Sweden-Number/dlls/wined3d/surface.c

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/*
* IWineD3DSurface Implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* 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;
/* 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;
}
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
return ref;
}
ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
if (ref == 0) {
if (This->textureName != 0) { /* release the openGL texture.. */
ENTER_GL();
TRACE("Deleting texture %d\n", This->textureName);
glDeleteTextures(1, &This->textureName);
LEAVE_GL();
}
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
/* 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;
}
D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DSurface IWineD3DSurface parts follow
****************************************************** */
HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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);
/** From MSDN:
* 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.
*/
hr = IUnknown_QueryInterface(This->container, riid, ppContainer);
return hr;
}
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;
*(pDesc->Size) = This->currentDesc.Size; /* dx8 only */
*(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; */
}
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) {
TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
} else if (iface == This->resource.wineD3DDevice->frontBuffer) {
TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
} else if (iface == This->resource.wineD3DDevice->renderTarget) {
TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
} else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
ie pitch = (width/4) * bytes per block */
if (This->currentDesc.Format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
pLockedRect->Pitch = (This->currentDesc.Width/4) * 8;
else if (This->currentDesc.Format == WINED3DFMT_DXT3 || This->currentDesc.Format == WINED3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
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);
if (This->currentDesc.Format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
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 */
if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->renderTarget || iface == This->resource.wineD3DDevice->frontBuffer) {
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");
if (iface == This->resource.wineD3DDevice->backBuffer) {
glReadBuffer(GL_BACK);
} else if (iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
glReadBuffer(GL_FRONT);
} else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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 {
IWineD3DBaseTexture *pBaseTexture;
/**
* Dirtify on lock
* as seen in msdn docs
*/
IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
/** 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");
}
}
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;
}
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) {
TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (iface == This->resource.wineD3DDevice->frontBuffer) {
TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (iface == This->resource.wineD3DDevice->renderTarget) {
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 */
if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
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)");
}
if (iface == This->resource.wineD3DDevice->backBuffer) {
glDrawBuffer(GL_BACK);
} else if (iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
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) {
case WINED3DFMT_R5G6B5:
{
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;
case WINED3DFMT_R8G8B8:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case WINED3DFMT_X8R8G8B8: /* FIXME: there's no alpha change with D3DFMT_X8R8G8B8 but were using GL_BGRA */
case WINED3DFMT_A8R8G8B8:
{
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 */
if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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");
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)
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;
}
if ((This->currentDesc.Format == WINED3DFMT_P8 || This->currentDesc.Format == WINED3DFMT_A8P8) &&
!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;
if (This->currentDesc.Format == WINED3DFMT_A8P8)
*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;
}
if (This->currentDesc.Format == WINED3DFMT_DXT1 ||
This->currentDesc.Format == WINED3DFMT_DXT3 ||
This->currentDesc.Format == WINED3DFMT_DXT5) {
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,
This->currentDesc.Size,
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,
This->currentDesc.Size,
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\n255\n", This->currentDesc.Width, This->currentDesc.Height);
switch (This->currentDesc.Format) {
case WINED3DFMT_X8R8G8B8:
case WINED3DFMT_A8R8G8B8:
{
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;
case WINED3DFMT_R8G8B8:
{
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;
case WINED3DFMT_A1R5G5B5:
{
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;
case WINED3DFMT_A4R4G4B4:
{
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;
case WINED3DFMT_R5G6B5:
{
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;
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);
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;
}
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);
return D3D_OK;
}
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;
}
IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
{
/* IUnknown */
IWineD3DSurfaceImpl_QueryInterface,
IWineD3DSurfaceImpl_AddRef,
IWineD3DSurfaceImpl_Release,
/* IWineD3DResource */
IWineD3DSurfaceImpl_GetParent,
IWineD3DSurfaceImpl_GetDevice,
IWineD3DSurfaceImpl_SetPrivateData,
IWineD3DSurfaceImpl_GetPrivateData,
IWineD3DSurfaceImpl_FreePrivateData,
IWineD3DSurfaceImpl_SetPriority,
IWineD3DSurfaceImpl_GetPriority,
IWineD3DSurfaceImpl_PreLoad,
IWineD3DSurfaceImpl_GetType,
/* IWineD3DSurface */
IWineD3DSurfaceImpl_GetContainer,
IWineD3DSurfaceImpl_GetDesc,
IWineD3DSurfaceImpl_LockRect,
IWineD3DSurfaceImpl_UnlockRect,
IWineD3DSurfaceImpl_GetDC,
IWineD3DSurfaceImpl_ReleaseDC,
/* Internal use: */
IWineD3DSurfaceImpl_CleanDirtyRect,
IWineD3DSurfaceImpl_AddDirtyRect,
IWineD3DSurfaceImpl_LoadTexture,
IWineD3DSurfaceImpl_SaveSnapshot,
IWineD3DSurfaceImpl_SetContainer,
IWineD3DSurfaceImpl_SetPBufferState
};