/* * 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 2006-2008 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); 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, WINED3DTEXTUREFILTERTYPE filter); static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect, struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter); static void surface_cleanup(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); if (surface->texture_name || (surface->flags & SFLAG_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; ENTER_GL(); if (surface->texture_name) { TRACE("Deleting texture %u.\n", surface->texture_name); glDeleteTextures(1, &surface->texture_name); } if (surface->flags & SFLAG_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); } LEAVE_GL(); context_release(context); } if (surface->flags & SFLAG_DIBSECTION) { /* Release the DC. */ SelectObject(surface->hDC, surface->dib.holdbitmap); DeleteDC(surface->hDC); /* Release the DIB section. */ DeleteObject(surface->dib.DIBsection); surface->dib.bitmap_data = NULL; surface->resource.allocatedMemory = NULL; } if (surface->flags & SFLAG_USERPTR) wined3d_surface_set_mem(surface, NULL); if (surface->overlay_dest) list_remove(&surface->overlay_entry); HeapFree(GetProcessHeap(), 0, surface->palette9); 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 = SFLAG_INDRAWABLE; else if (surface->resource.multisample_type) surface->draw_binding = SFLAG_INRB_MULTISAMPLE; else surface->draw_binding = SFLAG_INTEXTURE; } void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container) { TRACE("surface %p, container %p.\n", surface, container); if (!container && type != WINED3D_CONTAINER_NONE) ERR("Setting NULL container of type %#x.\n", type); if (type == WINED3D_CONTAINER_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->container.type = type; surface->container.u.base = 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; } } /* GL locking and 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, WINED3DTEXTUREFILTERTYPE Filter) { struct blt_info info; surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info); glEnable(info.bind_target); checkGLcall("glEnable(bind_target)"); context_bind_texture(context, info.bind_target, src_surface->texture_name); /* Filtering for StretchRect */ glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(magLookup, Filter)); checkGLcall("glTexParameteri"); glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE)); checkGLcall("glTexParameteri"); glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); checkGLcall("glTexEnvi"); /* Draw a quad */ glBegin(GL_TRIANGLE_STRIP); glTexCoord3fv(info.coords[0]); glVertex2i(dst_rect->left, dst_rect->top); glTexCoord3fv(info.coords[1]); glVertex2i(dst_rect->right, dst_rect->top); glTexCoord3fv(info.coords[2]); glVertex2i(dst_rect->left, dst_rect->bottom); glTexCoord3fv(info.coords[3]); glVertex2i(dst_rect->right, dst_rect->bottom); 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. */ if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE) { struct wined3d_texture *texture = src_surface->container.u.texture; texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; } } 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; UINT usage; HDC dc; 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: usage = DIB_RGB_COLORS; 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: usage = 0; b_info->bmiHeader.biCompression = BI_BITFIELDS; masks[0] = format->red_mask; masks[1] = format->green_mask; masks[2] = format->blue_mask; break; default: /* Don't know palette */ b_info->bmiHeader.biCompression = BI_RGB; usage = 0; break; } if (!(dc = GetDC(0))) { HeapFree(GetProcessHeap(), 0, b_info); return HRESULT_FROM_WIN32(GetLastError()); } 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(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0); ReleaseDC(0, dc); 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); /* Copy the existing surface to the dib section. */ if (surface->resource.allocatedMemory) { memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->resource.height * wined3d_surface_get_pitch(surface)); } else { /* This is to make maps read the GL texture although memory is allocated. */ surface->flags &= ~SFLAG_INSYSMEM; } surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage; HeapFree(GetProcessHeap(), 0, b_info); /* Now allocate a DC. */ surface->hDC = CreateCompatibleDC(0); surface->dib.holdbitmap = SelectObject(surface->hDC, surface->dib.DIBsection); TRACE("Using wined3d palette %p.\n", surface->palette); SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE); surface->flags |= SFLAG_DIBSECTION; HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory); surface->resource.heapMemory = NULL; return WINED3D_OK; } static void surface_prepare_system_memory(struct wined3d_surface *surface) { struct wined3d_device *device = surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; TRACE("surface %p.\n", surface); /* Performance optimization: Count how often a surface is locked, if it is * locked 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)) { if (++surface->lockCount > MAXLOCKCOUNT) { TRACE("Surface is locked regularly, not freeing the system memory copy any more.\n"); surface->flags |= SFLAG_DYNLOCK; } } /* Create a PBO for dynamically locked surfaces but don't do it for * converted or NPOT surfaces. Also don't create a PBO for systemmem * surfaces. */ if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (surface->flags & SFLAG_DYNLOCK) && !(surface->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (surface->resource.pool != WINED3DPOOL_SYSTEMMEM)) { struct wined3d_context *context; GLenum error; context = context_acquire(device, NULL); ENTER_GL(); GL_EXTCALL(glGenBuffersARB(1, &surface->pbo)); error = 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, surface->resource.allocatedMemory, GL_STREAM_DRAW_ARB)); checkGLcall("glBufferDataARB"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); /* We don't need the system memory anymore and we can't even use it for PBOs. */ if (!(surface->flags & SFLAG_CLIENT)) { HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory); surface->resource.heapMemory = NULL; } surface->resource.allocatedMemory = NULL; surface->flags |= SFLAG_PBO; LEAVE_GL(); context_release(context); } else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO)) { /* Whatever surface we have, make sure that there is memory allocated * for the downloaded copy, or a PBO to map. */ if (!surface->resource.heapMemory) surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT); surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); if (surface->flags & SFLAG_INSYSMEM) ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n"); } } static void surface_evict_sysmem(struct wined3d_surface *surface) { if (surface->flags & SFLAG_DONOTFREE) return; HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory); surface->resource.allocatedMemory = NULL; surface->resource.heapMemory = NULL; surface_modify_location(surface, SFLAG_INSYSMEM, FALSE); } /* Context activation is done by the caller. */ static void surface_bind_and_dirtify(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) { struct wined3d_device *device = surface->resource.device; DWORD active_sampler; /* We don't need a specific texture unit, but after binding the texture * the current unit is dirty. Read the unit back instead of switching to * 0, this avoids messing around with the state manager's GL states. The * current texture unit should always be a valid one. * * To be more specific, this is tricky because we can implicitly be * called from sampler() in state.c. This means we can't touch anything * other than whatever happens to be the currently active texture, or we * would risk marking already applied sampler states dirty again. */ active_sampler = device->rev_tex_unit_map[context->active_texture]; if (active_sampler != WINED3D_UNMAPPED_STAGE) device_invalidate_state(device, STATE_SAMPLER(active_sampler)); surface_bind(surface, context, srgb); } 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); ENTER_GL(); glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); if (surface->texture_name) { surface_bind_and_dirtify(surface, context, FALSE); glTexImage2D(surface->texture_target, surface->texture_level, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); } if (surface->texture_name_srgb) { surface_bind_and_dirtify(surface, context, TRUE); glTexImage2D(surface->texture_target, surface->texture_level, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); } glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); LEAVE_GL(); context_release(context); surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE); surface_modify_location(surface, SFLAG_INTEXTURE, FALSE); surface_force_reload(surface); } 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); surface->texture_name = 0; surface->texture_target = GL_TEXTURE_2D; /* Non-power2 support */ if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) { 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) { FIXME("(%p) Compressed 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 == WINED3DPOOL_DEFAULT || surface->resource.pool == WINED3DPOOL_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); } else { /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 * and EXT_PALETTED_TEXTURE is used in combination with texture * uploads (RTL_READTEX/RTL_TEXTEX). The reason is that * EXT_PALETTED_TEXTURE doesn't work in combination with * ARB_TEXTURE_RECTANGLE. */ if (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE] && !(surface->resource.format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE] && wined3d_settings.rendertargetlock_mode == RTL_READTEX)) { surface->texture_target = GL_TEXTURE_RECTANGLE_ARB; surface->pow2Width = surface->resource.width; surface->pow2Height = surface->resource.height; surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD); } } 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; } surface->flags |= SFLAG_INSYSMEM; 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, SFLAG_INTEXTURE, NULL); /* We want to force a palette refresh, so mark the drawable as not being up to date */ if (!surface_is_offscreen(surface)) surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE); } else { if (!(surface->flags & SFLAG_INSYSMEM)) { TRACE("Palette changed with surface that does not have an up to date system memory copy.\n"); surface_load_location(surface, SFLAG_INSYSMEM, NULL); } surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); } } if (surface->flags & SFLAG_DIBSECTION) { RGBQUAD col[256]; unsigned int i; TRACE("Updating the DC's palette.