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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"
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# include "wine/port.h"
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# 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 */
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TRACE ( " (%p)->(%s,%p) \n " , This , debugstr_guid ( riid ) , ppobj ) ;
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if ( riid = = NULL ) {
ERR ( " Probably FIXME: Calling query interface with NULL riid \n " ) ;
}
if ( IsEqualGUID ( riid , & IID_IUnknown )
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| | IsEqualGUID ( riid , & IID_IWineD3DBase )
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| | 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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TRACE ( " (%p) : cleaning up \n " , This ) ;
if ( This - > glDescription . textureName ! = 0 ) { /* release the openGL texture.. */
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ENTER_GL ( ) ;
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TRACE ( " Deleting texture %d \n " , This - > glDescription . textureName ) ;
glDeleteTextures ( 1 , & This - > glDescription . textureName ) ;
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LEAVE_GL ( ) ;
}
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IWineD3DResourceImpl_CleanUp ( ( IWineD3DResource * ) iface ) ;
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TRACE ( " (%p) Released \n " , This ) ;
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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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}
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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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}
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DWORD WINAPI IWineD3DSurfaceImpl_GetPriority ( IWineD3DSurface * iface ) {
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return IWineD3DResourceImpl_GetPriority ( ( IWineD3DResource * ) iface ) ;
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}
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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
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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/* TODO: check for locks */
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DBaseTexture * baseTexture = NULL ;
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TRACE ( " (%p)Checking to see if the container is a base texture \n " , This ) ;
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if ( IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & baseTexture ) = = D3D_OK ) {
TRACE ( " Passing to conatiner \n " ) ;
IWineD3DBaseTexture_PreLoad ( baseTexture ) ;
IWineD3DBaseTexture_Release ( baseTexture ) ;
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} else {
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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
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glEnable ( This - > glDescription . target ) ; /* make sure texture support is enabled in this context */
if ( This - > glDescription . level = = 0 & & This - > glDescription . textureName = = 0 ) {
glGenTextures ( 1 , & This - > glDescription . textureName ) ;
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checkGLcall ( " glGenTextures " ) ;
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TRACE ( " Surface %p given name %d \n " , This , This - > glDescription . textureName ) ;
glBindTexture ( This - > glDescription . target , This - > glDescription . textureName ) ;
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checkGLcall ( " glBindTexture " ) ;
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IWineD3DSurface_LoadTexture ( iface ) ;
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/* This is where we should be reducing the amount of GLMemoryUsed */
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} else {
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if ( This - > glDescription . level = = 0 ) {
glBindTexture ( This - > glDescription . target , This - > glDescription . textureName ) ;
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checkGLcall ( " glBindTexture " ) ;
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IWineD3DSurface_LoadTexture ( iface ) ;
} else if ( This - > glDescription . textureName ! = 0 ) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
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/* assume this is a coding error not a real error for now */
FIXME ( " Mipmap surface has a glTexture bound to it! \n " ) ;
}
}
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if ( This - > resource . pool = = D3DPOOL_DEFAULT ) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp ;
tmp = 0.9f ;
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glPrioritizeTextures ( 1 , & This - > glDescription . textureName , & tmp ) ;
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}
/* 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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TRACE ( " (%p) : calling resourceimpl_GetType \n " , 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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TRACE ( " (%p) : calling resourceimpl_GetParent \n " , iface ) ;
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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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IWineD3DBase * container = 0 ;
TRACE ( " (This %p, riid %s, ppContainer %p) \n " , This , debugstr_guid ( riid ) , ppContainer ) ;
if ( ! ppContainer ) {
ERR ( " Called without a valid ppContainer. \n " ) ;
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}
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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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if ( This - > container ) {
container = This - > container ;
} else {
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container = ( IWineD3DBase * ) This - > resource . wineD3DDevice ;
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}
TRACE ( " Relaying to QueryInterface \n " ) ;
return IUnknown_QueryInterface ( container , riid , ppContainer ) ;
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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 ) ;
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if ( pDesc - > Format ! = NULL ) * ( pDesc - > Format ) = This - > resource . format ;
if ( pDesc - > Type ! = NULL ) * ( pDesc - > Type ) = This - > resource . resourceType ;
if ( pDesc - > Usage ! = NULL ) * ( pDesc - > Usage ) = This - > resource . usage ;
if ( pDesc - > Pool ! = NULL ) * ( pDesc - > Pool ) = This - > resource . pool ;
if ( pDesc - > Size ! = NULL ) * ( pDesc - > Size ) = This - > resource . size ; /* dx8 only */
if ( pDesc - > MultiSampleType ! = NULL ) * ( pDesc - > MultiSampleType ) = This - > currentDesc . MultiSampleType ;
if ( pDesc - > MultiSampleQuality ! = NULL ) * ( pDesc - > MultiSampleQuality ) = This - > currentDesc . MultiSampleQuality ;
if ( pDesc - > Width ! = NULL ) * ( pDesc - > Width ) = This - > currentDesc . Width ;
if ( pDesc - > Height ! = NULL ) * ( pDesc - > Height ) = This - > currentDesc . Height ;
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return D3D_OK ;
}
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void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc ( IWineD3DSurface * iface , UINT textureName , int target ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : setting textureName %u, target %i \n " , This , textureName , target ) ;
if ( This - > glDescription . textureName = = 0 & & textureName ! = 0 ) {
This - > Dirty = TRUE ;
IWineD3DSurface_AddDirtyRect ( iface , NULL ) ;
}
This - > glDescription . textureName = textureName ;
This - > glDescription . target = target ;
}
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void WINAPI IWineD3DSurfaceImpl_GetGlDesc ( IWineD3DSurface * iface , glDescriptor * * glDescription ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : returning %p \n " , This , & This - > glDescription ) ;
* glDescription = & This - > glDescription ;
}
/* TODO: think about moving this down to resource? */
const void * WINAPI IWineD3DSurfaceImpl_GetData ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
if ( This - > resource . pool ! = D3DPOOL_SYSTEMMEM ) {
FIXME ( " (%p)Attempting to get system memory for a non-system memory texture \n " , iface ) ;
}
return ( CONST void * ) ( This - > resource . allocatedMemory ) ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_LockRect ( IWineD3DSurface * iface , D3DLOCKED_RECT * pLockedRect , CONST RECT * pRect , DWORD Flags ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
IWineD3DSwapChainImpl * swapchain = NULL ;
static UINT messages = 0 ; /* holds flags to disable fixme messages */
