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/*
* IWineD3DSurface Implementation
*
* Copyright 2002 - 2005 Jason Edmeades
* Copyright 2002 - 2003 Raphael Junqueira
* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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*
* This library is free software ; you can redistribute it and / or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation ; either
* version 2.1 of the License , or ( at your option ) any later version .
*
* This library is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* Lesser General Public License for more details .
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library ; if not , write to the Free Software
* Foundation , Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*/
# include "config.h"
# include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL ( d3d_surface ) ;
# define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DSurface IUnknown parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface ( IWineD3DSurface * iface , REFIID riid , LPVOID * ppobj )
{
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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/* Warn ,but be nice about things */
TRACE ( " (%p)->(%s,%p) \n " , This , debugstr_guid ( riid ) , ppobj ) ;
if ( riid = = NULL ) {
ERR ( " Probably FIXME: Calling query interface with NULL riid \n " ) ;
}
if ( IsEqualGUID ( riid , & IID_IUnknown )
| | IsEqualGUID ( riid , & IID_IWineD3DResource )
| | IsEqualGUID ( riid , & IID_IWineD3DSurface ) ) {
IUnknown_AddRef ( ( IUnknown * ) iface ) ;
* ppobj = This ;
return D3D_OK ;
}
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return E_NOINTERFACE ;
}
ULONG WINAPI IWineD3DSurfaceImpl_AddRef ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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ULONG ref = InterlockedIncrement ( & This - > resource . ref ) ;
TRACE ( " (%p) : AddRef increasing from %ld \n " , This , ref - 1 ) ;
return ref ;
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}
ULONG WINAPI IWineD3DSurfaceImpl_Release ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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ULONG ref = InterlockedDecrement ( & This - > resource . ref ) ;
TRACE ( " (%p) : Releasing from %ld \n " , This , ref + 1 ) ;
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if ( ref = = 0 ) {
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if ( This - > textureName ! = 0 ) { /* release the openGL texture.. */
ENTER_GL ( ) ;
TRACE ( " Deleting texture %d \n " , This - > textureName ) ;
glDeleteTextures ( 1 , & This - > textureName ) ;
LEAVE_GL ( ) ;
}
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HeapFree ( GetProcessHeap ( ) , 0 , This - > allocatedMemory ) ;
IWineD3DDevice_Release ( ( IWineD3DDevice * ) This - > resource . wineD3DDevice ) ;
HeapFree ( GetProcessHeap ( ) , 0 , This ) ;
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}
return ref ;
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice ( IWineD3DSurface * iface , IWineD3DDevice * * ppDevice ) {
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return IWineD3DResourceImpl_GetDevice ( ( IWineD3DResource * ) iface , ppDevice ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData ( IWineD3DSurface * iface , REFGUID refguid , CONST void * pData , DWORD SizeOfData , DWORD Flags ) {
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return IWineD3DResourceImpl_SetPrivateData ( ( IWineD3DResource * ) iface , refguid , pData , SizeOfData , Flags ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData ( IWineD3DSurface * iface , REFGUID refguid , void * pData , DWORD * pSizeOfData ) {
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return IWineD3DResourceImpl_GetPrivateData ( ( IWineD3DResource * ) iface , refguid , pData , pSizeOfData ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData ( IWineD3DSurface * iface , REFGUID refguid ) {
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return IWineD3DResourceImpl_FreePrivateData ( ( IWineD3DResource * ) iface , refguid ) ;
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}
DWORD WINAPI IWineD3DSurfaceImpl_SetPriority ( IWineD3DSurface * iface , DWORD PriorityNew ) {
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return IWineD3DResourceImpl_SetPriority ( ( IWineD3DResource * ) iface , PriorityNew ) ;
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}
DWORD WINAPI IWineD3DSurfaceImpl_GetPriority ( IWineD3DSurface * iface ) {
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return IWineD3DResourceImpl_GetPriority ( ( IWineD3DResource * ) iface ) ;
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}
void WINAPI IWineD3DSurfaceImpl_PreLoad ( IWineD3DSurface * iface ) {