\n"); for (i = 0; i < 256; ++i) { col[i].rgbRed = palette->palents[i].peRed; col[i].rgbGreen = palette->palents[i].peGreen; col[i].rgbBlue = palette->palents[i].peBlue; col[i].rgbReserved = 0; } SetDIBColorTable(surface->hDC, 0, 256, col); } /* Propagate the changes to the drawable when we have a palette. */ if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET) surface_load_location(surface, surface->draw_binding, NULL); } static HRESULT surface_draw_overlay(struct wined3d_surface *surface) { HRESULT hr; /* If there's no destination surface there is nothing to do. */ if (!surface->overlay_dest) return WINED3D_OK; /* Blt calls ModifyLocation on the dest surface, which in turn calls * DrawOverlay to update the overlay. Prevent an endless recursion. */ if (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW) return WINED3D_OK; surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW; hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface, &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR); surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW; return hr; } static void surface_preload(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); surface_internal_preload(surface, SRGB_ANY); } static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags) { struct wined3d_device *device = surface->resource.device; const RECT *pass_rect = rect; TRACE("surface %p, rect %s, flags %#x.\n", surface, wine_dbgstr_rect(rect), flags); if (flags & WINED3DLOCK_DISCARD) { TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n"); surface_prepare_system_memory(surface); surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); } else { /* surface_load_location() does not check if the rectangle specifies * the full surface. Most callers don't need that, so do it here. */ if (rect && !rect->top && !rect->left && rect->right == surface->resource.width && rect->bottom == surface->resource.height) pass_rect = NULL; if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE && ((surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) || surface == device->fb.render_targets[0]))) surface_load_location(surface, SFLAG_INSYSMEM, pass_rect); } if (surface->flags & SFLAG_PBO) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; context = context_acquire(device, NULL); gl_info = context->gl_info; ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB"); /* This shouldn't happen but could occur if some other function * didn't handle the PBO properly. */ if (surface->resource.allocatedMemory) ERR("The surface already has PBO memory allocated.\n"); surface->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB)); checkGLcall("glMapBufferARB"); /* Make sure the PBO isn't set anymore in order not to break non-PBO * calls. */ GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); LEAVE_GL(); context_release(context); } if (!(flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY))) { if (!rect) surface_add_dirty_rect(surface, NULL); else { WINED3DBOX b; b.Left = rect->left; b.Top = rect->top; b.Right = rect->right; b.Bottom = rect->bottom; b.Front = 0; b.Back = 1; surface_add_dirty_rect(surface, &b); } } } static void surface_unmap(struct wined3d_surface *surface) { struct wined3d_device *device = surface->resource.device; BOOL fullsurface; TRACE("surface %p.\n", surface); memset(&surface->lockedRect, 0, sizeof(surface->lockedRect)); if (surface->flags & SFLAG_PBO) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; TRACE("Freeing PBO memory.\n"); context = context_acquire(device, NULL); gl_info = context->gl_info; ENTER_GL(); 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"); LEAVE_GL(); context_release(context); surface->resource.allocatedMemory = NULL; } TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1); if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) { TRACE("Not dirtified, nothing to do.\n"); goto done; } if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN || (device->fb.render_targets && surface == device->fb.render_targets[0])) { if (wined3d_settings.rendertargetlock_mode == RTL_DISABLE) { static BOOL warned = FALSE; if (!warned) { ERR("The application tries to write to the render target, but render target locking is disabled.\n"); warned = TRUE; } goto done; } if (!surface->dirtyRect.left && !surface->dirtyRect.top && surface->dirtyRect.right == surface->resource.width && surface->dirtyRect.bottom == surface->resource.height) { fullsurface = TRUE; } else { /* TODO: Proper partial rectangle tracking. */ fullsurface = FALSE; surface->flags |= SFLAG_INSYSMEM; } surface_load_location(surface, surface->draw_binding, fullsurface ? NULL : &surface->dirtyRect); /* Partial rectangle tracking is not commonly implemented, it is only * done for render targets. INSYSMEM was set before to tell * surface_load_location() where to read the rectangle from. * Indrawable is set because all modifications from the partial * sysmem copy are written back to the drawable, thus the surface is * merged again in the drawable. The sysmem copy is not fully up to * date because only a subrectangle was read in Map(). */ if (!fullsurface) { surface_modify_location(surface, SFLAG_INDRAWABLE, TRUE); surface_evict_sysmem(surface); } surface->dirtyRect.left = surface->resource.width; surface->dirtyRect.top = surface->resource.height; surface->dirtyRect.right = 0; surface->dirtyRect.bottom = 0; } else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { FIXME("Depth / stencil buffer locking is not implemented.\n"); } done: /* Overlays have to be redrawn manually after changes with the GL implementation */ if (surface->overlay_dest) surface->surface_ops->surface_draw_overlay(surface); } static HRESULT surface_getdc(struct wined3d_surface *surface) { WINED3DLOCKED_RECT lock; HRESULT hr; TRACE("surface %p.\n", surface); /* Create a DIB section if there isn't a dc yet. */ if (!surface->hDC) { if (surface->flags & SFLAG_CLIENT) { surface_load_location(surface, SFLAG_INSYSMEM, NULL); surface_release_client_storage(surface); } hr = surface_create_dib_section(surface); if (FAILED(hr)) return WINED3DERR_INVALIDCALL; /* Use the DIB section from now on if we are not using a PBO. */ if (!(surface->flags & SFLAG_PBO)) surface->resource.allocatedMemory = surface->dib.bitmap_data; } /* Map the surface. */ hr = wined3d_surface_map(surface, &lock, NULL, 0); if (FAILED(hr)) ERR("Map failed, hr %#x.\n", hr); /* Sync the DIB with the PBO. This can't be done earlier because Map() * activates the allocatedMemory. */ if (surface->flags & SFLAG_PBO) memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->resource.size); return hr; } 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 wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct wined3d_surface *src_surface, const RECT *src_rect, struct wined3d_surface *dst_surface, 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, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n", device, src_surface, wine_dbgstr_rect(src_rect), dst_surface, 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, SFLAG_INTEXTURE, NULL); if (!surface_is_full_rect(dst_surface, dst_rect)) surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL); context = context_acquire(device, NULL); if (!context->valid) { context_release(context); WARN("Invalid context, skipping blit.\n"); return; } gl_info = context->gl_info; ENTER_GL(); context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE); glReadBuffer(GL_NONE); checkGLcall("glReadBuffer()"); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE); context_set_draw_buffer(context, GL_NONE); context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); if (gl_mask & GL_DEPTH_BUFFER_BIT) { glDepthMask(GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE)); } if (gl_mask & GL_STENCIL_BUFFER_BIT) { if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE]) { glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE)); } glStencilMask(~0U); context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK)); } glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RENDER(WINED3DRS_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()"); LEAVE_GL(); if (wined3d_settings.strict_draw_ordering) wglFlush(); /* 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(struct wined3d_device *device, const WINED3DTEXTUREFILTERTYPE 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, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in)); TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n", dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in)); src_rect = *src_rect_in; dst_rect = *dst_rect_in; switch (filter) { case WINED3DTEXF_LINEAR: gl_filter = GL_LINEAR; break; default: FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter); case WINED3DTEXF_NONE: case WINED3DTEXF_POINT: gl_filter = GL_NEAREST; break; } /* Resolve the source surface first if needed. */ if (src_location == SFLAG_INRB_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 = SFLAG_INRB_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, NULL); if (!surface_is_full_rect(dst_surface, &dst_rect)) surface_load_location(dst_surface, dst_location, NULL); if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface); else if (dst_location == SFLAG_INDRAWABLE) 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 == SFLAG_INDRAWABLE) { 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; } ENTER_GL(); context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location); glReadBuffer(buffer); checkGLcall("glReadBuffer()"); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); LEAVE_GL(); if (dst_location == SFLAG_INDRAWABLE) { 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; } ENTER_GL(); 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); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RENDER(WINED3DRS_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()"); LEAVE_GL(); if (wined3d_settings.strict_draw_ordering || (dst_location == SFLAG_INDRAWABLE && dst_surface->container.u.swapchain->front_buffer == dst_surface)) wglFlush(); 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, WINED3DPOOL src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL 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 == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM) 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; } /* This function checks if the primary render target uses the 8bit paletted format. */ static BOOL primary_render_target_is_p8(const struct wined3d_device *device) { if (device->fb.render_targets && device->fb.render_targets[0]) { const struct wined3d_surface *render_target = device->fb.render_targets[0]; if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format->id == WINED3DFMT_P8_UINT)) return TRUE; } return FALSE; } static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface, DWORD color, WINED3DCOLORVALUE *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->palents[color].peRed / 255.0f; float_color->g = surface->palette->palents[color].peGreen / 255.0f; float_color->b = surface->palette->palents[color].peBlue / 255.0f; } else { float_color->r = 0.0f; float_color->g = 0.0f; float_color->b = 0.0f; } float_color->a = primary_render_target_is_p8(device) ? 