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/* 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 ) {
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/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
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texture regions , and since the destination is an unlockable region we need
to tolerate this */
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TRACE ( " Warning: trying to lock unlockable surf@%p \n " , This ) ;
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/*return D3DERR_INVALIDCALL; */
}
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if ( This - > resource . usage & D3DUSAGE_RENDERTARGET ) {
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
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if ( swapchain ! = NULL | | iface = = myDevice - > renderTarget | | iface = = myDevice - > depthStencilBuffer ) {
if ( swapchain ! = NULL & & iface = = swapchain - > backBuffer ) {
TRACE ( " (%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
} else if ( swapchain ! = NULL & & iface = = swapchain - > frontBuffer ) {
TRACE ( " (%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
} else if ( iface = = myDevice - > renderTarget ) {
TRACE ( " (%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
} else if ( iface = = myDevice - > depthStencilBuffer ) {
TRACE ( " (%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
}
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if ( NULL ! = swapchain ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
}
swapchain = NULL ;
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}
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} else {
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TRACE ( " (%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
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}
/* DXTn formats don't have exact pitches as they are to the new row of blocks,
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where each block is 4 x4 pixels , 8 bytes ( dxt1 ) and 16 bytes ( dxt2 / 3 / 4 / 5 )
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ie pitch = ( width / 4 ) * bytes per block */
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if ( This - > resource . format = = WINED3DFMT_DXT1 ) /* DXT1 is 8 bytes per block */
pLockedRect - > Pitch = ( This - > currentDesc . Width > > 2 ) < < 3 ;
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else if ( This - > resource . format = = WINED3DFMT_DXT2 | | This - > resource . format = = WINED3DFMT_DXT3 | |
This - > resource . format = = WINED3DFMT_DXT4 | | This - > resource . format = = WINED3DFMT_DXT5 ) /* DXT2/3/4/5 is 16 bytes per block */
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pLockedRect - > Pitch = ( This - > currentDesc . Width > > 2 ) < < 4 ;
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else {
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if ( NP2_REPACK = = wined3d_settings . nonpower2_mode | | This - > resource . usage & D3DUSAGE_RENDERTARGET ) {
/* Front and back buffers are always lockes/unlocked on currentDesc.Width */
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pLockedRect - > Pitch = This - > bytesPerPixel * This - > currentDesc . Width ; /* Bytes / row */
} else {
pLockedRect - > Pitch = This - > bytesPerPixel * This - > pow2Width ;
}
}
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if ( NULL = = pRect ) {
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pLockedRect - > pBits = This - > resource . allocatedMemory ;
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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 - > resource . format = = WINED3DFMT_DXT1 ) { /* DXT1 is half byte per pixel */
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pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( ( pRect - > left * This - > bytesPerPixel / 2 ) ) ;
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} else {
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pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( pRect - > left * This - > bytesPerPixel ) ;
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}
This - > lockedRect . left = pRect - > left ;
This - > lockedRect . top = pRect - > top ;
This - > lockedRect . right = pRect - > right ;
This - > lockedRect . bottom = pRect - > bottom ;
}
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if ( This - > nonpow2 ) {
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TRACE ( " Locking non-power 2 texture \n " ) ;
}
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if ( 0 = = This - > resource . usage | | This - > resource . usage & D3DUSAGE_DYNAMIC ) {
/* classic surface TODO: non 2d surfaces?
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These resources may be POOL_SYSTEMMEM , so they must not access the device */
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TRACE ( " locking an ordinarary surface \n " ) ;
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/* Check to see if memory has already been allocated from the surface*/
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if ( NULL = = This - > resource . allocatedMemory ) { /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
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/* Non-system memory surfaces */
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/*Surface has no memory currently allocated to it!*/
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TRACE ( " (%p) Locking rect \n " , This ) ;
This - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > pow2Size ) ;
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if ( 0 ! = This - > glDescription . textureName ) {
/* Now I have to copy thing bits back */
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This - > activeLock = TRUE ; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
/* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
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ENTER_GL ( ) ;
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/* Make sure that the texture is loaded */
IWineD3DSurface_PreLoad ( iface ) ; /* Make sure there is a texture to bind! */
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TRACE ( " (%p) glGetTexImage level(%d), fmt(%d), typ(%d), mem(%p) \n " , This , This - > glDescription . level , This - > glDescription . glFormat , This - > glDescription . glType , This - > resource . allocatedMemory ) ;
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if ( This - > resource . format = = WINED3DFMT_DXT1 | |
This - > resource . format = = WINED3DFMT_DXT2 | |
This - > resource . format = = WINED3DFMT_DXT3 | |
This - > resource . format = = WINED3DFMT_DXT4 | |
This - > resource . format = = WINED3DFMT_DXT5 ) {
TRACE ( " Locking a compressed texture \n " ) ;
if ( GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) { /* we can assume this as the texture would not have been created otherwise */
GL_EXTCALL ( glGetCompressedTexImageARB ) ( This - > glDescription . target ,
This - > glDescription . level ,
This - > resource . allocatedMemory ) ;
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} else {
FIXME ( " (%p) attempting to lock a compressed texture when texture compression isn't supported by opengl \n " , This ) ;
}
} else {
glGetTexImage ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormat ,
This - > glDescription . glType ,
This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glGetTexImage " ) ;
if ( NP2_REPACK = = wined3d_settings . nonpower2_mode ) {
/* some games (e.g. warhammer 40k) don't work with the odd pitchs properly, preventing
the surface pitch from being used to box non - power2 textures . Instead we have to use a hack to
repack the texture so that the bpp * width pitch can be used instead of the bpp * pow2width .
Were doing this . . .
instead of boxing the texture :
| < - texture width - > | - - > pow2width | / \
| 111111111111111111 | | |
| 222 Texture 222222 | boxed empty | texture height
| 3333 Data 33333333 | | |
| 444444444444444444 | | \ /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| boxed empty | boxed empty | pow2height
| | | \ /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
were repacking the data to the expected texture width
| < - texture width - > | - - > pow2width | / \
| 111111111111111111222222222222222 | |
| 222333333333333333333444444444444 | texture height
| 444444 | |
| | \ /
| | |
| empty | pow2height
| | \ /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
= = is the same as
| < - texture width - > | / \
| 111111111111111111 |
| 222222222222222222 | texture height
| 333333333333333333 |
| 444444444444444444 | \ /
- - - - - - - - - - - - - - - - - - - -
this also means that any references to allocatedMemory should work with the data as if were a standard texture with a non - power2 width instead of texture boxed up to be a power2 texture .
internally the texture is still stored in a boxed format so any references to textureName will get a boxed texture with width pow2width and not a texture of width currentDesc . Width .
