/* * 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); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_BUFFER; /* Works correctly only for <= 4 bpp formats. */ static void get_color_masks(const struct wined3d_format *format, uint32_t *masks) { masks[0] = wined3d_mask_from_size(format->red_size) << format->red_offset; masks[1] = wined3d_mask_from_size(format->green_size) << format->green_offset; masks[2] = wined3d_mask_from_size(format->blue_size) << format->blue_offset; } /* 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 < (float)(1u << 10)) { do { tmp = tmp * 2.0f; exp--; } while (tmp < (float)(1u << 10)); } else if (tmp >= (float)(1u << 11)) { do { tmp /= 2.0f; exp++; } while (tmp >= (float)(1u << 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; } 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] = 0xff000000u | convert_5to8[(pixel & 0xf800u) >> 11] << 16 | convert_6to8[(pixel & 0x07e0u) >> 5] << 8 | convert_5to8[(pixel & 0x001fu)]; } } } /* 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 < ARRAY_SIZE(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_texture *src_texture, unsigned int sub_resource_idx, const struct wined3d_format *dst_format) { unsigned int texture_level = sub_resource_idx % src_texture->level_count; const struct wined3d_format *src_format = src_texture->resource.format; struct wined3d_device *device = src_texture->resource.device; const struct d3dfmt_converter_desc *conv = NULL; unsigned int src_row_pitch, src_slice_pitch; struct wined3d_texture *dst_texture; struct wined3d_bo_address src_data; struct wined3d_resource_desc desc; struct wined3d_context *context; DWORD map_binding; if (!(conv = find_converter(src_format->id, dst_format->id)) && ((device->wined3d->flags & WINED3D_NO3D) || !is_identity_fixup(src_format->color_fixup) || src_format->conv_byte_count || !is_identity_fixup(dst_format->color_fixup) || dst_format->conv_byte_count || ((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) && !src_format->decompress))) { FIXME("Cannot find a conversion function from format %s to %s.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); return NULL; } /* FIXME: Multisampled conversion? */ desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; desc.format = dst_format->id; desc.multisample_type = WINED3D_MULTISAMPLE_NONE; desc.multisample_quality = 0; desc.usage = WINED3DUSAGE_SCRATCH | WINED3DUSAGE_PRIVATE; desc.bind_flags = 0; desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; desc.width = wined3d_texture_get_level_width(src_texture, texture_level); desc.height = wined3d_texture_get_level_height(src_texture, texture_level); desc.depth = 1; desc.size = 0; if (FAILED(wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_DISCARD, NULL, NULL, &wined3d_null_parent_ops, &dst_texture))) { ERR("Failed to create a destination texture for conversion.\n"); return NULL; } context = context_acquire(device, NULL, 0); map_binding = src_texture->resource.map_binding; if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding)) ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding)); wined3d_texture_get_pitch(src_texture, texture_level, &src_row_pitch, &src_slice_pitch); wined3d_texture_get_memory(src_texture, sub_resource_idx, &src_data, map_binding); if (conv) { unsigned int dst_row_pitch, dst_slice_pitch; struct wined3d_bo_address dst_data; struct wined3d_range range; const BYTE *src; BYTE *dst; map_binding = dst_texture->resource.map_binding; if (!wined3d_texture_load_location(dst_texture, 0, context, map_binding)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding)); wined3d_texture_get_pitch(dst_texture, 0, &dst_row_pitch, &dst_slice_pitch); wined3d_texture_get_memory(dst_texture, 0, &dst_data, map_binding); src = wined3d_context_map_bo_address(context, &src_data, src_texture->sub_resources[sub_resource_idx].size, WINED3D_MAP_READ); dst = wined3d_context_map_bo_address(context, &dst_data, dst_texture->sub_resources[0].size, WINED3D_MAP_WRITE); conv->convert(src, dst, src_row_pitch, dst_row_pitch, desc.width, desc.height); range.offset = 0; range.size = dst_texture->sub_resources[0].size; wined3d_texture_invalidate_location(dst_texture, 0, ~map_binding); wined3d_context_unmap_bo_address(context, &dst_data, 1, &range); wined3d_context_unmap_bo_address(context, &src_data, 0, NULL); } else { struct wined3d_box src_box = {0, 0, desc.width, desc.height, 0, 1}; TRACE("Using upload conversion.