/* * Copyright 1997-2000 Marcus Meissner * Copyright 1998-2000 Lionel Ulmer * Copyright 2000-2001 TransGaming Technologies Inc. * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers * Copyright 2007-2008 Henri Verbeet * Copyright 2006-2008 Roderick Colenbrander * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(d3d); #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy. */ static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_DIB | WINED3D_LOCATION_BUFFER; static void surface_cleanup(struct wined3d_surface *surface) { struct wined3d_surface *overlay, *cur; TRACE("surface %p.\n", surface); if (surface->pbo || surface->rb_multisample || surface->rb_resolved || !list_empty(&surface->renderbuffers)) { struct wined3d_renderbuffer_entry *entry, *entry2; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(surface->resource.device, NULL); gl_info = context->gl_info; if (surface->pbo) { TRACE("Deleting PBO %u.\n", surface->pbo); GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo)); } if (surface->rb_multisample) { TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample); gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample); } if (surface->rb_resolved) { TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved); gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved); } LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) { TRACE("Deleting renderbuffer %u.\n", entry->id); gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); HeapFree(GetProcessHeap(), 0, entry); } context_release(context); } if (surface->flags & SFLAG_DIBSECTION) { DeleteDC(surface->hDC); DeleteObject(surface->dib.DIBsection); surface->dib.bitmap_data = NULL; } if (surface->overlay_dest) list_remove(&surface->overlay_entry); LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry) { list_remove(&overlay->overlay_entry); overlay->overlay_dest = NULL; } resource_cleanup(&surface->resource); } void surface_update_draw_binding(struct wined3d_surface *surface) { if (!surface_is_offscreen(surface) || wined3d_settings.offscreen_rendering_mode != ORM_FBO) surface->draw_binding = WINED3D_LOCATION_DRAWABLE; else if (surface->resource.multisample_type) surface->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE; else surface->draw_binding = WINED3D_LOCATION_TEXTURE_RGB; } void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) { TRACE("surface %p, swapchain %p.\n", surface, swapchain); if (swapchain) { surface->get_drawable_size = get_drawable_size_swapchain; } else { switch (wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: surface->get_drawable_size = get_drawable_size_fbo; break; case ORM_BACKBUFFER: surface->get_drawable_size = get_drawable_size_backbuffer; break; default: ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode); return; } } surface->swapchain = swapchain; surface_update_draw_binding(surface); } void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) { TRACE("surface %p, container %p.\n", surface, container); if (!surface->swapchain) { switch (wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: surface->get_drawable_size = get_drawable_size_fbo; break; case ORM_BACKBUFFER: surface->get_drawable_size = get_drawable_size_backbuffer; break; default: ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode); return; } } surface->container = container; surface_update_draw_binding(surface); } struct blt_info { GLenum binding; GLenum bind_target; enum tex_types tex_type; GLfloat coords[4][3]; }; struct float_rect { float l; float t; float r; float b; }; static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f) { f->l = ((r->left * 2.0f) / w) - 1.0f; f->t = ((r->top * 2.0f) / h) - 1.0f; f->r = ((r->right * 2.0f) / w) - 1.0f; f->b = ((r->bottom * 2.0f) / h) - 1.0f; } static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info) { GLfloat (*coords)[3] = info->coords; struct float_rect f; switch (target) { default: FIXME("Unsupported texture target %#x\n", target); /* Fall back to GL_TEXTURE_2D */ case GL_TEXTURE_2D: info->binding = GL_TEXTURE_BINDING_2D; info->bind_target = GL_TEXTURE_2D; info->tex_type = tex_2d; coords[0][0] = (float)rect->left / w; coords[0][1] = (float)rect->top / h; coords[0][2] = 0.0f; coords[1][0] = (float)rect->right / w; coords[1][1] = (float)rect->top / h; coords[1][2] = 0.0f; coords[2][0] = (float)rect->left / w; coords[2][1] = (float)rect->bottom / h; coords[2][2] = 0.0f; coords[3][0] = (float)rect->right / w; coords[3][1] = (float)rect->bottom / h; coords[3][2] = 0.0f; break; case GL_TEXTURE_RECTANGLE_ARB: info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB; info->bind_target = GL_TEXTURE_RECTANGLE_ARB; info->tex_type = tex_rect; coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f; coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f; coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f; coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; info->tex_type = tex_cube; cube_coords_float(rect, w, h, &f); coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l; coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r; coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l; coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; info->tex_type = tex_cube; cube_coords_float(rect, w, h, &f); coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l; coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r; coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l; coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; info->tex_type = tex_cube; cube_coords_float(rect, w, h, &f); coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t; coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t; coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b; coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; info->tex_type = tex_cube; cube_coords_float(rect, w, h, &f); coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t; coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t; coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b; coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; info->tex_type = tex_cube; cube_coords_float(rect, w, h, &f); coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f; coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f; coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f; coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; info->tex_type = tex_cube; cube_coords_float(rect, w, h, &f); coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f; coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f; coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f; coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f; break; } } static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out) { if (rect_in) *rect_out = *rect_in; else { rect_out->left = 0; rect_out->top = 0; rect_out->right = surface->resource.width; rect_out->bottom = surface->resource.height; } } /* Context activation is done by the caller. */ void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_texture *texture = src_surface->container; struct blt_info info; surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info); gl_info->gl_ops.gl.p_glEnable(info.bind_target); checkGLcall("glEnable(bind_target)"); context_bind_texture(context, info.bind_target, texture->texture_rgb.name); /* Filtering for StretchRect */ gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(magLookup, filter)); checkGLcall("glTexParameteri"); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(minMipLookup, filter, WINED3D_TEXF_NONE)); checkGLcall("glTexParameteri"); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP); gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP); if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi"); /* Draw a quad */ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]); gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom); gl_info->gl_ops.gl.p_glEnd(); /* Unbind the texture */ context_bind_texture(context, info.bind_target, 0); /* We changed the filtering settings on the texture. Inform the * container about this to get the filters reset properly next draw. */ texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT; texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE; texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE; } /* Works correctly only for <= 4 bpp formats. */ static void get_color_masks(const struct wined3d_format *format, DWORD *masks) { masks[0] = ((1 << format->red_size) - 1) << format->red_offset; masks[1] = ((1 << format->green_size) - 1) << format->green_offset; masks[2] = ((1 << format->blue_size) - 1) << format->blue_offset; } static HRESULT surface_create_dib_section(struct wined3d_surface *surface) { const struct wined3d_format *format = surface->resource.format; SYSTEM_INFO sysInfo; BITMAPINFO *b_info; int extraline = 0; DWORD *masks; TRACE("surface %p.\n", surface); if (!(format->flags & WINED3DFMT_FLAG_GETDC)) { WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id)); return WINED3DERR_INVALIDCALL; } switch (format->byte_count) { case 2: case 4: /* Allocate extra space to store the RGB bit masks. */ b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD)); break; case 3: b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER)); break; default: /* Allocate extra space for a palette. */ b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8))); break; } if (!b_info) return E_OUTOFMEMORY; /* Some applications access the surface in via DWORDs, and do not take * the necessary care at the end of the surface. So we need at least * 4 extra bytes at the end of the surface. Check against the page size, * if the last page used for the surface has at least 4 spare bytes we're * safe, otherwise add an extra line to the DIB section. */ GetSystemInfo(&sysInfo); if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4) { extraline = 1; TRACE("Adding an extra line to the DIB section.\n"); } b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER); /* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */ b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count; b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline; b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline) * wined3d_surface_get_pitch(surface); b_info->bmiHeader.biPlanes = 1; b_info->bmiHeader.biBitCount = format->byte_count * 8; b_info->bmiHeader.biXPelsPerMeter = 0; b_info->bmiHeader.biYPelsPerMeter = 0; b_info->bmiHeader.biClrUsed = 0; b_info->bmiHeader.biClrImportant = 0; /* Get the bit masks */ masks = (DWORD *)b_info->bmiColors; switch (surface->resource.format->id) { case WINED3DFMT_B8G8R8_UNORM: b_info->bmiHeader.biCompression = BI_RGB; break; case WINED3DFMT_B5G5R5X1_UNORM: case WINED3DFMT_B5G5R5A1_UNORM: case WINED3DFMT_B4G4R4A4_UNORM: case WINED3DFMT_B4G4R4X4_UNORM: case WINED3DFMT_B2G3R3_UNORM: case WINED3DFMT_B2G3R3A8_UNORM: case WINED3DFMT_R10G10B10A2_UNORM: case WINED3DFMT_R8G8B8A8_UNORM: case WINED3DFMT_R8G8B8X8_UNORM: case WINED3DFMT_B10G10R10A2_UNORM: case WINED3DFMT_B5G6R5_UNORM: case WINED3DFMT_R16G16B16A16_UNORM: b_info->bmiHeader.biCompression = BI_BITFIELDS; get_color_masks(format, masks); break; default: /* Don't know palette */ b_info->bmiHeader.biCompression = BI_RGB; break; } TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage); surface->dib.DIBsection = CreateDIBSection(0, b_info, DIB_RGB_COLORS, &surface->dib.bitmap_data, 0, 0); if (!surface->dib.DIBsection) { ERR("Failed to create DIB section.\n"); HeapFree(GetProcessHeap(), 0, b_info); return HRESULT_FROM_WIN32(GetLastError()); } TRACE("DIBSection at %p.\n", surface->dib.bitmap_data); surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage; HeapFree(GetProcessHeap(), 0, b_info); /* Now allocate a DC. */ surface->hDC = CreateCompatibleDC(0); SelectObject(surface->hDC, surface->dib.DIBsection); TRACE("Using wined3d palette %p.\n", surface->palette); surface->flags |= SFLAG_DIBSECTION; return WINED3D_OK; } static void surface_get_memory(const struct wined3d_surface *surface, struct wined3d_bo_address *data, DWORD location) { if (location & WINED3D_LOCATION_BUFFER) { data->addr = NULL; data->buffer_object = surface->pbo; return; } if (location & WINED3D_LOCATION_USER_MEMORY) { data->addr = surface->user_memory; data->buffer_object = 0; return; } if (location & WINED3D_LOCATION_DIB) { data->addr = surface->dib.bitmap_data; data->buffer_object = 0; return; } if (location & WINED3D_LOCATION_SYSMEM) { data->addr = surface->resource.heap_memory; data->buffer_object = 0; return; } ERR("Unexpected locations %s.\n", wined3d_debug_location(location)); data->addr = NULL; data->buffer_object = 0; } static void surface_prepare_buffer(struct wined3d_surface *surface) { struct wined3d_context *context; GLenum error; const struct wined3d_gl_info *gl_info; if (surface->pbo) return; context = context_acquire(surface->resource.device, NULL); gl_info = context->gl_info; GL_EXTCALL(glGenBuffersARB(1, &surface->pbo)); error = gl_info->gl_ops.gl.p_glGetError(); if (!surface->pbo || error != GL_NO_ERROR) ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error); TRACE("Binding PBO %u.\n", surface->pbo); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4, NULL, GL_STREAM_DRAW_ARB)); checkGLcall("glBufferDataARB"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); context_release(context); } static void surface_prepare_system_memory(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); if (surface->resource.heap_memory) return; /* Whatever surface we have, make sure that there is memory allocated * for the downloaded copy, or a PBO to map. */ if (!wined3d_resource_allocate_sysmem(&surface->resource)) ERR("Failed to allocate system memory.\n"); if (surface->locations & WINED3D_LOCATION_SYSMEM) ERR("Surface without system memory has WINED3D_LOCATION_SYSMEM set.\n"); } void surface_prepare_map_memory(struct wined3d_surface *surface) { switch (surface->map_binding) { case WINED3D_LOCATION_SYSMEM: surface_prepare_system_memory(surface); break; case WINED3D_LOCATION_USER_MEMORY: if (!surface->user_memory) ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n"); break; case WINED3D_LOCATION_DIB: if (!surface->dib.bitmap_data) ERR("Map binding is set to WINED3D_LOCATION_DIB but surface->dib.bitmap_data is NULL.\n"); break; case WINED3D_LOCATION_BUFFER: surface_prepare_buffer(surface); break; default: ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->map_binding)); } } static void surface_evict_sysmem(struct wined3d_surface *surface) { if (surface->resource.map_count || surface->flags & SFLAG_DONOTFREE) return; wined3d_resource_free_sysmem(&surface->resource); surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM); } static void surface_force_reload(struct wined3d_surface *surface) { surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED); } static void surface_release_client_storage(struct wined3d_surface *surface) { struct wined3d_context *context = context_acquire(surface->resource.device, NULL); const struct wined3d_gl_info *gl_info = context->gl_info; if (surface->container->texture_rgb.name) { wined3d_texture_bind_and_dirtify(surface->container, context, FALSE); gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); } if (surface->container->texture_srgb.name) { wined3d_texture_bind_and_dirtify(surface->container, context, TRUE); gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); } context_release(context); surface_invalidate_location(surface, WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB); surface_force_reload(surface); } static BOOL surface_use_pbo(const struct wined3d_surface *surface) { const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info; return surface->resource.pool == WINED3D_POOL_DEFAULT && surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && !surface->resource.format->convert && !(surface->flags & (SFLAG_NONPOW2 | SFLAG_PIN_SYSMEM)); } static HRESULT surface_private_setup(struct wined3d_surface *surface) { /* TODO: Check against the maximum texture sizes supported by the video card. */ const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info; unsigned int pow2Width, pow2Height; TRACE("surface %p.\n", surface); /* Non-power2 support */ if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] || gl_info->supported[ARB_TEXTURE_RECTANGLE]) { pow2Width = surface->resource.width; pow2Height = surface->resource.height; } else { /* Find the nearest pow2 match */ pow2Width = pow2Height = 1; while (pow2Width < surface->resource.width) pow2Width <<= 1; while (pow2Height < surface->resource.height) pow2Height <<= 1; } surface->pow2Width = pow2Width; surface->pow2Height = pow2Height; if (pow2Width > surface->resource.width || pow2Height > surface->resource.height) { /* TODO: Add support for non power two compressed textures. */ if (surface->resource.format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE)) { FIXME("(%p) Compressed or height scaled non-power-two textures are not supported w(%d) h(%d)\n", surface, surface->resource.width, surface->resource.height); return WINED3DERR_NOTAVAILABLE; } } if (pow2Width != surface->resource.width || pow2Height != surface->resource.height) { surface->flags |= SFLAG_NONPOW2; } if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size) && !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) { /* One of three options: * 1: Do the same as we do with NPOT and scale the texture, (any * texture ops would require the texture to be scaled which is * potentially slow) * 2: Set the texture to the maximum size (bad idea). * 3: WARN and return WINED3DERR_NOTAVAILABLE; * 4: Create the surface, but allow it to be used only for DirectDraw * Blts. Some apps (e.g. Swat 3) create textures with a Height of * 16 and a Width > 3000 and blt 16x16 letter areas from them to * the render target. */ if (surface->resource.pool == WINED3D_POOL_DEFAULT || surface->resource.pool == WINED3D_POOL_MANAGED) { WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n"); return WINED3DERR_NOTAVAILABLE; } /* We should never use this surface in combination with OpenGL! */ TRACE("Creating an oversized surface: %ux%u.\n", surface->pow2Width, surface->pow2Height); } switch (wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: surface->get_drawable_size = get_drawable_size_fbo; break; case ORM_BACKBUFFER: surface->get_drawable_size = get_drawable_size_backbuffer; break; default: ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode); return WINED3DERR_INVALIDCALL; } if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) surface->locations = WINED3D_LOCATION_DISCARDED; if (surface_use_pbo(surface)) surface->map_binding = WINED3D_LOCATION_BUFFER; return WINED3D_OK; } static void surface_realize_palette(struct wined3d_surface *surface) { struct wined3d_palette *palette = surface->palette; TRACE("surface %p.\n", surface); if (!palette) return; if (surface->resource.format->id == WINED3DFMT_P8_UINT || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM) { if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET) { /* Make sure the texture is up to date. This call doesn't do * anything if the texture is already up to date. */ surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB); /* We want to force a palette refresh, so mark the drawable as not being up to date */ if (!surface_is_offscreen(surface)) surface_invalidate_location(surface, WINED3D_LOCATION_DRAWABLE); } else { if (!(surface->locations & surface->map_binding)) { TRACE("Palette changed with surface that does not have an up to date system memory copy.\n"); surface_prepare_map_memory(surface); surface_load_location(surface, surface->map_binding); } surface_invalidate_location(surface, ~surface->map_binding); } } if (surface->flags & SFLAG_DIBSECTION) { TRACE("Updating the DC's palette.\n"); SetDIBColorTable(surface->hDC, 0, 256, palette->colors); } /* Propagate the changes to the drawable when we have a palette. */ if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET) surface_load_location(surface, surface->draw_binding); } static void surface_unmap(struct wined3d_surface *surface) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; TRACE("surface %p.\n", surface); memset(&surface->lockedRect, 0, sizeof(surface->lockedRect)); switch (surface->map_binding) { case WINED3D_LOCATION_SYSMEM: case WINED3D_LOCATION_USER_MEMORY: case WINED3D_LOCATION_DIB: break; case WINED3D_LOCATION_BUFFER: context = context_acquire(device, NULL); gl_info = context->gl_info; GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glUnmapBufferARB"); context_release(context); break; default: ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->map_binding)); } if (surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)) { TRACE("Not dirtified, nothing to do.\n"); return; } if (surface->swapchain && surface->swapchain->front_buffer == surface) surface_load_location(surface, surface->draw_binding); else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) FIXME("Depth / stencil buffer locking is not implemented.