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/* TODO: re-write the way textures and managed,
* use a ' opengl context manager ' to manage RenderTarget surfaces
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* TODO: check for locks */
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DBaseTexture * baseTexture = NULL ;
TRACE ( " (%p)Checking to see if the container is a base textuer \n " , This ) ;
if ( IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & baseTexture ) = = D3D_OK ) {
TRACE ( " Passing to conatiner \n " ) ;
IWineD3DBaseTexture_PreLoad ( baseTexture ) ;
IWineD3DBaseTexture_Release ( baseTexture ) ;
} else {
TRACE ( " (%p) : About to load surface \n " , This ) ;
ENTER_GL ( ) ;
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PushState ( This - > contextManager , GL_TEXTURE_2D , ENABLED , NOW /* make sure the state is applied now */ ) ;
# endif
glEnable ( GL_TEXTURE_2D ) ; /* make sure texture support is enabled in this context */
if ( This - > currentDesc . Level = = 0 & & This - > textureName = = 0 ) {
glGenTextures ( 1 , & This - > textureName ) ;
checkGLcall ( " glGenTextures " ) ;
TRACE ( " Surface %p given name %d \n " , This , This - > textureName ) ;
glBindTexture ( GL_TEXTURE_2D , This - > textureName ) ;
checkGLcall ( " glBindTexture " ) ;
IWineD3DSurface_LoadTexture ( ( IWineD3DSurface * ) This , GL_TEXTURE_2D , This - > currentDesc . Level ) ;
/* This is where we should be reducing the amount of GLMemoryUsed */
} else {
if ( This - > currentDesc . Level = = 0 ) {
glBindTexture ( GL_TEXTURE_2D , This - > textureName ) ;
checkGLcall ( " glBindTexture " ) ;
IWineD3DSurface_LoadTexture ( ( IWineD3DSurface * ) This , GL_TEXTURE_2D , This - > currentDesc . Level ) ;
} else if ( This - > textureName ! = 0 ) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
/* assume this is a coding error not a real error for now */
FIXME ( " Mipmap surface has a glTexture bound to it! \n " ) ;
}
}
if ( This - > currentDesc . Pool = = D3DPOOL_DEFAULT ) {
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp ;
tmp = 0.9f ;
glPrioritizeTextures ( 1 , & This - > textureName , & tmp ) ;
}
/* TODO: disable texture support, if it wastn't enabled when we entered. */
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PopState ( This - > contextManager , GL_TEXTURE_2D , DISABLED , DELAYED
/* we don't care when the state is disabled(if atall) */ ) ;
# endif
LEAVE_GL ( ) ;
}
return ;
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}
D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType ( IWineD3DSurface * iface ) {
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return IWineD3DResourceImpl_GetType ( ( IWineD3DResource * ) iface ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent ( IWineD3DSurface * iface , IUnknown * * pParent ) {
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return IWineD3DResourceImpl_GetParent ( ( IWineD3DResource * ) iface , pParent ) ;
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}
/* ******************************************************
IWineD3DSurface IWineD3DSurface parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer ( IWineD3DSurface * iface , REFIID riid , void * * ppContainer ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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HRESULT hr ;
if ( ppContainer = = NULL ) {
ERR ( " Get container called witout a null ppContainer \n " ) ;
return E_NOINTERFACE ;
}
TRACE ( " (%p) : Relaying to queryInterface %p %p \n " , This , ppContainer , * ppContainer ) ;
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/** From MSDN:
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* If the surface is created using CreateImageSurface / CreateOffscreenPlainSurface , CreateRenderTarget ,
* or CreateDepthStencilSurface , the surface is considered stand alone . In this case ,
* GetContainer will return the Direct3D device used to create the surface .
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*/
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hr = IUnknown_QueryInterface ( This - > container , riid , ppContainer ) ;
return hr ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc ( IWineD3DSurface * iface , WINED3DSURFACE_DESC * pDesc ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : copying into %p \n " , This , pDesc ) ;
* ( pDesc - > Format ) = This - > currentDesc . Format ;
* ( pDesc - > Type ) = This - > currentDesc . Type ;
* ( pDesc - > Usage ) = This - > currentDesc . Usage ;
* ( pDesc - > Pool ) = This - > currentDesc . Pool ;
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* ( pDesc - > Size ) = This - > currentDesc . Size ; /* dx8 only */