\n"); wined3d_texture_prepare_location(dst_texture, 0, context, WINED3D_LOCATION_TEXTURE_RGB); dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&src_data), src_format, &src_box, src_row_pitch, src_slice_pitch, dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB, 0, 0, 0); wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB); } context_release(context); return dst_texture; } void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD src_location, DWORD dst_location) { struct wined3d_resource *resource = &texture->resource; struct wined3d_device *device = resource->device; const struct wined3d_format_gl *format_gl; struct wined3d_texture *restore_texture; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; unsigned int row_pitch, slice_pitch; unsigned int width, height, level; struct wined3d_bo_address data; unsigned int restore_idx; BYTE *row, *top, *bottom; BOOL src_is_upside_down; BYTE *mem = NULL; uint8_t *offset; unsigned int i; wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location); offset = data.addr; restore_texture = context->current_rt.texture; restore_idx = context->current_rt.sub_resource_idx; if (restore_texture != texture || restore_idx != sub_resource_idx) context = context_acquire(device, texture, sub_resource_idx); else restore_texture = NULL; context_gl = wined3d_context_gl(context); gl_info = context_gl->gl_info; if (src_location != resource->draw_binding) { wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_READ_FRAMEBUFFER, resource, sub_resource_idx, NULL, 0, src_location); wined3d_context_gl_check_fbo_status(context_gl, GL_READ_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); } else { wined3d_context_gl_apply_blit_state(context_gl, device); } /* 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 (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(resource)) { /* 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(wined3d_context_gl_get_offscreen_gl_buffer(context_gl)); src_is_upside_down = TRUE; } else { /* Onscreen surfaces are always part of a swapchain */ GLenum buffer = wined3d_texture_get_gl_buffer(texture); TRACE("Mapping %#x buffer.\n", buffer); gl_info->gl_ops.gl.p_glReadBuffer(buffer); src_is_upside_down = FALSE; } checkGLcall("glReadBuffer"); if (data.buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, wined3d_bo_gl(data.buffer_object)->id)); checkGLcall("glBindBuffer"); offset += data.buffer_object->buffer_offset; } else { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); checkGLcall("glBindBuffer"); } level = sub_resource_idx % texture->level_count; wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch); format_gl = wined3d_format_gl(resource->format); /* Setup pixel store pack state -- to glReadPixels into the correct place */ gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / format_gl->f.byte_count); checkGLcall("glPixelStorei"); width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height, format_gl->format, format_gl->type, offset); checkGLcall("glReadPixels"); /* Reset previous pixel store pack state */ gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0); checkGLcall("glPixelStorei"); if (!src_is_upside_down) { /* glReadPixels returns the image upside down, and there is no way to * prevent this. Flip the lines in software. */ if (!(row = heap_alloc(row_pitch))) goto error; if (data.buffer_object) { mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE)); checkGLcall("glMapBuffer"); } mem += (uintptr_t)offset; top = mem; bottom = mem + row_pitch * (height - 1); for (i = 0; i < height / 2; i++) { memcpy(row, top, row_pitch); memcpy(top, bottom, row_pitch); memcpy(bottom, row, row_pitch); top += row_pitch; bottom -= row_pitch; } heap_free(row); if (data.buffer_object) GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER)); } error: if (data.buffer_object) { GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); wined3d_context_gl_reference_bo(context_gl, wined3d_bo_gl(data.buffer_object)); checkGLcall("glBindBuffer"); } if (restore_texture) context_restore(context, restore_texture, restore_idx); } /* 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. * * Context activation is done by the caller. This function may temporarily * switch to a different context and restore the original one before return. */ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context) { struct wined3d_texture *restore_texture; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; struct wined3d_resource *resource; unsigned int restore_idx, level; struct wined3d_device *device; GLenum target; resource = &texture_gl->t.resource; device = resource->device; restore_texture = context->current_rt.texture; restore_idx = context->current_rt.sub_resource_idx; if (restore_texture != &texture_gl->t || restore_idx != sub_resource_idx) context = context_acquire(device, &texture_gl->t, sub_resource_idx); else restore_texture = NULL; context_gl = wined3d_context_gl(context); gl_info = context_gl->gl_info; device_invalidate_state(device, STATE_FRAMEBUFFER); wined3d_texture_gl_prepare_texture(texture_gl, context_gl, srgb); wined3d_texture_gl_bind_and_dirtify(texture_gl, context_gl, srgb); TRACE("Reading back offscreen render target %p, %u.