\n"); } static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r) { if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width) return FALSE; if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height) return FALSE; return TRUE; } static void surface_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; DWORD src_mask, dst_mask; GLbitfield gl_mask; TRACE("device %p\n", device); TRACE("src_surface %p, src_location %s, src_rect %s,\n", src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect)); TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n", dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); if (src_mask != dst_mask) { ERR("Incompatible formats %s and %s.\n", debug_d3dformat(src_surface->resource.format->id), debug_d3dformat(dst_surface->resource.format->id)); return; } if (!src_mask) { ERR("Not a depth / stencil format: %s.\n", debug_d3dformat(src_surface->resource.format->id)); return; } gl_mask = 0; if (src_mask & WINED3DFMT_FLAG_DEPTH) gl_mask |= GL_DEPTH_BUFFER_BIT; if (src_mask & WINED3DFMT_FLAG_STENCIL) gl_mask |= GL_STENCIL_BUFFER_BIT; /* Make sure the locations are up-to-date. Loading the destination * surface isn't required if the entire surface is overwritten. */ surface_load_location(src_surface, src_location); if (!surface_is_full_rect(dst_surface, dst_rect)) surface_load_location(dst_surface, dst_location); context = context_acquire(device, NULL); if (!context->valid) { context_release(context); WARN("Invalid context, skipping blit.\n"); return; } gl_info = context->gl_info; context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location); context_set_draw_buffer(context, GL_NONE); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); if (gl_mask & GL_DEPTH_BUFFER_BIT) { gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); } if (gl_mask & GL_STENCIL_BUFFER_BIT) { if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE]) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); } gl_info->gl_ops.gl.p_glStencilMask(~0U); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); } gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST); checkGLcall("glBlitFramebuffer()"); if (wined3d_settings.strict_draw_ordering) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); } /* Blit between surface locations. Onscreen on different swapchains is not supported. * Depth / stencil is not supported. */ static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_texture_filter_type filter, struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; RECT src_rect, dst_rect; GLenum gl_filter; GLenum buffer; TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter)); TRACE("src_surface %p, src_location %s, src_rect %s,\n", src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect_in)); TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n", dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect_in)); src_rect = *src_rect_in; dst_rect = *dst_rect_in; switch (filter) { case WINED3D_TEXF_LINEAR: gl_filter = GL_LINEAR; break; default: FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter); case WINED3D_TEXF_NONE: case WINED3D_TEXF_POINT: gl_filter = GL_NEAREST; break; } /* Resolve the source surface first if needed. */ if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE && (src_surface->resource.format->id != dst_surface->resource.format->id || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top) || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left))) src_location = WINED3D_LOCATION_RB_RESOLVED; /* Make sure the locations are up-to-date. Loading the destination * surface isn't required if the entire surface is overwritten. (And is * in fact harmful if we're being called by surface_load_location() with * the purpose of loading the destination surface.) */ surface_load_location(src_surface, src_location); if (!surface_is_full_rect(dst_surface, &dst_rect)) surface_load_location(dst_surface, dst_location); if (src_location == WINED3D_LOCATION_DRAWABLE) context = context_acquire(device, src_surface); else if (dst_location == WINED3D_LOCATION_DRAWABLE) context = context_acquire(device, dst_surface); else context = context_acquire(device, NULL); if (!context->valid) { context_release(context); WARN("Invalid context, skipping blit.\n"); return; } gl_info = context->gl_info; if (src_location == WINED3D_LOCATION_DRAWABLE) { TRACE("Source surface %p is onscreen.\n", src_surface); buffer = surface_get_gl_buffer(src_surface); surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect); } else { TRACE("Source surface %p is offscreen.\n", src_surface); buffer = GL_COLOR_ATTACHMENT0; } context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location); gl_info->gl_ops.gl.p_glReadBuffer(buffer); checkGLcall("glReadBuffer()"); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); if (dst_location == WINED3D_LOCATION_DRAWABLE) { TRACE("Destination surface %p is onscreen.\n", dst_surface); buffer = surface_get_gl_buffer(dst_surface); surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); } else { TRACE("Destination surface %p is offscreen.\n", dst_surface); buffer = GL_COLOR_ATTACHMENT0; } context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location); context_set_draw_buffer(context, buffer); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter); checkGLcall("glBlitFramebuffer()"); if (wined3d_settings.strict_draw_ordering || (dst_location == WINED3D_LOCATION_DRAWABLE && dst_surface->swapchain->front_buffer == dst_surface)) gl_info->gl_ops.gl.p_glFlush(); context_release(context); } static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) { if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) return FALSE; /* Source and/or destination need to be on the GL side */ if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM) return FALSE; switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT: if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))) return FALSE; if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET))) return FALSE; break; case WINED3D_BLIT_OP_DEPTH_BLIT: if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE; if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE; break; default: return FALSE; } if (!(src_format->id == dst_format->id || (is_identity_fixup(src_format->color_fixup) && is_identity_fixup(dst_format->color_fixup)))) return FALSE; return TRUE; } static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface, DWORD color, struct wined3d_color *float_color) { const struct wined3d_format *format = surface->resource.format; const struct wined3d_device *device = surface->resource.device; switch (format->id) { case WINED3DFMT_P8_UINT: if (surface->palette) { float_color->r = surface->palette->colors[color].rgbRed / 255.0f; float_color->g = surface->palette->colors[color].rgbGreen / 255.0f; float_color->b = surface->palette->colors[color].rgbBlue / 255.0f; } else { float_color->r = 0.0f; float_color->g = 0.0f; float_color->b = 0.0f; } float_color->a = swapchain_is_p8(device->swapchains[0]) ? color / 255.0f : 1.0f; break; case WINED3DFMT_B5G6R5_UNORM: float_color->r = ((color >> 11) & 0x1f) / 31.0f; float_color->g = ((color >> 5) & 0x3f) / 63.0f; float_color->b = (color & 0x1f) / 31.0f; float_color->a = 1.0f; break; case WINED3DFMT_B8G8R8_UNORM: case WINED3DFMT_B8G8R8X8_UNORM: float_color->r = D3DCOLOR_R(color); float_color->g = D3DCOLOR_G(color); float_color->b = D3DCOLOR_B(color); float_color->a = 1.0f; break; case WINED3DFMT_B8G8R8A8_UNORM: float_color->r = D3DCOLOR_R(color); float_color->g = D3DCOLOR_G(color); float_color->b = D3DCOLOR_B(color); float_color->a = D3DCOLOR_A(color); break; default: ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id)); return FALSE; } return TRUE; } static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth) { const struct wined3d_format *format = surface->resource.format; switch (format->id) { case WINED3DFMT_S1_UINT_D15_UNORM: *float_depth = depth / (float)0x00007fff; break; case WINED3DFMT_D16_UNORM: *float_depth = depth / (float)0x0000ffff; break; case WINED3DFMT_D24_UNORM_S8_UINT: case WINED3DFMT_X8D24_UNORM: *float_depth = depth / (float)0x00ffffff; break; case WINED3DFMT_D32_UNORM: *float_depth = depth / (float)0xffffffff; break; default: ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id)); return FALSE; } return TRUE; } static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth) { const struct wined3d_resource *resource = &surface->resource; struct wined3d_device *device = resource->device; const struct blit_shader *blitter; blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format); if (!blitter) { FIXME("No blitter is capable of performing the requested depth fill operation.\n"); return WINED3DERR_INVALIDCALL; } return blitter->depth_fill(device, surface, rect, depth); } static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect) { struct wined3d_device *device = src_surface->resource.device; if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT, src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format, dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format)) return WINED3DERR_INVALIDCALL; surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect); surface_modify_ds_location(dst_surface, dst_location, dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy); return WINED3D_OK; } HRESULT CDECL wined3d_surface_get_render_target_data(struct wined3d_surface *surface, struct wined3d_surface *render_target) { TRACE("surface %p, render_target %p.\n", surface, render_target); /* TODO: Check surface sizes, pools, etc. */ if (render_target->resource.multisample_type) return WINED3DERR_INVALIDCALL; return wined3d_surface_blt(surface, NULL, render_target, NULL, 0, NULL, WINED3D_TEXF_POINT); } /* Context activation is done by the caller. */ static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info) { GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo)); checkGLcall("glDeleteBuffersARB(1, &surface->pbo)"); surface->pbo = 0; surface_invalidate_location(surface, WINED3D_LOCATION_BUFFER); } static void surface_unload(struct wined3d_resource *resource) { struct wined3d_surface *surface = surface_from_resource(resource); struct wined3d_renderbuffer_entry *entry, *entry2; struct wined3d_device *device = resource->device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; TRACE("surface %p.\n", surface); if (resource->pool == WINED3D_POOL_DEFAULT) { /* Default pool resources are supposed to be destroyed before Reset is called. * Implicit resources stay however. So this means we have an implicit render target * or depth stencil. The content may be destroyed, but we still have to tear down * opengl resources, so we cannot leave early. * * Put the surfaces into sysmem, and reset the content. The D3D content is undefined, * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain * or the depth stencil into an FBO the texture or render buffer will be removed * and all flags get lost */ surface_prepare_system_memory(surface); memset(surface->resource.heap_memory, 0, surface->resource.size); surface_validate_location(surface, WINED3D_LOCATION_SYSMEM); surface_invalidate_location(surface, ~WINED3D_LOCATION_SYSMEM); /* We also get here when the ddraw swapchain is destroyed, for example * for a mode switch. In this case this surface won't necessarily be * an implicit surface. We have to mark it lost so that the * application can restore it after the mode switch. */ surface->flags |= SFLAG_LOST; } else { surface_prepare_map_memory(surface); surface_load_location(surface, surface->map_binding); surface_invalidate_location(surface, ~surface->map_binding); } surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED); context = context_acquire(device, NULL); gl_info = context->gl_info; /* Destroy PBOs, but load them into real sysmem before */ if (surface->pbo) surface_remove_pbo(surface, gl_info); /* Destroy fbo render buffers. This is needed for implicit render targets, for * all application-created targets the application has to release the surface * before calling _Reset */ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) { gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); list_remove(&entry->entry); HeapFree(GetProcessHeap(), 0, entry); } list_init(&surface->renderbuffers); surface->current_renderbuffer = NULL; if (surface->rb_multisample) { gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample); surface->rb_multisample = 0; } if (surface->rb_resolved) { gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved); surface->rb_resolved = 0; } context_release(context); resource_unload(resource); } static const struct wined3d_resource_ops surface_resource_ops = { surface_unload, }; static const struct wined3d_surface_ops surface_ops = { surface_private_setup, surface_realize_palette, surface_unmap, }; /***************************************************************************** * Initializes the GDI surface, aka creates the DIB section we render to * The DIB section creation is done by calling GetDC, which will create the * section and releasing the dc to allow the app to use it. The dib section * will stay until the surface is released * * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes * are set to the real sizes to save memory. The NONPOW2 flag is unset to * avoid confusion in the shared surface code. * * Returns: * WINED3D_OK on success * The return values of called methods on failure * *****************************************************************************/ static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface) { HRESULT hr; TRACE("surface %p.\n", surface); if (surface->resource.usage & WINED3DUSAGE_OVERLAY) { ERR("Overlays not yet supported by GDI surfaces.\n"); return WINED3DERR_INVALIDCALL; } /* Sysmem textures have memory already allocated - release it, * this avoids an unnecessary memcpy. */ hr = surface_create_dib_section(surface); if (FAILED(hr)) return hr; surface->map_binding = WINED3D_LOCATION_DIB; /* We don't mind the nonpow2 stuff in GDI. */ surface->pow2Width = surface->resource.width; surface->pow2Height = surface->resource.height; return WINED3D_OK; } static void gdi_surface_realize_palette(struct wined3d_surface *surface) { struct wined3d_palette *palette = surface->palette; TRACE("surface %p.\n", surface); if (!palette) return; if (surface->flags & SFLAG_DIBSECTION) { TRACE("Updating the DC's palette.\n"); SetDIBColorTable(surface->hDC, 0, 256, palette->colors); } /* Update the image because of the palette change. Some games like e.g. * Red Alert call SetEntries a lot to implement fading. */ /* Tell the swapchain to update the screen. */ if (surface->swapchain && surface == surface->swapchain->front_buffer) x11_copy_to_screen(surface->swapchain, NULL); } static void gdi_surface_unmap(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); /* Tell the swapchain to update the screen. */ if (surface->swapchain && surface == surface->swapchain->front_buffer) x11_copy_to_screen(surface->swapchain, &surface->lockedRect); memset(&surface->lockedRect, 0, sizeof(RECT)); } static const struct wined3d_surface_ops gdi_surface_ops = { gdi_surface_private_setup, gdi_surface_realize_palette, gdi_surface_unmap, }; /* This call just downloads data, the caller is responsible for binding the * correct texture. */ /* Context activation is done by the caller. */ static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, DWORD dst_location) { const struct wined3d_format *format = surface->resource.format; struct wined3d_bo_address data; /* Only support read back of converted P8 surfaces. */ if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT) { ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id)); return; } surface_get_memory(surface, &data, dst_location); if (format->flags & WINED3DFMT_FLAG_COMPRESSED) { TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n", surface, surface->texture_level, format->glFormat, format->glType, data.addr); if (data.buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data.buffer_object)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL)); checkGLcall("glGetCompressedTexImageARB"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } else { GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, data.addr)); checkGLcall("glGetCompressedTexImageARB"); } } else { void *mem; GLenum gl_format = format->glFormat; GLenum gl_type = format->glType; int src_pitch = 0; int dst_pitch = 0; /* In case of P8 the index is stored in the alpha component if the primary render target uses P8. */ if (format->id == WINED3DFMT_P8_UINT && swapchain_is_p8(surface->resource.device->swapchains[0])) { gl_format = GL_ALPHA; gl_type = GL_UNSIGNED_BYTE; } if (surface->flags & SFLAG_NONPOW2) { unsigned char alignment = surface->resource.device->surface_alignment; src_pitch = format->byte_count * surface->pow2Width; dst_pitch = wined3d_surface_get_pitch(surface); src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1); mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height); } else { mem = data.addr; } TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", surface, surface->texture_level, gl_format, gl_type, mem); if (data.buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data.buffer_object)); checkGLcall("glBindBufferARB"); gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL); checkGLcall("glGetTexImage"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } else { gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem); checkGLcall("glGetTexImage"); } if (surface->flags & SFLAG_NONPOW2) { const BYTE *src_data; BYTE *dst_data; UINT y; /* * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, 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 bpp * pow2width. * * We're 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 * | | | \/ * ----------------------------------- * * * we're 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 surface memory should work with the data as if it were a * standard texture with a non-power2 width instead of a 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 resource.width. * * Performance should not be an issue, because applications normally do not lock the surfaces when * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released, * and doesn't have to be re-read. */ src_data = mem; dst_data = data.addr; TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch); for (y = 0; y < surface->resource.height; ++y) { memcpy(dst_data, src_data, dst_pitch); src_data += src_pitch; dst_data += dst_pitch; } HeapFree(GetProcessHeap(), 0, mem); } } } /* This call just uploads data, the caller is responsible for binding the * correct texture. */ /* Context activation is done by the caller. */ static void surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point, BOOL srgb, const struct wined3d_bo_address *data) { UINT update_w = src_rect->right - src_rect->left; UINT update_h = src_rect->bottom - src_rect->top; TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n", surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch, wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr); if (surface->resource.map_count) { WARN("Uploading a surface that is currently mapped, setting SFLAG_PIN_SYSMEM.