*/
if ( This - > nonpow2 ) {
BYTE * dataa , * datab ;
int pitcha = 0 , pitchb = 0 ;
int y ;
pitcha = This - > bytesPerPixel * This - > currentDesc . Width ;
pitchb = This - > bytesPerPixel * This - > pow2Width ;
datab = dataa = This - > resource . allocatedMemory ;
FIXME ( " (%p) : Repacking the surface data from pitch %d to pitch %d \n " , This , pitcha , pitchb ) ;
for ( y = 1 ; y < This - > currentDesc . Height ; y + + ) {
dataa + = pitcha ; /* skip the first row */
datab + = pitchb ;
memcpy ( dataa , datab , pitcha ) ;
}
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}
}
}
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LEAVE_GL ( ) ;
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}
} else { /* Nothing to do */
TRACE ( " Memory %p already allocted for texture \n " , This - > resource . allocatedMemory ) ;
}
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if ( NULL = = pRect ) {
pLockedRect - > pBits = This - > resource . allocatedMemory ;
} else {
if ( This - > resource . format = = D3DFMT_DXT1 ) { /* DXT1 is half byte per pixel */
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pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( ( pRect - > left * This - > bytesPerPixel / 2 ) ) ;
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} else {
pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( pRect - > left * This - > bytesPerPixel ) ;
}
}
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} else if ( D3DUSAGE_RENDERTARGET & This - > resource . usage & & ! ( Flags & D3DLOCK_DISCARD ) ) { /* render surfaces */
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GLint prev_store ;
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GLint prev_read ;
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BOOL notInContext = FALSE ;
IWineD3DSwapChainImpl * targetSwapChain = NULL ;
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ENTER_GL ( ) ;
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/**
* for render - > surface copy begin to begin of allocatedMemory
* unlock can be more easy
*/
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TRACE ( " locking a render target \n " ) ;
if ( This - > resource . allocatedMemory = = NULL )
This - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > resource . size ) ;
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This - > activeLock = TRUE ; /*When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory*/
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pLockedRect - > pBits = This - > resource . allocatedMemory ;
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glFlush ( ) ;
vcheckGLcall ( " glFlush " ) ;
glGetIntegerv ( GL_READ_BUFFER , & prev_read ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_PACK_SWAP_BYTES , & prev_store ) ;
vcheckGLcall ( " glIntegerv " ) ;
/* Here's what we have to do:
See if the swapchain has the same context as the renderTarget or the surface is the render target .
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Otherwise , see if were sharing a context with the implicit swapchain ( because we ' re using a shared context model ! )
and use the front back buffer as required .
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if not , we need to switch contexts and then switchback at the end .
*/
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
IWineD3DSurface_GetContainer ( myDevice - > renderTarget , & IID_IWineD3DSwapChain , ( void * * ) & targetSwapChain ) ;
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/* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */
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if ( ( swapchain = = targetSwapChain & & targetSwapChain ! = NULL ) | | iface = = myDevice - > renderTarget ) {
if ( iface = = myDevice - > renderTarget | | iface = = swapchain - > backBuffer ) {
TRACE ( " locking back buffer \n " ) ;
glReadBuffer ( GL_BACK ) ;
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} else if ( iface = = swapchain - > frontBuffer ) {
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TRACE ( " locking front \n " ) ;
glReadBuffer ( GL_FRONT ) ;
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} else if ( iface = = myDevice - > depthStencilBuffer ) {
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FIXME ( " Stencil Buffer lock unsupported for now \n " ) ;
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} else {
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FIXME ( " (%p) Shouldn't have got here! \n " , This ) ;
glReadBuffer ( GL_BACK ) ;
}
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} else if ( swapchain ! = NULL ) {
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IWineD3DSwapChainImpl * implSwapChain ;
IWineD3DDevice_GetSwapChain ( ( IWineD3DDevice * ) myDevice , 0 , ( IWineD3DSwapChain * * ) & implSwapChain ) ;
if ( swapchain - > glCtx = = implSwapChain - > render_ctx & & swapchain - > drawable = = implSwapChain - > win ) {
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/* This will fail for the implicit swapchain, which is why there needs to be a context manager */
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if ( iface = = swapchain - > backBuffer ) {
glReadBuffer ( GL_BACK ) ;
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} else if ( iface = = swapchain - > frontBuffer ) {
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glReadBuffer ( GL_FRONT ) ;
} else if ( iface = = myDevice - > depthStencilBuffer ) {
FIXME ( " Stencil Buffer lock unsupported for now \n " ) ;
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} else {
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FIXME ( " Should have got here! \n " ) ;
glReadBuffer ( GL_BACK ) ;
}
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} else {
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/* We need to switch contexts to be able to read the buffer!!! */
FIXME ( " The buffer requested isn't in the current openGL context \n " ) ;
notInContext = TRUE ;
/* TODO: check the contexts, to see if were shared with the current context */
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}
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IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) implSwapChain ) ;
}
if ( swapchain ! = NULL ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
if ( targetSwapChain ! = NULL ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) targetSwapChain ) ;
/** the depth stencil in openGL has a format of GL_FLOAT
* which should be good for WINED3DFMT_D16_LOCKABLE
* and WINED3DFMT_D16
* it is unclear what format the stencil buffer is in except .
* ' Each index is converted to fixed point . . .
* If GL_MAP_STENCIL is GL_TRUE , indices are replaced by their
* mappings in the table GL_PIXEL_MAP_S_TO_S .
* glReadPixels ( This - > lockedRect . left ,
* This - > lockedRect . bottom - j - 1 ,
* This - > lockedRect . right - This - > lockedRect . left ,
* 1 ,
* GL_DEPTH_COMPONENT ,
* type ,
* ( char * ) pLockedRect - > pBits + ( pLockedRect - > Pitch * ( j - This - > lockedRect . top ) ) ) ;
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
if ( ! notInContext ) { /* Only read the buffer if it's in the current context */
long j ;
#if 0
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/* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time,
* This is on an ATI9600 , and may be format dependent , anyhow this hack makes this demo dx9_2d_demo_game
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* run ten times faster !