\n", texture_gl, sub_resource_idx); if (wined3d_resource_is_offscreen(resource)) gl_info->gl_ops.gl.p_glReadBuffer(wined3d_context_gl_get_offscreen_gl_buffer(context_gl)); else gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&texture_gl->t)); checkGLcall("glReadBuffer"); level = sub_resource_idx % texture_gl->t.level_count; target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx); gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0, wined3d_texture_get_level_width(&texture_gl->t, level), wined3d_texture_get_level_height(&texture_gl->t, level)); checkGLcall("glCopyTexSubImage2D"); if (restore_texture) context_restore(context, restore_texture, restore_idx); } /* Context activation is done by the caller. */ static void cpu_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_destroy(next, context); heap_free(blitter); } 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 struct wined3d_blt_fx *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 == WINED3D_BLT_FX && fx->fx == 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_DXT2: 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 & WINED3D_BLT_FX ? fx->fx : 0); return E_NOTIMPL; } static HRESULT surface_cpu_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) { unsigned int bpp, src_height, src_width, dst_height, dst_width, row_byte_count; struct wined3d_device *device = dst_texture->resource.device; const struct wined3d_format *src_format, *dst_format; struct wined3d_texture *converted_texture = NULL; struct wined3d_bo_address src_data, dst_data; unsigned int src_fmt_flags, dst_fmt_flags; struct wined3d_map_desc dst_map, src_map; unsigned int x, sx, xinc, y, sy, yinc; struct wined3d_context *context; struct wined3d_range dst_range; unsigned int texture_level; HRESULT hr = WINED3D_OK; BOOL same_sub_resource; BOOL upload = FALSE; DWORD map_binding; const BYTE *sbase; const BYTE *sbuf; BYTE *dbuf; TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, " "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n", dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter)); context = context_acquire(device, NULL, 0); src_format = src_texture->resource.format; dst_format = dst_texture->resource.format; if (wined3d_format_is_typeless(src_format) && src_format->id == dst_format->typeless_id) src_format = dst_format; if (wined3d_format_is_typeless(dst_format) && dst_format->id == src_format->typeless_id) dst_format = src_format; src_height = src_box->bottom - src_box->top; src_width = src_box->right - src_box->left; dst_height = dst_box->bottom - dst_box->top; dst_width = dst_box->right - dst_box->left; dst_range.offset = 0; dst_range.size = dst_texture->sub_resources[dst_sub_resource_idx].size; if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx) { same_sub_resource = TRUE; map_binding = dst_texture->resource.map_binding; texture_level = dst_sub_resource_idx % dst_texture->level_count; if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding)); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding); wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch); wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding); dst_map.data = wined3d_context_map_bo_address(context, &dst_data, dst_texture->sub_resources[dst_sub_resource_idx].size, WINED3D_MAP_READ | WINED3D_MAP_WRITE); src_map = dst_map; } else { same_sub_resource = FALSE; upload = dst_format->flags[dst_texture->resource.gl_type] & WINED3DFMT_FLAG_BLOCKS && (dst_width != src_width || dst_height != src_height); if (upload) { dst_format = src_format->flags[dst_texture->resource.gl_type] & WINED3DFMT_FLAG_BLOCKS ? wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0) : src_format; } if (!(flags & WINED3D_BLT_RAW) && dst_format->id != src_format->id) { if (!(converted_texture = surface_convert_format(src_texture, src_sub_resource_idx, dst_format))) { FIXME("Cannot convert %s to %s.