\n"); surface->flags |= SFLAG_PIN_SYSMEM; } if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE) { update_h *= format->height_scale.numerator; update_h /= format->height_scale.denominator; } if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object)); checkGLcall("glBindBufferARB"); } if (format->flags & WINED3DFMT_FLAG_COMPRESSED) { UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1, 1); UINT row_count = (update_h + format->block_height - 1) / format->block_height; const BYTE *addr = data->addr; GLenum internal; addr += (src_rect->top / format->block_height) * src_pitch; addr += (src_rect->left / format->block_width) * format->block_byte_count; if (srgb) internal = format->glGammaInternal; else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface)) internal = format->rtInternal; else internal = format->glInternal; TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, " "format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level, dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr); if (row_length == src_pitch) { GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr)); } else { UINT row, y; /* glCompressedTexSubImage2DARB() ignores pixel store state, so we * can't use the unpack row length like below. */ for (row = 0, y = dst_point->y; row < row_count; ++row) { GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level, dst_point->x, y, update_w, format->block_height, internal, row_length, addr)); y += format->block_height; addr += src_pitch; } } checkGLcall("glCompressedTexSubImage2DARB"); } else { const BYTE *addr = data->addr; addr += src_rect->top * src_pitch; addr += src_rect->left * format->byte_count; TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n", surface->texture_target, surface->texture_level, dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr); gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count); gl_info->gl_ops.gl.p_glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr); gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); checkGLcall("glTexSubImage2D"); } if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } if (wined3d_settings.strict_draw_ordering) gl_info->gl_ops.gl.p_glFlush(); if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE) { struct wined3d_device *device = surface->resource.device; unsigned int i; for (i = 0; i < device->context_count; ++i) { context_surface_update(device->contexts[i], surface); } } } static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format *format, enum wined3d_conversion_type *conversion_type) { BOOL colorkey_active = need_alpha_ck && (surface->container->color_key_flags & WINEDDSD_CKSRCBLT); const struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; BOOL blit_supported = FALSE; /* Copy the default values from the surface. Below we might perform fixups */ /* TODO: get rid of color keying desc fixups by using e.g. a table. */ *format = *surface->resource.format; *conversion_type = WINED3D_CT_NONE; /* Ok, now look if we have to do any conversion */ switch (surface->resource.format->id) { case WINED3DFMT_P8_UINT: /* Below the call to blit_supported is disabled for Wine 1.2 * because the function isn't operating correctly yet. At the * moment 8-bit blits are handled in software and if certain GL * extensions are around, surface conversion is performed at * upload time. The blit_supported call recognizes it as a * destination fixup. This type of upload 'fixup' and 8-bit to * 8-bit blits need to be handled by the blit_shader. * TODO: get rid of this #if 0. */ #if 0 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT, &rect, surface->resource.usage, surface->resource.pool, surface->resource.format, &rect, surface->resource.usage, surface->resource.pool, surface->resource.format); #endif blit_supported = gl_info->supported[ARB_FRAGMENT_PROGRAM]; /* Use conversion when the blit_shader backend supports it. It only supports this in case of * texturing. Further also use conversion in case of color keying. * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which * conflicts with this. */ if (!((blit_supported && surface->swapchain && surface == surface->swapchain->front_buffer)) || colorkey_active || !use_texturing) { format->glFormat = GL_RGBA; format->glInternal = GL_RGBA; format->glType = GL_UNSIGNED_BYTE; format->conv_byte_count = 4; if (colorkey_active) *conversion_type = WINED3D_CT_PALETTED_CK; else *conversion_type = WINED3D_CT_PALETTED; } break; case WINED3DFMT_B2G3R3_UNORM: /* ********************** GL_UNSIGNED_BYTE_3_3_2 ********************** */ if (colorkey_active) { /* This texture format will never be used.. So do not care about color keying up until the point in time it will be needed :-) */ FIXME(" ColorKeying not supported in the RGB 332 format !\n"); } break; case WINED3DFMT_B5G6R5_UNORM: if (colorkey_active) { *conversion_type = WINED3D_CT_CK_565; format->glFormat = GL_RGBA; format->glInternal = GL_RGB5_A1; format->glType = GL_UNSIGNED_SHORT_5_5_5_1; format->conv_byte_count = 2; } break; case WINED3DFMT_B5G5R5X1_UNORM: if (colorkey_active) { *conversion_type = WINED3D_CT_CK_5551; format->glFormat = GL_BGRA; format->glInternal = GL_RGB5_A1; format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV; format->conv_byte_count = 2; } break; case WINED3DFMT_B8G8R8_UNORM: if (colorkey_active) { *conversion_type = WINED3D_CT_CK_RGB24; format->glFormat = GL_RGBA; format->glInternal = GL_RGBA8; format->glType = GL_UNSIGNED_INT_8_8_8_8; format->conv_byte_count = 4; } break; case WINED3DFMT_B8G8R8X8_UNORM: if (colorkey_active) { *conversion_type = WINED3D_CT_RGB32_888; format->glFormat = GL_RGBA; format->glInternal = GL_RGBA8; format->glType = GL_UNSIGNED_INT_8_8_8_8; format->conv_byte_count = 4; } break; case WINED3DFMT_B8G8R8A8_UNORM: if (colorkey_active) { *conversion_type = WINED3D_CT_CK_ARGB32; format->conv_byte_count = 4; } break; default: break; } if (*conversion_type != WINED3D_CT_NONE) { format->rtInternal = format->glInternal; format->glGammaInternal = format->glInternal; } return WINED3D_OK; } static BOOL surface_check_block_align(struct wined3d_surface *surface, const RECT *rect) { UINT width_mask, height_mask; if (!rect->left && !rect->top && rect->right == surface->resource.width && rect->bottom == surface->resource.height) return TRUE; /* This assumes power of two block sizes, but NPOT block sizes would be * silly anyway. */ width_mask = surface->resource.format->block_width - 1; height_mask = surface->resource.format->block_height - 1; if (!(rect->left & width_mask) && !(rect->top & height_mask) && !(rect->right & width_mask) && !(rect->bottom & height_mask)) return TRUE; return FALSE; } HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point, struct wined3d_surface *src_surface, const RECT *src_rect) { const struct wined3d_format *src_format; const struct wined3d_format *dst_format; const struct wined3d_gl_info *gl_info; enum wined3d_conversion_type convert; struct wined3d_context *context; struct wined3d_bo_address data; struct wined3d_format format; UINT update_w, update_h; UINT dst_w, dst_h; RECT r, dst_rect; UINT src_pitch; POINT p; TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n", dst_surface, wine_dbgstr_point(dst_point), src_surface, wine_dbgstr_rect(src_rect)); src_format = src_surface->resource.format; dst_format = dst_surface->resource.format; if (src_format->id != dst_format->id) { WARN("Source and destination surfaces should have the same format.\n"); return WINED3DERR_INVALIDCALL; } if (!dst_point) { p.x = 0; p.y = 0; dst_point = &p; } else if (dst_point->x < 0 || dst_point->y < 0) { WARN("Invalid destination point.\n"); return WINED3DERR_INVALIDCALL; } if (!src_rect) { r.left = 0; r.top = 0; r.right = src_surface->resource.width; r.bottom = src_surface->resource.height; src_rect = &r; } else if (src_rect->left < 0 || src_rect->left >= src_rect->right || src_rect->top < 0 || src_rect->top >= src_rect->bottom) { WARN("Invalid source rectangle.\n"); return WINED3DERR_INVALIDCALL; } dst_w = dst_surface->resource.width; dst_h = dst_surface->resource.height; update_w = src_rect->right - src_rect->left; update_h = src_rect->bottom - src_rect->top; if (update_w > dst_w || dst_point->x > dst_w - update_w || update_h > dst_h || dst_point->y > dst_h - update_h) { WARN("Destination out of bounds.\n"); return WINED3DERR_INVALIDCALL; } if ((src_format->flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align(src_surface, src_rect)) { WARN("Source rectangle not block-aligned.\n"); return WINED3DERR_INVALIDCALL; } SetRect(&dst_rect, dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h); if ((dst_format->flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align(dst_surface, &dst_rect)) { WARN("Destination rectangle not block-aligned.\n"); return WINED3DERR_INVALIDCALL; } /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */ d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert); if (convert != WINED3D_CT_NONE || format.convert) return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT); context = context_acquire(dst_surface->resource.device, NULL); gl_info = context->gl_info; /* Only load the surface for partial updates. For newly allocated texture * the texture wouldn't be the current location, and we'd upload zeroes * just to overwrite them again. */ if (update_w == dst_w && update_h == dst_h) surface_prepare_texture(dst_surface, context, FALSE); else surface_load_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_bind(dst_surface->container, context, FALSE); surface_get_memory(src_surface, &data, src_surface->locations); src_pitch = wined3d_surface_get_pitch(src_surface); surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_pitch, dst_point, FALSE, &data); context_invalidate_active_texture(context); context_release(context); surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB); surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB); return WINED3D_OK; } /* This call just allocates the texture, the caller is responsible for binding * the correct texture. */ /* Context activation is done by the caller. */ static void surface_allocate_surface(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const struct wined3d_format *format, BOOL srgb) { BOOL disable_client_storage = FALSE; GLsizei width = surface->pow2Width; GLsizei height = surface->pow2Height; const BYTE *mem = NULL; GLenum internal; if (srgb) { internal = format->glGammaInternal; } else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface)) { internal = format->rtInternal; } else { internal = format->glInternal; } if (!internal) FIXME("No GL internal format for format %s.\n", debug_d3dformat(format->id)); if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE) { height *= format->height_scale.numerator; height /= format->height_scale.denominator; } TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id), internal, width, height, format->glFormat, format->glType); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || !surface->resource.heap_memory) { /* In some cases we want to disable client storage. * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues... * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface * heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively */ surface->flags &= ~SFLAG_CLIENT; } else { surface->flags |= SFLAG_CLIENT; mem = surface->resource.heap_memory; gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); disable_client_storage = TRUE; } } if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem) { GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level, internal, width, height, 0, surface->resource.size, mem)); checkGLcall("glCompressedTexImage2DARB"); } else { gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level, internal, width, height, 0, format->glFormat, format->glType, mem); checkGLcall("glTexImage2D"); } if (disable_client_storage) { gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); } } /* In D3D the depth stencil dimensions have to be greater than or equal to the * render target dimensions. With FBOs, the dimensions have to be an exact match. */ /* TODO: We should synchronize the renderbuffer's content with the texture's content. */ /* Context activation is done by the caller. */ void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt) { const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info; struct wined3d_renderbuffer_entry *entry; GLuint renderbuffer = 0; unsigned int src_width, src_height; unsigned int width, height; if (rt && rt->resource.format->id != WINED3DFMT_NULL) { width = rt->pow2Width; height = rt->pow2Height; } else { width = surface->pow2Width; height = surface->pow2Height; } src_width = surface->pow2Width; src_height = surface->pow2Height; /* A depth stencil smaller than the render target is not valid */ if (width > src_width || height > src_height) return; /* Remove any renderbuffer set if the sizes match */ if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || (width == src_width && height == src_height)) { surface->current_renderbuffer = NULL; return; } /* Look if we've already got a renderbuffer of the correct dimensions */ LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) { if (entry->width == width && entry->height == height) { renderbuffer = entry->id; surface->current_renderbuffer = entry; break; } } if (!renderbuffer) { gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal, width, height); entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)); entry->width = width; entry->height = height; entry->id = renderbuffer; list_add_head(&surface->renderbuffers, &entry->entry); surface->current_renderbuffer = entry; } checkGLcall("set_compatible_renderbuffer"); } GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) { const struct wined3d_swapchain *swapchain = surface->swapchain; TRACE("surface %p.\n", surface); if (!swapchain) { ERR("Surface %p is not on a swapchain.\n", surface); return GL_NONE; } if (swapchain->back_buffers && swapchain->back_buffers[0] == surface) { if (swapchain->render_to_fbo) { TRACE("Returning GL_COLOR_ATTACHMENT0\n"); return GL_COLOR_ATTACHMENT0; } TRACE("Returning GL_BACK\n"); return GL_BACK; } else if (surface == swapchain->front_buffer) { TRACE("Returning GL_FRONT\n"); return GL_FRONT; } FIXME("Higher back buffer, returning GL_BACK\n"); return GL_BACK; } void surface_load(struct wined3d_surface *surface, BOOL srgb) { DWORD location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; BOOL ck_changed; TRACE("surface %p, srgb %#x.\n", surface, srgb); if (surface->resource.pool == WINED3D_POOL_SCRATCH) ERR("Not supported on scratch surfaces.\n"); ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->container->color_key_flags & WINEDDSD_CKSRCBLT); /* Reload if either the texture and sysmem have different ideas about the * color key, or the actual key values changed. */ if (ck_changed || ((surface->container->color_key_flags & WINEDDSD_CKSRCBLT) && (surface->gl_color_key.color_space_low_value != surface->container->src_blt_color_key.color_space_low_value || surface->gl_color_key.color_space_high_value != surface->container->src_blt_color_key.color_space_high_value))) { TRACE("Reloading because of color keying\n"); /* To perform the color key conversion we need a sysmem copy of * the surface. Make sure we have it. */ surface_prepare_map_memory(surface); surface_load_location(surface, surface->map_binding); surface_invalidate_location(surface, ~surface->map_binding); /* Switching color keying on / off may change the internal format. */ if (ck_changed) surface_force_reload(surface); } else if (!(surface->locations & location)) { TRACE("Reloading because surface is dirty.\n"); } else { TRACE("surface is already in texture\n"); return; } surface_load_location(surface, location); surface_evict_sysmem(surface); } /* See also float_16_to_32() in wined3d_private.h */ static inline unsigned short float_32_to_16(const float *in) { int exp = 0; float tmp = fabsf(*in); unsigned int mantissa; unsigned short ret; /* Deal with special numbers */ if (*in == 0.0f) return 0x0000; if (isnan(*in)) return 0x7c01; if (isinf(*in)) return (*in < 0.0f ? 0xfc00 : 0x7c00); if (tmp < powf(2, 10)) { do { tmp = tmp * 2.0f; exp--; } while (tmp < powf(2, 10)); } else if (tmp >= powf(2, 11)) { do { tmp /= 2.0f; exp++; } while (tmp >= powf(2, 11)); } mantissa = (unsigned int)tmp; if (tmp - mantissa >= 0.5f) ++mantissa; /* Round to nearest, away from zero. */ exp += 10; /* Normalize the mantissa. */ exp += 15; /* Exponent is encoded with excess 15. */ if (exp > 30) /* too big */ { ret = 0x7c00; /* INF */ } else if (exp <= 0) { /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */ while (exp <= 0) { mantissa = mantissa >> 1; ++exp; } ret = mantissa & 0x3ff; } else { ret = (exp << 10) | (mantissa & 0x3ff); } ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */ return ret; } ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface) { ULONG refcount; TRACE("surface %p, swapchain %p, container %p.\n", surface, surface->swapchain, surface->container); if (surface->swapchain) return wined3d_swapchain_incref(surface->swapchain); if (surface->container) return wined3d_texture_incref(surface->container); refcount = InterlockedIncrement(&surface->resource.ref); TRACE("%p increasing refcount to %u.\n", surface, refcount); return refcount; } ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface) { ULONG refcount; TRACE("surface %p, swapchain %p, container %p.\n", surface, surface->swapchain, surface->container); if (surface->swapchain) return wined3d_swapchain_decref(surface->swapchain); if (surface->container) return wined3d_texture_decref(surface->container); refcount = InterlockedDecrement(&surface->resource.ref); TRACE("%p decreasing refcount to %u.\n", surface, refcount); if (!refcount) { surface_cleanup(surface); surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent); TRACE("Destroyed surface %p.\n", surface); HeapFree(GetProcessHeap(), 0, surface); } return refcount; } DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority) { return resource_set_priority(&surface->resource, priority); } DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface) { return resource_get_priority(&surface->resource); } void CDECL wined3d_surface_preload(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); if (!surface->resource.device->d3d_initialized) { ERR("D3D not initialized.\n"); return; } wined3d_texture_preload(surface->container); } void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); return surface->resource.parent; } struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); return &surface->resource; } HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags) { TRACE("surface %p, flags %#x.\n", surface, flags); switch (flags) { case WINEDDGBS_CANBLT: case WINEDDGBS_ISBLTDONE: return WINED3D_OK; default: return WINED3DERR_INVALIDCALL; } } HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags) { TRACE("surface %p, flags %#x.\n", surface, flags); /* XXX: DDERR_INVALIDSURFACETYPE */ switch (flags) { case WINEDDGFS_CANFLIP: case WINEDDGFS_ISFLIPDONE: return WINED3D_OK; default: return WINED3DERR_INVALIDCALL; } } HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); /* D3D8 and 9 loose full devices, ddraw only surfaces. */ return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK; } HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); surface->flags &= ~SFLAG_LOST; return WINED3D_OK; } void CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette) { TRACE("surface %p, palette %p.\n", surface, palette); if (surface->palette == palette) { TRACE("Nop palette change.\n"); return; } surface->palette = palette; if (palette) surface->surface_ops->surface_realize_palette(surface); } struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); return surface->palette; } DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface) { unsigned int alignment; DWORD pitch; TRACE("surface %p.\n", surface); if (surface->pitch) return surface->pitch; alignment = surface->resource.device->surface_alignment; pitch = wined3d_format_calculate_pitch(surface->resource.format, surface->resource.width); pitch = (pitch + alignment - 1) & ~(alignment - 1); TRACE("Returning %u.\n", pitch); return pitch; } HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y) { LONG w, h; TRACE("surface %p, x %d, y %d.\n", surface, x, y); if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY)) { WARN("Not an overlay surface.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } w = surface->overlay_destrect.right - surface->overlay_destrect.left; h = surface->overlay_destrect.bottom - surface->overlay_destrect.top; surface->overlay_destrect.left = x; surface->overlay_destrect.top = y; surface->overlay_destrect.right = x + w; surface->overlay_destrect.bottom = y + h; return WINED3D_OK; } HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y) { TRACE("surface %p, x %p, y %p.\n", surface, x, y); if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY)) { TRACE("Not an overlay surface.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } if (!surface->overlay_dest) { TRACE("Overlay not visible.\n"); *x = 0; *y = 0; return WINEDDERR_OVERLAYNOTVISIBLE; } *x = surface->overlay_destrect.left; *y = surface->overlay_destrect.top; TRACE("Returning position %d, %d.\n", *x, *y); return WINED3D_OK; } HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface, DWORD flags, struct wined3d_surface *ref) { FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref); if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY)) { TRACE("Not an overlay surface.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } return WINED3D_OK; } HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx) { TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n", surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx); if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY)) { WARN("Not an overlay surface.\n"); return WINEDDERR_NOTAOVERLAYSURFACE; } else if (!dst_surface) { WARN("Dest surface is NULL.\n"); return WINED3DERR_INVALIDCALL; } if (src_rect) { surface->overlay_srcrect = *src_rect; } else { surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0; surface->overlay_srcrect.right = surface->resource.width; surface->overlay_srcrect.bottom = surface->resource.height; } if (dst_rect) { surface->overlay_destrect = *dst_rect; } else { surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0; surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0; surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0; } if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE)) { surface->overlay_dest = NULL; list_remove(&surface->overlay_entry); } if (flags & WINEDDOVER_SHOW) { if (surface->overlay_dest != dst_surface) { surface->overlay_dest = dst_surface; list_add_tail(&dst_surface->overlays, &surface->overlay_entry); } } else if (flags & WINEDDOVER_HIDE) { /* tests show that the rectangles are erased on hide */ surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0; surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0; surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0; surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0; surface->overlay_dest = NULL; } return WINED3D_OK; } HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface, UINT width, UINT height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, UINT multisample_quality, void *mem, UINT pitch) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT resource_size = wined3d_format_calculate_size(format, device->surface_alignment, width, height, 1); BOOL create_dib = FALSE; HRESULT hr; DWORD valid_location = 0; TRACE("surface %p, width %u, height %u, format %s, multisample_type %#x, multisample_quality %u, " "mem %p, pitch %u.