep track of memory changes. In this case the texture has to be reallocated
4931 */
4932 if(!(This->Flags & alloc_flag)) {
4933 surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
4934 This->Flags |= alloc_flag;
4935 }
4936 if (mem || (This->Flags & SFLAG_PBO)) {
4937 surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
4938 }
4939 }
4940
4941 /* Restore the default pitch */
4942 ENTER_GL();
4943 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
4944 LEAVE_GL();
4945
4946 /* Don't delete PBO memory */
4947 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
4948 HeapFree(GetProcessHeap(), 0, mem);
4949 }
4950 }
4951
4952 if(rect == NULL) {
4953 This->Flags |= flag;
4954 }
4955
4956 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !(This->Flags & SFLAG_SWAPCHAIN)
4957 && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
4958 /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
4959 This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
4960 }
4961
4962 return WINED3D_OK;
4963 }
4964
4965 static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
4966 {
4967 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4968 IWineD3DSwapChain *swapchain = NULL;
4969
4970 /* Update the drawable size method */
4971 if(container) {
4972 IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
4973 }
4974 if(swapchain) {
4975 This->get_drawable_size = get_drawable_size_swapchain;
4976 IWineD3DSwapChain_Release(swapchain);
4977 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4978 switch(wined3d_settings.offscreen_rendering_mode) {
4979 case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
4980 case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
4981 case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
4982 }
4983 }
4984
4985 return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
4986 }
4987
4988 static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
4989 return SURFACE_OPENGL;
4990 }
4991
4992 static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
4993 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
4994 HRESULT hr;
4995
4996 /* If there's no destination surface there is nothing to do */
4997 if(!This->overlay_dest) return WINED3D_OK;
4998
4999 /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
5000 * update the overlay. Prevent an endless recursion
5001 */
5002 if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
5003 return WINED3D_OK;
5004 }
5005 This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
5006 hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
5007 iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
5008 NULL, WINED3DTEXF_LINEAR);
5009 This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
5010
5011 return hr;
5012 }
5013
5014 const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
5015 {
5016 /* IUnknown */
5017 IWineD3DBaseSurfaceImpl_QueryInterface,
5018 IWineD3DBaseSurfaceImpl_AddRef,
5019 IWineD3DSurfaceImpl_Release,
5020 /* IWineD3DResource */
5021 IWineD3DBaseSurfaceImpl_GetParent,
5022 IWineD3DBaseSurfaceImpl_GetDevice,
5023 IWineD3DBaseSurfaceImpl_SetPrivateData,
5024 IWineD3DBaseSurfaceImpl_GetPrivateData,
5025 IWineD3DBaseSurfaceImpl_FreePrivateData,
5026 IWineD3DBaseSurfaceImpl_SetPriority,
5027 IWineD3DBaseSurfaceImpl_GetPriority,
5028 IWineD3DSurfaceImpl_PreLoad,
5029 IWineD3DSurfaceImpl_UnLoad,
5030 IWineD3DBaseSurfaceImpl_GetType,
5031 /* IWineD3DSurface */
5032 IWineD3DBaseSurfaceImpl_GetContainer,
5033 IWineD3DBaseSurfaceImpl_GetDesc,
5034 IWineD3DSurfaceImpl_LockRect,
5035 IWineD3DSurfaceImpl_UnlockRect,
5036 IWineD3DSurfaceImpl_GetDC,
5037 IWineD3DSurfaceImpl_ReleaseDC,
5038 IWineD3DSurfaceImpl_Flip,
5039 IWineD3DSurfaceImpl_Blt,
5040 IWineD3DBaseSurfaceImpl_GetBltStatus,
5041 IWineD3DBaseSurfaceImpl_GetFlipStatus,
5042 IWineD3DBaseSurfaceImpl_IsLost,
5043 IWineD3DBaseSurfaceImpl_Restore,
5044 IWineD3DSurfaceImpl_BltFast,
5045 IWineD3DBaseSurfaceImpl_GetPalette,
5046 IWineD3DBaseSurfaceImpl_SetPalette,
5047 IWineD3DSurfaceImpl_RealizePalette,
5048 IWineD3DBaseSurfaceImpl_SetColorKey,
5049 IWineD3DBaseSurfaceImpl_GetPitch,
5050 IWineD3DSurfaceImpl_SetMem,
5051 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
5052 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
5053 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
5054 IWineD3DBaseSurfaceImpl_UpdateOverlay,
5055 IWineD3DBaseSurfaceImpl_SetClipper,
5056 IWineD3DBaseSurfaceImpl_GetClipper,
5057 /* Internal use: */
5058 IWineD3DSurfaceImpl_LoadTexture,
5059 IWineD3DSurfaceImpl_BindTexture,
5060 IWineD3DSurfaceImpl_SaveSnapshot,
5061 IWineD3DSurfaceImpl_SetContainer,
5062 IWineD3DBaseSurfaceImpl_GetData,
5063 IWineD3DSurfaceImpl_SetFormat,
5064 IWineD3DSurfaceImpl_PrivateSetup,
5065 IWineD3DSurfaceImpl_ModifyLocation,
5066 IWineD3DSurfaceImpl_LoadLocation,
5067 IWineD3DSurfaceImpl_GetImplType,
5068 IWineD3DSurfaceImpl_DrawOverlay
5069 };
5070 #undef GLINFO_LOCATION
5071
5072 #define GLINFO_LOCATION device->adapter->gl_info
5073 static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5074 /* Context activation is done by the caller. */
5075 static void ffp_blit_free(IWineD3DDevice *iface) { }
5076
5077 /* Context activation is done by the caller. */
5078 static HRESULT ffp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
5079 GLenum textype, UINT width, UINT height)
5080 {
5081 ENTER_GL();
5082 glEnable(textype);
5083 checkGLcall("glEnable(textype)");
5084 LEAVE_GL();
5085 return WINED3D_OK;
5086 }
5087
5088 /* Context activation is done by the caller. */
5089 static void ffp_blit_unset(IWineD3DDevice *iface) {
5090 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
5091 ENTER_GL();
5092 glDisable(GL_TEXTURE_2D);
5093 checkGLcall("glDisable(GL_TEXTURE_2D)");
5094 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
5095 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5096 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5097 }
5098 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
5099 glDisable(GL_TEXTURE_RECTANGLE_ARB);
5100 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5101 }
5102 LEAVE_GL();
5103 }
5104
5105 static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
5106 {
5107 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
5108 {
5109 TRACE("Checking support for fixup:\n");
5110 dump_color_fixup_desc(fixup);
5111 }
5112
5113 /* We only support identity conversions. */
5114 if (is_identity_fixup(fixup))
5115 {
5116 TRACE("[OK]\n");
5117 return TRUE;
5118 }
5119
5120 TRACE("[FAILED]\n");
5121 return FALSE;
5122 }
5123
5124 const struct blit_shader ffp_blit = {
5125 ffp_blit_alloc,
5126 ffp_blit_free,
5127 ffp_blit_set,
5128 ffp_blit_unset,
5129 ffp_blit_color_fixup_supported
5130 };