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
BOOL ati_performance_hack = FALSE ;
ati_performance_hack = ( This - > lockedRect . bottom - This - > lockedRect . top > 10 ) | | ( This - > lockedRect . right - This - > lockedRect . left > 10 ) ? TRUE : FALSE ;
# endif
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if ( ( This - > lockedRect . left = = 0 & & This - > lockedRect . top = = 0 & &
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This - > lockedRect . right = = This - > currentDesc . Width
& & This - > lockedRect . bottom = = This - > currentDesc . Height ) ) {
glReadPixels ( 0 , 0 ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
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( char * ) pLockedRect - > pBits ) ;
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} else if ( This - > lockedRect . left = = 0 & & This - > lockedRect . right = = This - > currentDesc . Width ) {
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glReadPixels ( 0 ,
This - > lockedRect . top ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
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( char * ) pLockedRect - > pBits ) ;
} else {
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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 ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
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( char * ) pLockedRect - > pBits + ( pLockedRect - > Pitch * ( j - This - > lockedRect . top ) ) ) ;
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2005-01-09 18:37:02 +01:00
}
}
2005-07-07 22:35:05 +02:00
vcheckGLcall ( " glReadPixels " ) ;
TRACE ( " Resetting buffer \n " ) ;
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glReadBuffer ( prev_read ) ;
vcheckGLcall ( " glReadBuffer " ) ;
}
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LEAVE_GL ( ) ;
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} else if ( D3DUSAGE_DEPTHSTENCIL & This - > resource . usage ) { /* stencil surfaces */
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if ( ! messages & 1 ) {
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FIXME ( " TODO stencil depth surface locking surf%p usage(%lu) \n " , This , This - > resource . usage ) ;
/*
glReadPixels ( This - > lockedRect . left ,
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This - > lockedRect . bottom - j - 1 ,
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This - > lockedRect . right - This - > lockedRect . left ,
1 ,
GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
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2005-07-07 22:35:05 +02:00
)
*/
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messages | = 1 ;
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}
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} else {
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FIXME ( " unsupported locking to surface surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
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}
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 */
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if ( D3D_OK = = IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & pBaseTexture ) & & pBaseTexture ! = NULL ) {
TRACE ( " Making container dirty \n " ) ;
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IWineD3DBaseTexture_SetDirty ( pBaseTexture , TRUE ) ;
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IWineD3DBaseTexture_Release ( pBaseTexture ) ;
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} else {
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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 ;
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IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
const char * buffername = " " ;
IWineD3DSwapChainImpl * swapchain = NULL ;
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if ( FALSE = = This - > locked ) {
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WARN ( " trying to Unlock an unlocked surf@%p \n " , This ) ;
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return D3DERR_INVALIDCALL ;
}
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if ( D3DUSAGE_RENDERTARGET & This - > resource . usage ) {
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
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if ( ( swapchain ! = NULL ) & & iface = = swapchain - > backBuffer ) {
buffername = " backBuffer " ;
} else if ( ( swapchain ! = NULL ) & & iface = = swapchain - > frontBuffer ) {
buffername = " frontBuffer " ;
} else if ( iface = = myDevice - > depthStencilBuffer ) {
buffername = " depthStencilBuffer " ;
} else if ( iface = = myDevice - > renderTarget ) {
buffername = " renderTarget " ;
}
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}
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if ( swapchain ! = NULL ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
}
TRACE ( " (%p %s) : dirtyfied(%d) \n " , This , buffername , This - > Dirty ) ;
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if ( FALSE = = This - > Dirty ) {
TRACE ( " (%p) : Not Dirtified so nothing to do, return now \n " , This ) ;
goto unlock_end ;
}
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if ( 0 = = This - > resource . usage ) { /* classic surface */
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/**
* nothing to do
* waiting to reload the surface via IDirect3DDevice8 : : UpdateTexture
*/
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} else if ( D3DUSAGE_RENDERTARGET & This - > resource . usage ) { /* render surfaces */
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/****************************
* TODO : Render targets are ' special ' and
* ? some ? locking needs to be passed onto the context manager
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* so that it becomes possible to use auxiliary buffers , pbuffers
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* render - to - texture , shared , cached contexts etc . . .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * */
IWineD3DSwapChainImpl * implSwapChain ;
IWineD3DDevice_GetSwapChain ( ( IWineD3DDevice * ) myDevice , 0 , ( IWineD3DSwapChain * * ) & implSwapChain ) ;
if ( iface = = implSwapChain - > backBuffer | | iface = = implSwapChain - > frontBuffer | | iface = = myDevice - > renderTarget ) {
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GLint prev_store ;
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GLint prev_draw ;
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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 -
2005-07-13 16:15:54 +02:00
we want to draw at screen position 0 , 0 - Set up ortho ( rhw ) mode as
2005-01-09 18:37:02 +01:00
per drawprim ( and leave set - it will sort itself out due to last_was_rhw */
2006-02-13 13:25:21 +01:00
if ( ( ! myDevice - > last_was_rhw ) | | ( myDevice - > viewport_changed ) ) {
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double X , Y , height , width , minZ , maxZ ;
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myDevice - > last_was_rhw = TRUE ;