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* ( pDesc - > MultiSampleType ) = This - > currentDesc . MultiSampleType ;
* ( pDesc - > MultiSampleQuality ) = This - > currentDesc . MultiSampleQuality ;
* ( pDesc - > Width ) = This - > currentDesc . Width ;
* ( pDesc - > Height ) = This - > currentDesc . Height ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DSurfaceImpl_LockRect ( IWineD3DSurface * iface , D3DLOCKED_RECT * pLockedRect , CONST RECT * pRect , DWORD Flags ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
/* fixme: should we really lock as such? */
if ( This - > inTexture & & This - > inPBuffer ) {
FIXME ( " Warning: Surface is in texture memory or pbuffer \n " ) ;
This - > inTexture = 0 ;
This - > inPBuffer = 0 ;
}
if ( FALSE = = This - > lockable ) {
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
texture regions , and since the destination is an unlockable region we need
to tolerate this */
TRACE ( " Warning: trying to lock unlockable surf@%p \n " , This ) ;
/*return D3DERR_INVALIDCALL; */
}
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if ( iface = = This - > resource . wineD3DDevice - > backBuffer | | iface = = This - > resource . wineD3DDevice - > renderTarget | |
iface = = This - > resource . wineD3DDevice - > frontBuffer | | iface = = This - > resource . wineD3DDevice - > depthStencilBuffer ) {
if ( iface = = This - > resource . wineD3DDevice - > backBuffer ) {
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TRACE ( " (%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > allocatedMemory ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > frontBuffer ) {
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TRACE ( " (%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > allocatedMemory ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > renderTarget ) {
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TRACE ( " (%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > allocatedMemory ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > depthStencilBuffer ) {
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TRACE ( " (%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > allocatedMemory ) ;
}
} else {
TRACE ( " (%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > allocatedMemory ) ;
}
/* DXTn formats don't have exact pitches as they are to the new row of blocks,
where each block is 4 x4 pixels , 8 bytes ( dxt1 ) and 16 bytes ( dxt3 / 5 )
ie pitch = ( width / 4 ) * bytes per block */
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if ( This - > currentDesc . Format = = WINED3DFMT_DXT1 ) /* DXT1 is 8 bytes per block */
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pLockedRect - > Pitch = ( This - > currentDesc . Width / 4 ) * 8 ;
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else if ( This - > currentDesc . Format = = WINED3DFMT_DXT3 | | This - > currentDesc . Format = = WINED3DFMT_DXT5 ) /* DXT3/5 is 16 bytes per block */
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pLockedRect - > Pitch = ( This - > currentDesc . Width / 4 ) * 16 ;
else
pLockedRect - > Pitch = This - > bytesPerPixel * This - > currentDesc . Width ; /* Bytes / row */
if ( NULL = = pRect ) {
pLockedRect - > pBits = This - > allocatedMemory ;
This - > lockedRect . left = 0 ;
This - > lockedRect . top = 0 ;
This - > lockedRect . right = This - > currentDesc . Width ;
This - > lockedRect . bottom = This - > currentDesc . Height ;
TRACE ( " Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld \n " , & This - > lockedRect , This - > lockedRect . left , This - > lockedRect . top , This - > lockedRect . right , This - > lockedRect . bottom ) ;
} else {
TRACE ( " Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld \n " , pRect , pRect - > left , pRect - > top , pRect - > right , pRect - > bottom ) ;
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if ( This - > currentDesc . Format = = WINED3DFMT_DXT1 ) { /* DXT1 is half byte per pixel */
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pLockedRect - > pBits = This - > allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( ( pRect - > left * This - > bytesPerPixel / 2 ) ) ;
} else {
pLockedRect - > pBits = This - > allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( pRect - > left * This - > bytesPerPixel ) ;
}
This - > lockedRect . left = pRect - > left ;
This - > lockedRect . top = pRect - > top ;
This - > lockedRect . right = pRect - > right ;
This - > lockedRect . bottom = pRect - > bottom ;
}
if ( 0 = = This - > currentDesc . Usage ) { /* classic surface */
/* Nothing to do ;) */
} else if ( D3DUSAGE_RENDERTARGET & This - > currentDesc . Usage & & ! ( Flags & D3DLOCK_DISCARD ) ) { /* render surfaces */