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; } /* Do not call while under the GL lock. */ 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, const RECT *src_rect, struct wined3d_surface *dst_surface, 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; wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect); surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN, dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy); surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE); return WINED3D_OK; } /* Do not call while under the GL lock. */ 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, WINED3DTEXTUREFILTERTYPE 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; 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 ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED))) { 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) { /* The destination rect can be out of bounds on the condition * that a clipper is set for the surface. */ if (dst_surface->clipper) FIXME("Blit clipping not implemented.\n"); else WARN("The application gave us a bad destination rectangle without a clipper set.\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; } if (flags & ~simple_blit) { WARN("Using fallback for complex blit (%#x).\n", flags); goto fallback; } if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) src_swapchain = src_surface->container.u.swapchain; else src_swapchain = NULL; if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) dst_swapchain = dst_surface->container.u.swapchain; else dst_swapchain = NULL; /* 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; } 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 { /* Accessing depth / stencil surfaces is supposed to fail while in * a scene, except for fills, which seem to work. */ if (device->inScene) { WARN("Rejecting depth / stencil access while in scene.\n"); return WINED3DERR_INVALIDCALL; } if (src_ds_flags != dst_ds_flags) { WARN("Rejecting depth / stencil blit between incompatible formats.\n"); return WINED3DERR_INVALIDCALL; } if (src_rect.top || src_rect.left || src_rect.bottom != src_surface->resource.height || src_rect.right != src_surface->resource.width) { WARN("Rejecting depth / stencil blit with invalid source rect %s.\n", wine_dbgstr_rect(&src_rect)); return WINED3DERR_INVALIDCALL; } if (dst_rect.top || dst_rect.left || dst_rect.bottom != dst_surface->resource.height || dst_rect.right != dst_surface->resource.width) { WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n", wine_dbgstr_rect(&src_rect)); return WINED3DERR_INVALIDCALL; } if (src_surface->resource.height != dst_surface->resource.height || src_surface->resource.width != dst_surface->resource.width) { WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n"); return WINED3DERR_INVALIDCALL; } if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect))) return WINED3D_OK; } } else { if (flags & WINEDDBLT_COLORFILL) { WINED3DCOLORVALUE 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"); /* 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]) { WINED3DSWAPEFFECT swap_effect = dst_swapchain->presentParms.SwapEffect; 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->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY; wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0); dst_swapchain->presentParms.SwapEffect = 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_modify_location(dst_surface, dst_surface->draw_binding, TRUE); 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 ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET) || (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET))) { if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(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 BltOverride, other * blits are rather rare. */ return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter); } /* Do not call while under the GL lock. */ HRESULT CDECL wined3d_surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y, struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD trans) { RECT src_rect, dst_rect; DWORD flags = 0; TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect_in %s, trans %#x.\n", dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect_in), trans); surface_get_rect(src_surface, src_rect_in, &src_rect); dst_rect.left = dst_x; dst_rect.top = dst_y; dst_rect.right = dst_x + src_rect.right - src_rect.left; dst_rect.bottom = dst_y + src_rect.bottom - src_rect.top; if (trans & WINEDDBLTFAST_SRCCOLORKEY) flags |= WINEDDBLT_KEYSRC; if (trans & WINEDDBLTFAST_DESTCOLORKEY) flags |= WINEDDBLT_KEYDEST; if (trans & WINEDDBLTFAST_WAIT) flags |= WINEDDBLT_WAIT; if (trans & WINEDDBLTFAST_DONOTWAIT) flags |= WINEDDBLT_DONOTWAIT; return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, NULL, WINED3DTEXF_POINT); } /* Context activation is done by the caller. */ static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info) { if (!surface->resource.heapMemory) { surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT); surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); } ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)"); GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, surface->resource.size, surface->resource.allocatedMemory)); checkGLcall("glGetBufferSubDataARB"); GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); surface->pbo = 0; surface->flags &= ~SFLAG_PBO; } /* Do not call while under the GL lock. */ 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 == WINED3DPOOL_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_init_sysmem(surface); } else { /* Load the surface into system memory */ surface_load_location(surface, SFLAG_INSYSMEM, NULL); surface_modify_location(surface, surface->draw_binding, FALSE); } surface_modify_location(surface, SFLAG_INTEXTURE, FALSE); surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE); 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->flags & SFLAG_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) { ENTER_GL(); gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id); LEAVE_GL(); list_remove(&entry->entry); HeapFree(GetProcessHeap(), 0, entry); } list_init(&surface->renderbuffers); surface->current_renderbuffer = NULL; ENTER_GL(); /* If we're in a texture, the texture name belongs to the texture. * Otherwise, destroy it. */ if (surface->container.type != WINED3D_CONTAINER_TEXTURE) { glDeleteTextures(1, &surface->texture_name); surface->texture_name = 0; glDeleteTextures(1, &surface->texture_name_srgb); surface->texture_name_srgb = 0; } 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; } LEAVE_GL(); 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_cleanup, surface_realize_palette, surface_draw_overlay, surface_preload, surface_map, surface_unmap, surface_getdc, }; /***************************************************************************** * 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 (SUCCEEDED(hr)) { HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory); surface->resource.heapMemory = NULL; surface->resource.allocatedMemory = surface->dib.bitmap_data; } /* We don't mind the nonpow2 stuff in GDI. */ surface->pow2Width = surface->resource.width; surface->pow2Height = surface->resource.height; return WINED3D_OK; } static void surface_gdi_cleanup(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); if (surface->flags & SFLAG_DIBSECTION) { /* Release the DC. */ SelectObject(surface->hDC, surface->dib.holdbitmap); DeleteDC(surface->hDC); /* Release the DIB section. */ DeleteObject(surface->dib.DIBsection); surface->dib.bitmap_data = NULL; surface->resource.allocatedMemory = NULL; } if (surface->flags & SFLAG_USERPTR) wined3d_surface_set_mem(surface, NULL); if (surface->overlay_dest) list_remove(&surface->overlay_entry); HeapFree(GetProcessHeap(), 0, surface->palette9); resource_cleanup(&surface->resource); } 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) { RGBQUAD col[256]; unsigned int i; TRACE("Updating the DC's palette.\n"); for (i = 0; i < 256; ++i) { col[i].rgbRed = palette->palents[i].peRed; col[i].rgbGreen = palette->palents[i].peGreen; col[i].rgbBlue = palette->palents[i].peBlue; col[i].rgbReserved = 0; } SetDIBColorTable(surface->hDC, 0, 256, col); } /* 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->container.type == WINED3D_CONTAINER_SWAPCHAIN) { struct wined3d_swapchain *swapchain = surface->container.u.swapchain; if (surface == swapchain->front_buffer) { x11_copy_to_screen(swapchain, NULL); } } } static HRESULT gdi_surface_draw_overlay(struct wined3d_surface *surface) { FIXME("GDI surfaces can't draw overlays yet.\n"); return E_FAIL; } static void gdi_surface_preload(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); ERR("Preloading GDI surfaces is not supported.\n"); } static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags) { TRACE("surface %p, rect %s, flags %#x.\n", surface, wine_dbgstr_rect(rect), flags); if (!surface->resource.allocatedMemory) { /* This happens on gdi surfaces if the application set a user pointer * and resets it. Recreate the DIB section. */ surface_create_dib_section(surface); surface->resource.allocatedMemory = surface->dib.bitmap_data; } } static void gdi_surface_unmap(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); /* Tell the swapchain to update the screen. */ if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) { struct wined3d_swapchain *swapchain = surface->container.u.swapchain; if (surface == swapchain->front_buffer) { x11_copy_to_screen(swapchain, &surface->lockedRect); } } memset(&surface->lockedRect, 0, sizeof(RECT)); } static HRESULT gdi_surface_getdc(struct wined3d_surface *surface) { WINED3DLOCKED_RECT lock; HRESULT hr; TRACE("surface %p.\n", surface); /* Should have a DIB section already. */ if (!(surface->flags & SFLAG_DIBSECTION)) { WARN("DC not supported on this surface\n"); return WINED3DERR_INVALIDCALL; } /* Map the surface. */ hr = wined3d_surface_map(surface, &lock, NULL, 0); if (FAILED(hr)) ERR("Map failed, hr %#x.\n", hr); return hr; } static const struct wined3d_surface_ops gdi_surface_ops = { gdi_surface_private_setup, surface_gdi_cleanup, gdi_surface_realize_palette, gdi_surface_draw_overlay, gdi_surface_preload, gdi_surface_map, gdi_surface_unmap, gdi_surface_getdc, }; void surface_set_texture_name(struct wined3d_surface *surface, GLuint new_name, BOOL srgb) { GLuint *name; DWORD flag; TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb); if(srgb) { name = &surface->texture_name_srgb; flag = SFLAG_INSRGBTEX; } else { name = &surface->texture_name; flag = SFLAG_INTEXTURE; } if (!*name && new_name) { /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the * surface has no texture name yet. See if we can get rid of this. */ if (surface->flags & flag) ERR("Surface has %s set, but no texture name.\n", debug_surflocation(flag)); surface_modify_location(surface, flag, FALSE); } *name = new_name; surface_force_reload(surface); } void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) { TRACE("surface %p, target %#x.\n", surface, target); if (surface->texture_target != target) { if (target == GL_TEXTURE_RECTANGLE_ARB) { surface->flags &= ~SFLAG_NORMCOORD; } else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB) { surface->flags |= SFLAG_NORMCOORD; } } surface->texture_target = target; surface_force_reload(surface); } /* Context activation is done by the caller. */ void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) { TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb); if (surface->container.type == WINED3D_CONTAINER_TEXTURE) { struct wined3d_texture *texture = surface->container.u.texture; TRACE("Passing to container (%p).