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); context_release(context); return WINED3DERR_NOTAVAILABLE; } src_texture = converted_texture; src_sub_resource_idx = 0; src_format = src_texture->resource.format; } map_binding = src_texture->resource.map_binding; texture_level = src_sub_resource_idx % src_texture->level_count; if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, map_binding)) ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding)); wined3d_texture_get_pitch(src_texture, texture_level, &src_map.row_pitch, &src_map.slice_pitch); wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &src_data, map_binding); src_map.data = wined3d_context_map_bo_address(context, &src_data, src_texture->sub_resources[src_sub_resource_idx].size, WINED3D_MAP_READ); if (upload) { wined3d_format_calculate_pitch(dst_format, 1, dst_box->right, dst_box->bottom, &dst_map.row_pitch, &dst_map.slice_pitch); dst_map.data = heap_alloc(dst_map.slice_pitch); } else { map_binding = dst_texture->resource.map_binding; texture_level = dst_sub_resource_idx % dst_texture->level_count; if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding)) ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding)); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding); wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch); wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding); dst_map.data = wined3d_context_map_bo_address(context, &dst_data, dst_texture->sub_resources[dst_sub_resource_idx].size, WINED3D_MAP_WRITE); } } src_fmt_flags = src_format->flags[src_texture->resource.gl_type]; dst_fmt_flags = dst_format->flags[dst_texture->resource.gl_type]; flags &= ~WINED3D_BLT_RAW; bpp = dst_format->byte_count; row_byte_count = dst_width * bpp; sbase = (BYTE *)src_map.data + ((src_box->top / src_format->block_height) * src_map.row_pitch) + ((src_box->left / src_format->block_width) * src_format->block_byte_count); dbuf = (BYTE *)dst_map.data + ((dst_box->top / dst_format->block_height) * dst_map.row_pitch) + ((dst_box->left / dst_format->block_width) * dst_format->block_byte_count); if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS) { TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); if (same_sub_resource) { FIXME("Only plain blits supported on compressed surfaces.\n"); hr = E_NOTIMPL; goto release; } hr = surface_cpu_blt_compressed(sbase, dbuf, src_map.row_pitch, dst_map.row_pitch, dst_width, dst_height, src_format, flags, fx); goto release; } if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT && (src_width != dst_width || src_height != dst_height)) { /* 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 = (src_width << 16) / dst_width; yinc = (src_height << 16) / dst_height; if (!flags) { /* No effects, we can cheat here. */ if (dst_width == src_width) { if (dst_height == src_height) { /* No stretching in either direction. This needs to be as fast * as possible. */ sbuf = sbase; /* Check for overlapping surfaces. */ if (!same_sub_resource || dst_box->top < src_box->top || dst_box->right <= src_box->left || src_box->right <= dst_box->left) { /* No overlap, or dst above src, so copy from top downwards. */ for (y = 0; y < dst_height; ++y) { memcpy(dbuf, sbuf, row_byte_count); sbuf += src_map.row_pitch; dbuf += dst_map.row_pitch; } } else if (dst_box->top > src_box->top) { /* Copy from bottom upwards. */ sbuf += src_map.row_pitch * dst_height; dbuf += dst_map.row_pitch * dst_height; for (y = 0; y < dst_height; ++y) { sbuf -= src_map.row_pitch; dbuf -= dst_map.row_pitch; memcpy(dbuf, sbuf, row_byte_count); } } else { /* Src and dst overlapping on the same line, use memmove. */ for (y = 0; y < dst_height; ++y) { memmove(dbuf, sbuf, row_byte_count); sbuf += src_map.row_pitch; dbuf += dst_map.row_pitch; } } } else { /* Stretching in y direction only. */ for (y = sy = 0; y < dst_height; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * src_map.row_pitch; memcpy(dbuf, sbuf, row_byte_count); dbuf += dst_map.row_pitch; } } } else { /* Stretching in X direction. */ unsigned int last_sy = ~0u; for (y = sy = 0; y < dst_height; ++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, row_byte_count); } else { #define STRETCH_ROW(type) \ do { \ const type *s = (const type *)sbuf; \ type *d = (type *)dbuf; \ for (x = sx = 0; x < dst_width; ++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 < dst_width; 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 & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE)) { /* The color keying flags are checked for correctness in ddraw. */ if (flags & WINED3D_BLT_SRC_CKEY) { keylow = src_texture->async.src_blt_color_key.color_space_low_value; keyhigh = src_texture->async.src_blt_color_key.color_space_high_value; } else if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE) { keylow = fx->src_color_key.color_space_low_value; keyhigh = fx->src_color_key.color_space_high_value; } if (flags & WINED3D_BLT_DST_CKEY) { /* Destination color keys are taken from the source surface! */ destkeylow = src_texture->async.dst_blt_color_key.color_space_low_value; destkeyhigh = src_texture->async.dst_blt_color_key.color_space_high_value; } else if (flags & WINED3D_BLT_DST_CKEY_OVERRIDE) { destkeylow = fx->dst_color_key.color_space_low_value; destkeyhigh = fx->dst_color_key.