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myDevice - > viewport_changed = FALSE ;
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/* Transformed already into viewport coordinates, so we do not need transform
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matrices . Reset all matrices to identity and leave the default matrix in world
2005-01-09 18:37:02 +01:00
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 */
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X = myDevice - > stateBlock - > viewport . X ;
Y = myDevice - > stateBlock - > viewport . Y ;
height = myDevice - > stateBlock - > viewport . Height ;
width = myDevice - > stateBlock - > viewport . Width ;
minZ = myDevice - > stateBlock - > viewport . MinZ ;
maxZ = myDevice - > stateBlock - > viewport . MaxZ ;
2005-01-09 18:37:02 +01:00
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 = = implSwapChain - > backBuffer | | iface = = myDevice - > renderTarget ) {
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glDrawBuffer ( GL_BACK ) ;
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} else if ( iface = = implSwapChain - > frontBuffer ) {
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glDrawBuffer ( GL_FRONT ) ;
}
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2005-01-09 18:37:02 +01:00
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 " ) ;
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switch ( This - > resource . format ) {
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case WINED3DFMT_X4R4G4B4 :
{
int size ;
unsigned short * data ;
data = ( unsigned short * ) This - > resource . allocatedMemory ;
size = ( This - > lockedRect . bottom - This - > lockedRect . top ) * ( This - > lockedRect . right - This - > lockedRect . left ) ;
while ( size > 0 ) {
* data | = 0xF000 ;
data + + ;
size - - ;
}
}
case WINED3DFMT_A4R4G4B4 :
{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_RGBA , GL_UNSIGNED_SHORT_4_4_4_4_REV , This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
}
break ;
2005-03-03 14:57:15 +01:00
case WINED3DFMT_R5G6B5 :
2005-01-09 18:37:02 +01:00
{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
2005-03-29 21:01:00 +02:00
GL_RGB , GL_UNSIGNED_SHORT_5_6_5 , This - > resource . allocatedMemory ) ;
2005-01-09 18:37:02 +01:00
vcheckGLcall ( " glDrawPixels " ) ;
2005-09-29 12:31:43 +02:00
}
break ;
case WINED3DFMT_X1R5G5B5 :
{
int size ;
unsigned short * data ;
data = ( unsigned short * ) This - > resource . allocatedMemory ;
size = ( This - > lockedRect . bottom - This - > lockedRect . top ) * ( This - > lockedRect . right - This - > lockedRect . left ) ;
while ( size > 0 ) {
* data | = 0x8000 ;
data + + ;
size - - ;
}
}
case WINED3DFMT_A1R5G5B5 :
{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_RGBA , GL_UNSIGNED_SHORT_1_5_5_5_REV , This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
2005-01-09 18:37:02 +01:00
}
break ;
2005-03-03 14:57:15 +01:00
case WINED3DFMT_R8G8B8 :
2005-01-09 18:37:02 +01:00
{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
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GL_RGB , GL_UNSIGNED_BYTE , This - > resource . allocatedMemory ) ;
2005-01-09 18:37:02 +01:00
vcheckGLcall ( " glDrawPixels " ) ;
}
break ;
2005-08-03 23:17:08 +02:00
case WINED3DFMT_X8R8G8B8 : /* make sure the X byte is set to alpha on, since it
could be any random value this fixes the intro move in Pirates ! */
{
int size ;
unsigned int * data ;
data = ( unsigned int * ) This - > resource . allocatedMemory ;
size = ( This - > lockedRect . bottom - This - > lockedRect . top ) * ( This - > lockedRect . right - This - > lockedRect . left ) ;
while ( size > 0 ) {
* data | = 0xFF000000 ;
data + + ;
size - - ;
}
}
2005-03-03 14:57:15 +01:00
case WINED3DFMT_A8R8G8B8 :
2005-01-09 18:37:02 +01:00
{
glPixelStorei ( GL_PACK_SWAP_BYTES , TRUE ) ;
vcheckGLcall ( " glPixelStorei " ) ;
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
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GL_BGRA , GL_UNSIGNED_BYTE , This - > resource . allocatedMemory ) ;
2005-01-09 18:37:02 +01:00
vcheckGLcall ( " glDrawPixels " ) ;
glPixelStorei ( GL_PACK_SWAP_BYTES , prev_store ) ;
vcheckGLcall ( " glPixelStorei " ) ;
}
break ;
2005-09-07 11:25:26 +02:00
case WINED3DFMT_A2R10G10B10 :
{
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_INT_2_10_10_10_REV , This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
glPixelStorei ( GL_PACK_SWAP_BYTES , prev_store ) ;
vcheckGLcall ( " glPixelStorei " ) ;
}
break ;
2005-01-09 18:37:02 +01:00
default :
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FIXME ( " Unsupported Format %u in locking func \n " , This - > resource . format ) ;
2005-01-09 18:37:02 +01:00
}
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 ) ;
2005-07-07 22:35:05 +02:00
if ( myDevice - > stateBlock - > renderState [ D3DRS_ALPHABLENDENABLE ] ) glEnable ( GL_BLEND ) ;
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LEAVE_GL ( ) ;
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect ( iface ) ;
} else {
2005-03-29 21:01:00 +02:00
FIXME ( " unsupported unlocking to Rendering surface surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 18:37:02 +01:00
}
2005-07-07 22:35:05 +02:00
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) implSwapChain ) ;
2005-01-09 18:37:02 +01:00
2005-03-29 21:01:00 +02:00
} else if ( D3DUSAGE_DEPTHSTENCIL & This - > resource . usage ) { /* stencil surfaces */
2005-01-09 18:37:02 +01:00
2005-07-07 22:35:05 +02:00
if ( iface = = myDevice - > depthStencilBuffer ) {
2005-03-29 21:01:00 +02:00
FIXME ( " TODO stencil depth surface unlocking surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 18:37:02 +01:00
} else {
2005-03-29 21:01:00 +02:00
FIXME ( " unsupported unlocking to StencilDepth surface surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 18:37:02 +01:00
}
} else {
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FIXME ( " unsupported unlocking to surface surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 18:37:02 +01:00
}
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
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture ( IWineD3DSurface * iface ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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if ( This - > inTexture ) {
TRACE ( " Surface already in texture \n " ) ;
return D3D_OK ;
}
if ( This - > Dirty = = FALSE ) {
TRACE ( " surface isn't dirty \n " ) ;
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return D3D_OK ;
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}
This - > Dirty = FALSE ;
2006-02-06 20:57:42 +01:00
/* Resources are placed in system RAM and do not need to be recreated when a device is lost.
* These resources are not bound by device size or format restrictions . Because of this ,
* these resources cannot be accessed by the Direct3D device nor set as textures or render targets .
* However , these resources can always be created , locked , and copied .
* In general never store scratch or system mem textures in the video ram . However it is allowed
* for system memory textures when D3DDEVCAPS_TEXTURESYSTEMMEMORY is set but it isn ' t right now .