\n", surface, width, height, debug_d3dformat(format_id), multisample_type, multisample_type, mem, pitch); if (!resource_size) return WINED3DERR_INVALIDCALL; if (surface->resource.map_count || (surface->flags & SFLAG_DCINUSE)) { WARN("Surface is mapped or the DC is in use.\n"); return WINED3DERR_INVALIDCALL; } if (device->d3d_initialized) surface->resource.resource_ops->resource_unload(&surface->resource); if (surface->flags & SFLAG_DIBSECTION) { DeleteDC(surface->hDC); DeleteObject(surface->dib.DIBsection); surface->dib.bitmap_data = NULL; surface->flags &= ~SFLAG_DIBSECTION; create_dib = TRUE; } surface->locations = 0; wined3d_resource_free_sysmem(&surface->resource); surface->resource.width = width; surface->resource.height = height; if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) { surface->pow2Width = width; surface->pow2Height = height; } else { surface->pow2Width = surface->pow2Height = 1; while (surface->pow2Width < width) surface->pow2Width <<= 1; while (surface->pow2Height < height) surface->pow2Height <<= 1; } if (surface->pow2Width != width || surface->pow2Height != height) surface->flags |= SFLAG_NONPOW2; else surface->flags &= ~SFLAG_NONPOW2; surface->user_memory = mem; if (surface->user_memory) { surface->map_binding = WINED3D_LOCATION_USER_MEMORY; valid_location = WINED3D_LOCATION_USER_MEMORY; } surface->pitch = pitch; surface->resource.format = format; surface->resource.multisample_type = multisample_type; surface->resource.multisample_quality = multisample_quality; if (surface->pitch) surface->resource.size = height * surface->pitch; else surface->resource.size = resource_size; /* The format might be changed to a format that needs conversion. * If the surface didn't use PBOs previously but could now, don't * change it - whatever made us not use PBOs might come back, e.g. * color keys. */ if (surface->map_binding == WINED3D_LOCATION_BUFFER && !surface_use_pbo(surface)) surface->map_binding = create_dib ? WINED3D_LOCATION_DIB : WINED3D_LOCATION_SYSMEM; if (create_dib) { if (FAILED(hr = surface_create_dib_section(surface))) { ERR("Failed to create dib section, hr %#x.\n", hr); return hr; } if (!valid_location) valid_location = WINED3D_LOCATION_DIB; } if (!valid_location) { surface_prepare_system_memory(surface); valid_location = WINED3D_LOCATION_SYSMEM; } surface_validate_location(surface, valid_location); return WINED3D_OK; } static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) { unsigned short *dst_s; const float *src_f; unsigned int x, y; TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); for (y = 0; y < h; ++y) { src_f = (const float *)(src + y * pitch_in); dst_s = (unsigned short *) (dst + y * pitch_out); for (x = 0; x < w; ++x) { dst_s[x] = float_32_to_16(src_f + x); } } } static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) { static const unsigned char convert_5to8[] = { 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a, 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b, 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd, 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff, }; static const unsigned char convert_6to8[] = { 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c, 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d, 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d, 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d, 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e, 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe, 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf, 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff, }; unsigned int x, y; TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); for (y = 0; y < h; ++y) { const WORD *src_line = (const WORD *)(src + y * pitch_in); DWORD *dst_line = (DWORD *)(dst + y * pitch_out); for (x = 0; x < w; ++x) { WORD pixel = src_line[x]; dst_line[x] = 0xff000000 | convert_5to8[(pixel & 0xf800) >> 11] << 16 | convert_6to8[(pixel & 0x07e0) >> 5] << 8 | convert_5to8[(pixel & 0x001f)]; } } } /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since * in both cases we're just setting the X / Alpha channel to 0xff. */ static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) { unsigned int x, y; TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); for (y = 0; y < h; ++y) { const DWORD *src_line = (const DWORD *)(src + y * pitch_in); DWORD *dst_line = (DWORD *)(dst + y * pitch_out); for (x = 0; x < w; ++x) { dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff); } } } static inline BYTE cliptobyte(int x) { return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x)); } static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) { int c2, d, e, r2 = 0, g2 = 0, b2 = 0; unsigned int x, y; TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); for (y = 0; y < h; ++y) { const BYTE *src_line = src + y * pitch_in; DWORD *dst_line = (DWORD *)(dst + y * pitch_out); for (x = 0; x < w; ++x) { /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV: * C = Y - 16; D = U - 128; E = V - 128; * R = cliptobyte((298 * C + 409 * E + 128) >> 8); * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8); * B = cliptobyte((298 * C + 516 * D + 128) >> 8); * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V . * U and V are shared between the pixels. */ if (!(x & 1)) /* For every even pixel, read new U and V. */ { d = (int) src_line[1] - 128; e = (int) src_line[3] - 128; r2 = 409 * e + 128; g2 = - 100 * d - 208 * e + 128; b2 = 516 * d + 128; } c2 = 298 * ((int) src_line[0] - 16); dst_line[x] = 0xff000000 | cliptobyte((c2 + r2) >> 8) << 16 /* red */ | cliptobyte((c2 + g2) >> 8) << 8 /* green */ | cliptobyte((c2 + b2) >> 8); /* blue */ /* Scale RGB values to 0..255 range, * then clip them if still not in range (may be negative), * then shift them within DWORD if necessary. */ src_line += 2; } } } static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) { unsigned int x, y; int c2, d, e, r2 = 0, g2 = 0, b2 = 0; TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out); for (y = 0; y < h; ++y) { const BYTE *src_line = src + y * pitch_in; WORD *dst_line = (WORD *)(dst + y * pitch_out); for (x = 0; x < w; ++x) { /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV: * C = Y - 16; D = U - 128; E = V - 128; * R = cliptobyte((298 * C + 409 * E + 128) >> 8); * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8); * B = cliptobyte((298 * C + 516 * D + 128) >> 8); * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V . * U and V are shared between the pixels. */ if (!(x & 1)) /* For every even pixel, read new U and V. */ { d = (int) src_line[1] - 128; e = (int) src_line[3] - 128; r2 = 409 * e + 128; g2 = - 100 * d - 208 * e + 128; b2 = 516 * d + 128; } c2 = 298 * ((int) src_line[0] - 16); dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */ | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */ | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */ /* Scale RGB values to 0..255 range, * then clip them if still not in range (may be negative), * then shift them within DWORD if necessary. */ src_line += 2; } } } struct d3dfmt_converter_desc { enum wined3d_format_id from, to; void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h); }; static const struct d3dfmt_converter_desc converters[] = { {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float}, {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8}, {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8}, {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8}, {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8}, {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5}, }; static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from, enum wined3d_format_id to) { unsigned int i; for (i = 0; i < (sizeof(converters) / sizeof(*converters)); ++i) { if (converters[i].from == from && converters[i].to == to) return &converters[i]; } return NULL; } static struct wined3d_texture *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt) { struct wined3d_map_desc src_map, dst_map; const struct d3dfmt_converter_desc *conv; struct wined3d_texture *ret = NULL; struct wined3d_resource_desc desc; struct wined3d_surface *dst; conv = find_converter(source->resource.format->id, to_fmt); if (!conv) { FIXME("Cannot find a conversion function from format %s to %s.\n", debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt)); return NULL; } /* FIXME: Multisampled conversion? */ wined3d_resource_get_desc(&source->resource, &desc); desc.resource_type = WINED3D_RTYPE_TEXTURE; desc.format = to_fmt; desc.usage = 0; desc.pool = WINED3D_POOL_SCRATCH; if (FAILED(wined3d_texture_create(source->resource.device, &desc, 1, WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_DISCARD, NULL, &wined3d_null_parent_ops, &ret))) { ERR("Failed to create a destination surface for conversion.\n"); return NULL; } dst = surface_from_resource(wined3d_texture_get_sub_resource(ret, 0)); memset(&src_map, 0, sizeof(src_map)); memset(&dst_map, 0, sizeof(dst_map)); if (FAILED(wined3d_surface_map(source, &src_map, NULL, WINED3D_MAP_READONLY))) { ERR("Failed to lock the source surface.\n"); wined3d_texture_decref(ret); return NULL; } if (FAILED(wined3d_surface_map(dst, &dst_map, NULL, 0))) { ERR("Failed to lock the destination surface.\n"); wined3d_surface_unmap(source); wined3d_texture_decref(ret); return NULL; } conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch, source->resource.width, source->resource.height); wined3d_surface_unmap(dst); wined3d_surface_unmap(source); return ret; } static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height, unsigned int bpp, UINT pitch, DWORD color) { BYTE *first; unsigned int x, y; /* Do first row */ #define COLORFILL_ROW(type) \ do { \ type *d = (type *)buf; \ for (x = 0; x < width; ++x) \ d[x] = (type)color; \ } while(0) switch (bpp) { case 1: COLORFILL_ROW(BYTE); break; case 2: COLORFILL_ROW(WORD); break; case 3: { BYTE *d = buf; for (x = 0; x < width; ++x, d += 3) { d[0] = (color ) & 0xff; d[1] = (color >> 8) & 0xff; d[2] = (color >> 16) & 0xff; } break; } case 4: COLORFILL_ROW(DWORD); break; default: FIXME("Color fill not implemented for bpp %u!\n", bpp * 8); return WINED3DERR_NOTAVAILABLE; } #undef COLORFILL_ROW /* Now copy first row. */ first = buf; for (y = 1; y < height; ++y) { buf += pitch; memcpy(buf, first, width * bpp); } return WINED3D_OK; } struct wined3d_surface * CDECL wined3d_surface_from_resource(struct wined3d_resource *resource) { return surface_from_resource(resource); } HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); if (!surface->resource.map_count) { WARN("Trying to unmap unmapped surface.\n"); return WINEDDERR_NOTLOCKED; } --surface->resource.map_count; surface->surface_ops->surface_unmap(surface); return WINED3D_OK; } HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface, struct wined3d_map_desc *map_desc, const RECT *rect, DWORD flags) { const struct wined3d_format *format = surface->resource.format; struct wined3d_device *device = surface->resource.device; struct wined3d_context *context; const struct wined3d_gl_info *gl_info; BYTE *base_memory; TRACE("surface %p, map_desc %p, rect %s, flags %#x.\n", surface, map_desc, wine_dbgstr_rect(rect), flags); if (surface->resource.map_count) { WARN("Surface is already mapped.\n"); return WINED3DERR_INVALIDCALL; } if ((format->flags & WINED3DFMT_FLAG_BLOCKS) && rect && !surface_check_block_align(surface, rect)) { WARN("Map rect %s is misaligned for %ux%u blocks.\n", wine_dbgstr_rect(rect), format->block_width, format->block_height); if (surface->resource.pool == WINED3D_POOL_DEFAULT) return WINED3DERR_INVALIDCALL; } ++surface->resource.map_count; if (!(surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU)) WARN("Trying to lock unlockable surface.\n"); /* Performance optimization: Count how often a surface is mapped, if it is * mapped regularly do not throw away the system memory copy. This avoids * the need to download the surface from OpenGL all the time. The surface * is still downloaded if the OpenGL texture is changed. */ if (!(surface->flags & SFLAG_DYNLOCK) && surface->map_binding == WINED3D_LOCATION_SYSMEM) { if (++surface->lockCount > MAXLOCKCOUNT) { TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n"); surface->flags |= SFLAG_DYNLOCK; } } surface_prepare_map_memory(surface); if (flags & WINED3D_MAP_DISCARD) { TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n", wined3d_debug_location(surface->map_binding)); surface_validate_location(surface, surface->map_binding); } else { if (surface->resource.usage & WINED3DUSAGE_DYNAMIC) WARN_(d3d_perf)("Mapping a dynamic surface without WINED3D_MAP_DISCARD.\n"); surface_load_location(surface, surface->map_binding); } if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY))) surface_invalidate_location(surface, ~surface->map_binding); switch (surface->map_binding) { case WINED3D_LOCATION_SYSMEM: base_memory = surface->resource.heap_memory; break; case WINED3D_LOCATION_USER_MEMORY: base_memory = surface->user_memory; break; case WINED3D_LOCATION_DIB: base_memory = surface->dib.bitmap_data; break; case WINED3D_LOCATION_BUFFER: context = context_acquire(device, NULL); gl_info = context->gl_info; GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); base_memory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("map PBO"); context_release(context); break; default: ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->map_binding)); base_memory = NULL; } if (format->flags & WINED3DFMT_FLAG_BROKEN_PITCH) map_desc->row_pitch = surface->resource.width * format->byte_count; else map_desc->row_pitch = wined3d_surface_get_pitch(surface); map_desc->slice_pitch = 0; if (!rect) { map_desc->data = base_memory; surface->lockedRect.left = 0; surface->lockedRect.top = 0; surface->lockedRect.right = surface->resource.width; surface->lockedRect.bottom = surface->resource.height; } else { if ((format->flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS) { /* Compressed textures are block based, so calculate the offset of * the block that contains the top-left pixel of the locked rectangle. */ map_desc->data = base_memory + ((rect->top / format->block_height) * map_desc->row_pitch) + ((rect->left / format->block_width) * format->block_byte_count); } else { map_desc->data = base_memory + (map_desc->row_pitch * rect->top) + (rect->left * format->byte_count); } surface->lockedRect.left = rect->left; surface->lockedRect.top = rect->top; surface->lockedRect.right = rect->right; surface->lockedRect.bottom = rect->bottom; } TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect)); TRACE("Returning memory %p, pitch %u.\n", map_desc->data, map_desc->row_pitch); return WINED3D_OK; } HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc) { HRESULT hr; TRACE("surface %p, dc %p.\n", surface, dc); /* Give more detailed info for ddraw. */ if (surface->flags & SFLAG_DCINUSE) return WINEDDERR_DCALREADYCREATED; /* Can't GetDC if the surface is locked. */ if (surface->resource.map_count) return WINED3DERR_INVALIDCALL; /* Create a DIB section if there isn't a dc yet. */ if (!surface->hDC) { if (surface->flags & SFLAG_CLIENT) { surface_load_location(surface, WINED3D_LOCATION_SYSMEM); surface_release_client_storage(surface); } hr = surface_create_dib_section(surface); if (FAILED(hr)) return WINED3DERR_INVALIDCALL; if (!(surface->map_binding == WINED3D_LOCATION_USER_MEMORY || surface->flags & SFLAG_PIN_SYSMEM || surface->pbo)) surface->map_binding = WINED3D_LOCATION_DIB; } surface_load_location(surface, WINED3D_LOCATION_DIB); surface_invalidate_location(surface, ~WINED3D_LOCATION_DIB); if (surface->resource.format->id == WINED3DFMT_P8_UINT || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM) { /* GetDC on palettized formats is unsupported in D3D9, and the method * is missing in D3D8, so this should only be used for DX <=7 * surfaces (with non-device palettes). */ const RGBQUAD *colors = NULL; if (surface->palette) { colors = surface->palette->colors; } else { struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0]; struct wined3d_surface *dds_primary = swapchain->front_buffer; if (dds_primary && dds_primary->palette) colors = dds_primary->palette->colors; } if (colors) SetDIBColorTable(surface->hDC, 0, 256, colors); } surface->flags |= SFLAG_DCINUSE; surface->resource.map_count++; *dc = surface->hDC; TRACE("Returning dc %p.\n", *dc); return WINED3D_OK; } HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc) { TRACE("surface %p, dc %p.\n", surface, dc); if (!(surface->flags & SFLAG_DCINUSE)) return WINEDDERR_NODC; if (surface->hDC != dc) { WARN("Application tries to release invalid DC %p, surface DC is %p.\n", dc, surface->hDC); return WINEDDERR_NODC; } surface->resource.map_count--; surface->flags &= ~SFLAG_DCINUSE; if (surface->map_binding == WINED3D_LOCATION_USER_MEMORY || (surface->flags & SFLAG_PIN_SYSMEM && surface->map_binding != WINED3D_LOCATION_DIB)) { /* The game Salammbo modifies the surface contents without mapping the surface between * a GetDC/ReleaseDC operation and flipping the surface. If the DIB remains the active * copy and is copied to the screen, this update, which draws the mouse pointer, is lost. * Do not only copy the DIB to the map location, but also make sure the map location is * copied back to the DIB in the next getdc call. * * The same consideration applies to user memory surfaces. */ surface_load_location(surface, surface->map_binding); surface_invalidate_location(surface, WINED3D_LOCATION_DIB); } return WINED3D_OK; } static void read_from_framebuffer(struct wined3d_surface *surface, DWORD dst_location) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; BYTE *mem; GLint fmt; GLint type; BYTE *row, *top, *bottom; int i; BOOL bpp; BOOL srcIsUpsideDown; struct wined3d_bo_address data; UINT pitch = wined3d_surface_get_pitch(surface); surface_get_memory(surface, &data, dst_location); context = context_acquire(device, surface); context_apply_blit_state(context, device); gl_info = context->gl_info; /* Select the correct read buffer, and give some debug output. * There is no need to keep track of the current read buffer or reset it, every part of the code * that reads sets the read buffer as desired. */ if (surface_is_offscreen(surface)) { /* Mapping the primary render target which is not on a swapchain. * Read from the back buffer. */ TRACE("Mapping offscreen render target.\n"); gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer); srcIsUpsideDown = TRUE; } else { /* Onscreen surfaces are always part of a swapchain */ GLenum buffer = surface_get_gl_buffer(surface); TRACE("Mapping %#x buffer.