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 &= ~(WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE); } if (flags & WINED3D_BLT_FX) { BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp; LONG tmpxy; dTopLeft = dbuf; dTopRight = dbuf + ((dst_width - 1) * bpp); dBottomLeft = dTopLeft + ((dst_height - 1) * dst_map.row_pitch); dBottomRight = dBottomLeft + ((dst_width - 1) * bpp); if (fx->fx & WINEDDBLTFX_ARITHSTRETCHY) { /* I don't think we need to do anything about this flag. */ WARN("Nothing done for WINEDDBLTFX_ARITHSTRETCHY.\n"); } if (fx->fx & WINEDDBLTFX_MIRRORLEFTRIGHT) { tmp = dTopRight; dTopRight = dTopLeft; dTopLeft = tmp; tmp = dBottomRight; dBottomRight = dBottomLeft; dBottomLeft = tmp; dstxinc = dstxinc * -1; } if (fx->fx & WINEDDBLTFX_MIRRORUPDOWN) { tmp = dTopLeft; dTopLeft = dBottomLeft; dBottomLeft = tmp; tmp = dTopRight; dTopRight = dBottomRight; dBottomRight = tmp; dstyinc = dstyinc * -1; } if (fx->fx & WINEDDBLTFX_NOTEARING) { /* I don't think we need to do anything about this flag. */ WARN("Nothing done for WINEDDBLTFX_NOTEARING.\n"); } if (fx->fx & WINEDDBLTFX_ROTATE180) { tmp = dBottomRight; dBottomRight = dTopLeft; dTopLeft = tmp; tmp = dBottomLeft; dBottomLeft = dTopRight; dTopRight = tmp; dstxinc = dstxinc * -1; dstyinc = dstyinc * -1; } if (fx->fx & WINEDDBLTFX_ROTATE270) { tmp = dTopLeft; dTopLeft = dBottomLeft; dBottomLeft = dBottomRight; dBottomRight = dTopRight; dTopRight = tmp; tmpxy = dstxinc; dstxinc = dstyinc; dstyinc = tmpxy; dstxinc = dstxinc * -1; } if (fx->fx & WINEDDBLTFX_ROTATE90) { tmp = dTopLeft; dTopLeft = dTopRight; dTopRight = dBottomRight; dBottomRight = dBottomLeft; dBottomLeft = tmp; tmpxy = dstxinc; dstxinc = dstyinc; dstyinc = tmpxy; dstyinc = dstyinc * -1; } if (fx->fx & WINEDDBLTFX_ZBUFFERBASEDEST) { /* I don't think we need to do anything about this flag. */ WARN("Nothing done for WINEDDBLTFX_ZBUFFERBASEDEST.\n"); } dbuf = dTopLeft; flags &= ~(WINED3D_BLT_FX); } #define COPY_COLORKEY_FX(type) \ do { \ const type *s; \ type *d = (type *)dbuf, *dx, tmp; \ for (y = sy = 0; y < dst_height; ++y, sy += yinc) \ { \ s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \ dx = d; \ for (x = sx = 0; x < dst_width; ++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 < dst_height; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * src_map.row_pitch; dx = d; for (x = sx = 0; x < dst_width; ++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 & WINED3D_BLT_SRC_CKEY) ? "Source" : "Destination", bpp * 8); hr = WINED3DERR_NOTAVAILABLE; goto error; #undef COPY_COLORKEY_FX } } error: if (flags) FIXME(" Unsupported flags %#x.\n", flags); release: if (upload && hr == WINED3D_OK) { struct wined3d_bo_address data; data.buffer_object = 0; data.addr = dst_map.data; texture_level = dst_sub_resource_idx % dst_texture->level_count; wined3d_texture_prepare_location(dst_texture, texture_level, context, WINED3D_LOCATION_TEXTURE_RGB); dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&data), dst_format, dst_box, dst_map.row_pitch, dst_map.slice_pitch, dst_texture, texture_level, WINED3D_LOCATION_TEXTURE_RGB, dst_box->left, dst_box->top, 0); wined3d_texture_validate_location(dst_texture, texture_level, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(dst_texture, texture_level, ~WINED3D_LOCATION_TEXTURE_RGB); } if (upload) { heap_free(dst_map.data); } else { wined3d_context_unmap_bo_address(context, &dst_data, 1, &dst_range); } if (!same_sub_resource) wined3d_context_unmap_bo_address(context, &src_data, 0, NULL); if (SUCCEEDED(hr) && dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture) { SetRect(&dst_texture->swapchain->front_buffer_update, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom); dst_texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(dst_texture->swapchain); } if (converted_texture) wined3d_texture_decref(converted_texture); context_release(context); return hr; } static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view, const struct wined3d_box *box, const struct wined3d_color *colour) { struct wined3d_device *device = view->resource->device; unsigned int x, y, z, w, h, d, bpp, level; struct wined3d_context *context; struct wined3d_texture *texture; struct wined3d_bo_address data; struct wined3d_map_desc map; struct wined3d_range range; DWORD map_binding; uint8_t *dst; DWORD c; TRACE("view %p, box %s, colour %s.\n", view, debug_box(box), debug_color(colour)); if (view->format_flags & WINED3DFMT_FLAG_BLOCKS) { FIXME("Not implemented for format %s.\n", debug_d3dformat(view->format->id)); return; } if (view->format->id != view->resource->format->id) FIXME("View format %s doesn't match resource format %s.