\n", texture); texture->texture_ops->texture_bind(texture, context, srgb); } else { if (surface->texture_level) { ERR("Standalone surface %p is non-zero texture level %u.\n", surface, surface->texture_level); } if (srgb) ERR("Trying to bind standalone surface %p as sRGB.\n", surface); ENTER_GL(); if (!surface->texture_name) { glGenTextures(1, &surface->texture_name); checkGLcall("glGenTextures"); TRACE("Surface %p given name %u.\n", surface, surface->texture_name); context_bind_texture(context, surface->texture_target, surface->texture_name); glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); } else { context_bind_texture(context, surface->texture_target, surface->texture_name); } LEAVE_GL(); } } /* 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) { const struct wined3d_format *format = surface->resource.format; /* Only support read back of converted P8 surfaces. */ if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT) { FIXME("Readback conversion not supported for format %s.\n", debug_d3dformat(format->id)); return; } ENTER_GL(); 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, surface->resource.allocatedMemory); if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo)); 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, surface->resource.allocatedMemory)); checkGLcall("glGetCompressedTexImageARB"); } LEAVE_GL(); } 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 && primary_render_target_is_p8(surface->resource.device)) { 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 = surface->resource.allocatedMemory; } TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", surface, surface->texture_level, gl_format, gl_type, mem); if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB"); 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 { glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem); checkGLcall("glGetTexImage"); } LEAVE_GL(); 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 allocatedMemory should work with the data as if were a * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture. * * internally the texture is still stored in a boxed format so any references to textureName will * get a boxed texture with width pow2width and not a texture of width 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 = surface->resource.allocatedMemory; TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch); for (y = 1; y < surface->resource.height; ++y) { /* skip the first row */ src_data += src_pitch; dst_data += dst_pitch; memcpy(dst_data, src_data, dst_pitch); } HeapFree(GetProcessHeap(), 0, mem); } } /* Surface has now been downloaded */ surface->flags |= SFLAG_INSYSMEM; } /* This call just uploads data, the caller is responsible for binding the * correct texture. */ /* Context activation is done by the caller. */ void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const struct wined3d_format *format, const RECT *src_rect, UINT src_w, 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_w %u, dst_point %p, srgb %#x, data {%#x:%p}.\n", surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_w, wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr); if (format->heightscale != 1.0f && format->heightscale != 0.0f) update_h *= format->heightscale; ENTER_GL(); 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); UINT row_count = (update_h + format->block_height - 1) / format->block_height; UINT src_pitch = wined3d_format_calculate_size(format, 1, src_w, 1); 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_w * format->byte_count; 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); glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w); glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); checkGLcall("glTexSubImage2D"); } if (data->buffer_object) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } LEAVE_GL(); 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); } } } /* 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 enable_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 (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale; 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); ENTER_GL(); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || !surface->resource.allocatedMemory) { /* 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 * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively */ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); surface->flags &= ~SFLAG_CLIENT; enable_client_storage = TRUE; } else { surface->flags |= SFLAG_CLIENT; /* Point OpenGL to our allocated texture memory. Do not use * resource.allocatedMemory here because it might point into a * PBO. Instead use heapMemory, but get the alignment right. */ mem = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); } } 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 { glTexImage2D(surface->texture_target, surface->texture_level, internal, width, height, 0, format->glFormat, format->glType, mem); checkGLcall("glTexImage2D"); } if(enable_client_storage) { glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } LEAVE_GL(); } /* 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. */ /* GL locking 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->container.u.swapchain; TRACE("surface %p.\n", surface); if (surface->container.type != WINED3D_CONTAINER_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; } /* Slightly inefficient way to handle multiple dirty rects but it works :) */ void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) { TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect); if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE)) /* No partial locking for textures yet. */ surface_load_location(surface, SFLAG_INSYSMEM, NULL); surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); if (dirty_rect) { surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->Left); surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->Top); surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->Right); surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->Bottom); } else { surface->dirtyRect.left = 0; surface->dirtyRect.top = 0; surface->dirtyRect.right = surface->resource.width; surface->dirtyRect.bottom = surface->resource.height; } /* if the container is a texture then mark it dirty. */ if (surface->container.type == WINED3D_CONTAINER_TEXTURE) { TRACE("Passing to container.\n"); wined3d_texture_set_dirty(surface->container.u.texture, TRUE); } } HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) { DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE; BOOL ck_changed; TRACE("surface %p, srgb %#x.\n", surface, srgb); if (surface->resource.pool == WINED3DPOOL_SCRATCH) { ERR("Not supported on scratch surfaces.\n"); return WINED3DERR_INVALIDCALL; } ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & 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->CKeyFlags & WINEDDSD_CKSRCBLT) && (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue || surface->glCKey.dwColorSpaceHighValue != surface->SrcBltCKey.dwColorSpaceHighValue))) { 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_load_location(surface, SFLAG_INSYSMEM, NULL); /* Make sure the texture is reloaded because of the color key change, * this kills performance though :( */ /* TODO: This is not necessarily needed with hw palettized texture support. */ surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); /* Switching color keying on / off may change the internal format. */ if (ck_changed) surface_force_reload(surface); } else if (!(surface->flags & flag)) { TRACE("Reloading because surface is dirty.\n"); } else { TRACE("surface is already in texture\n"); return WINED3D_OK; } /* No partial locking for textures yet. */ surface_load_location(surface, flag, NULL); surface_evict_sysmem(surface); return WINED3D_OK; } /* 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, container %p of type %#x.\n", surface, surface->container.u.base, surface->container.type); switch (surface->container.type) { case WINED3D_CONTAINER_TEXTURE: return wined3d_texture_incref(surface->container.u.texture); case WINED3D_CONTAINER_SWAPCHAIN: return wined3d_swapchain_incref(surface->container.u.swapchain); default: ERR("Unhandled container type %#x.\n", surface->container.type); case WINED3D_CONTAINER_NONE: break; } refcount = InterlockedIncrement(&surface->resource.ref); TRACE("%p increasing refcount to %u.\n", surface, refcount); return refcount; } /* Do not call while under the GL lock. */ ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface) { ULONG refcount; TRACE("Surface %p, container %p of type %#x.\n", surface, surface->container.u.base, surface->container.type); switch (surface->container.type) { case WINED3D_CONTAINER_TEXTURE: return wined3d_texture_decref(surface->container.u.texture); case WINED3D_CONTAINER_SWAPCHAIN: return wined3d_swapchain_decref(surface->container.u.swapchain); default: ERR("Unhandled container type %#x.\n", surface->container.type); case WINED3D_CONTAINER_NONE: break; } refcount = InterlockedDecrement(&surface->resource.ref); TRACE("%p decreasing refcount to %u.\n", surface, refcount); if (!refcount) { surface->surface_ops->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); surface->surface_ops->surface_preload(surface); } 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); /* So far we don't lose anything :) */ surface->flags &= ~SFLAG_LOST; return WINED3D_OK; } HRESULT 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 WINED3D_OK; } if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)) surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE; surface->palette = palette; if (palette) { if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET) palette->flags |= WINEDDPCAPS_PRIMARYSURFACE; surface->surface_ops->surface_realize_palette(surface); } return WINED3D_OK; } HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface, DWORD flags, const WINEDDCOLORKEY *color_key) { TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key); if (flags & WINEDDCKEY_COLORSPACE) { FIXME(" colorkey value not supported (%08x) !\n", flags); return WINED3DERR_INVALIDCALL; } /* Dirtify the surface, but only if a key was changed. */ if (color_key) { switch (flags & ~WINEDDCKEY_COLORSPACE) { case WINEDDCKEY_DESTBLT: surface->DestBltCKey = *color_key; surface->CKeyFlags |= WINEDDSD_CKDESTBLT; break; case WINEDDCKEY_DESTOVERLAY: surface->DestOverlayCKey = *color_key; surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY; break; case WINEDDCKEY_SRCOVERLAY: surface->SrcOverlayCKey = *color_key; surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY; break; case WINEDDCKEY_SRCBLT: surface->SrcBltCKey = *color_key; surface->CKeyFlags |= WINEDDSD_CKSRCBLT; break; } } else { switch (flags & ~WINEDDCKEY_COLORSPACE) { case WINEDDCKEY_DESTBLT: surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT; break; case WINEDDCKEY_DESTOVERLAY: surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY; break; case WINEDDCKEY_SRCOVERLAY: surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY; break; case WINEDDCKEY_SRCBLT: surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT; break; } } return WINED3D_OK; } 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) { const struct wined3d_format *format = surface->resource.format; DWORD pitch; TRACE("surface %p.