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if ( iface = = This - > resource . wineD3DDevice - > backBuffer | | iface = = This - > resource . wineD3DDevice - > renderTarget | | iface = = This - > resource . wineD3DDevice - > frontBuffer ) {
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GLint prev_store ;
GLenum prev_read ;
ENTER_GL ( ) ;
/**
* for render - > surface copy begin to begin of allocatedMemory
* unlock can be more easy
*/
pLockedRect - > pBits = This - > allocatedMemory ;
glFlush ( ) ;
vcheckGLcall ( " glFlush " ) ;
glGetIntegerv ( GL_READ_BUFFER , & prev_read ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_PACK_SWAP_BYTES , & prev_store ) ;
vcheckGLcall ( " glIntegerv " ) ;
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if ( iface = = This - > resource . wineD3DDevice - > backBuffer ) {
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glReadBuffer ( GL_BACK ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > frontBuffer | | iface = = This - > resource . wineD3DDevice - > renderTarget ) {
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glReadBuffer ( GL_FRONT ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > depthStencilBuffer ) {
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ERR ( " Stencil Buffer lock unsupported for now \n " ) ;
}
vcheckGLcall ( " glReadBuffer " ) ;
{
long j ;
GLenum format = D3DFmt2GLFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ;
GLenum type = D3DFmt2GLType ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ;
for ( j = This - > lockedRect . top ; j < This - > lockedRect . bottom - This - > lockedRect . top ; + + j ) {
glReadPixels ( This - > lockedRect . left ,
This - > lockedRect . bottom - j - 1 ,
This - > lockedRect . right - This - > lockedRect . left ,
1 ,
format ,
type ,
( char * ) pLockedRect - > pBits + ( pLockedRect - > Pitch * ( j - This - > lockedRect . top ) ) ) ;
vcheckGLcall ( " glReadPixels " ) ;
}
}
glReadBuffer ( prev_read ) ;
vcheckGLcall ( " glReadBuffer " ) ;
LEAVE_GL ( ) ;
} else {
FIXME ( " unsupported locking to Rendering surface surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
}
} else if ( D3DUSAGE_DEPTHSTENCIL & This - > currentDesc . Usage ) { /* stencil surfaces */
FIXME ( " TODO stencil depth surface locking surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
} else {
FIXME ( " unsupported locking to surface surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
}
if ( Flags & ( D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY ) ) {
/* Don't dirtify */
} else {
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IWineD3DBaseTexture * pBaseTexture ;
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/**
* Dirtify on lock
* as seen in msdn docs
*/
IWineD3DSurface_AddDirtyRect ( iface , & This - > lockedRect ) ;
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/** Dirtify Container if needed */
if ( D3D_OK = = IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & pBaseTexture ) & & pBaseTexture ! = NULL ) {
TRACE ( " Making container dirty \n " ) ;
IWineD3DBaseTexture_SetDirty ( pBaseTexture , TRUE ) ;
IWineD3DBaseTexture_Release ( pBaseTexture ) ;
} else {
TRACE ( " Surface is standalone, no need to dirty the container \n " ) ;
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}
}
TRACE ( " returning memory@%p, pitch(%d) dirtyfied(%d) \n " , pLockedRect - > pBits , pLockedRect - > Pitch , This - > Dirty ) ;
This - > locked = TRUE ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect ( IWineD3DSurface * iface ) {
GLint skipBytes = 0 ;
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
if ( FALSE = = This - > locked ) {
ERR ( " trying to Unlock an unlocked surf@%p \n " , This ) ;
return D3DERR_INVALIDCALL ;
}
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if ( iface = = This - > resource . wineD3DDevice - > backBuffer | | iface = = This - > resource . wineD3DDevice - > frontBuffer | |
iface = = This - > resource . wineD3DDevice - > depthStencilBuffer | | iface = = This - > resource . wineD3DDevice - > renderTarget ) {
if ( iface = = This - > resource . wineD3DDevice - > backBuffer ) {
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TRACE ( " (%p, backBuffer) : dirtyfied(%d) \n " , This , This - > Dirty ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > frontBuffer ) {
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TRACE ( " (%p, frontBuffer) : dirtyfied(%d) \n " , This , This - > Dirty ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > depthStencilBuffer ) {
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TRACE ( " (%p, stencilBuffer) : dirtyfied(%d) \n " , This , This - > Dirty ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > renderTarget ) {
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TRACE ( " (%p, renderTarget) : dirtyfied(%d) \n " , This , This - > Dirty ) ;