*/
if ( This - > resource . pool = = D3DPOOL_SCRATCH | | This - > resource . pool = = D3DPOOL_SYSTEMMEM )
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{
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FIXME ( " (%p) Operation not supported for scratch or SYSTEMMEM textures \n " , This ) ;
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return D3DERR_INVALIDCALL ;
}
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if ( This - > inPBuffer ) {
ENTER_GL ( ) ;
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if ( This - > glDescription . level ! = 0 )
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FIXME ( " Surface in texture is only supported for level 0 \n " ) ;
2005-03-29 21:01:00 +02:00
else if ( This - > resource . format = = WINED3DFMT_P8 | | This - > resource . format = = WINED3DFMT_A8P8 | |
2005-08-29 14:20:02 +02:00
This - > resource . format = = WINED3DFMT_DXT1 | | This - > resource . format = = WINED3DFMT_DXT2 | |
This - > resource . format = = WINED3DFMT_DXT3 | | This - > resource . format = = WINED3DFMT_DXT4 | |
2005-03-29 21:01:00 +02:00
This - > resource . format = = WINED3DFMT_DXT5 )
FIXME ( " Format %d not supported \n " , This - > resource . format ) ;
2005-01-09 18:37:02 +01:00
else {
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GLint prevRead ;
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glGetIntegerv ( GL_READ_BUFFER , & prevRead ) ;
vcheckGLcall ( " glGetIntegerv " ) ;
glReadBuffer ( GL_BACK ) ;
vcheckGLcall ( " glReadBuffer " ) ;
glCopyTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
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0 ,
0 ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ) ;
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checkGLcall ( " glCopyTexImage2D " ) ;
glReadBuffer ( prevRead ) ;
vcheckGLcall ( " glReadBuffer " ) ;
TRACE ( " Updating target %d \n " , This - > glDescription . target ) ;
2005-01-09 18:37:02 +01:00
This - > inTexture = TRUE ;
}
LEAVE_GL ( ) ;
return D3D_OK ;
}
2005-03-29 21:01:00 +02:00
if ( ( This - > resource . format = = WINED3DFMT_P8 | | This - > resource . format = = WINED3DFMT_A8P8 ) & &
2005-01-09 18:37:02 +01:00
! GL_SUPPORT ( EXT_PALETTED_TEXTURE ) ) {
/**
2005-07-13 16:15:54 +02:00
* wanted a paletted texture and not really support it in HW
2005-01-09 18:37:02 +01:00
* so software emulation code begin
*/
UINT i ;
PALETTEENTRY * pal = This - > resource . wineD3DDevice - > palettes [ This - > resource . wineD3DDevice - > currentPalette ] ;
2005-03-24 22:01:35 +01:00
VOID * surface = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , This - > currentDesc . Width * This - > currentDesc . Height * sizeof ( DWORD ) ) ;
2005-01-09 18:37:02 +01:00
BYTE * dst = ( BYTE * ) surface ;
2005-03-29 21:01:00 +02:00
BYTE * src = ( BYTE * ) This - > resource . allocatedMemory ;
2005-01-09 18:37:02 +01:00
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 ;
2005-03-29 21:01:00 +02:00
if ( This - > resource . format = = WINED3DFMT_A8P8 )
2005-01-09 18:37:02 +01:00
* dst + + = pal [ color ] . peFlags ;
else
2005-07-13 16:15:54 +02:00
* dst + + = 0xFF ;
2005-01-09 18:37:02 +01:00
}
ENTER_GL ( ) ;
TRACE ( " Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p \n " ,
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This - > glDescription . target ,
This - > glDescription . level ,
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GL_RGBA ,
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This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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GL_RGBA ,
GL_UNSIGNED_BYTE ,
surface ) ;
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glTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
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GL_RGBA ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
GL_RGBA ,
GL_UNSIGNED_BYTE ,
surface ) ;
checkGLcall ( " glTexImage2D " ) ;
HeapFree ( GetProcessHeap ( ) , 0 , surface ) ;
LEAVE_GL ( ) ;
2005-07-13 16:15:54 +02:00
return D3D_OK ;
2005-01-09 18:37:02 +01:00
}
2005-07-11 22:38:27 +02:00
/* TODO: Compressed non-power 2 support */
2005-08-29 14:20:02 +02:00
2005-03-29 21:01:00 +02:00
if ( This - > resource . format = = WINED3DFMT_DXT1 | |
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This - > resource . format = = WINED3DFMT_DXT2 | |
2005-03-29 21:01:00 +02:00
This - > resource . format = = WINED3DFMT_DXT3 | |
2005-08-29 14:20:02 +02:00
This - > resource . format = = WINED3DFMT_DXT4 | |
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This - > resource . format = = WINED3DFMT_DXT5 ) {
2005-01-09 18:37:02 +01:00
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 " ,
2005-07-11 22:38:27 +02:00
This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
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This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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This - > resource . size ,
This - > resource . allocatedMemory ) ;
2005-01-09 18:37:02 +01:00
ENTER_GL ( ) ;
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GL_EXTCALL ( glCompressedTexImage2DARB ) ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
2005-01-09 18:37:02 +01:00
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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This - > resource . size ,
This - > resource . allocatedMemory ) ;
2005-01-09 18:37:02 +01:00
checkGLcall ( " glCommpressedTexTexImage2D " ) ;
LEAVE_GL ( ) ;
2005-07-13 13:34:55 +02:00
if ( This - > activeLock = = FALSE ) {
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
This - > resource . allocatedMemory = NULL ;
}
2005-01-09 18:37:02 +01:00
} else {
FIXME ( " Using DXT1/3/5 without advertized support \n " ) ;
}
} else {
2005-07-22 11:06:03 +02:00
/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
2005-09-23 13:08:03 +02:00
if ( NP2_REPACK = = wined3d_settings . nonpower2_mode & & This - > nonpow2 = = TRUE ) {
2005-01-09 18:37:02 +01:00
2005-07-11 16:25:54 +02:00
TRACE ( " non power of two support \n " ) ;
ENTER_GL ( ) ;
TRACE ( " (%p) Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p \n " , This ,
2005-07-11 22:38:27 +02:00
This - > glDescription . target ,
This - > glDescription . level ,
2005-07-11 16:25:54 +02:00
debug_d3dformat ( This - > resource . format ) ,
2005-07-11 22:38:27 +02:00
This - > glDescription . glFormatInternal ,