\n", surface); if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED) { /* Since compressed formats are block based, pitch means the amount of * bytes to the next row of block rather than the next row of pixels. */ UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width; pitch = row_block_count * format->block_byte_count; } else { unsigned char alignment = surface->resource.device->surface_alignment; pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */ pitch = (pitch + alignment - 1) & ~(alignment - 1); } TRACE("Returning %u.\n", pitch); return pitch; } HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem) { TRACE("surface %p, mem %p.\n", surface, mem); if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) { WARN("Surface is locked or the DC is in use.\n"); return WINED3DERR_INVALIDCALL; } /* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */ if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET) { ERR("Not supported on render targets.\n"); return WINED3DERR_INVALIDCALL; } if (mem && mem != surface->resource.allocatedMemory) { void *release = NULL; /* Do I have to copy the old surface content? */ if (surface->flags & SFLAG_DIBSECTION) { SelectObject(surface->hDC, surface->dib.holdbitmap); DeleteDC(surface->hDC); /* Release the DIB section. */ DeleteObject(surface->dib.DIBsection); surface->dib.bitmap_data = NULL; surface->resource.allocatedMemory = NULL; surface->hDC = NULL; surface->flags &= ~SFLAG_DIBSECTION; } else if (!(surface->flags & SFLAG_USERPTR)) { release = surface->resource.heapMemory; surface->resource.heapMemory = NULL; } surface->resource.allocatedMemory = mem; surface->flags |= SFLAG_USERPTR; /* Now the surface memory is most up do date. Invalidate drawable and texture. */ surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); /* For client textures OpenGL has to be notified. */ if (surface->flags & SFLAG_CLIENT) surface_release_client_storage(surface); /* Now free the old memory if any. */ HeapFree(GetProcessHeap(), 0, release); } else if (surface->flags & SFLAG_USERPTR) { /* HeapMemory should be NULL already. */ if (surface->resource.heapMemory) ERR("User pointer surface has heap memory allocated.\n"); if (!mem) { surface->resource.allocatedMemory = NULL; surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM); if (surface->flags & SFLAG_CLIENT) surface_release_client_storage(surface); surface_prepare_system_memory(surface); } surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); } return WINED3D_OK; } 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; surface->surface_ops->surface_draw_overlay(surface); 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)) { 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; } surface->surface_ops->surface_draw_overlay(surface); return WINED3D_OK; } HRESULT CDECL wined3d_surface_set_clipper(struct wined3d_surface *surface, struct wined3d_clipper *clipper) { TRACE("surface %p, clipper %p.\n", surface, clipper); surface->clipper = clipper; return WINED3D_OK; } struct wined3d_clipper * CDECL wined3d_surface_get_clipper(const struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); return surface->clipper; } HRESULT CDECL wined3d_surface_set_format(struct wined3d_surface *surface, enum wined3d_format_id format_id) { const struct wined3d_format *format = wined3d_get_format(&surface->resource.device->adapter->gl_info, format_id); TRACE("surface %p, format %s.\n", surface, debug_d3dformat(format_id)); if (surface->resource.format->id != WINED3DFMT_UNKNOWN) { FIXME("The format of the surface must be WINED3DFORMAT_UNKNOWN.\n"); return WINED3DERR_INVALIDCALL; } surface->resource.size = wined3d_format_calculate_size(format, surface->resource.device->surface_alignment, surface->pow2Width, surface->pow2Height); surface->flags |= (WINED3DFMT_D16_LOCKABLE == format_id) ? SFLAG_LOCKABLE : 0; surface->resource.format = format; TRACE("size %u, byte_count %u\n", surface->resource.size, format->byte_count); TRACE("glFormat %#x, glInternal %#x, glType %#x.\n", format->glFormat, format->glInternal, format->glType); 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_convertor_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_convertor_desc convertors[] = { {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_convertor_desc *find_convertor(enum wined3d_format_id from, enum wined3d_format_id to) { unsigned int i; for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i) { if (convertors[i].from == from && convertors[i].to == to) return &convertors[i]; } return NULL; } /***************************************************************************** * surface_convert_format * * Creates a duplicate of a surface in a different format. Is used by Blt to * blit between surfaces with different formats. * * Parameters * source: Source surface * fmt: Requested destination format * *****************************************************************************/ static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt) { const struct d3dfmt_convertor_desc *conv; WINED3DLOCKED_RECT lock_src, lock_dst; struct wined3d_surface *ret = NULL; HRESULT hr; conv = find_convertor(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; } wined3d_surface_create(source->resource.device, source->resource.width, source->resource.height, to_fmt, TRUE /* lockable */, TRUE /* discard */, 0 /* level */, 0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */, 0 /* MultiSampleQuality */, source->surface_type, NULL /* parent */, &wined3d_null_parent_ops, &ret); if (!ret) { ERR("Failed to create a destination surface for conversion.\n"); return NULL; } memset(&lock_src, 0, sizeof(lock_src)); memset(&lock_dst, 0, sizeof(lock_dst)); hr = wined3d_surface_map(source, &lock_src, NULL, WINED3DLOCK_READONLY); if (FAILED(hr)) { ERR("Failed to lock the source surface.\n"); wined3d_surface_decref(ret); return NULL; } hr = wined3d_surface_map(ret, &lock_dst, NULL, WINED3DLOCK_READONLY); if (FAILED(hr)) { ERR("Failed to lock the destination surface.\n"); wined3d_surface_unmap(source); wined3d_surface_decref(ret); return NULL; } conv->convert(lock_src.pBits, lock_dst.pBits, lock_src.Pitch, lock_dst.Pitch, source->resource.width, source->resource.height); wined3d_surface_unmap(ret); 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; 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; } HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface) { TRACE("surface %p.\n", surface); if (!(surface->flags & SFLAG_LOCKED)) { WARN("Trying to unmap unmapped surface.\n"); return WINEDDERR_NOTLOCKED; } surface->flags &= ~SFLAG_LOCKED; surface->surface_ops->surface_unmap(surface); return WINED3D_OK; } HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags) { TRACE("surface %p, locked_rect %p, rect %s, flags %#x.\n", surface, locked_rect, wine_dbgstr_rect(rect), flags); if (surface->flags & SFLAG_LOCKED) { WARN("Surface is already mapped.\n"); return WINED3DERR_INVALIDCALL; } surface->flags |= SFLAG_LOCKED; if (!(surface->flags & SFLAG_LOCKABLE)) WARN("Trying to lock unlockable surface.\n"); surface->surface_ops->surface_map(surface, rect, flags); locked_rect->Pitch = wined3d_surface_get_pitch(surface); if (!rect) { locked_rect->pBits = surface->resource.allocatedMemory; surface->lockedRect.left = 0; surface->lockedRect.top = 0; surface->lockedRect.right = surface->resource.width; surface->lockedRect.bottom = surface->resource.height; } else { const struct wined3d_format *format = surface->resource.format; if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED) { /* Compressed textures are block based, so calculate the offset of * the block that contains the top-left pixel of the locked rectangle. */ locked_rect->pBits = surface->resource.allocatedMemory + ((rect->top / format->block_height) * locked_rect->Pitch) + ((rect->left / format->block_width) * format->block_byte_count); } else { locked_rect->pBits = surface->resource.allocatedMemory + (locked_rect->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", locked_rect->pBits, locked_rect->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); if (surface->flags & SFLAG_USERPTR) { ERR("Not supported on surfaces with application-provided memory.\n"); return WINEDDERR_NODC; } /* Give more detailed info for ddraw. */ if (surface->flags & SFLAG_DCINUSE) return WINEDDERR_DCALREADYCREATED; /* Can't GetDC if the surface is locked. */ if (surface->flags & SFLAG_LOCKED) return WINED3DERR_INVALIDCALL; hr = surface->surface_ops->surface_getdc(surface); if (FAILED(hr)) return hr; 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 PALETTEENTRY *pal = NULL; if (surface->palette) { pal = surface->palette->palents; } else { struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0]; struct wined3d_surface *dds_primary = swapchain->front_buffer; if (dds_primary && dds_primary->palette) pal = dds_primary->palette->palents; } if (pal) { RGBQUAD col[256]; unsigned int i; for (i = 0; i < 256; ++i) { col[i].rgbRed = pal[i].peRed; col[i].rgbGreen = pal[i].peGreen; col[i].rgbBlue = pal[i].peBlue; col[i].rgbReserved = 0; } SetDIBColorTable(surface->hDC, 0, 256, col); } } surface->flags |= SFLAG_DCINUSE; *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; } /* Copy the contents of the DIB over to the PBO. */ if ((surface->flags & SFLAG_PBO) && surface->resource.allocatedMemory) memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->resource.size); /* We locked first, so unlock now. */ wined3d_surface_unmap(surface); surface->flags &= ~SFLAG_DCINUSE; return WINED3D_OK; } HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags) { struct wined3d_swapchain *swapchain; TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags); if (flags) { static UINT once; if (!once++) FIXME("Ignoring flags %#x.\n", flags); else WARN("Ignoring flags %#x.\n", flags); } /* FIXME: This will also prevent overlay flips, since overlays aren't on * a swapchain either. */ if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN) { ERR("Flipped surface is not on a swapchain.\n"); return WINEDDERR_NOTFLIPPABLE; } swapchain = surface->container.u.swapchain; /* Flipping is only supported on render targets and overlays. */ if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY))) { WARN("Tried to flip a non-render target, non-overlay surface.\n"); return WINEDDERR_NOTFLIPPABLE; } if (surface->resource.usage & WINED3DUSAGE_OVERLAY) { flip_surface(surface, override); /* Update the overlay if it is visible */ if (surface->overlay_dest) return surface->surface_ops->surface_draw_overlay(surface); else return WINED3D_OK; } return wined3d_swapchain_present(swapchain, NULL, NULL, swapchain->win_handle, NULL, 0); } /* Do not call while under the GL lock. */ void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) { struct wined3d_device *device = surface->resource.device; TRACE("iface %p, srgb %#x.