\n", debug_d3dformat(view->format->id), debug_d3dformat(view->resource->format->id)); if (view->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for buffers.\n"); return; } context = context_acquire(device, NULL, 0); texture = texture_from_resource(view->resource); level = view->sub_resource_idx % texture->level_count; c = wined3d_format_convert_from_float(view->format, colour); bpp = view->format->byte_count; w = min(box->right, view->width) - min(box->left, view->width); h = min(box->bottom, view->height) - min(box->top, view->height); if (view->resource->type != WINED3D_RTYPE_TEXTURE_3D) { d = 1; } else { d = wined3d_texture_get_level_depth(texture, level); d = min(box->back, d) - min(box->front, d); } map_binding = texture->resource.map_binding; if (!wined3d_texture_load_location(texture, view->sub_resource_idx, context, map_binding)) ERR("Failed to load the sub-resource into %s.\n", wined3d_debug_location(map_binding)); wined3d_texture_invalidate_location(texture, view->sub_resource_idx, ~map_binding); wined3d_texture_get_pitch(texture, level, &map.row_pitch, &map.slice_pitch); wined3d_texture_get_memory(texture, view->sub_resource_idx, &data, map_binding); map.data = wined3d_context_map_bo_address(context, &data, texture->sub_resources[view->sub_resource_idx].size, WINED3D_MAP_WRITE); map.data = (BYTE *)map.data + (box->front * map.slice_pitch) + ((box->top / view->format->block_height) * map.row_pitch) + ((box->left / view->format->block_width) * view->format->block_byte_count); range.offset = 0; range.size = texture->sub_resources[view->sub_resource_idx].size; switch (bpp) { case 1: for (x = 0; x < w; ++x) { ((BYTE *)map.data)[x] = c; } break; case 2: for (x = 0; x < w; ++x) { ((WORD *)map.data)[x] = c; } break; case 3: { dst = map.data; for (x = 0; x < w; ++x, dst += 3) { dst[0] = (c ) & 0xff; dst[1] = (c >> 8) & 0xff; dst[2] = (c >> 16) & 0xff; } break; } case 4: for (x = 0; x < w; ++x) { ((DWORD *)map.data)[x] = c; } break; default: FIXME("Not implemented for bpp %u.\n", bpp); wined3d_resource_unmap(view->resource, view->sub_resource_idx); return; } dst = map.data; for (y = 1; y < h; ++y) { dst += map.row_pitch; memcpy(dst, map.data, w * bpp); } dst = map.data; for (z = 1; z < d; ++z) { dst += map.slice_pitch; memcpy(dst, map.data, w * h * bpp); } wined3d_context_unmap_bo_address(context, &data, 1, &range); context_release(context); } static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil) { struct wined3d_color c = {depth, 0.0f, 0.0f, 0.0f}; struct wined3d_rendertarget_view *view; struct wined3d_box box; unsigned int i, j; if (!rect_count) { rect_count = 1; clear_rects = draw_rect; } for (i = 0; i < rect_count; ++i) { box.left = max(clear_rects[i].left, draw_rect->left); box.top = max(clear_rects[i].top, draw_rect->top); box.right = min(clear_rects[i].right, draw_rect->right); box.bottom = min(clear_rects[i].bottom, draw_rect->bottom); box.front = 0; box.back = ~0u; if (box.left >= box.right || box.top >= box.bottom) continue; if (flags & WINED3DCLEAR_TARGET) { for (j = 0; j < rt_count; ++j) { if ((view = fb->render_targets[j])) surface_cpu_blt_colour_fill(view, &box, colour); } } if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil)) { if ((view->format->depth_size && !(flags & WINED3DCLEAR_ZBUFFER)) || (view->format->stencil_size && !(flags & WINED3DCLEAR_STENCIL))) FIXME("Clearing %#x on %s.\n", flags, debug_d3dformat(view->format->id)); surface_cpu_blt_colour_fill(view, &box, &c); } } } static DWORD cpu_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter, const struct wined3d_format *resolve_format) { struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1}; struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1}; struct wined3d_blt_fx fx; DWORD flags = 0; memset(&fx, 0, sizeof(fx)); switch (op) { case WINED3D_BLIT_OP_COLOR_BLIT: case WINED3D_BLIT_OP_DEPTH_BLIT: break; case WINED3D_BLIT_OP_RAW_BLIT: flags |= WINED3D_BLT_RAW; break; case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST: flags |= WINED3D_BLT_ALPHA_TEST; break; case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: flags |= WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_FX; fx.src_color_key = *color_key; break; default: FIXME("Unhandled op %#x.\n", op); break; } if (FAILED(surface_cpu_blt(dst_texture, dst_sub_resource_idx, &dst_box, src_texture, src_sub_resource_idx, &src_box, flags, &fx, filter))) ERR("Failed to blit.\n"); wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); return dst_location | (dst_texture->sub_resources[dst_sub_resource_idx].locations & dst_texture->resource.map_binding); } static const struct wined3d_blitter_ops cpu_blitter_ops = { cpu_blitter_destroy, cpu_blitter_clear, cpu_blitter_blit, }; struct wined3d_blitter *wined3d_cpu_blitter_create(void) { struct wined3d_blitter *blitter; if (!