\n", buffer); gl_info->gl_ops.gl.p_glReadBuffer(buffer); checkGLcall("glReadBuffer"); srcIsUpsideDown = FALSE; } switch (surface->resource.format->id) { case WINED3DFMT_P8_UINT: { if (swapchain_is_p8(context->swapchain)) { /* In case of P8 render targets the index is stored in the alpha component */ fmt = GL_ALPHA; type = GL_UNSIGNED_BYTE; mem = data.addr; bpp = surface->resource.format->byte_count; } else { /* GL can't return palettized data, so read ARGB pixels into a * separate block of memory and convert them into palettized format * in software. Slow, but if the app means to use palettized render * targets and locks it... * * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out * for the color channels when palettizing the colors. */ fmt = GL_RGB; type = GL_UNSIGNED_BYTE; pitch *= 3; mem = HeapAlloc(GetProcessHeap(), 0, surface->resource.size * 3); if (!mem) { ERR("Out of memory\n"); return; } bpp = surface->resource.format->byte_count * 3; } } break; default: mem = data.addr; fmt = surface->resource.format->glFormat; type = surface->resource.format->glType; bpp = surface->resource.format->byte_count; } if (data.buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data.buffer_object)); checkGLcall("glBindBufferARB"); if (mem) ERR("mem not null for pbo -- unexpected\n"); } /* Setup pixel store pack state -- to glReadPixels into the correct place */ gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width); checkGLcall("glPixelStorei"); gl_info->gl_ops.gl.p_glReadPixels(0, 0, surface->resource.width, surface->resource.height, fmt, type, mem); checkGLcall("glReadPixels"); /* Reset previous pixel store pack state */ gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0); checkGLcall("glPixelStorei"); if (data.buffer_object && !srcIsUpsideDown) { /* Check if we need to flip the image. If we need to flip use glMapBufferARB * to get a pointer to it and perform the flipping in software. This is a lot * faster than calling glReadPixels for each line. In case we want more speed * we should rerender it flipped in a FBO and read the data back from the FBO. */ mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_WRITE_ARB)); checkGLcall("glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_WRITE_ARB)"); } /* TODO: Merge this with the palettization loop below for P8 targets */ if (!srcIsUpsideDown) { UINT len; /* glReadPixels returns the image upside down, and there is no way to prevent this. Flip the lines in software */ len = surface->resource.width * bpp; row = HeapAlloc(GetProcessHeap(), 0, len); if (!row) { ERR("Out of memory\n"); if (surface->resource.format->id == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem); return; } top = mem; bottom = mem + pitch * (surface->resource.height - 1); for (i = 0; i < surface->resource.height / 2; i++) { memcpy(row, top, len); memcpy(top, bottom, len); memcpy(bottom, row, len); top += pitch; bottom -= pitch; } HeapFree(GetProcessHeap(), 0, row); } if (data.buffer_object) { if (!srcIsUpsideDown) GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)"); } context_release(context); /* For P8 textures we need to perform an inverse palette lookup. This is * done by searching for a palette index which matches the RGB value. * Note this isn't guaranteed to work when there are multiple entries for * the same color but we have no choice. In case of P8 render targets, * the index is stored in the alpha component so no conversion is needed. */ if (surface->resource.format->id == WINED3DFMT_P8_UINT && !swapchain_is_p8(context->swapchain)) { const RGBQUAD *colors = NULL; DWORD width = pitch / 3; int x, y, c; if (!surface->palette) { ERR("Palette is missing, cannot perform inverse palette lookup\n"); HeapFree(GetProcessHeap(), 0, mem); return; } colors = surface->palette->colors; for (y = 0; y < surface->resource.height; y++) { for (x = 0; x < surface->resource.width; x++) { /* start lines pixels */ const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3); const BYTE *green = blue + 1; const BYTE *red = green + 1; for (c = 0; c < 256; c++) { if (*red == colors[c].rgbRed && *green == colors[c].rgbGreen && *blue == colors[c].rgbBlue) { *((BYTE *)data.addr + y * width + x) = c; break; } } } } HeapFree(GetProcessHeap(), 0, mem); } } /* Read the framebuffer contents into a texture. Note that this function * doesn't do any kind of flipping. Using this on an onscreen surface will * result in a flipped D3D texture. */ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(device, surface); gl_info = context->gl_info; device_invalidate_state(device, STATE_FRAMEBUFFER); surface_prepare_texture(surface, context, srgb); wined3d_texture_bind_and_dirtify(surface->container, context, srgb); TRACE("Reading back offscreen render target %p.\n", surface); if (surface_is_offscreen(surface)) gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer); else gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface)); checkGLcall("glReadBuffer"); gl_info->gl_ops.gl.p_glCopyTexSubImage2D(surface->texture_target, surface->texture_level, 0, 0, 0, 0, surface->resource.width, surface->resource.height); checkGLcall("glCopyTexSubImage2D"); context_release(context); } /* Context activation is done by the caller. */ static void surface_prepare_texture_internal(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) { DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED; enum wined3d_conversion_type convert; struct wined3d_format format; if (surface->flags & alloc_flag) return; d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert); if (convert != WINED3D_CT_NONE || format.convert) surface->flags |= SFLAG_CONVERTED; else surface->flags &= ~SFLAG_CONVERTED; wined3d_texture_bind_and_dirtify(surface->container, context, srgb); surface_allocate_surface(surface, context->gl_info, &format, srgb); surface->flags |= alloc_flag; } /* Context activation is done by the caller. */ void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) { struct wined3d_texture *texture = surface->container; UINT sub_count = texture->level_count * texture->layer_count; UINT i; TRACE("surface %p is a subresource of texture %p.\n", surface, texture); for (i = 0; i < sub_count; ++i) { struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]); surface_prepare_texture_internal(s, context, srgb); } return; } void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample) { if (multisample) { if (surface->rb_multisample) return; gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample); gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, surface->resource.multisample_type, surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height); TRACE("Created multisample rb %u.\n", surface->rb_multisample); } else { if (surface->rb_resolved) return; gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved); gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height); TRACE("Created resolved rb %u.\n", surface->rb_resolved); } } static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color) { /* FIXME: Is this really how color keys are supposed to work? I think it * makes more sense to compare the individual channels. */ return color >= color_key->color_space_low_value && color <= color_key->color_space_high_value; } void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) { const struct wined3d_device *device = surface->resource.device; const struct wined3d_palette *pal = surface->palette; BOOL index_in_alpha = FALSE; unsigned int i; /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets. * Reading back the RGB output each lockrect (each frame as they lock the whole screen) * is slow. Further RGB->P8 conversion is not possible because palettes can have * duplicate entries. Store the color key in the unused alpha component to speed the * download up and to make conversion unneeded. */ index_in_alpha = swapchain_is_p8(device->swapchains[0]); if (!pal) { FIXME("No palette set.\n"); if (index_in_alpha) { /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if * there's no palette at this time. */ for (i = 0; i < 256; i++) table[i][3] = i; } } else { TRACE("Using surface palette %p\n", pal); /* Get the surface's palette */ for (i = 0; i < 256; ++i) { table[i][0] = pal->colors[i].rgbRed; table[i][1] = pal->colors[i].rgbGreen; table[i][2] = pal->colors[i].rgbBlue; /* When index_in_alpha is set the palette index is stored in the * alpha component. In case of a readback we can then read * GL_ALPHA. Color keying is handled in surface_blt_special() using a * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the * color key itself is passed to glAlphaFunc in other cases the * alpha component of pixels that should be masked away is set to 0. */ if (index_in_alpha) table[i][3] = i; else if (colorkey && color_in_range(&surface->container->src_blt_color_key, i)) table[i][3] = 0x00; else if (pal->flags & WINED3D_PALETTE_ALPHA) table[i][3] = pal->colors[i].rgbReserved; else table[i][3] = 0xff; } } } static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, enum wined3d_conversion_type conversion_type, struct wined3d_surface *surface) { const BYTE *source; BYTE *dest; TRACE("src %p, dst %p, pitch %u, width %u, height %u, outpitch %u, conversion_type %#x, surface %p.\n", src, dst, pitch, width, height, outpitch, conversion_type, surface); switch (conversion_type) { case WINED3D_CT_NONE: { memcpy(dst, src, pitch * height); break; } case WINED3D_CT_PALETTED: case WINED3D_CT_PALETTED_CK: { BYTE table[256][4]; unsigned int x, y; d3dfmt_p8_init_palette(surface, table, (conversion_type == WINED3D_CT_PALETTED_CK)); for (y = 0; y < height; y++) { source = src + pitch * y; dest = dst + outpitch * y; /* This is an 1 bpp format, using the width here is fine */ for (x = 0; x < width; x++) { BYTE color = *source++; *dest++ = table[color][0]; *dest++ = table[color][1]; *dest++ = table[color][2]; *dest++ = table[color][3]; } } } break; case WINED3D_CT_CK_565: { /* Converting the 565 format in 5551 packed to emulate color-keying. Note : in all these conversion, it would be best to average the averaging pixels to get the color of the pixel that will be color-keyed to prevent 'color bleeding'. This will be done later on if ever it is too visible. Note2: Nvidia documents say that their driver does not support alpha + color keying on the same surface and disables color keying in such a case */ unsigned int x, y; const WORD *Source; WORD *Dest; TRACE("Color keyed 565\n"); for (y = 0; y < height; y++) { Source = (const WORD *)(src + y * pitch); Dest = (WORD *) (dst + y * outpitch); for (x = 0; x < width; x++ ) { WORD color = *Source++; *Dest = ((color & 0xffc0) | ((color & 0x1f) << 1)); if (!color_in_range(&surface->container->src_blt_color_key, color)) *Dest |= 0x0001; Dest++; } } } break; case WINED3D_CT_CK_5551: { /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */ unsigned int x, y; const WORD *Source; WORD *Dest; TRACE("Color keyed 5551\n"); for (y = 0; y < height; y++) { Source = (const WORD *)(src + y * pitch); Dest = (WORD *) (dst + y * outpitch); for (x = 0; x < width; x++ ) { WORD color = *Source++; *Dest = color; if (!color_in_range(&surface->container->src_blt_color_key, color)) *Dest |= (1 << 15); else *Dest &= ~(1 << 15); Dest++; } } } break; case WINED3D_CT_CK_RGB24: { /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */ unsigned int x, y; for (y = 0; y < height; y++) { source = src + pitch * y; dest = dst + outpitch * y; for (x = 0; x < width; x++) { DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ; DWORD dstcolor = color << 8; if (!color_in_range(&surface->container->src_blt_color_key, color)) dstcolor |= 0xff; *(DWORD*)dest = dstcolor; source += 3; dest += 4; } } } break; case WINED3D_CT_RGB32_888: { /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */ unsigned int x, y; for (y = 0; y < height; y++) { source = src + pitch * y; dest = dst + outpitch * y; for (x = 0; x < width; x++) { DWORD color = 0xffffff & *(const DWORD*)source; DWORD dstcolor = color << 8; if (!color_in_range(&surface->container->src_blt_color_key, color)) dstcolor |= 0xff; *(DWORD*)dest = dstcolor; source += 4; dest += 4; } } } break; case WINED3D_CT_CK_ARGB32: { unsigned int x, y; for (y = 0; y < height; ++y) { source = src + pitch * y; dest = dst + outpitch * y; for (x = 0; x < width; ++x) { DWORD color = *(const DWORD *)source; if (color_in_range(&surface->container->src_blt_color_key, color)) color &= ~0xff000000; *(DWORD*)dest = color; source += 4; dest += 4; } } } break; default: ERR("Unsupported conversion type %#x.\n", conversion_type); } return WINED3D_OK; } void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) { if (front->container->level_count != 1 || front->container->layer_count != 1 || back->container->level_count != 1 || back->container->layer_count != 1) ERR("Flip between surfaces %p and %p not supported.\n", front, back); /* Flip the surface contents */ /* Flip the DC */ { HDC tmp; tmp = front->hDC; front->hDC = back->hDC; back->hDC = tmp; } /* Flip the DIBsection */ { HBITMAP tmp = front->dib.DIBsection; front->dib.DIBsection = back->dib.DIBsection; back->dib.DIBsection = tmp; } /* Flip the surface data */ { void* tmp; tmp = front->dib.bitmap_data; front->dib.bitmap_data = back->dib.bitmap_data; back->dib.bitmap_data = tmp; tmp = front->resource.heap_memory; front->resource.heap_memory = back->resource.heap_memory; back->resource.heap_memory = tmp; } /* Flip the PBO */ { GLuint tmp_pbo = front->pbo; front->pbo = back->pbo; back->pbo = tmp_pbo; } /* Flip the opengl texture */ { GLuint tmp; tmp = back->container->texture_rgb.name; back->container->texture_rgb.name = front->container->texture_rgb.name; front->container->texture_rgb.name = tmp; tmp = back->container->texture_srgb.name; back->container->texture_srgb.name = front->container->texture_srgb.name; front->container->texture_srgb.name = tmp; tmp = back->rb_multisample; back->rb_multisample = front->rb_multisample; front->rb_multisample = tmp; tmp = back->rb_resolved; back->rb_resolved = front->rb_resolved; front->rb_resolved = tmp; resource_unload(&back->resource); resource_unload(&front->resource); } { DWORD tmp_flags = back->flags; back->flags = front->flags; front->flags = tmp_flags; tmp_flags = back->locations; back->locations = front->locations; front->locations = tmp_flags; } } /* Does a direct frame buffer -> texture copy. Stretching is done with single * pixel copy calls. */ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface, const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter) { struct wined3d_device *device = dst_surface->resource.device; const struct wined3d_gl_info *gl_info; float xrel, yrel; struct wined3d_context *context; BOOL upsidedown = FALSE; RECT dst_rect = *dst_rect_in; /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag * glCopyTexSubImage is a bit picky about the parameters we pass to it */ if(dst_rect.top > dst_rect.bottom) { UINT tmp = dst_rect.bottom; dst_rect.bottom = dst_rect.top; dst_rect.top = tmp; upsidedown = TRUE; } context = context_acquire(device, src_surface); gl_info = context->gl_info; context_apply_blit_state(context, device); wined3d_texture_load(dst_surface->container, context, FALSE); /* Bind the target texture */ context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name); if (surface_is_offscreen(src_surface)) { TRACE("Reading from an offscreen target\n"); upsidedown = !upsidedown; gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer); } else { gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(src_surface)); } checkGLcall("glReadBuffer"); xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left); yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top); if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) { FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n"); if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT) ERR("Texture filtering not supported in direct blit.\n"); } else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT) && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) { ERR("Texture filtering not supported in direct blit\n"); } if (upsidedown && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) { /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */ gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, dst_rect.left /*xoffset */, dst_rect.top /* y offset */, src_rect->left, src_surface->resource.height - src_rect->bottom, dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); } else { LONG row; UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1; /* I have to process this row by row to swap the image, * otherwise it would be upside down, so stretching in y direction * doesn't cost extra time * * However, stretching in x direction can be avoided if not necessary */ for(row = dst_rect.top; row < dst_rect.bottom; row++) { if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) { /* Well, that stuff works, but it's very slow. * find a better way instead */ LONG col; for (col = dst_rect.left; col < dst_rect.right; ++col) { gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, dst_rect.left + col /* x offset */, row /* y offset */, src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1); } } else { gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, dst_rect.left /* x offset */, row /* y offset */, src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1); } } } checkGLcall("glCopyTexSubImage2D"); context_release(context); /* The texture is now most up to date - If the surface is a render target * and has a drawable, this path is never entered. */ surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB); surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB); } /* Uses the hardware to stretch and flip the image */ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface, const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter) { struct wined3d_device *device = dst_surface->resource.device; GLuint src, backup = 0; float left, right, top, bottom; /* Texture coordinates */ UINT fbwidth = src_surface->resource.width; UINT fbheight = src_surface->resource.height; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; GLenum drawBuffer = GL_BACK; GLenum texture_target; BOOL noBackBufferBackup; BOOL src_offscreen; BOOL upsidedown = FALSE; RECT dst_rect = *dst_rect_in; TRACE("Using hwstretch blit\n"); /* Activate the Proper context for reading from the source surface, set it up for blitting */ context = context_acquire(device, src_surface); gl_info = context->gl_info; context_apply_blit_state(context, device); wined3d_texture_load(dst_surface->container, context, FALSE); src_offscreen = surface_is_offscreen(src_surface); noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO; if (!noBackBufferBackup && !src_surface->container->texture_rgb.name) { /* Get it a description */ wined3d_texture_load(src_surface->container, context, FALSE); } /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring. * This way we don't have to wait for the 2nd readback to finish to leave this function. */ if (context->aux_buffers >= 2) { /* Got more than one aux buffer? Use the 2nd aux buffer */ drawBuffer = GL_AUX1; } else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1) { /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */ drawBuffer = GL_AUX0; } if (noBackBufferBackup) { gl_info->gl_ops.gl.p_glGenTextures(1, &backup); checkGLcall("glGenTextures"); context_bind_texture(context, GL_TEXTURE_2D, backup); texture_target = GL_TEXTURE_2D; } else { /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If * we are reading from the back buffer, the backup can be used as source texture */ texture_target = src_surface->texture_target; context_bind_texture(context, texture_target, src_surface->container->texture_rgb.name); gl_info->gl_ops.gl.p_glEnable(texture_target); checkGLcall("glEnable(texture_target)"); /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */ src_surface->locations &= ~WINED3D_LOCATION_TEXTURE_RGB; } /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag * glCopyTexSubImage is a bit picky about the parameters we pass to it */ if(dst_rect.top > dst_rect.bottom) { UINT tmp = dst_rect.bottom; dst_rect.bottom = dst_rect.top; dst_rect.top = tmp; upsidedown = TRUE; } if (src_offscreen) { TRACE("Reading from an offscreen target\n"); upsidedown = !upsidedown; gl_info->gl_ops.gl.p_glReadBuffer(device->offscreenBuffer); } else { gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(src_surface)); } /* TODO: Only back up the part that will be overwritten */ gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, fbwidth, fbheight); checkGLcall("glCopyTexSubImage2D"); /* No issue with overriding these - the sampler is dirty due to blit usage */ gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(magLookup, filter)); checkGLcall("glTexParameteri"); gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(minMipLookup, filter, WINED3D_TEXF_NONE)); checkGLcall("glTexParameteri"); if (!src_surface->swapchain || src_surface == src_surface->swapchain->back_buffers[0]) { src = backup ? backup : src_surface->container->texture_rgb.name; } else { gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT); checkGLcall("glReadBuffer(GL_FRONT)"); gl_info->gl_ops.gl.p_glGenTextures(1, &src); checkGLcall("glGenTextures(1, &src)"); context_bind_texture(context, GL_TEXTURE_2D, src); /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch * out for power of 2 sizes */ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width, src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); checkGLcall("glTexImage2D"); gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, fbwidth, fbheight); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK); checkGLcall("glReadBuffer(GL_BACK)"); if (texture_target != GL_TEXTURE_2D) { gl_info->gl_ops.gl.p_glDisable(texture_target); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); texture_target = GL_TEXTURE_2D; } } checkGLcall("glEnd and previous"); left = src_rect->left; right = src_rect->right; if (!upsidedown) { top = src_surface->resource.height - src_rect->top; bottom = src_surface->resource.height - src_rect->bottom; } else { top = src_surface->resource.height - src_rect->bottom; bottom = src_surface->resource.height - src_rect->top; } if (src_surface->flags & SFLAG_NORMCOORD) { left /= src_surface->pow2Width; right /= src_surface->pow2Width; top /= src_surface->pow2Height; bottom /= src_surface->pow2Height; } /* draw the source texture stretched and upside down. The correct surface is bound already */ gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP); gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP); context_set_draw_buffer(context, drawBuffer); gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer); gl_info->gl_ops.gl.p_glBegin(GL_QUADS); /* bottom left */ gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom); gl_info->gl_ops.gl.p_glVertex2i(0, 0); /* top left */ gl_info->gl_ops.gl.p_glTexCoord2f(left, top); gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top); /* top right */ gl_info->gl_ops.gl.p_glTexCoord2f(right, top); gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); /* bottom right */ gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom); gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0); gl_info->gl_ops.gl.p_glEnd(); checkGLcall("glEnd and previous"); if (texture_target != dst_surface->texture_target) { gl_info->gl_ops.gl.p_glDisable(texture_target); gl_info->gl_ops.gl.p_glEnable(dst_surface->texture_target); texture_target = dst_surface->texture_target; } /* Now read the stretched and upside down image into the destination texture */ context_bind_texture(context, texture_target, dst_surface->container->texture_rgb.name); gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, dst_rect.left, dst_rect.top, /* xoffset, yoffset */ 0, 0, /* We blitted the image to the origin */ dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); checkGLcall("glCopyTexSubImage2D"); if (drawBuffer == GL_BACK) { /* Write the back buffer backup back. */ if (backup) { if (texture_target != GL_TEXTURE_2D) { gl_info->gl_ops.gl.p_glDisable(texture_target); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); texture_target = GL_TEXTURE_2D; } context_bind_texture(context, GL_TEXTURE_2D, backup); } else { if (texture_target != src_surface->texture_target) { gl_info->gl_ops.gl.p_glDisable(texture_target); gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target); texture_target = src_surface->texture_target; } context_bind_texture(context, src_surface->texture_target, src_surface->container->texture_rgb.name); } gl_info->gl_ops.gl.p_glBegin(GL_QUADS); /* top left */ gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex2i(0, fbheight); /* bottom left */ gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height); gl_info->gl_ops.gl.p_glVertex2i(0, 0); /* bottom right */ gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, (float)fbheight / (float)src_surface->pow2Height); gl_info->gl_ops.gl.p_glVertex2i(fbwidth, 0); /* top right */ gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f); gl_info->gl_ops.gl.p_glVertex2i(fbwidth, fbheight); gl_info->gl_ops.gl.p_glEnd(); } gl_info->gl_ops.gl.p_glDisable(texture_target); checkGLcall("glDisable(texture_target)"); /* Cleanup */ if (src != src_surface->container->texture_rgb.name && src != backup) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &src); checkGLcall("glDeleteTextures(1, &src)"); } if (backup) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup); checkGLcall("glDeleteTextures(1, &backup)"); } if (wined3d_settings.strict_draw_ordering) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); /* The texture is now most up to date - If the surface is a render target * and has a drawable, this path is never entered. */ surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB); surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB); } /* Front buffer coordinates are always full screen coordinates, but our GL * drawable is limited to the window's client area. The sysmem and texture * copies do have the full screen size. Note that GL has a bottom-left * origin, while D3D has a top-left origin. */ void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) { UINT drawable_height; if (surface->swapchain && surface == surface->swapchain->front_buffer) { POINT offset = {0, 0}; RECT windowsize; ScreenToClient(window, &offset); OffsetRect(rect, offset.x, offset.y); GetClientRect(window, &windowsize); drawable_height = windowsize.bottom - windowsize.top; } else { drawable_height = surface->resource.height; } rect->top = drawable_height - rect->top; rect->bottom = drawable_height - rect->bottom; } static void surface_blt_to_drawable(const struct wined3d_device *device, enum wined3d_texture_filter_type filter, BOOL alpha_test, struct wined3d_surface *src_surface, const RECT *src_rect_in, struct wined3d_surface *dst_surface, const RECT *dst_rect_in) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; RECT src_rect, dst_rect; src_rect = *src_rect_in; dst_rect = *dst_rect_in; context = context_acquire(device, dst_surface); gl_info = context->gl_info; /* Make sure the surface is up-to-date. This should probably use * surface_load_location() and worry about the destination surface too, * unless we're overwriting it completely. */ wined3d_texture_load(src_surface->container, context, FALSE); /* Activate the destination context, set it up for blitting */ context_apply_blit_state(context, device); if (!surface_is_offscreen(dst_surface)) surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); device->blitter->set_shader(device->blit_priv, context, src_surface); if (alpha_test) { gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); checkGLcall("glEnable(GL_ALPHA_TEST)"); /* When the primary render target uses P8, the alpha component * contains the palette index. Which means that the colorkey is one of * the palette entries. In other cases pixels that should be masked * away have alpha set to 0. */ if (swapchain_is_p8(context->swapchain)) gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, (float)src_surface->container->src_blt_color_key.color_space_low_value / 256.0f); else gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f); checkGLcall("glAlphaFunc"); } else { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); } draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter); if (alpha_test) { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); } /* Leave the opengl state valid for blitting */ device->blitter->unset_shader(context->gl_info); if (wined3d_settings.strict_draw_ordering || (dst_surface->swapchain && dst_surface->swapchain->front_buffer == dst_surface)) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); } HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color) { struct wined3d_device *device = s->resource.device; const struct blit_shader *blitter; blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL, NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format); if (!blitter) { FIXME("No blitter is capable of performing the requested color fill operation.\n"); return WINED3DERR_INVALIDCALL; } return blitter->color_fill(device, s, rect, color); } static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RECT *dst_rect, struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx, enum wined3d_texture_filter_type filter) { struct wined3d_device *device = dst_surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_swapchain *src_swapchain, *dst_swapchain; TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n", dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect), flags, DDBltFx, debug_d3dtexturefiltertype(filter)); /* Get the swapchain. One of the surfaces has to be a primary surface */ if (dst_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM) { WARN("Destination is in sysmem, rejecting gl blt\n"); return WINED3DERR_INVALIDCALL; } dst_swapchain = dst_surface->swapchain; if (src_surface) { if (src_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM) { WARN("Src is in sysmem, rejecting gl blt\n"); return WINED3DERR_INVALIDCALL; } src_swapchain = src_surface->swapchain; } else { src_swapchain = NULL; } /* Early sort out of cases where no render target is used */ if (!dst_swapchain && !src_swapchain && src_surface != device->fb.render_targets[0] && dst_surface != device->fb.render_targets[0]) { TRACE("No surface is render target, not using hardware blit.\n"); return WINED3DERR_INVALIDCALL; } /* No destination color keying supported */ if (flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) { /* Can we support that with glBlendFunc if blitting to the frame buffer? */ TRACE("Destination color key not supported in accelerated Blit, falling back to software\n"); return WINED3DERR_INVALIDCALL; } if (dst_swapchain && dst_swapchain == src_swapchain) { FIXME("Implement hardware blit between two surfaces on the same swapchain\n"); return WINED3DERR_INVALIDCALL; } if (dst_swapchain && src_swapchain) { FIXME("Implement hardware blit between two different swapchains\n"); return WINED3DERR_INVALIDCALL; } if (dst_swapchain) { /* Handled with regular texture -> swapchain blit */ if (src_surface == device->fb.render_targets[0]) TRACE("Blit from active render target to a swapchain\n"); } else if (src_swapchain && dst_surface == device->fb.render_targets[0]) { FIXME("Implement blit from a swapchain to the active render target\n"); return WINED3DERR_INVALIDCALL; } if ((src_swapchain || src_surface == device->fb.render_targets[0]) && !dst_swapchain) { /* Blit from render target to texture */ BOOL stretchx; /* P8 read back is not implemented */ if (src_surface->resource.format->id == WINED3DFMT_P8_UINT || dst_surface->resource.format->id == WINED3DFMT_P8_UINT) { TRACE("P8 read back not supported by frame buffer to texture blit\n"); return WINED3DERR_INVALIDCALL; } if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) { TRACE("Color keying not supported by frame buffer to texture blit\n"); return WINED3DERR_INVALIDCALL; /* Destination color key is checked above */ } if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left) stretchx = TRUE; else stretchx = FALSE; /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot * flip the image nor scale it. * * -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call * -> If the app wants an image width an unscaled width, copy it line per line * -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the * back buffer. This is slower than reading line per line, thus not used for flipping * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied * pixel by pixel. */ if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width || dst_rect->bottom - dst_rect->top > src_surface->resource.height) { TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n"); fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter); } else { TRACE("Using hardware stretching to flip / stretch the texture.\n"); fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter); } surface_evict_sysmem(dst_surface); return WINED3D_OK; } else if (src_surface) { /* Blit from offscreen surface to render target */ struct wined3d_color_key old_blt_key = src_surface->container->src_blt_color_key; DWORD old_color_key_flags = src_surface->container->color_key_flags; TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface); if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT, src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format, dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format)) { FIXME("Unsupported blit operation falling back to software\n"); return WINED3DERR_INVALIDCALL; } /* Color keying: Check if we have to do a color keyed blt, * and if not check if a color key is activated. * * Just modify the color keying parameters in the surface and restore them afterwards * The surface keeps track of the color key last used to load the opengl surface. * PreLoad will catch the change to the flags and color key and reload if necessary. */ if (flags & WINEDDBLT_KEYSRC) { /* Use color key from surface */ } else if (flags & WINEDDBLT_KEYSRCOVERRIDE) { /* Use color key from DDBltFx */ src_surface->container->color_key_flags |= WINEDDSD_CKSRCBLT; src_surface->container->src_blt_color_key = DDBltFx->ddckSrcColorkey; } else { /* Do not use color key */ src_surface->container->color_key_flags &= ~WINEDDSD_CKSRCBLT; } surface_blt_to_drawable(device, filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_ALPHATEST), src_surface, src_rect, dst_surface, dst_rect); /* Restore the color key parameters */ src_surface->container->color_key_flags = old_color_key_flags; src_surface->container->src_blt_color_key = old_blt_key; surface_validate_location(dst_surface, dst_surface->draw_binding); surface_invalidate_location(dst_surface, ~dst_surface->draw_binding); return WINED3D_OK; } /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */ TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n"); return WINED3DERR_INVALIDCALL; } /* Context activation is done by the caller. */ static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context, GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info = context->gl_info; GLint compare_mode = GL_NONE; struct blt_info info; GLint old_binding = 0; RECT rect; gl_info->gl_ops.gl.p_glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT); gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); gl_info->gl_ops.gl.p_glDisable(GL_BLEND); gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST); gl_info->gl_ops.gl.p_glDepthFunc(GL_ALWAYS); gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); gl_info->gl_ops.gl.p_glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); gl_info->gl_ops.gl.p_glViewport(x, y, w, h); gl_info->gl_ops.gl.p_glDepthRange(0.0, 1.0); SetRect(&rect, 0, h, w, 0); surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info); context_active_texture(context, context->gl_info, 0); gl_info->gl_ops.gl.p_glGetIntegerv(info.binding, &old_binding); gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, texture); if (gl_info->supported[ARB_SHADOW]) { gl_info->gl_ops.gl.p_glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode); if (compare_mode != GL_NONE) gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); } device->shader_backend->shader_select_depth_blt(device->shader_priv, gl_info, info.tex_type, &surface->ds_current_size); gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]); gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]); gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]); gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f); gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]); gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f); gl_info->gl_ops.gl.p_glEnd(); if (compare_mode != GL_NONE) gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode); gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, old_binding); gl_info->gl_ops.gl.p_glPopAttrib(); device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info); } void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) { TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h); if (((surface->locations & WINED3D_LOCATION_TEXTURE_RGB) && !(location & WINED3D_LOCATION_TEXTURE_RGB)) || (!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB) && (location & WINED3D_LOCATION_TEXTURE_RGB))) wined3d_texture_set_dirty(surface->container); surface->ds_current_size.cx = w; surface->ds_current_size.cy = h; surface->locations = location; } /* Context activation is done by the caller. */ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_device *device = surface->resource.device; GLsizei w, h; TRACE("surface %p, new location %#x.\n", surface, location); /* TODO: Make this work for modes other than FBO */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; if (!(surface->locations & location)) { w = surface->ds_current_size.cx; h = surface->ds_current_size.cy; surface->ds_current_size.cx = 0; surface->ds_current_size.cy = 0; } else { w = surface->resource.width; h = surface->resource.height; } if (surface->ds_current_size.cx == surface->resource.width && surface->ds_current_size.cy == surface->resource.height) { TRACE("Location (%#x) is already up to date.\n", location); return; } if (surface->current_renderbuffer) { FIXME("Not supported with fixed up depth stencil.\n"); return; } if (surface->locations & WINED3D_LOCATION_DISCARDED) { TRACE("Surface was discarded, no need copy data.\n"); switch (location) { case WINED3D_LOCATION_TEXTURE_RGB: surface_prepare_texture(surface, context, FALSE); break; case WINED3D_LOCATION_RB_MULTISAMPLE: surface_prepare_rb(surface, gl_info, TRUE); break; case WINED3D_LOCATION_DRAWABLE: /* Nothing to do */ break; default: FIXME("Unhandled location %#x\n", location); } surface->locations &= ~WINED3D_LOCATION_DISCARDED; surface->locations |= location; surface->ds_current_size.cx = surface->resource.width; surface->ds_current_size.cy = surface->resource.height; return; } if (!surface->locations) { FIXME("No up to date depth stencil location.\n"); surface->locations |= location; surface->ds_current_size.cx = surface->resource.width; surface->ds_current_size.cy = surface->resource.height; return; } if (location == WINED3D_LOCATION_TEXTURE_RGB) { GLint old_binding = 0; GLenum bind_target; /* The render target is allowed to be smaller than the depth/stencil * buffer, so the onscreen depth/stencil buffer is potentially smaller * than the offscreen surface. Don't overwrite the offscreen surface * with undefined data. */ w = min(w, context->swapchain->desc.backbuffer_width); h = min(h, context->swapchain->desc.backbuffer_height); TRACE("Copying onscreen depth buffer to depth texture.\n"); if (!device->depth_blt_texture) gl_info->gl_ops.gl.p_glGenTextures(1, &device->depth_blt_texture); /* Note that we use depth_blt here as well, rather than glCopyTexImage2D * directly on the FBO texture. That's because we need to flip. */ context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE); if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding); bind_target = GL_TEXTURE_RECTANGLE_ARB; } else { gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); bind_target = GL_TEXTURE_2D; } gl_info->gl_ops.gl.p_glBindTexture(bind_target, device->depth_blt_texture); /* We use GL_DEPTH_COMPONENT instead of the surface's specific * internal format, because the internal format might include stencil * data. In principle we should copy stencil data as well, but unless * the driver supports stencil export it's hard to do, and doesn't * seem to be needed in practice. If the hardware doesn't support * writing stencil data, the glCopyTexImage2D() call might trigger * software fallbacks. */ gl_info->gl_ops.gl.p_glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0); gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, NULL, surface, WINED3D_LOCATION_TEXTURE_RGB); context_set_draw_buffer(context, GL_NONE); /* Do the actual blit */ surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target); checkGLcall("depth_blt"); context_invalidate_state(context, STATE_FRAMEBUFFER); if (wined3d_settings.strict_draw_ordering) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ } else if (location == WINED3D_LOCATION_DRAWABLE) { TRACE("Copying depth texture to onscreen depth buffer.\n"); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE); surface_depth_blt(surface, context, surface->container->texture_rgb.name, 0, surface->pow2Height - h, w, h, surface->texture_target); checkGLcall("depth_blt"); context_invalidate_state(context, STATE_FRAMEBUFFER); if (wined3d_settings.strict_draw_ordering) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ } else { ERR("Invalid location (%#x) specified.\n", location); } surface->locations |= location; surface->ds_current_size.cx = surface->resource.width; surface->ds_current_size.cy = surface->resource.height; } void surface_validate_location(struct wined3d_surface *surface, DWORD location) { TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location)); surface->locations |= location; } void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) { TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location)); if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) wined3d_texture_set_dirty(surface->container); surface->locations &= ~location; if (!surface->locations) ERR("Surface %p does not have any up to date location.\n", surface); } static DWORD resource_access_from_location(DWORD location) { switch (location) { case WINED3D_LOCATION_SYSMEM: case WINED3D_LOCATION_USER_MEMORY: case WINED3D_LOCATION_DIB: case WINED3D_LOCATION_BUFFER: return WINED3D_RESOURCE_ACCESS_CPU; case WINED3D_LOCATION_DRAWABLE: case WINED3D_LOCATION_TEXTURE_SRGB: case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_RB_MULTISAMPLE: case WINED3D_LOCATION_RB_RESOLVED: return WINED3D_RESOURCE_ACCESS_GPU; default: FIXME("Unhandled location %#x.\n", location); return 0; } } static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD location) { struct wined3d_device *device = surface->resource.device; struct wined3d_context *context; const struct wined3d_gl_info *gl_info; struct wined3d_bo_address dst, src; UINT size = surface->resource.size; surface_get_memory(surface, &dst, location); surface_get_memory(surface, &src, surface->locations); if (dst.buffer_object) { context = context_acquire(device, NULL); gl_info = context->gl_info; GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, dst.buffer_object)); GL_EXTCALL(glBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, size, src.addr)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("Upload PBO"); context_release(context); return; } if (src.buffer_object) { context = context_acquire(device, NULL); gl_info = context->gl_info; GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, src.buffer_object)); GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_PACK_BUFFER_ARB, 0, size, dst.addr)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("Download PBO"); context_release(context); return; } memcpy(dst.addr, src.addr, size); } static void surface_load_sysmem(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, DWORD dst_location) { if (surface->locations & surface_simple_locations) { surface_copy_simple_location(surface, dst_location); return; } if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)) surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB); /* Download the surface to system memory. */ if (surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) { struct wined3d_device *device = surface->resource.device; struct wined3d_context *context; /* TODO: Use already acquired context when possible. */ context = context_acquire(device, NULL); wined3d_texture_bind_and_dirtify(surface->container, context, !