2005-07-11 16:25:54 +02:00
This - > pow2Width ,
This - > pow2Height ,
0 ,
2005-07-11 22:38:27 +02:00
This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 16:25:54 +02:00
NULL ) ;
2005-07-11 22:38:27 +02:00
glTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
2005-07-11 16:25:54 +02:00
This - > pow2Width ,
This - > pow2Height ,
0 /*border*/ ,
2005-07-12 19:02:47 +02:00
This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 16:25:54 +02:00
NULL ) ;
checkGLcall ( " glTexImage2D " ) ;
if ( This - > resource . allocatedMemory ! = NULL ) {
TRACE ( " (%p) Calling glTexSubImage2D w(%d) h(%d) mem(%p) \n " , This , This - > currentDesc . Width , This - > currentDesc . Height , This - > resource . allocatedMemory ) ;
/* And map the non-power two data into the top left corner */
glTexSubImage2D (
2005-07-11 22:38:27 +02:00
This - > glDescription . target ,
This - > glDescription . level ,
2005-07-11 16:25:54 +02:00
0 /* xoffset */ ,
0 /* ysoffset */ ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 16:25:54 +02:00
This - > resource . allocatedMemory
) ;
checkGLcall ( " glTexSubImage2D " ) ;
}
LEAVE_GL ( ) ;
2005-01-09 18:37:02 +01:00
2005-07-11 16:25:54 +02:00
} else {
2005-01-09 18:37:02 +01:00
2005-07-11 16:25:54 +02:00
TRACE ( " Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p \n " ,
2005-07-11 22:38:27 +02:00
This - > glDescription . target ,
This - > glDescription . level ,
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debug_d3dformat ( This - > resource . format ) ,
2005-07-11 22:38:27 +02:00
This - > glDescription . glFormatInternal ,
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This - > pow2Width ,
This - > pow2Height ,
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0 ,
2005-07-11 22:38:27 +02:00
This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 16:25:54 +02:00
This - > resource . allocatedMemory ) ;
ENTER_GL ( ) ;
2005-07-11 22:38:27 +02:00
glTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
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This - > pow2Width ,
This - > pow2Height ,
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0 /* border */ ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 16:25:54 +02:00
This - > resource . allocatedMemory ) ;
checkGLcall ( " glTexImage2D " ) ;
LEAVE_GL ( ) ;
}
2005-01-09 18:37:02 +01:00
#if 0
{
static unsigned int gen = 0 ;
char buffer [ 4096 ] ;
+ + gen ;
if ( ( gen % 10 ) = = 0 ) {
2005-07-11 22:38:27 +02:00
snprintf ( buffer , sizeof ( buffer ) , " /tmp/surface%p_type%u_level%u_%u.ppm " , This , This - > glDescription . target , This - > glDescription . level , gen ) ;
2005-07-26 20:56:18 +02:00
IWineD3DSurfaceImpl_SaveSnapshot ( iface , buffer ) ;
2005-01-09 18:37:02 +01:00
}
/*
* debugging crash code
if ( gen = = 250 ) {
void * * test = NULL ;
* test = 0 ;
}
*/
}
# endif
2005-07-13 13:34:55 +02:00
if ( This - > activeLock = = FALSE ) {
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
This - > resource . allocatedMemory = NULL ;
}
2005-01-09 18:37:02 +01:00
}
return D3D_OK ;
}
# include <errno.h>
# include <stdio.h>
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot ( IWineD3DSurface * iface , const char * filename ) {
FILE * f = NULL ;
2005-09-27 12:49:59 +02:00
UINT i , y ;
2005-01-09 18:37:02 +01:00
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2005-09-27 12:49:59 +02:00
char * allocatedMemory ;
char * textureRow ;
IWineD3DSwapChain * swapChain = NULL ;
int width , height ;
GLuint tmpTexture ;
DWORD color ;
/*FIXME:
Textures my not be stored in - > allocatedgMemory and a GlTexture
2005-11-10 12:39:07 +01:00
so we should lock the surface before saving a snapshot , or at least check that
2005-09-27 12:49:59 +02:00
*/
/* TODO: Compressed texture images can be obtained from the GL in uncompressed form
by calling GetTexImage and in compressed form by calling
GetCompressedTexImageARB . Queried compressed images can be saved and
later reused by calling CompressedTexImage [ 123 ] DARB . Pre - compressed
texture images do not need to be processed by the GL and should
significantly improve texture loading performance relative to uncompressed
images . */
/* Setup the width and height to be the internal texture width and height. */
width = This - > pow2Width ;
height = This - > pow2Height ;
/* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapChain ) ;
if ( swapChain | | This - > inPBuffer ) { /* if were not a real texture then read the back buffer into a real texture*/
2005-11-10 12:39:07 +01:00
/* we don't want to interfere with the back buffer so read the data into a temporary texture and then save the data out of the temporary texture */
2005-09-27 12:49:59 +02:00
GLint prevRead ;
ENTER_GL ( ) ;
FIXME ( " (%p) This surface needs to be locked before a snapshot can be taken \n " , This ) ;
glEnable ( GL_TEXTURE_2D ) ;
glGenTextures ( 1 , & tmpTexture ) ;
glBindTexture ( GL_TEXTURE_2D , tmpTexture ) ;
glTexImage2D ( GL_TEXTURE_2D ,
0 ,
GL_RGBA ,
width ,
height ,
0 /*border*/ ,
GL_RGBA ,
GL_UNSIGNED_INT_8_8_8_8_REV ,
NULL ) ;
glGetIntegerv ( GL_READ_BUFFER , & prevRead ) ;
vcheckGLcall ( " glGetIntegerv " ) ;
glReadBuffer ( GL_BACK ) ;
vcheckGLcall ( " glReadBuffer " ) ;
glCopyTexImage2D ( GL_TEXTURE_2D ,
0 ,
GL_RGBA ,
0 ,
0 ,
width ,
height ,
0 ) ;
checkGLcall ( " glCopyTexImage2D " ) ;
glReadBuffer ( prevRead ) ;
LEAVE_GL ( ) ;
} else { /* bind the real texture */
IWineD3DSurface_PreLoad ( iface ) ;
}
allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , width * height * 4 ) ;
ENTER_GL ( ) ;
FIXME ( " Saving texture level %d width %d height %d \n " , This - > glDescription . level , width , height ) ;
glGetTexImage ( GL_TEXTURE_2D ,
This - > glDescription . level ,
GL_RGBA ,
GL_UNSIGNED_INT_8_8_8_8_REV ,
allocatedMemory ) ;
checkGLcall ( " glTexImage2D " ) ;
if ( tmpTexture ) {
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glDeleteTextures ( 1 , & tmpTexture ) ;
}
LEAVE_GL ( ) ;
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f = fopen ( filename , " w+ " ) ;
if ( NULL = = f ) {
ERR ( " opening of %s failed with: %s \n " , filename , strerror ( errno ) ) ;
return D3DERR_INVALIDCALL ;
}
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/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
TRACE ( " (%p) opened %s with format %s \n " , This , filename , debug_d3dformat ( This - > resource . format ) ) ;
/* TGA header */