(blitter = heap_alloc(sizeof(*blitter)))) return NULL; TRACE("Created blitter %p.\n", blitter); blitter->ops = &cpu_blitter_ops; blitter->next = NULL; return blitter; } static bool wined3d_is_colour_blit(enum wined3d_blit_op blit_op) { switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT: case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST: case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: return true; default: return false; } } HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) { struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource; struct wined3d_device *device = dst_texture->resource.device; struct wined3d_swapchain *src_swapchain, *dst_swapchain; BOOL scale, convert, resolve, resolve_typeless = FALSE; const struct wined3d_format *resolve_format = NULL; const struct wined3d_color_key *colour_key = NULL; DWORD src_location, dst_location, valid_locations; struct wined3d_context *context; enum wined3d_blit_op blit_op; RECT src_rect, dst_rect; bool src_ds, dst_ds; static const DWORD simple_blit = WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_ALPHA_TEST | WINED3D_BLT_RAW; TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, " "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n", dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter)); TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage)); if (fx) { TRACE("fx %#x.\n", fx->fx); TRACE("dst_color_key {0x%08x, 0x%08x}.\n", fx->dst_color_key.color_space_low_value, fx->dst_color_key.color_space_high_value); TRACE("src_color_key {0x%08x, 0x%08x}.\n", fx->src_color_key.color_space_low_value, fx->src_color_key.color_space_high_value); TRACE("resolve_format_id %s.\n", debug_d3dformat(fx->resolve_format_id)); if (fx->resolve_format_id != WINED3DFMT_UNKNOWN) resolve_format = wined3d_get_format(device->adapter, fx->resolve_format_id, 0); } dst_sub_resource = &dst_texture->sub_resources[dst_sub_resource_idx]; src_sub_resource = &src_texture->sub_resources[src_sub_resource_idx]; if (src_sub_resource->locations & WINED3D_LOCATION_DISCARDED) { WARN("Source sub-resource is discarded, nothing to do.\n"); return WINED3D_OK; } SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom); SetRect(&dst_rect, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom); if (!fx || !(fx->fx)) flags &= ~WINED3D_BLT_FX; /* WINED3D_BLT_DO_NOT_WAIT appeared in DX7. */ if (flags & WINED3D_BLT_DO_NOT_WAIT) { static unsigned int once; if (!once++) FIXME("Can't handle WINED3D_BLT_DO_NOT_WAIT flag.\n"); } flags &= ~(WINED3D_BLT_SYNCHRONOUS | WINED3D_BLT_DO_NOT_WAIT | WINED3D_BLT_WAIT); if (flags & ~simple_blit) { WARN_(d3d_perf)("Using CPU fallback for complex blit (%#x).\n", flags); goto cpu; } src_swapchain = src_texture->swapchain; dst_swapchain = dst_texture->swapchain; if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain && (wined3d_settings.offscreen_rendering_mode != ORM_FBO || src_texture == src_swapchain->front_buffer)) { /* TODO: We could support cross-swapchain blits by first downloading * the source to a texture. */ FIXME("Cross-swapchain blit not supported.\n"); return WINED3DERR_INVALIDCALL; } scale = src_box->right - src_box->left != dst_box->right - dst_box->left || src_box->bottom - src_box->top != dst_box->bottom - dst_box->top; convert = src_texture->resource.format->id != dst_texture->resource.format->id; resolve = src_texture->resource.multisample_type != dst_texture->resource.multisample_type; if (resolve) { resolve_typeless = (wined3d_format_is_typeless(src_texture->resource.format) || wined3d_format_is_typeless(dst_texture->resource.format)) && (src_texture->resource.format->typeless_id == dst_texture->resource.format->typeless_id); if (resolve_typeless && !resolve_format) WARN("Resolve format for typeless resolve not specified.\n"); } dst_ds = dst_texture->resource.format->depth_size || dst_texture->resource.format->stencil_size; src_ds = src_texture->resource.format->depth_size || src_texture->resource.format->stencil_size; if (src_ds || dst_ds) { TRACE("Depth/stencil blit.\n"); if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU) dst_location = dst_texture->resource.draw_binding; else dst_location = dst_texture->resource.map_binding; if ((flags & WINED3D_BLT_RAW) || (!scale && !convert && !resolve)) blit_op = WINED3D_BLIT_OP_RAW_BLIT; else blit_op = WINED3D_BLIT_OP_DEPTH_BLIT; context = context_acquire(device, dst_texture, dst_sub_resource_idx); valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context, src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect, dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, NULL, filter, resolve_format); context_release(context); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations); return WINED3D_OK; } TRACE("Colour blit.