\n", surface, srgb); if (surface->container.type == WINED3D_CONTAINER_TEXTURE) { struct wined3d_texture *texture = surface->container.u.texture; TRACE("Passing to container (%p).\n", texture); texture->texture_ops->texture_preload(texture, srgb); } else { struct wined3d_context *context; TRACE("(%p) : About to load surface\n", surface); /* TODO: Use already acquired context when possible. */ context = context_acquire(device, NULL); if (surface->resource.format->id == WINED3DFMT_P8_UINT || surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM) { if (palette9_changed(surface)) { TRACE("Reloading surface because the d3d8/9 palette was changed\n"); /* TODO: This is not necessarily needed with hw palettized texture support */ surface_load_location(surface, SFLAG_INSYSMEM, NULL); /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */ surface_modify_location(surface, SFLAG_INTEXTURE, FALSE); } } surface_load(surface, srgb == SRGB_SRGB ? TRUE : FALSE); if (surface->resource.pool == WINED3DPOOL_DEFAULT) { /* Tell opengl to try and keep this texture in video ram (well mostly) */ GLclampf tmp; tmp = 0.9f; ENTER_GL(); glPrioritizeTextures(1, &surface->texture_name, &tmp); LEAVE_GL(); } context_release(context); } } BOOL surface_init_sysmem(struct wined3d_surface *surface) { if (!surface->resource.allocatedMemory) { surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, surface->resource.size + RESOURCE_ALIGNMENT); if (!surface->resource.heapMemory) { ERR("Out of memory\n"); return FALSE; } surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); } else { memset(surface->resource.allocatedMemory, 0, surface->resource.size); } surface_modify_location(surface, SFLAG_INSYSMEM, TRUE); return TRUE; } /* Read the framebuffer back into the surface */ static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch) { 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; RECT local_rect; BOOL srcIsUpsideDown; GLint rowLen = 0; GLint skipPix = 0; GLint skipRow = 0; if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) { static BOOL warned = FALSE; if(!warned) { ERR("The application tries to lock the render target, but render target locking is disabled\n"); warned = TRUE; } return; } context = context_acquire(device, surface); context_apply_blit_state(context, device); gl_info = context->gl_info; ENTER_GL(); /* 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"); 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); glReadBuffer(buffer); checkGLcall("glReadBuffer"); srcIsUpsideDown = FALSE; } /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */ if (!rect) { local_rect.left = 0; local_rect.top = 0; local_rect.right = surface->resource.width; local_rect.bottom = surface->resource.height; } else { local_rect = *rect; } /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */ switch (surface->resource.format->id) { case WINED3DFMT_P8_UINT: { if (primary_render_target_is_p8(device)) { /* In case of P8 render targets the index is stored in the alpha component */ fmt = GL_ALPHA; type = GL_UNSIGNED_BYTE; mem = dest; 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"); LEAVE_GL(); return; } bpp = surface->resource.format->byte_count * 3; } } break; default: mem = dest; fmt = surface->resource.format->glFormat; type = surface->resource.format->glType; bpp = surface->resource.format->byte_count; } if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB"); if (mem) { ERR("mem not null for pbo -- unexpected\n"); mem = NULL; } } /* Save old pixel store pack state */ glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen); checkGLcall("glGetIntegerv"); glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix); checkGLcall("glGetIntegerv"); glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow); checkGLcall("glGetIntegerv"); /* Setup pixel store pack state -- to glReadPixels into the correct place */ glPixelStorei(GL_PACK_ROW_LENGTH, surface->resource.width); checkGLcall("glPixelStorei"); glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left); checkGLcall("glPixelStorei"); glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top); checkGLcall("glPixelStorei"); glReadPixels(local_rect.left, !srcIsUpsideDown ? (surface->resource.height - local_rect.bottom) : local_rect.top, local_rect.right - local_rect.left, local_rect.bottom - local_rect.top, fmt, type, mem); checkGLcall("glReadPixels"); /* Reset previous pixel store pack state */ glPixelStorei(GL_PACK_ROW_LENGTH, rowLen); checkGLcall("glPixelStorei"); glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix); checkGLcall("glPixelStorei"); glPixelStorei(GL_PACK_SKIP_ROWS, skipRow); checkGLcall("glPixelStorei"); if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); /* 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. */ if (!srcIsUpsideDown) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB"); mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB)); checkGLcall("glMapBufferARB"); } } /* TODO: Merge this with the palettization loop below for P8 targets */ if(!srcIsUpsideDown) { UINT len, off; /* glReadPixels returns the image upside down, and there is no way to prevent this. Flip the lines in software */ len = (local_rect.right - local_rect.left) * bpp; off = local_rect.left * 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); LEAVE_GL(); return; } top = mem + pitch * local_rect.top; bottom = mem + pitch * (local_rect.bottom - 1); for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) { memcpy(row, top + off, len); memcpy(top + off, bottom + off, len); memcpy(bottom + off, row, len); top += pitch; bottom -= pitch; } HeapFree(GetProcessHeap(), 0, row); /* Unmap the temp PBO buffer */ if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); } } LEAVE_GL(); 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 && !primary_render_target_is_p8(device)) { const PALETTEENTRY *pal = NULL; DWORD width = pitch / 3; int x, y, c; if (surface->palette) { pal = surface->palette->palents; } else { ERR("Palette is missing, cannot perform inverse palette lookup\n"); HeapFree(GetProcessHeap(), 0, mem); return; } for(y = local_rect.top; y < local_rect.bottom; y++) { for(x = local_rect.left; x < local_rect.right; 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 == pal[c].peRed && *green == pal[c].peGreen && *blue == pal[c].peBlue) { *((BYTE *) dest + y * width + x) = c; break; } } } } HeapFree(GetProcessHeap(), 0, mem); } } /* Read the framebuffer contents into a texture */ static void read_from_framebuffer_texture(struct wined3d_surface *surface, BOOL srgb) { struct wined3d_device *device = surface->resource.device; struct wined3d_context *context; if (!surface_is_offscreen(surface)) { /* We would need to flip onscreen surfaces, but there's no efficient * way to do that here. It makes more sense for the caller to * explicitly go through sysmem. */ ERR("Not supported for onscreen targets.\n"); return; } /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any * states in the stateblock, and no driver was found yet that had bugs in that regard. */ context = context_acquire(device, surface); device_invalidate_state(device, STATE_FRAMEBUFFER); surface_prepare_texture(surface, context, srgb); surface_bind_and_dirtify(surface, context, srgb); TRACE("Reading back offscreen render target %p.\n", surface); ENTER_GL(); glReadBuffer(device->offscreenBuffer); checkGLcall("glReadBuffer"); glCopyTexSubImage2D(surface->texture_target, surface->texture_level, 0, 0, 0, 0, surface->resource.width, surface->resource.height); checkGLcall("glCopyTexSubImage2D"); LEAVE_GL(); 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; CONVERT_TYPES convert; struct wined3d_format format; if (surface->flags & alloc_flag) return; d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert); if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED; else surface->flags &= ~SFLAG_CONVERTED; surface_bind_and_dirtify(surface, 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) { if (surface->container.type == WINED3D_CONTAINER_TEXTURE) { struct wined3d_texture *texture = surface->container.u.texture; 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; } surface_prepare_texture_internal(surface, context, srgb); } 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 void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface, const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) { struct wined3d_device *device = surface->resource.device; UINT pitch = wined3d_surface_get_pitch(surface); const struct wined3d_gl_info *gl_info; struct wined3d_context *context; RECT local_rect; UINT w, h; surface_get_rect(surface, rect, &local_rect); mem += local_rect.top * pitch + local_rect.left * bpp; w = local_rect.right - local_rect.left; h = local_rect.bottom - local_rect.top; /* Activate the correct context for the render target */ context = context_acquire(device, surface); context_apply_blit_state(context, device); gl_info = context->gl_info; ENTER_GL(); if (!surface_is_offscreen(surface)) { GLenum buffer = surface_get_gl_buffer(surface); TRACE("Unlocking %#x buffer.\n", buffer); context_set_draw_buffer(context, buffer); surface_translate_drawable_coords(surface, context->win_handle, &local_rect); glPixelZoom(1.0f, -1.0f); } else { /* Primary offscreen render target */ TRACE("Offscreen render target.\n"); context_set_draw_buffer(context, device->offscreenBuffer); glPixelZoom(1.0f, 1.0f); } glRasterPos3i(local_rect.left, local_rect.top, 1); checkGLcall("glRasterPos3i"); /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width); if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo)); checkGLcall("glBindBufferARB"); } glDrawPixels(w, h, fmt, type, mem); checkGLcall("glDrawPixels"); if (surface->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)"); LEAVE_GL(); if (wined3d_settings.strict_draw_ordering || (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN && surface->container.u.swapchain->front_buffer == surface)) wglFlush(); context_release(context); } HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert) { BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & 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; *convert = NO_CONVERSION; /* 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[EXT_PALETTED_TEXTURE] || 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 && device->fb.render_targets && surface == device->fb.render_targets[0])) || 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) *convert = CONVERT_PALETTED_CK; else *convert = CONVERT_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) { *convert = CONVERT_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) { *convert = CONVERT_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) { *convert = CONVERT_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) { *convert = CONVERT_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; default: break; } return WINED3D_OK; } 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 = primary_render_target_is_p8(device); if (!pal) { /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */ if (device->wined3d->flags & WINED3D_PALETTE_PER_SURFACE) { ERR("This