}
} else {
TRACE ( " (%p) : dirtyfied(%d) \n " , This , This - > Dirty ) ;
}
if ( FALSE = = This - > Dirty ) {
TRACE ( " (%p) : Not Dirtified so nothing to do, return now \n " , This ) ;
goto unlock_end ;
}
if ( 0 = = This - > currentDesc . Usage ) { /* classic surface */
/**
* nothing to do
* waiting to reload the surface via IDirect3DDevice8 : : UpdateTexture
*/
} else if ( D3DUSAGE_RENDERTARGET & This - > currentDesc . Usage ) { /* render surfaces */
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if ( iface = = This - > resource . wineD3DDevice - > backBuffer | | iface = = This - > resource . wineD3DDevice - > frontBuffer | | iface = = This - > resource . wineD3DDevice - > renderTarget ) {
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GLint prev_store ;
GLenum prev_draw ;
GLint prev_rasterpos [ 4 ] ;
ENTER_GL ( ) ;
glFlush ( ) ;
vcheckGLcall ( " glFlush " ) ;
glGetIntegerv ( GL_DRAW_BUFFER , & prev_draw ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_PACK_SWAP_BYTES , & prev_store ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_CURRENT_RASTER_POSITION , & prev_rasterpos [ 0 ] ) ;
vcheckGLcall ( " glIntegerv " ) ;
glPixelZoom ( 1.0 , - 1.0 ) ;
vcheckGLcall ( " glPixelZoom " ) ;
/* glDrawPixels transforms the raster position as though it was a vertex -
we want to draw at screen position 0 , 0 - Set up ortho ( rhw ) mode as
per drawprim ( and leave set - it will sort itself out due to last_was_rhw */
if ( ! This - > resource . wineD3DDevice - > last_was_rhw ) {
double X , Y , height , width , minZ , maxZ ;
This - > resource . wineD3DDevice - > last_was_rhw = TRUE ;
/* Transformed already into viewport coordinates, so we do not need transform
matrices . Reset all matrices to identity and leave the default matrix in world
mode . */
glMatrixMode ( GL_MODELVIEW ) ;
checkGLcall ( " glMatrixMode " ) ;
glLoadIdentity ( ) ;
checkGLcall ( " glLoadIdentity " ) ;
glMatrixMode ( GL_PROJECTION ) ;
checkGLcall ( " glMatrixMode " ) ;
glLoadIdentity ( ) ;
checkGLcall ( " glLoadIdentity " ) ;
/* Set up the viewport to be full viewport */
X = This - > resource . wineD3DDevice - > stateBlock - > viewport . X ;
Y = This - > resource . wineD3DDevice - > stateBlock - > viewport . Y ;
height = This - > resource . wineD3DDevice - > stateBlock - > viewport . Height ;
width = This - > resource . wineD3DDevice - > stateBlock - > viewport . Width ;
minZ = This - > resource . wineD3DDevice - > stateBlock - > viewport . MinZ ;
maxZ = This - > resource . wineD3DDevice - > stateBlock - > viewport . MaxZ ;
TRACE ( " Calling glOrtho with %f, %f, %f, %f \n " , width , height , - minZ , - maxZ ) ;
glOrtho ( X , X + width , Y + height , Y , - minZ , - maxZ ) ;
checkGLcall ( " glOrtho " ) ;
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel ( See comment above glTranslate below ) */
glTranslatef ( 0.5 , 0.5 , 0 ) ;
checkGLcall ( " glTranslatef(0.5, 0.5, 0) " ) ;
}
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if ( iface = = This - > resource . wineD3DDevice - > backBuffer ) {
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glDrawBuffer ( GL_BACK ) ;
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} else if ( iface = = This - > resource . wineD3DDevice - > frontBuffer | | iface = = This - > resource . wineD3DDevice - > renderTarget ) {
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glDrawBuffer ( GL_FRONT ) ;
}
vcheckGLcall ( " glDrawBuffer " ) ;
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv ( GL_UNPACK_ROW_LENGTH , & skipBytes ) ;
glPixelStorei ( GL_UNPACK_ROW_LENGTH , This - > currentDesc . Width ) ;
/* And back buffers are not blended */
glDisable ( GL_BLEND ) ;
glRasterPos3i ( This - > lockedRect . left , This - > lockedRect . top , 1 ) ;
vcheckGLcall ( " glRasterPos2f " ) ;
switch ( This - > currentDesc . Format ) {
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case WINED3DFMT_R5G6B5 :
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{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_RGB , GL_UNSIGNED_SHORT_5_6_5 , This - > allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
}
break ;
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case WINED3DFMT_R8G8B8 :
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{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_RGB , GL_UNSIGNED_BYTE , This - > allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
}
break ;
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case WINED3DFMT_X8R8G8B8 : /* FIXME: there's no alpha change with D3DFMT_X8R8G8B8 but were using GL_BGRA */
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case WINED3DFMT_A8R8G8B8 :
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{
glPixelStorei ( GL_PACK_SWAP_BYTES , TRUE ) ;