\n"); /* 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_sub_resource->locations & dst_texture->resource.map_binding) && (src_sub_resource->locations & src_texture->resource.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; } blit_op = WINED3D_BLIT_OP_COLOR_BLIT; if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE) { colour_key = &fx->src_color_key; blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY; } else if (flags & WINED3D_BLT_SRC_CKEY) { colour_key = &src_texture->async.src_blt_color_key; blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY; } else if (flags & WINED3D_BLT_ALPHA_TEST) { blit_op = WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST; } else if ((src_sub_resource->locations & surface_simple_locations) && !(dst_sub_resource->locations & surface_simple_locations) && (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)) { /* Upload */ if (scale) TRACE("Not doing upload because of scaling.\n"); else if (convert) TRACE("Not doing upload because of format conversion.\n"); else if (dst_texture->resource.format->conv_byte_count) TRACE("Not doing upload because the destination format needs conversion.\n"); else { wined3d_texture_upload_from_texture(dst_texture, dst_sub_resource_idx, dst_box->left, dst_box->top, dst_box->front, src_texture, src_sub_resource_idx, src_box); if (!wined3d_resource_is_offscreen(&dst_texture->resource)) { context = context_acquire(device, dst_texture, dst_sub_resource_idx); wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_texture->resource.draw_binding); context_release(context); } return WINED3D_OK; } } else if (!(src_sub_resource->locations & surface_simple_locations) && (dst_sub_resource->locations & dst_texture->resource.map_binding) && !(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)) { /* Download */ if (scale) TRACE("Not doing download because of scaling.\n"); else if (convert) TRACE("Not doing download because of format conversion.\n"); else if (src_texture->resource.format->conv_byte_count) TRACE("Not doing download because the source format needs conversion.\n"); else if (!(src_texture->flags & WINED3D_TEXTURE_DOWNLOADABLE)) TRACE("Not doing download because texture is not downloadable.\n"); else if (!wined3d_texture_is_full_rect(src_texture, src_sub_resource_idx % src_texture->level_count, &src_rect)) TRACE("Not doing download because of partial download (src).\n"); else if (!wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_rect)) TRACE("Not doing download because of partial download (dst).\n"); else { wined3d_texture_download_from_texture(dst_texture, dst_sub_resource_idx, src_texture, src_sub_resource_idx); return WINED3D_OK; } } else if (dst_swapchain && dst_swapchain->back_buffers && dst_texture == dst_swapchain->front_buffer && src_texture == dst_swapchain->back_buffers[0]) { /* 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. */ enum wined3d_swap_effect swap_effect = dst_swapchain->state.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->state.desc.swap_effect = WINED3D_SWAP_EFFECT_COPY; wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, dst_swapchain->swap_interval, 0); dst_swapchain->state.desc.swap_effect = swap_effect; return WINED3D_OK; } if ((flags & WINED3D_BLT_RAW) || (blit_op == WINED3D_BLIT_OP_COLOR_BLIT && !scale && !convert && !resolve)) blit_op = WINED3D_BLIT_OP_RAW_BLIT; context = context_acquire(device, dst_texture, dst_sub_resource_idx); if (src_texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE && !resolve_typeless && ((scale && !context->d3d_info->scaled_resolve) || convert || !wined3d_is_colour_blit(blit_op))) src_location = WINED3D_LOCATION_RB_RESOLVED; else src_location = src_texture->resource.draw_binding; if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)) dst_location = dst_texture->resource.map_binding; else if (dst_texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE && (scale || convert || !wined3d_is_colour_blit(blit_op))) dst_location = WINED3D_LOCATION_RB_RESOLVED; else dst_location = dst_texture->resource.draw_binding; valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context, src_texture, src_sub_resource_idx, src_location, &src_rect, dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, colour_key, filter, resolve_format); context_release(context); wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations); wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations); return WINED3D_OK; cpu: return surface_cpu_blt(dst_texture, dst_sub_resource_idx, dst_box, src_texture, src_sub_resource_idx, src_box, flags, fx, filter); }