(surface->locations & WINED3D_LOCATION_TEXTURE_RGB)); surface_download_data(surface, gl_info, dst_location); context_release(context); return; } if (surface->locations & WINED3D_LOCATION_DRAWABLE) { read_from_framebuffer(surface, dst_location); return; } FIXME("Can't load surface %p with location flags %s into sysmem.\n", surface, wined3d_debug_location(surface->locations)); } static HRESULT surface_load_drawable(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info) { RECT r; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface)) { ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n"); return WINED3DERR_INVALIDCALL; } surface_get_rect(surface, NULL, &r); surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB); surface_blt_to_drawable(surface->resource.device, WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r); return WINED3D_OK; } static HRESULT surface_load_texture(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) { RECT src_rect = {0, 0, surface->resource.width, surface->resource.height}; struct wined3d_device *device = surface->resource.device; enum wined3d_conversion_type convert; struct wined3d_context *context; UINT width, src_pitch, dst_pitch; struct wined3d_bo_address data; struct wined3d_format format; POINT dst_point = {0, 0}; BYTE *mem = NULL; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && surface_is_offscreen(surface) && (surface->locations & WINED3D_LOCATION_DRAWABLE)) { surface_load_fb_texture(surface, srgb); return WINED3D_OK; } if (surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB) && (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB) && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT, NULL, surface->resource.usage, surface->resource.pool, surface->resource.format, NULL, surface->resource.usage, surface->resource.pool, surface->resource.format)) { if (srgb) surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect); else surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect); return WINED3D_OK; } if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED) && (!srgb || (surface->resource.format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)) && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT, NULL, surface->resource.usage, surface->resource.pool, surface->resource.format, NULL, surface->resource.usage, surface->resource.pool, surface->resource.format)) { DWORD src_location = surface->locations & WINED3D_LOCATION_RB_RESOLVED ? WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE; DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; RECT rect = {0, 0, surface->resource.width, surface->resource.height}; surface_blt_fbo(device, WINED3D_TEXF_POINT, surface, src_location, &rect, surface, dst_location, &rect); return WINED3D_OK; } /* Upload from system memory */ d3dfmt_get_conv(surface, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &convert); if (srgb) { if ((surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | surface->map_binding)) == WINED3D_LOCATION_TEXTURE_RGB) { /* Performance warning... */ FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface); surface_prepare_map_memory(surface); surface_load_location(surface, surface->map_binding); } } else { if ((surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | surface->map_binding)) == WINED3D_LOCATION_TEXTURE_SRGB) { /* Performance warning... */ FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface); surface_prepare_map_memory(surface); surface_load_location(surface, surface->map_binding); } } if (!(surface->locations & surface_simple_locations)) { WARN("Trying to load a texture from sysmem, but no simple location is valid.\n"); /* Lets hope we get it from somewhere... */ surface_prepare_system_memory(surface); surface_load_location(surface, WINED3D_LOCATION_SYSMEM); } /* TODO: Use already acquired context when possible. */ context = context_acquire(device, NULL); surface_prepare_texture(surface, context, srgb); wined3d_texture_bind_and_dirtify(surface->container, context, srgb); if (surface->container->color_key_flags & WINEDDSD_CKSRCBLT) { surface->flags |= SFLAG_GLCKEY; surface->gl_color_key = surface->container->src_blt_color_key; } else surface->flags &= ~SFLAG_GLCKEY; width = surface->resource.width; src_pitch = wined3d_surface_get_pitch(surface); /* Don't use PBOs for converted surfaces. During PBO conversion we look at * SFLAG_CONVERTED but it isn't set (yet) in all cases it is getting * called. */ if ((convert != WINED3D_CT_NONE || format.convert) && surface->pbo) { TRACE("Removing the pbo attached to surface %p.\n", surface); if (surface->flags & SFLAG_DIBSECTION) surface->map_binding = WINED3D_LOCATION_DIB; else surface->map_binding = WINED3D_LOCATION_SYSMEM; surface_prepare_map_memory(surface); surface_load_location(surface, surface->map_binding); surface_remove_pbo(surface, gl_info); } surface_get_memory(surface, &data, surface->locations); if (format.convert) { /* This code is entered for texture formats which need a fixup. */ UINT height = surface->resource.height; /* Stick to the alignment for the converted surface too, makes it easier to load the surface */ dst_pitch = width * format.conv_byte_count; dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1); if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height))) { ERR("Out of memory (%u).\n", dst_pitch * height); context_release(context); return E_OUTOFMEMORY; } format.convert(data.addr, mem, src_pitch, src_pitch * height, dst_pitch, dst_pitch * height, width, height, 1); format.byte_count = format.conv_byte_count; src_pitch = dst_pitch; data.addr = mem; } else if (convert != WINED3D_CT_NONE) { /* This code is only entered for color keying fixups */ UINT height = surface->resource.height; /* Stick to the alignment for the converted surface too, makes it easier to load the surface */ dst_pitch = width * format.conv_byte_count; dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1); if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height))) { ERR("Out of memory (%u).\n", dst_pitch * height); context_release(context); return E_OUTOFMEMORY; } d3dfmt_convert_surface(data.addr, mem, src_pitch, width, height, dst_pitch, convert, surface); format.byte_count = format.conv_byte_count; src_pitch = dst_pitch; data.addr = mem; } surface_upload_data(surface, gl_info, &format, &src_rect, src_pitch, &dst_point, srgb, &data); context_release(context); HeapFree(GetProcessHeap(), 0, mem); return WINED3D_OK; } static void surface_multisample_resolve(struct wined3d_surface *surface) { RECT rect = {0, 0, surface->resource.width, surface->resource.height}; if (!(surface->locations & WINED3D_LOCATION_RB_MULTISAMPLE)) ERR("Trying to resolve multisampled surface %p, but location WINED3D_LOCATION_RB_MULTISAMPLE not current.\n", surface); surface_blt_fbo(surface->resource.device, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_RB_MULTISAMPLE, &rect, surface, WINED3D_LOCATION_RB_RESOLVED, &rect); } HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; HRESULT hr; TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location)); if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) { if (location == WINED3D_LOCATION_TEXTURE_RGB && surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED)) { struct wined3d_context *context = context_acquire(device, NULL); surface_load_ds_location(surface, context, location); context_release(context); return WINED3D_OK; } else if (location & surface->locations && surface->draw_binding != WINED3D_LOCATION_DRAWABLE) { /* Already up to date, nothing to do. */ return WINED3D_OK; } else { FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n", wined3d_debug_location(surface->locations), wined3d_debug_location(location)); return WINED3DERR_INVALIDCALL; } } if (surface->locations & location) { TRACE("Location already up to date.\n"); return WINED3D_OK; } if (WARN_ON(d3d_surface)) { DWORD required_access = resource_access_from_location(location); if ((surface->resource.access_flags & required_access) != required_access) WARN("Operation requires %#x access, but surface only has %#x.\n", required_access, surface->resource.access_flags); } if (!surface->locations) { ERR("Surface %p does not have any up to date location.\n", surface); surface->flags |= SFLAG_LOST; return WINED3DERR_DEVICELOST; } switch (location) { case WINED3D_LOCATION_DIB: case WINED3D_LOCATION_USER_MEMORY: case WINED3D_LOCATION_SYSMEM: case WINED3D_LOCATION_BUFFER: surface_load_sysmem(surface, gl_info, location); break; case WINED3D_LOCATION_DRAWABLE: if (FAILED(hr = surface_load_drawable(surface, gl_info))) return hr; break; case WINED3D_LOCATION_RB_RESOLVED: surface_multisample_resolve(surface); break; case WINED3D_LOCATION_TEXTURE_RGB: case WINED3D_LOCATION_TEXTURE_SRGB: if (FAILED(hr = surface_load_texture(surface, gl_info, location == WINED3D_LOCATION_TEXTURE_SRGB))) return hr; break; default: ERR("Don't know how to handle location %#x.\n", location); break; } surface_validate_location(surface, location); if (location != WINED3D_LOCATION_SYSMEM && (surface->locations & WINED3D_LOCATION_SYSMEM)) surface_evict_sysmem(surface); return WINED3D_OK; } BOOL surface_is_offscreen(const struct wined3d_surface *surface) { struct wined3d_swapchain *swapchain; /* Not on a swapchain - must be offscreen */ if (!(swapchain = surface->swapchain)) return TRUE; /* The front buffer is always onscreen */ if (surface == swapchain->front_buffer) return FALSE; /* If the swapchain is rendered to an FBO, the backbuffer is * offscreen, otherwise onscreen */ return swapchain->render_to_fbo; } static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; } /* Context activation is done by the caller. */ static void ffp_blit_free(struct wined3d_device *device) { } /* Context activation is done by the caller. */ static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface) { const struct wined3d_gl_info *gl_info = context->gl_info; gl_info->gl_ops.gl.p_glEnable(surface->container->target); checkGLcall("glEnable(target)"); return WINED3D_OK; } /* Context activation is done by the caller. */ static void ffp_blit_unset(const struct wined3d_gl_info *gl_info) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } } static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) { switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT: if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM) return FALSE; if (TRACE_ON(d3d_surface) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(src_format->color_fixup); } /* We only support identity conversions. */ if (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)) { TRACE("Fixups are not supported.\n"); return FALSE; } return TRUE; case WINED3D_BLIT_OP_COLOR_FILL: if (dst_pool == WINED3D_POOL_SYSTEM_MEM) return FALSE; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET))) return FALSE; } else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET)) { TRACE("Color fill not supported\n"); return FALSE; } /* FIXME: We should reject color fills on formats with fixups, * but this would break P8 color fills for example. */ return TRUE; case WINED3D_BLIT_OP_DEPTH_FILL: return TRUE; default: TRACE("Unsupported blit_op=%d\n", blit_op); return FALSE; } } static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface, const RECT *dst_rect, const struct wined3d_color *color) { const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height}; struct wined3d_fb_state fb = {&dst_surface, NULL}; device_clear_render_targets(device, 1, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0); return WINED3D_OK; } static HRESULT ffp_blit_depth_fill(struct wined3d_device *device, struct wined3d_surface *surface, const RECT *rect, float depth) { const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height}; struct wined3d_fb_state fb = {NULL, surface}; device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0); return WINED3D_OK; } const struct blit_shader ffp_blit = { ffp_blit_alloc, ffp_blit_free, ffp_blit_set, ffp_blit_unset, ffp_blit_supported, ffp_blit_color_fill, ffp_blit_depth_fill, }; static HRESULT cpu_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; } /* Context activation is done by the caller. */ static void cpu_blit_free(struct wined3d_device *device) { } /* Context activation is done by the caller. */ static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface) { return WINED3D_OK; } /* Context activation is done by the caller. */ static void cpu_blit_unset(const struct wined3d_gl_info *gl_info) { } static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) { if (blit_op == WINED3D_BLIT_OP_COLOR_FILL) { return TRUE; } return FALSE; } static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data, UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h, const struct wined3d_format *format, DWORD flags, const WINEDDBLTFX *fx) { UINT row_block_count; const BYTE *src_row; BYTE *dst_row; UINT x, y; src_row = src_data; dst_row = dst_data; row_block_count = (update_w + format->block_width - 1) / format->block_width; if (!flags) { for (y = 0; y < update_h; y += format->block_height) { memcpy(dst_row, src_row, row_block_count * format->block_byte_count); src_row += src_pitch; dst_row += dst_pitch; } return WINED3D_OK; } if (flags == WINEDDBLT_DDFX && fx->dwDDFX == WINEDDBLTFX_MIRRORUPDOWN) { src_row += (((update_h / format->block_height) - 1) * src_pitch); switch (format->id) { case WINED3DFMT_DXT1: for (y = 0; y < update_h; y += format->block_height) { struct block { WORD color[2]; BYTE control_row[4]; }; const struct block *s = (const struct block *)src_row; struct block *d = (struct block *)dst_row; for (x = 0; x < row_block_count; ++x) { d[x].color[0] = s[x].color[0]; d[x].color[1] = s[x].color[1]; d[x].control_row[0] = s[x].control_row[3]; d[x].control_row[1] = s[x].control_row[2]; d[x].control_row[2] = s[x].control_row[1]; d[x].control_row[3] = s[x].control_row[0]; } src_row -= src_pitch; dst_row += dst_pitch; } return WINED3D_OK; case WINED3DFMT_DXT3: for (y = 0; y < update_h; y += format->block_height) { struct block { WORD alpha_row[4]; WORD color[2]; BYTE control_row[4]; }; const struct block *s = (const struct block *)src_row; struct block *d = (struct block *)dst_row; for (x = 0; x < row_block_count; ++x) { d[x].alpha_row[0] = s[x].alpha_row[3]; d[x].alpha_row[1] = s[x].alpha_row[2]; d[x].alpha_row[2] = s[x].alpha_row[1]; d[x].alpha_row[3] = s[x].alpha_row[0]; d[x].color[0] = s[x].color[0]; d[x].color[1] = s[x].color[1]; d[x].control_row[0] = s[x].control_row[3]; d[x].control_row[1] = s[x].control_row[2]; d[x].control_row[2] = s[x].control_row[1]; d[x].control_row[3] = s[x].control_row[0]; } src_row -= src_pitch; dst_row += dst_pitch; } return WINED3D_OK; default: FIXME("Compressed flip not implemented for format %s.\n", debug_d3dformat(format->id)); return E_NOTIMPL; } } FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n", debug_d3dformat(format->id), flags, flags & WINEDDBLT_DDFX ? fx->dwDDFX : 0); return E_NOTIMPL; } static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect, struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter) { int bpp, srcheight, srcwidth, dstheight, dstwidth, width; const struct wined3d_format *src_format, *dst_format; struct wined3d_texture *src_texture = NULL; struct wined3d_map_desc dst_map, src_map; const BYTE *sbase = NULL; HRESULT hr = WINED3D_OK; const BYTE *sbuf; BYTE *dbuf; int x, y; TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n", dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter)); if (src_surface == dst_surface) { wined3d_surface_map(dst_surface, &dst_map, NULL, 0); src_map = dst_map; src_format = dst_surface->resource.format; dst_format = src_format; } else { dst_format = dst_surface->resource.format; if (src_surface) { if (dst_surface->resource.format->id != src_surface->resource.format->id) { if (!(src_texture = surface_convert_format(src_surface, dst_format->id))) { /* The conv function writes a FIXME */ WARN("Cannot convert source surface format to dest format.\n"); goto release; } src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, 0)); } wined3d_surface_map(src_surface, &src_map, NULL, WINED3D_MAP_READONLY); src_format = src_surface->resource.format; } else { src_format = dst_format; } wined3d_surface_map(dst_surface, &dst_map, dst_rect, 0); } bpp = dst_surface->resource.format->byte_count; srcheight = src_rect->bottom - src_rect->top; srcwidth = src_rect->right - src_rect->left; dstheight = dst_rect->bottom - dst_rect->top; dstwidth = dst_rect->right - dst_rect->left; width = (dst_rect->right - dst_rect->left) * bpp; if (src_surface) sbase = (BYTE *)src_map.data + ((src_rect->top / src_format->block_height) * src_map.row_pitch) + ((src_rect->left / src_format->block_width) * src_format->block_byte_count); if (src_surface != dst_surface) dbuf = dst_map.data; else dbuf = (BYTE *)dst_map.data + ((dst_rect->top / dst_format->block_height) * dst_map.row_pitch) + ((dst_rect->left / dst_format->block_width) * dst_format->block_byte_count); if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_BLOCKS) { TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); if (src_surface == dst_surface) { FIXME("Only plain blits supported on compressed surfaces.\n"); hr = E_NOTIMPL; goto release; } if (srcheight != dstheight || srcwidth != dstwidth) { WARN("Stretching not supported on compressed surfaces.\n"); hr = WINED3DERR_INVALIDCALL; goto release; } if (!surface_check_block_align(src_surface, src_rect)) { WARN("Source rectangle not block-aligned.\n"); hr = WINED3DERR_INVALIDCALL; goto release; } if (!surface_check_block_align(dst_surface, dst_rect)) { WARN("Destination rectangle not block-aligned.\n"); hr = WINED3DERR_INVALIDCALL; goto release; } hr = surface_cpu_blt_compressed(sbase, dbuf, src_map.row_pitch, dst_map.row_pitch, dstwidth, dstheight, src_format, flags, fx); goto release; } /* First, all the 'source-less' blits */ if (flags & WINEDDBLT_COLORFILL) { hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, fx->u5.dwFillColor); flags &= ~WINEDDBLT_COLORFILL; } if (flags & WINEDDBLT_DEPTHFILL) { FIXME("DDBLT_DEPTHFILL needs to be implemented!