vcheckGLcall ( " glPixelStorei " ) ;
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_BGRA , GL_UNSIGNED_BYTE , This - > allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
glPixelStorei ( GL_PACK_SWAP_BYTES , prev_store ) ;
vcheckGLcall ( " glPixelStorei " ) ;
}
break ;
default :
FIXME ( " Unsupported Format %u in locking func \n " , This - > currentDesc . Format ) ;
}
glPixelZoom ( 1.0 , 1.0 ) ;
vcheckGLcall ( " glPixelZoom " ) ;
glDrawBuffer ( prev_draw ) ;
vcheckGLcall ( " glDrawBuffer " ) ;
glRasterPos3iv ( & prev_rasterpos [ 0 ] ) ;
vcheckGLcall ( " glRasterPos3iv " ) ;
/* Reset to previous pack row length / blending state */
glPixelStorei ( GL_UNPACK_ROW_LENGTH , skipBytes ) ;
if ( This - > resource . wineD3DDevice - > stateBlock - > renderState [ D3DRS_ALPHABLENDENABLE ] ) glEnable ( GL_BLEND ) ;
LEAVE_GL ( ) ;
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect ( iface ) ;
} else {
FIXME ( " unsupported unlocking to Rendering surface surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
}
} else if ( D3DUSAGE_DEPTHSTENCIL & This - > currentDesc . Usage ) { /* stencil surfaces */
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if ( iface = = This - > resource . wineD3DDevice - > depthStencilBuffer ) {
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FIXME ( " TODO stencil depth surface unlocking surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
} else {
FIXME ( " unsupported unlocking to StencilDepth surface surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
}
} else {
FIXME ( " unsupported unlocking to surface surf@%p usage(%lu) \n " , This , This - > currentDesc . Usage ) ;
}
unlock_end :
This - > locked = FALSE ;
memset ( & This - > lockedRect , 0 , sizeof ( RECT ) ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC ( IWineD3DSurface * iface , HDC * pHDC ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
FIXME ( " No support for GetDC yet for surface %p \n " , This ) ;
return D3DERR_INVALIDCALL ;
}
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC ( IWineD3DSurface * iface , HDC hDC ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
FIXME ( " No support for ReleaseDC yet for surface %p \n " , This ) ;
return D3DERR_INVALIDCALL ;
}
/* ******************************************************
IWineD3DSurface Internal ( No mapping to directx api ) parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture ( IWineD3DSurface * iface , GLenum gl_target , GLenum gl_level ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
if ( This - > inTexture )
return D3D_OK ;
if ( This - > inPBuffer ) {
ENTER_GL ( ) ;
if ( gl_level ! = 0 )
FIXME ( " Surface in texture is only supported for level 0 \n " ) ;
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else if ( This - > currentDesc . Format = = WINED3DFMT_P8 | | This - > currentDesc . Format = = WINED3DFMT_A8P8 | |
This - > currentDesc . Format = = WINED3DFMT_DXT1 | | This - > currentDesc . Format = = WINED3DFMT_DXT3 | |
This - > currentDesc . Format = = WINED3DFMT_DXT5 )
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FIXME ( " Format %d not supported \n " , This - > currentDesc . Format ) ;
else {
glCopyTexImage2D ( gl_target ,
0 ,
D3DFmt2GLIntFmt ( This - > resource . wineD3DDevice ,
This - > currentDesc . Format ) ,
0 ,
0 ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ) ;
TRACE ( " Updating target %d \n " , gl_target ) ;
This - > inTexture = TRUE ;
}
LEAVE_GL ( ) ;
return D3D_OK ;
}
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if ( ( This - > currentDesc . Format = = WINED3DFMT_P8 | | This - > currentDesc . Format = = WINED3DFMT_A8P8 ) & &
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! GL_SUPPORT ( EXT_PALETTED_TEXTURE ) ) {
/**
* wanted a paletted texture and not really support it in HW
* so software emulation code begin
*/
UINT i ;
PALETTEENTRY * pal = This - > resource . wineD3DDevice - > palettes [ This - > resource . wineD3DDevice - > currentPalette ] ;
VOID * surface = ( VOID * ) HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , This - > currentDesc . Width * This - > currentDesc . Height * sizeof ( DWORD ) ) ;
BYTE * dst = ( BYTE * ) surface ;
BYTE * src = ( BYTE * ) This - > allocatedMemory ;
for ( i = 0 ; i < This - > currentDesc . Width * This - > currentDesc . Height ; i + + ) {
BYTE color = * src + + ;
* dst + + = pal [ color ] . peRed ;
* dst + + = pal [ color ] . peGreen ;
* dst + + = pal [ color ] . peBlue ;
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if ( This - > currentDesc . Format = = WINED3DFMT_A8P8 )
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* dst + + = pal [ color ] . peFlags ;
else
* dst + + = 0xFF ;
}
ENTER_GL ( ) ;
TRACE ( " Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p \n " ,