code should never get entered for DirectDraw!, expect problems\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 { /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8, * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device * capability flag is present (wine does advertise this capability) */ for (i = 0; i < 256; ++i) { table[i][0] = device->palettes[device->currentPalette][i].peRed; table[i][1] = device->palettes[device->currentPalette][i].peGreen; table[i][2] = device->palettes[device->currentPalette][i].peBlue; table[i][3] = device->palettes[device->currentPalette][i].peFlags; } } } else { TRACE("Using surface palette %p\n", pal); /* Get the surface's palette */ for (i = 0; i < 256; ++i) { table[i][0] = pal->palents[i].peRed; table[i][1] = pal->palents[i].peGreen; table[i][2] = pal->palents[i].peBlue; /* 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 BltOverride 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 && (i >= surface->SrcBltCKey.dwColorSpaceLowValue) && (i <= surface->SrcBltCKey.dwColorSpaceHighValue)) { table[i][3] = 0x00; } else if (pal->flags & WINEDDPCAPS_ALPHA) { table[i][3] = pal->palents[i].peFlags; } else { table[i][3] = 0xFF; } } } } static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, struct wined3d_surface *surface) { const BYTE *source; BYTE *dest; TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surface); switch (convert) { case NO_CONVERSION: { memcpy(dst, src, pitch * height); break; } case CONVERT_PALETTED: case CONVERT_PALETTED_CK: { BYTE table[256][4]; unsigned int x, y; d3dfmt_p8_init_palette(surface, table, (convert == CONVERT_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 CONVERT_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 < surface->SrcBltCKey.dwColorSpaceLowValue) || (color > surface->SrcBltCKey.dwColorSpaceHighValue)) *Dest |= 0x0001; Dest++; } } } break; case CONVERT_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 < surface->SrcBltCKey.dwColorSpaceLowValue) || (color > surface->SrcBltCKey.dwColorSpaceHighValue)) *Dest |= (1 << 15); else *Dest &= ~(1 << 15); Dest++; } } } break; case CONVERT_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 < surface->SrcBltCKey.dwColorSpaceLowValue) || (color > surface->SrcBltCKey.dwColorSpaceHighValue)) dstcolor |= 0xff; *(DWORD*)dest = dstcolor; source += 3; dest += 4; } } } break; case CONVERT_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 < surface->SrcBltCKey.dwColorSpaceLowValue) || (color > surface->SrcBltCKey.dwColorSpaceHighValue)) dstcolor |= 0xff; *(DWORD*)dest = dstcolor; source += 4; dest += 4; } } } break; default: ERR("Unsupported conversion type %#x.\n", convert); } return WINED3D_OK; } BOOL palette9_changed(struct wined3d_surface *surface) { struct wined3d_device *device = surface->resource.device; if (surface->palette || (surface->resource.format->id != WINED3DFMT_P8_UINT && surface->resource.format->id != WINED3DFMT_P8_UINT_A8_UNORM)) { /* If a ddraw-style palette is attached assume no d3d9 palette change. * Also the palette isn't interesting if the surface format isn't P8 or A8P8 */ return FALSE; } if (surface->palette9) { if (!memcmp(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256)) { return FALSE; } } else { surface->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256); } memcpy(surface->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256); return TRUE; } void flip_surface(struct wined3d_surface *front, struct wined3d_surface *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; BOOL hasDib = front->flags & SFLAG_DIBSECTION; tmp = front->dib.DIBsection; front->dib.DIBsection = back->dib.DIBsection; back->dib.DIBsection = tmp; if (back->flags & SFLAG_DIBSECTION) front->flags |= SFLAG_DIBSECTION; else front->flags &= ~SFLAG_DIBSECTION; if (hasDib) back->flags |= SFLAG_DIBSECTION; else back->flags &= ~SFLAG_DIBSECTION; } /* 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.allocatedMemory; front->resource.allocatedMemory = back->resource.allocatedMemory; back->resource.allocatedMemory = tmp; tmp = front->resource.heapMemory; front->resource.heapMemory = back->resource.heapMemory; back->resource.heapMemory = tmp; } /* Flip the PBO */ { GLuint tmp_pbo = front->pbo; front->pbo = back->pbo; back->pbo = tmp_pbo; } /* client_memory should not be different, but just in case */ { BOOL tmp; tmp = front->dib.client_memory; front->dib.client_memory = back->dib.client_memory; back->dib.client_memory = tmp; } /* Flip the opengl texture */ { GLuint tmp; tmp = back->texture_name; back->texture_name = front->texture_name; front->texture_name = tmp; tmp = back->texture_name_srgb; back->texture_name_srgb = front->texture_name_srgb; front->texture_name_srgb = 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; } } /* 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, WINED3DTEXTUREFILTERTYPE Filter) { struct wined3d_device *device = dst_surface->resource.device; float xrel, yrel; UINT row; 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); context_apply_blit_state(context, device); surface_internal_preload(dst_surface, SRGB_RGB); ENTER_GL(); /* Bind the target texture */ context_bind_texture(context, dst_surface->texture_target, dst_surface->texture_name); if (surface_is_offscreen(src_surface)) { TRACE("Reading from an offscreen target\n"); upsidedown = !upsidedown; glReadBuffer(device->offscreenBuffer); } else { 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 != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) { ERR("Texture filtering not supported in direct blit\n"); } } else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_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 */ 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 { 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 */ UINT col; for (col = dst_rect.left; col < dst_rect.right; ++col) { 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 { 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"); LEAVE_GL(); 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_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE); } /* 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, WINED3DTEXTUREFILTERTYPE Filter) { struct wined3d_device *device = dst_surface->resource.device; struct wined3d_swapchain *src_swapchain = NULL; GLuint src, backup = 0; float left, right, top, bottom; /* Texture coordinates */ UINT fbwidth = src_surface->resource.width; UINT fbheight = src_surface->resource.height; 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); context_apply_blit_state(context, device); surface_internal_preload(dst_surface, SRGB_RGB); src_offscreen = surface_is_offscreen(src_surface); noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO; if (!noBackBufferBackup && !src_surface->texture_name) { /* Get it a description */ surface_internal_preload(src_surface, SRGB_RGB); } ENTER_GL(); /* 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) { 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->texture_name); 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->flags &= ~SFLAG_INTEXTURE; } /* 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; glReadBuffer(device->offscreenBuffer); } else { glReadBuffer(surface_get_gl_buffer(src_surface)); } /* TODO: Only back up the part that will be overwritten */ glCopyTexSubImage2D(texture_target, 0, 0, 0 /* read offsets */, 0, 0, fbwidth, fbheight); checkGLcall("glCopyTexSubImage2D"); /* No issue with overriding these - the sampler is dirty due to blit usage */ glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(magLookup, Filter)); checkGLcall("glTexParameteri"); glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE)); checkGLcall("glTexParameteri"); if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) src_swapchain = src_surface->container.u.swapchain; if (!src_swapchain || src_surface == src_swapchain->back_buffers[0]) { src = backup ? backup : src_surface->texture_name; } else { glReadBuffer(GL_FRONT); checkGLcall("glReadBuffer(GL_FRONT)"); 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 */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width, src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); checkGLcall("glTexImage2D"); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0 /* read offsets */, 0, 0, fbwidth, fbheight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); checkGLcall("glTexParameteri"); glReadBuffer(GL_BACK); checkGLcall("glReadBuffer(GL_BACK)"); if(texture_target != GL_TEXTURE_2D) { glDisable(texture_target); 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 */ glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP); context_set_draw_buffer(context, drawBuffer); glReadBuffer(drawBuffer); glBegin(GL_QUADS); /* bottom left */ glTexCoord2f(left, bottom); glVertex2i(0, 0); /* top left */ glTexCoord2f(left, top); glVertex2i(0, dst_rect.bottom - dst_rect.top); /* top right */ glTexCoord2f(right, top); glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); /* bottom right */ glTexCoord2f(right, bottom); glVertex2i(dst_rect.right - dst_rect.left, 0); glEnd(); checkGLcall("glEnd and previous"); if (texture_target != dst_surface->texture_target) { glDisable(texture_target); 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->texture_name); 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) { glDisable(texture_target); 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) { glDisable(texture_target); glEnable(src_surface->texture_target); texture_target = src_surface->texture_target; } context_bind_texture(context, src_surface->texture_target, src_surface->texture_name); } glBegin(GL_QUADS); /* top left */ glTexCoord2f(0.0f, 0.0f); glVertex2i(0, fbheight); /* bottom left */ glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height); glVertex2i(0, 0); /* bottom right */ glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, (float)fbheight / (float)src_surface->pow2Height); glVertex2i(fbwidth, 0); /* top right */ glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f); glVertex2i(fbwidth, fbheight); glEnd(); } glDisable(texture_target); checkGLcall("glDisable(texture_target)"); /* Cleanup */ if (src != src_surface->texture_name && src != backup) { glDeleteTextures(1, &src); checkGLcall("glDeleteTextures(1, &src)"); } if(backup) { glDeleteTextures(1, &backup); checkGLcall("glDeleteTextures(1, &backup)"); } LEAVE_GL(); if (wined3d_settings.strict_draw_ordering) wglFlush(); /* 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_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE); } /* 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->container.type == WINED3D_CONTAINER_SWAPCHAIN && surface == surface->container.u.