\n"); } if (flags & WINEDDBLT_ROP) { /* Catch some degenerate cases here. */ switch (fx->dwROP) { case BLACKNESS: hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, 0); break; case 0xaa0029: /* No-op */ break; case WHITENESS: hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dst_map.row_pitch, ~0U); break; case SRCCOPY: /* Well, we do that below? */ break; default: FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern); goto error; } flags &= ~WINEDDBLT_ROP; } if (flags & WINEDDBLT_DDROPS) { FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern); } /* Now the 'with source' blits. */ if (src_surface) { int sx, xinc, sy, yinc; if (!dstwidth || !dstheight) /* Hmm... stupid program? */ goto release; if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT && (srcwidth != dstwidth || srcheight != dstheight)) { /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */ FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter)); } xinc = (srcwidth << 16) / dstwidth; yinc = (srcheight << 16) / dstheight; if (!flags) { /* No effects, we can cheat here. */ if (dstwidth == srcwidth) { if (dstheight == srcheight) { /* No stretching in either direction. This needs to be as * fast as possible. */ sbuf = sbase; /* Check for overlapping surfaces. */ if (src_surface != dst_surface || dst_rect->top < src_rect->top || dst_rect->right <= src_rect->left || src_rect->right <= dst_rect->left) { /* No overlap, or dst above src, so copy from top downwards. */ for (y = 0; y < dstheight; ++y) { memcpy(dbuf, sbuf, width); sbuf += src_map.row_pitch; dbuf += dst_map.row_pitch; } } else if (dst_rect->top > src_rect->top) { /* Copy from bottom upwards. */ sbuf += src_map.row_pitch * dstheight; dbuf += dst_map.row_pitch * dstheight; for (y = 0; y < dstheight; ++y) { sbuf -= src_map.row_pitch; dbuf -= dst_map.row_pitch; memcpy(dbuf, sbuf, width); } } else { /* Src and dst overlapping on the same line, use memmove. */ for (y = 0; y < dstheight; ++y) { memmove(dbuf, sbuf, width); sbuf += src_map.row_pitch; dbuf += dst_map.row_pitch; } } } else { /* Stretching in y direction only. */ for (y = sy = 0; y < dstheight; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * src_map.row_pitch; memcpy(dbuf, sbuf, width); dbuf += dst_map.row_pitch; } } } else { /* Stretching in X direction. */ int last_sy = -1; for (y = sy = 0; y < dstheight; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * src_map.row_pitch; if ((sy >> 16) == (last_sy >> 16)) { /* This source row is the same as last source row - * Copy the already stretched row. */ memcpy(dbuf, dbuf - dst_map.row_pitch, width); } else { #define STRETCH_ROW(type) \ do { \ const type *s = (const type *)sbuf; \ type *d = (type *)dbuf; \ for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \ d[x] = s[sx >> 16]; \ } while(0) switch(bpp) { case 1: STRETCH_ROW(BYTE); break; case 2: STRETCH_ROW(WORD); break; case 4: STRETCH_ROW(DWORD); break; case 3: { const BYTE *s; BYTE *d = dbuf; for (x = sx = 0; x < dstwidth; x++, sx+= xinc) { DWORD pixel; s = sbuf + 3 * (sx >> 16); pixel = s[0] | (s[1] << 8) | (s[2] << 16); d[0] = (pixel ) & 0xff; d[1] = (pixel >> 8) & 0xff; d[2] = (pixel >> 16) & 0xff; d += 3; } break; } default: FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8); hr = WINED3DERR_NOTAVAILABLE; goto error; } #undef STRETCH_ROW } dbuf += dst_map.row_pitch; last_sy = sy; } } } else { LONG dstyinc = dst_map.row_pitch, dstxinc = bpp; DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff; DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff; if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE)) { /* The color keying flags are checked for correctness in ddraw */ if (flags & WINEDDBLT_KEYSRC) { keylow = src_surface->container->src_blt_color_key.color_space_low_value; keyhigh = src_surface->container->src_blt_color_key.color_space_high_value; } else if (flags & WINEDDBLT_KEYSRCOVERRIDE) { keylow = fx->ddckSrcColorkey.color_space_low_value; keyhigh = fx->ddckSrcColorkey.color_space_high_value; } if (flags & WINEDDBLT_KEYDEST) { /* Destination color keys are taken from the source surface! */ destkeylow = src_surface->container->dst_blt_color_key.color_space_low_value; destkeyhigh = src_surface->container->dst_blt_color_key.color_space_high_value; } else if (flags & WINEDDBLT_KEYDESTOVERRIDE) { destkeylow = fx->ddckDestColorkey.color_space_low_value; destkeyhigh = fx->ddckDestColorkey.color_space_high_value; } if (bpp == 1) { keymask = 0xff; } else { DWORD masks[3]; get_color_masks(src_format, masks); keymask = masks[0] | masks[1] | masks[2]; } flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE); } if (flags & WINEDDBLT_DDFX) { BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp; LONG tmpxy; dTopLeft = dbuf; dTopRight = dbuf + ((dstwidth - 1) * bpp); dBottomLeft = dTopLeft + ((dstheight - 1) * dst_map.row_pitch); dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp); if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY) { /* I don't think we need to do anything about this flag */ WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n"); } if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT) { tmp = dTopRight; dTopRight = dTopLeft; dTopLeft = tmp; tmp = dBottomRight; dBottomRight = dBottomLeft; dBottomLeft = tmp; dstxinc = dstxinc * -1; } if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN) { tmp = dTopLeft; dTopLeft = dBottomLeft; dBottomLeft = tmp; tmp = dTopRight; dTopRight = dBottomRight; dBottomRight = tmp; dstyinc = dstyinc * -1; } if (fx->dwDDFX & WINEDDBLTFX_NOTEARING) { /* I don't think we need to do anything about this flag */ WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n"); } if (fx->dwDDFX & WINEDDBLTFX_ROTATE180) { tmp = dBottomRight; dBottomRight = dTopLeft; dTopLeft = tmp; tmp = dBottomLeft; dBottomLeft = dTopRight; dTopRight = tmp; dstxinc = dstxinc * -1; dstyinc = dstyinc * -1; } if (fx->dwDDFX & WINEDDBLTFX_ROTATE270) { tmp = dTopLeft; dTopLeft = dBottomLeft; dBottomLeft = dBottomRight; dBottomRight = dTopRight; dTopRight = tmp; tmpxy = dstxinc; dstxinc = dstyinc; dstyinc = tmpxy; dstxinc = dstxinc * -1; } if (fx->dwDDFX & WINEDDBLTFX_ROTATE90) { tmp = dTopLeft; dTopLeft = dTopRight; dTopRight = dBottomRight; dBottomRight = dBottomLeft; dBottomLeft = tmp; tmpxy = dstxinc; dstxinc = dstyinc; dstyinc = tmpxy; dstyinc = dstyinc * -1; } if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST) { /* I don't think we need to do anything about this flag */ WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n"); } dbuf = dTopLeft; flags &= ~(WINEDDBLT_DDFX); } #define COPY_COLORKEY_FX(type) \ do { \ const type *s; \ type *d = (type *)dbuf, *dx, tmp; \ for (y = sy = 0; y < dstheight; ++y, sy += yinc) \ { \ s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \ dx = d; \ for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \ { \ tmp = s[sx >> 16]; \ if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \ && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \ { \ dx[0] = tmp; \ } \ dx = (type *)(((BYTE *)dx) + dstxinc); \ } \ d = (type *)(((BYTE *)d) + dstyinc); \ } \ } while(0) switch (bpp) { case 1: COPY_COLORKEY_FX(BYTE); break; case 2: COPY_COLORKEY_FX(WORD); break; case 4: COPY_COLORKEY_FX(DWORD); break; case 3: { const BYTE *s; BYTE *d = dbuf, *dx; for (y = sy = 0; y < dstheight; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * src_map.row_pitch; dx = d; for (x = sx = 0; x < dstwidth; ++x, sx+= xinc) { DWORD pixel, dpixel = 0; s = sbuf + 3 * (sx>>16); pixel = s[0] | (s[1] << 8) | (s[2] << 16); dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16); if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh) && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh)) { dx[0] = (pixel ) & 0xff; dx[1] = (pixel >> 8) & 0xff; dx[2] = (pixel >> 16) & 0xff; } dx += dstxinc; } d += dstyinc; } break; } default: FIXME("%s color-keyed blit not implemented for bpp %u!\n", (flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8); hr = WINED3DERR_NOTAVAILABLE; goto error; #undef COPY_COLORKEY_FX } } } error: if (flags && FIXME_ON(d3d_surface)) { FIXME("\tUnsupported flags: %#x.\n", flags); } release: wined3d_surface_unmap(dst_surface); if (src_surface && src_surface != dst_surface) wined3d_surface_unmap(src_surface); /* Release the converted surface, if any. */ if (src_texture) wined3d_texture_decref(src_texture); return hr; } static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface, const RECT *dst_rect, const struct wined3d_color *color) { static const RECT src_rect; WINEDDBLTFX BltFx; memset(&BltFx, 0, sizeof(BltFx)); BltFx.dwSize = sizeof(BltFx); BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color); return surface_cpu_blt(dst_surface, dst_rect, NULL, &src_rect, WINEDDBLT_COLORFILL, &BltFx, WINED3D_TEXF_POINT); } static HRESULT cpu_blit_depth_fill(struct wined3d_device *device, struct wined3d_surface *surface, const RECT *rect, float depth) { FIXME("Depth filling not implemented by cpu_blit.\n"); return WINED3DERR_INVALIDCALL; } const struct blit_shader cpu_blit = { cpu_blit_alloc, cpu_blit_free, cpu_blit_set, cpu_blit_unset, cpu_blit_supported, cpu_blit_color_fill, cpu_blit_depth_fill, }; HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in, struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags, const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter) { struct wined3d_swapchain *src_swapchain, *dst_swapchain; struct wined3d_device *device = dst_surface->resource.device; DWORD src_ds_flags, dst_ds_flags; RECT src_rect, dst_rect; BOOL scale, convert; enum wined3d_conversion_type dst_convert_type; struct wined3d_format dst_conv_fmt; static const DWORD simple_blit = WINEDDBLT_ASYNC | WINEDDBLT_COLORFILL | WINEDDBLT_WAIT | WINEDDBLT_DEPTHFILL | WINEDDBLT_DONOTWAIT; TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n", dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in), flags, fx, debug_d3dtexturefiltertype(filter)); TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage)); if (fx) { TRACE("dwSize %#x.\n", fx->dwSize); TRACE("dwDDFX %#x.\n", fx->dwDDFX); TRACE("dwROP %#x.\n", fx->dwROP); TRACE("dwDDROP %#x.\n", fx->dwDDROP); TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle); TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode); TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow); TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh); TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest); TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth); TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest); TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth); TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc); TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth); TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend); TRACE("dwReserved %#x.\n", fx->dwReserved); TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth); TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest); TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth); TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc); TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern); TRACE("ddckDestColorkey {%#x, %#x}.\n", fx->ddckDestColorkey.color_space_low_value, fx->ddckDestColorkey.color_space_high_value); TRACE("ddckSrcColorkey {%#x, %#x}.\n", fx->ddckSrcColorkey.color_space_low_value, fx->ddckSrcColorkey.color_space_high_value); } if (dst_surface->resource.map_count || (src_surface && src_surface->resource.map_count)) { WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n"); return WINEDDERR_SURFACEBUSY; } surface_get_rect(dst_surface, dst_rect_in, &dst_rect); if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom || dst_rect.left > dst_surface->resource.width || dst_rect.left < 0 || dst_rect.top > dst_surface->resource.height || dst_rect.top < 0 || dst_rect.right > dst_surface->resource.width || dst_rect.right < 0 || dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0) { WARN("The application gave us a bad destination rectangle.\n"); return WINEDDERR_INVALIDRECT; } if (src_surface) { surface_get_rect(src_surface, src_rect_in, &src_rect); if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom || src_rect.left > src_surface->resource.width || src_rect.left < 0 || src_rect.top > src_surface->resource.height || src_rect.top < 0 || src_rect.right > src_surface->resource.width || src_rect.right < 0 || src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0) { WARN("Application gave us bad source rectangle for Blt.\n"); return WINEDDERR_INVALIDRECT; } } else { memset(&src_rect, 0, sizeof(src_rect)); } if (!fx || !(fx->dwDDFX)) flags &= ~WINEDDBLT_DDFX; if (flags & WINEDDBLT_WAIT) flags &= ~WINEDDBLT_WAIT; if (flags & WINEDDBLT_ASYNC) { static unsigned int once; if (!once++) FIXME("Can't handle WINEDDBLT_ASYNC flag.\n"); flags &= ~WINEDDBLT_ASYNC; } /* WINEDDBLT_DONOTWAIT appeared in DX7. */ if (flags & WINEDDBLT_DONOTWAIT) { static unsigned int once; if (!once++) FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n"); flags &= ~WINEDDBLT_DONOTWAIT; } if (!device->d3d_initialized) { WARN("D3D not initialized, using fallback.\n"); goto cpu; } /* We want to avoid invalidating the sysmem location for converted * surfaces, since otherwise we'd have to convert the data back when * locking them. */ d3dfmt_get_conv(dst_surface, TRUE, TRUE, &dst_conv_fmt, &dst_convert_type); if (dst_convert_type != WINED3D_CT_NONE || dst_conv_fmt.convert || dst_surface->flags & SFLAG_CONVERTED) { WARN_(d3d_perf)("Converted surface, using CPU blit.\n"); goto cpu; } if (flags & ~simple_blit) { WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags); goto fallback; } if (src_surface) src_swapchain = src_surface->swapchain; else src_swapchain = NULL; dst_swapchain = dst_surface->swapchain; /* This isn't strictly needed. FBO blits for example could deal with * cross-swapchain blits by first downloading the source to a texture * before switching to the destination context. We just have this here to * not have to deal with the issue, since cross-swapchain blits should be * rare. */ if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain) { FIXME("Using fallback for cross-swapchain blit.\n"); goto fallback; } scale = src_surface && (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left || src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top); convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id; dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); if (src_surface) src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); else src_ds_flags = 0; if (src_ds_flags || dst_ds_flags) { if (flags & WINEDDBLT_DEPTHFILL) { float depth; TRACE("Depth fill.\n"); if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth)) return WINED3DERR_INVALIDCALL; if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth))) return WINED3D_OK; } else { if (src_ds_flags != dst_ds_flags) { WARN("Rejecting depth / stencil blit between incompatible formats.\n"); return WINED3DERR_INVALIDCALL; } if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_surface->draw_binding, &src_rect, dst_surface, dst_surface->draw_binding, &dst_rect))) return WINED3D_OK; } } else { /* In principle this would apply to depth blits as well, but we don't * implement those in the CPU blitter at the moment. */ if ((dst_surface->locations & dst_surface->map_binding) && (!src_surface || (src_surface->locations & src_surface->map_binding))) { if (scale) TRACE("Not doing sysmem blit because of scaling.\n"); else if (convert) TRACE("Not doing sysmem blit because of format conversion.\n"); else goto cpu; } if (flags & WINEDDBLT_COLORFILL) { struct wined3d_color color; TRACE("Color fill.\n"); if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color)) goto fallback; if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color))) return WINED3D_OK; } else { TRACE("Color blit.\n"); /* Upload */ if ((src_surface->locations & WINED3D_LOCATION_SYSMEM) && !(dst_surface->locations & WINED3D_LOCATION_SYSMEM)) { if (scale) TRACE("Not doing upload because of scaling.\n"); else if (convert) TRACE("Not doing upload because of format conversion.\n"); else { POINT dst_point = {dst_rect.left, dst_rect.top}; if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, &src_rect))) { if (!surface_is_offscreen(dst_surface)) surface_load_location(dst_surface, dst_surface->draw_binding); return WINED3D_OK; } } } /* Use present for back -> front blits. The idea behind this is * that present is potentially faster than a blit, in particular * when FBO blits aren't available. Some ddraw applications like * Half-Life and Prince of Persia 3D use Blt() from the backbuffer * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9 * applications can't blit directly to the frontbuffer. */ if (dst_swapchain && dst_swapchain->back_buffers && dst_surface == dst_swapchain->front_buffer && src_surface == dst_swapchain->back_buffers[0]) { enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect; TRACE("Using present for backbuffer -> frontbuffer blit.\n"); /* Set the swap effect to COPY, we don't want the backbuffer * to become undefined. */ dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY; wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0); dst_swapchain->desc.swap_effect = swap_effect; return WINED3D_OK; } if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT, &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format, &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format)) { TRACE("Using FBO blit.\n"); surface_blt_fbo(device, filter, src_surface, src_surface->draw_binding, &src_rect, dst_surface, dst_surface->draw_binding, &dst_rect); surface_validate_location(dst_surface, dst_surface->draw_binding); surface_invalidate_location(dst_surface, ~dst_surface->draw_binding); return WINED3D_OK; } if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT, &src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format, &dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format)) { TRACE("Using arbfp blit.\n"); if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect))) return WINED3D_OK; } } } fallback: /* Special cases for render targets. */ if (SUCCEEDED(surface_blt_special(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter))) return WINED3D_OK; cpu: /* For the rest call the X11 surface implementation. For render targets * this should be implemented OpenGL accelerated in surface_blt_special(), * other blits are rather rare. */ return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter); } static HRESULT surface_init(struct wined3d_surface *surface, struct wined3d_texture *container, const struct wined3d_resource_desc *desc, GLenum target, GLint level, DWORD flags) { struct wined3d_device *device = container->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format); UINT multisample_quality = desc->multisample_quality; BOOL lockable = flags & WINED3D_SURFACE_MAPPABLE; unsigned int resource_size; HRESULT hr; if (multisample_quality > 0) { FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality); multisample_quality = 0; } /* Quick lockable sanity check. * TODO: remove this after surfaces, usage and lockability have been debugged properly * this function is too deep to need to care about things like this. * Levels need to be checked too, since they all affect what can be done. */ switch (desc->pool) { case WINED3D_POOL_MANAGED: if (desc->usage & WINED3DUSAGE_DYNAMIC) FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n"); break; case WINED3D_POOL_DEFAULT: if (lockable && !(desc->usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n"); break; case WINED3D_POOL_SCRATCH: case WINED3D_POOL_SYSTEM_MEM: break; default: FIXME("Unknown pool %#x.\n", desc->pool); break; }; if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT) FIXME("Trying to create a render target that isn't in the default pool.\n"); /* FIXME: Check that the format is supported by the device. */ resource_size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, 1); if (!resource_size) return WINED3DERR_INVALIDCALL; if (device->wined3d->flags & WINED3D_NO3D) surface->surface_ops = &gdi_surface_ops; else surface->surface_ops = &surface_ops; if (FAILED(hr = resource_init(&surface->resource, device, WINED3D_RTYPE_SURFACE, format, desc->multisample_type, multisample_quality, desc->usage, desc->pool, desc->width, desc->height, 1, resource_size, NULL, &wined3d_null_parent_ops, &surface_resource_ops))) { WARN("Failed to initialize resource, returning %#x.\n", hr); return hr; } surface_set_container(surface, container); surface_validate_location(surface, WINED3D_LOCATION_SYSMEM); list_init(&surface->renderbuffers); list_init(&surface->overlays); /* Flags */ if (target != GL_TEXTURE_RECTANGLE_ARB) surface->flags |= SFLAG_NORMCOORD; if (flags & WINED3D_SURFACE_DISCARD) surface->flags |= SFLAG_DISCARD; if (flags & WINED3D_SURFACE_PIN_SYSMEM) surface->flags |= SFLAG_PIN_SYSMEM; if (lockable || desc->format == WINED3DFMT_D16_LOCKABLE) surface->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU; surface->map_binding = WINED3D_LOCATION_SYSMEM; surface->texture_target = target; surface->texture_level = level; /* Call the private setup routine */ hr = surface->surface_ops->surface_private_setup(surface); if (FAILED(hr)) { ERR("Private setup failed, returning %#x\n", hr); surface_set_container(surface, NULL); surface_cleanup(surface); return hr; } /* Similar to lockable rendertargets above, creating the DIB section * during surface initialization prevents the sysmem pointer from changing * after a wined3d_surface_getdc() call. */ if ((desc->usage & WINED3DUSAGE_OWNDC) && !surface->hDC && SUCCEEDED(surface_create_dib_section(surface))) surface->map_binding = WINED3D_LOCATION_DIB; if (surface->map_binding == WINED3D_LOCATION_DIB) { wined3d_resource_free_sysmem(&surface->resource); surface_validate_location(surface, WINED3D_LOCATION_DIB); surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM); } return hr; } HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc, GLenum target, GLint level, DWORD flags, struct wined3d_surface **surface) { struct wined3d_device_parent *device_parent = container->resource.device->device_parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_surface *object; void *parent; HRESULT hr; TRACE("container %p, width %u, height %u, format %s, usage %s (%#x), pool %s, " "multisample_type %#x, multisample_quality %u, target %#x, level %d, flags %#x, surface %p.\n", container, desc->width, desc->height, debug_d3dformat(desc->format), debug_d3dusage(desc->usage), desc->usage, debug_d3dpool(desc->pool), desc->multisample_type, desc->multisample_quality, target, level, flags, surface); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = surface_init(object, container, desc, target, level, flags))) { WARN("Failed to initialize surface, returning %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } if (FAILED(hr = device_parent->ops->surface_created(device_parent, wined3d_texture_get_parent(container), object, &parent, &parent_ops))) { WARN("Failed to create surface parent, hr %#x.\n", hr); surface_set_container(object, NULL); wined3d_surface_decref(object); return hr; } TRACE("Created surface %p, parent %p, parent_ops %p.\n", object, parent, parent_ops); object->resource.parent = parent; object->resource.parent_ops = parent_ops; *surface = object; return hr; }