gl_target ,
gl_level ,
GL_RGBA ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
GL_RGBA ,
GL_UNSIGNED_BYTE ,
surface ) ;
glTexImage2D ( gl_target ,
gl_level ,
GL_RGBA ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
GL_RGBA ,
GL_UNSIGNED_BYTE ,
surface ) ;
checkGLcall ( " glTexImage2D " ) ;
HeapFree ( GetProcessHeap ( ) , 0 , surface ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
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if ( This - > currentDesc . Format = = WINED3DFMT_DXT1 | |
This - > currentDesc . Format = = WINED3DFMT_DXT3 | |
This - > currentDesc . Format = = WINED3DFMT_DXT5 ) {
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if ( GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) {
TRACE ( " Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p \n " ,
gl_target ,
gl_level ,
D3DFmt2GLIntFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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This - > currentDesc . Size ,
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This - > allocatedMemory ) ;
ENTER_GL ( ) ;
GL_EXTCALL ( glCompressedTexImage2DARB ) ( gl_target ,
gl_level ,
D3DFmt2GLIntFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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This - > currentDesc . Size ,
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This - > allocatedMemory ) ;
checkGLcall ( " glCommpressedTexTexImage2D " ) ;
LEAVE_GL ( ) ;
} else {
FIXME ( " Using DXT1/3/5 without advertized support \n " ) ;
}
} else {
TRACE ( " Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p \n " ,
gl_target ,
gl_level ,
debug_d3dformat ( This - > currentDesc . Format ) ,
D3DFmt2GLIntFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
D3DFmt2GLFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
D3DFmt2GLType ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
This - > allocatedMemory ) ;
ENTER_GL ( ) ;
glTexImage2D ( gl_target ,
gl_level ,
D3DFmt2GLIntFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
D3DFmt2GLFmt ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
D3DFmt2GLType ( This - > resource . wineD3DDevice , This - > currentDesc . Format ) ,
This - > allocatedMemory ) ;
checkGLcall ( " glTexImage2D " ) ;
LEAVE_GL ( ) ;
#if 0
{
static unsigned int gen = 0 ;
char buffer [ 4096 ] ;
+ + gen ;
if ( ( gen % 10 ) = = 0 ) {
snprintf ( buffer , sizeof ( buffer ) , " /tmp/surface%p_type%u_level%u_%u.ppm " , This , gl_target , gl_level , gen ) ;
IWineD3DSurfaceImpl_SaveSnapshot ( ( LPDIRECT3DSURFACE8 ) This , buffer ) ;
}
/*
* debugging crash code
if ( gen = = 250 ) {
void * * test = NULL ;
* test = 0 ;
}
*/
}
# endif
}
return D3D_OK ;
}
# include <errno.h>
# include <stdio.h>
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot ( IWineD3DSurface * iface , const char * filename ) {
FILE * f = NULL ;
ULONG i ;
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
f = fopen ( filename , " w+ " ) ;
if ( NULL = = f ) {
ERR ( " opening of %s failed with: %s \n " , filename , strerror ( errno ) ) ;
return D3DERR_INVALIDCALL ;
}
TRACE ( " opened %s with format %s \n " , filename , debug_d3dformat ( This - > currentDesc . Format ) ) ;
fprintf ( f , " P6 \n %u %u \n 255 \n " , This - > currentDesc . Width , This - > currentDesc . Height ) ;
switch ( This - > currentDesc . Format ) {
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case WINED3DFMT_X8R8G8B8 :
case WINED3DFMT_A8R8G8B8 :
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{
DWORD color ;
for ( i = 0 ; i < This - > currentDesc . Width * This - > currentDesc . Height ; i + + ) {
color = ( ( DWORD * ) This - > allocatedMemory ) [ i ] ;
fputc ( ( color > > 16 ) & 0xFF , f ) ;
fputc ( ( color > > 8 ) & 0xFF , f ) ;
fputc ( ( color > > 0 ) & 0xFF , f ) ;
}
}
break ;
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case WINED3DFMT_R8G8B8 :
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{
BYTE * color ;
for ( i = 0 ; i < This - > currentDesc . Width * This - > currentDesc . Height ; i + + ) {
color = ( ( BYTE * ) This - > allocatedMemory ) + ( 3 * i ) ;
fputc ( ( color [ 0 ] ) & 0xFF , f ) ;
fputc ( ( color [ 1 ] ) & 0xFF , f ) ;
fputc ( ( color [ 2 ] ) & 0xFF , f ) ;
}
}
break ;
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case WINED3DFMT_A1R5G5B5 :
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{
WORD color ;
for ( i = 0 ; i < This - > currentDesc . Width * This - > currentDesc . Height ; i + + ) {
color = ( ( WORD * ) This - > allocatedMemory ) [ i ] ;
fputc ( ( ( color > > 10 ) & 0x1F ) * 255 / 31 , f ) ;
fputc ( ( ( color > > 5 ) & 0x1F ) * 255 / 31 , f ) ;
fputc ( ( ( color > > 0 ) & 0x1F ) * 255 / 31 , f ) ;
}
}
break ;
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case WINED3DFMT_A4R4G4B4 :