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 2 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
/* short width*/
fwrite ( & width , 2 , 1 , f ) ;
/* short height */
fwrite ( & height , 2 , 1 , f ) ;
/* format rgba */
fputc ( 0x20 , f ) ;
fputc ( 0x28 , f ) ;
/* raw data */
/* 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*/
if ( swapChain )
textureRow = allocatedMemory + ( width * ( height - 1 ) * 4 ) ;
else
textureRow = allocatedMemory ;
for ( y = 0 ; y < height ; y + + ) {
for ( i = 0 ; i < width ; i + + ) {
color = * ( ( DWORD * ) textureRow ) ;
fputc ( ( color > > 16 ) & 0xFF , f ) ; /* B */
fputc ( ( color > > 8 ) & 0xFF , f ) ; /* G */
fputc ( ( color > > 0 ) & 0xFF , f ) ; /* R */
fputc ( ( color > > 24 ) & 0xFF , f ) ; /* A */
textureRow + = 4 ;
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}
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/* take two rows of the pointer to the texture memory */
if ( swapChain )
( textureRow - = width < < 3 ) ;
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}
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TRACE ( " Closing file \n " ) ;
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fclose ( f ) ;
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if ( swapChain ) {
IWineD3DSwapChain_Release ( swapChain ) ;
}
HeapFree ( GetProcessHeap ( ) , 0 , allocatedMemory ) ;
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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 ,
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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 ;
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IWineD3DBaseTexture * baseTexture = NULL ;
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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 ,
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This - > dirtyRect . top , This - > dirtyRect . right , This - > dirtyRect . bottom ) ;
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/* if the container is a basetexture then mark it dirty. */
if ( IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & baseTexture ) = = D3D_OK ) {
TRACE ( " Passing to conatiner \n " ) ;
IWineD3DBaseTexture_SetDirty ( baseTexture , TRUE ) ;
IWineD3DBaseTexture_Release ( baseTexture ) ;
}
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer ( IWineD3DSurface * iface , IWineD3DBase * container ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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TRACE ( " This %p, container %p \n " , This , container ) ;
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/* We can't keep a reference to the container, since the container already keeps a reference to us. */
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TRACE ( " Setting container to %p from %p \n " , container , This - > container ) ;
This - > container = container ;
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return D3D_OK ;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat ( IWineD3DSurface * iface , WINED3DFORMAT format ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
if ( This - > resource . format ! = WINED3DFMT_UNKNOWN ) {
FIXME ( " (%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN \n " , This ) ;
return D3DERR_INVALIDCALL ;
}
TRACE ( " (%p) : Setting texture foramt to (%d,%s) \n " , This , format , debug_d3dformat ( format ) ) ;
if ( format = = WINED3DFMT_UNKNOWN ) {
This - > resource . size = 0 ;
} else if ( format = = WINED3DFMT_DXT1 ) {
/* DXT1 is half byte per pixel */
This - > resource . size = ( ( max ( This - > pow2Width , 4 ) * D3DFmtGetBpp ( This - > resource . wineD3DDevice , format ) ) * max ( This - > pow2Height , 4 ) ) > > 1 ;
} else if ( format = = WINED3DFMT_DXT2 | | format = = WINED3DFMT_DXT3 | |
format = = WINED3DFMT_DXT4 | | format = = WINED3DFMT_DXT5 ) {
This - > resource . size = ( ( max ( This - > pow2Width , 4 ) * D3DFmtGetBpp ( This - > resource . wineD3DDevice , format ) ) * max ( This - > pow2Height , 4 ) ) ;
} else {
This - > resource . size = ( This - > pow2Width * D3DFmtGetBpp ( This - > resource . wineD3DDevice , format ) ) * This - > pow2Height ;
}
/* Setup some glformat defaults */
if ( format ! = WINED3DFMT_UNKNOWN ) {
This - > glDescription . glFormat = D3DFmt2GLFmt ( This - > resource . wineD3DDevice , format ) ;
This - > glDescription . glFormatInternal = D3DFmt2GLIntFmt ( This - > resource . wineD3DDevice , format ) ;
This - > glDescription . glType = D3DFmt2GLType ( This - > resource . wineD3DDevice , format ) ;
} else {
This - > glDescription . glFormat = 0 ;
This - > glDescription . glFormatInternal = 0 ;
This - > glDescription . glType = 0 ;
}
if ( format ! = WINED3DFMT_UNKNOWN ) {
This - > bytesPerPixel = D3DFmtGetBpp ( This - > resource . wineD3DDevice , format ) ;
This - > pow2Size = ( This - > pow2Width * This - > bytesPerPixel ) * This - > pow2Height ;
} else {
This - > bytesPerPixel = 0 ;
This - > pow2Size = 0 ;
}
This - > lockable = ( WINED3DFMT_D16_LOCKABLE = = format ) ? TRUE : This - > lockable ;
This - > resource . format = format ;
TRACE ( " (%p) : Size %d, pow2Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d \n " , This , This - > resource . size , This - > pow2Size , This - > bytesPerPixel , This - > glDescription . glFormat , This - > glDescription . glFormatInternal , This - > glDescription . glType ) ;
return D3D_OK ;
}
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/* TODO: replace this function with context management routines */
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState ( IWineD3DSurface * iface , BOOL inPBuffer , BOOL inTexture ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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This - > inPBuffer = inPBuffer ;
This - > inTexture = inTexture ;
return D3D_OK ;
}
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const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
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{
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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 ,
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IWineD3DSurfaceImpl_SetPBufferState ,
IWineD3DSurfaceImpl_SetGlTextureDesc ,
IWineD3DSurfaceImpl_GetGlDesc ,
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IWineD3DSurfaceImpl_GetData ,
IWineD3DSurfaceImpl_SetFormat
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} ;