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{
WORD color ;
for ( i = 0 ; i < This - > currentDesc . Width * This - > currentDesc . Height ; i + + ) {
color = ( ( WORD * ) This - > allocatedMemory ) [ i ] ;
fputc ( ( ( color > > 8 ) & 0x0F ) * 255 / 15 , f ) ;
fputc ( ( ( color > > 4 ) & 0x0F ) * 255 / 15 , f ) ;
fputc ( ( ( color > > 0 ) & 0x0F ) * 255 / 15 , f ) ;
}
}
break ;
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case WINED3DFMT_R5G6B5 :
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{
WORD color ;
for ( i = 0 ; i < This - > currentDesc . Width * This - > currentDesc . Height ; i + + ) {
color = ( ( WORD * ) This - > allocatedMemory ) [ i ] ;
fputc ( ( ( color > > 11 ) & 0x1F ) * 255 / 31 , f ) ;
fputc ( ( ( color > > 5 ) & 0x3F ) * 255 / 63 , f ) ;
fputc ( ( ( color > > 0 ) & 0x1F ) * 255 / 31 , f ) ;
}
}
break ;
default :
FIXME ( " Unimplemented dump mode format(%u,%s) \n " , This - > currentDesc . Format , debug_d3dformat ( This - > currentDesc . Format ) ) ;
}
fclose ( f ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
This - > Dirty = FALSE ;
This - > dirtyRect . left = This - > currentDesc . Width ;
This - > dirtyRect . top = This - > currentDesc . Height ;
This - > dirtyRect . right = 0 ;
This - > dirtyRect . bottom = 0 ;
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TRACE ( " (%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld) \n " , This , This - > Dirty , This - > dirtyRect . left ,
This - > dirtyRect . top , This - > dirtyRect . right , This - > dirtyRect . bottom ) ;
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return D3D_OK ;
}
/**
* Slightly inefficient way to handle multiple dirty rects but it works : )
*/
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect ( IWineD3DSurface * iface , CONST RECT * pDirtyRect ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
This - > Dirty = TRUE ;
if ( NULL ! = pDirtyRect ) {
This - > dirtyRect . left = min ( This - > dirtyRect . left , pDirtyRect - > left ) ;
This - > dirtyRect . top = min ( This - > dirtyRect . top , pDirtyRect - > top ) ;
This - > dirtyRect . right = max ( This - > dirtyRect . right , pDirtyRect - > right ) ;
This - > dirtyRect . bottom = max ( This - > dirtyRect . bottom , pDirtyRect - > bottom ) ;
} else {
This - > dirtyRect . left = 0 ;
This - > dirtyRect . top = 0 ;
This - > dirtyRect . right = This - > currentDesc . Width ;
This - > dirtyRect . bottom = This - > currentDesc . Height ;
}
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TRACE ( " (%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld) \n " , This , This - > Dirty , This - > dirtyRect . left ,
This - > dirtyRect . top , This - > dirtyRect . right , This - > dirtyRect . bottom ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer ( IWineD3DSurface * iface , IUnknown * container ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " Setting container to %p from %p \n " , container , This - > container ) ;
This - > container = container ;
return D3D_OK ;
}
/* TODO: replace this function with context management routines */
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState ( IWineD3DSurface * iface , BOOL inPBuffer , BOOL inTexture ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
This - > inPBuffer = inPBuffer ;
This - > inTexture = inTexture ;
return D3D_OK ;
}
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IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
{
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/* IUnknown */
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IWineD3DSurfaceImpl_QueryInterface ,
IWineD3DSurfaceImpl_AddRef ,
IWineD3DSurfaceImpl_Release ,
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/* IWineD3DResource */
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IWineD3DSurfaceImpl_GetParent ,
IWineD3DSurfaceImpl_GetDevice ,
IWineD3DSurfaceImpl_SetPrivateData ,
IWineD3DSurfaceImpl_GetPrivateData ,
IWineD3DSurfaceImpl_FreePrivateData ,
IWineD3DSurfaceImpl_SetPriority ,
IWineD3DSurfaceImpl_GetPriority ,
IWineD3DSurfaceImpl_PreLoad ,
IWineD3DSurfaceImpl_GetType ,
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/* IWineD3DSurface */
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IWineD3DSurfaceImpl_GetContainer ,
IWineD3DSurfaceImpl_GetDesc ,
IWineD3DSurfaceImpl_LockRect ,
IWineD3DSurfaceImpl_UnlockRect ,
IWineD3DSurfaceImpl_GetDC ,
IWineD3DSurfaceImpl_ReleaseDC ,
/* Internal use: */
IWineD3DSurfaceImpl_CleanDirtyRect ,
IWineD3DSurfaceImpl_AddDirtyRect ,
IWineD3DSurfaceImpl_LoadTexture ,
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IWineD3DSurfaceImpl_SaveSnapshot ,
IWineD3DSurfaceImpl_SetContainer ,
IWineD3DSurfaceImpl_SetPBufferState
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} ;