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(struct wined3d_device *device, WINED3DTEXTUREFILTERTYPE filter, BOOL color_key, struct wined3d_surface *src_surface, const RECT *src_rect_in, struct wined3d_surface *dst_surface, const RECT *dst_rect_in) { struct wined3d_context *context; RECT src_rect, dst_rect; src_rect = *src_rect_in; dst_rect = *dst_rect_in; /* 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. */ surface_internal_preload(src_surface, SRGB_RGB); /* Activate the destination context, set it up for blitting */ context = context_acquire(device, dst_surface); 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); ENTER_GL(); if (color_key) { 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 (primary_render_target_is_p8(device)) glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f); else glAlphaFunc(GL_NOTEQUAL, 0.0f); checkGLcall("glAlphaFunc"); } else { glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); } draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter); if (color_key) { glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); } LEAVE_GL(); /* Leave the opengl state valid for blitting */ device->blitter->unset_shader(context->gl_info); if (wined3d_settings.strict_draw_ordering || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN && (dst_surface->container.u.swapchain->front_buffer == dst_surface))) wglFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); } /* Do not call while under the GL lock. */ HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *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); } /* Do not call while under the GL lock. */ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect, struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { struct wined3d_device *device = dst_surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL; 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 == WINED3DPOOL_SYSTEMMEM) { WARN("Destination is in sysmem, rejecting gl blt\n"); return WINED3DERR_INVALIDCALL; } if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) dstSwapchain = dst_surface->container.u.swapchain; if (src_surface) { if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM) { WARN("Src is in sysmem, rejecting gl blt\n"); return WINED3DERR_INVALIDCALL; } if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) srcSwapchain = src_surface->container.u.swapchain; } /* Early sort out of cases where no render target is used */ if (!dstSwapchain && !srcSwapchain && 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 (dstSwapchain && dstSwapchain == srcSwapchain) { FIXME("Implement hardware blit between two surfaces on the same swapchain\n"); return WINED3DERR_INVALIDCALL; } if (dstSwapchain && srcSwapchain) { FIXME("Implement hardware blit between two different swapchains\n"); return WINED3DERR_INVALIDCALL; } if (dstSwapchain) { /* 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 (srcSwapchain && dst_surface == device->fb.render_targets[0]) { FIXME("Implement blit from a swapchain to the active render target\n"); return WINED3DERR_INVALIDCALL; } if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain) { /* 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 a unscaled, upside down copy, just perform one glCopyTexSubImage2D call * -> If the app wants a image width an unscaled width, copy it line per line * -> If the app wants a 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); } if (!(dst_surface->flags & SFLAG_DONOTFREE)) { HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory); dst_surface->resource.allocatedMemory = NULL; dst_surface->resource.heapMemory = NULL; } else { dst_surface->flags &= ~SFLAG_INSYSMEM; } return WINED3D_OK; } else if (src_surface) { /* Blit from offscreen surface to render target */ DWORD oldCKeyFlags = src_surface->CKeyFlags; WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey; 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->CKeyFlags |= WINEDDSD_CKSRCBLT; src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey; } else { /* Do not use color key */ src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT; } surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE), src_surface, src_rect, dst_surface, dst_rect); /* Restore the color key parameters */ src_surface->CKeyFlags = oldCKeyFlags; src_surface->SrcBltCKey = oldBltCKey; surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE); 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; } /* GL locking 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; glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glDepthMask(GL_TRUE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glViewport(x, y, w, h); 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); glGetIntegerv(info.binding, &old_binding); glBindTexture(info.bind_target, texture); if (gl_info->supported[ARB_SHADOW]) { glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode); if (compare_mode != GL_NONE) 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); glBegin(GL_TRIANGLE_STRIP); glTexCoord3fv(info.coords[0]); glVertex2f(-1.0f, -1.0f); glTexCoord3fv(info.coords[1]); glVertex2f(1.0f, -1.0f); glTexCoord3fv(info.coords[2]); glVertex2f(-1.0f, 1.0f); glTexCoord3fv(info.coords[3]); glVertex2f(1.0f, 1.0f); glEnd(); if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode); glBindTexture(info.bind_target, old_binding); 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 (location & ~SFLAG_DS_LOCATIONS) FIXME("Invalid location (%#x) specified.\n", location); surface->ds_current_size.cx = w; surface->ds_current_size.cy = h; surface->flags &= ~SFLAG_DS_LOCATIONS; surface->flags |= location; } /* Context activation is done by the caller. */ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) { 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->flags & 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->flags & SFLAG_DS_LOCATIONS)) { /* This mostly happens when a depth / stencil is used without being * cleared first. In principle we could upload from sysmem, or * explicitly clear before first usage. For the moment there don't * appear to be a lot of applications depending on this, so a FIXME * should do. */ FIXME("No up to date depth stencil location.\n"); surface->flags |= location; surface->ds_current_size.cx = surface->resource.width; surface->ds_current_size.cy = surface->resource.height; return; } if (location == SFLAG_DS_OFFSCREEN) { 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->presentParms.BackBufferWidth); h = min(h, context->swapchain->presentParms.BackBufferHeight); TRACE("Copying onscreen depth buffer to depth texture.\n"); ENTER_GL(); if (!device->depth_blt_texture) { 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, SFLAG_INDRAWABLE); if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB) { glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding); bind_target = GL_TEXTURE_RECTANGLE_ARB; } else { glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); bind_target = GL_TEXTURE_2D; } 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. */ glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0); glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); glBindTexture(bind_target, old_binding); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, NULL, surface, SFLAG_INTEXTURE); context_set_draw_buffer(context, GL_NONE); glReadBuffer(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); LEAVE_GL(); if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */ } else if (location == SFLAG_DS_ONSCREEN) { TRACE("Copying depth texture to onscreen depth buffer.\n"); ENTER_GL(); context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE); surface_depth_blt(surface, context, surface->texture_name, 0, surface->pow2Height - h, w, h, surface->texture_target); checkGLcall("depth_blt"); context_invalidate_state(context, STATE_FRAMEBUFFER); LEAVE_GL(); if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */ } else { ERR("Invalid location (%#x) specified.\n", location); } surface->flags |= location; surface->ds_current_size.cx = surface->resource.width; surface->ds_current_size.cy = surface->resource.height; } void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) { const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info; struct wined3d_surface *overlay; TRACE("surface %p, location %s, persistent %#x.\n", surface, debug_surflocation(location), persistent); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface) && (location & SFLAG_INDRAWABLE)) ERR("Trying to invalidate the SFLAG_INDRAWABLE location of an offscreen surface.\n"); if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX); if (persistent) { if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE)) || ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX))) { if (surface->container.type == WINED3D_CONTAINER_TEXTURE) { TRACE("Passing to container.\n"); wined3d_texture_set_dirty(surface->container.u.texture, TRUE); } } surface->flags &= ~SFLAG_LOCATIONS; surface->flags |= location; /* Redraw emulated overlays, if any */ if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays)) { LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry) { overlay->surface_ops->surface_draw_overlay(overlay); } } } else { if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) { if (surface->container.type == WINED3D_CONTAINER_TEXTURE) { TRACE("Passing to container\n"); wined3d_texture_set_dirty(surface->container.u.texture, TRUE); } } surface->flags &= ~location; } if (!(surface->flags & SFLAG_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 SFLAG_INSYSMEM: return WINED3D_RESOURCE_ACCESS_CPU; case SFLAG_INDRAWABLE: case SFLAG_INSRGBTEX: case SFLAG_INTEXTURE: case SFLAG_INRB_MULTISAMPLE: case SFLAG_INRB_RESOLVED: return WINED3D_RESOURCE_ACCESS_GPU; default: FIXME("Unhandled location %#x.\n", location); return 0; } } static void surface_load_sysmem(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const RECT *rect) { surface_prepare_system_memory(surface); /* Download the surface to system memory. */ if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) { struct wined3d_device *device = surface->resource.device; struct wined3d_context *context; /* TODO: Use already acquired context when possible. */ context = context_acquire(device, NULL); surface_bind_and_dirtify(surface, context, !(surface->flags & SFLAG_INTEXTURE)); surface_download_data(surface, gl_info); context_release(context); return; } /* Note: It might be faster to download into a texture first. */ read_from_framebuffer(surface, rect, surface->resource.allocatedMemory, wined3d_surface_get_pitch(surface)); } static HRESULT surface_load_drawable(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const RECT *rect) { struct wined3d_device *device = surface->resource.device; struct wined3d_format format; CONVERT_TYPES convert; UINT byte_count; BYTE *mem; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface)) { ERR("Trying to load offscreen surface into SFLAG_INDRAWABLE.\n"); return WINED3DERR_INVALIDCALL; } if (wined3d_settings.rendertargetlock_mode == RTL_READTEX) surface_load_location(surface, SFLAG_INTEXTURE, NULL); if (surface->flags & SFLAG_INTEXTURE) { RECT r; surface_get_rect(surface, rect, &r); surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r); return WINED3D_OK; } if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) { /* This needs colorspace conversion from sRGB to RGB. We take the slow * path through sysmem. */ surface_load_location(surface, SFLAG_INSYSMEM, rect); } d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert); /* Don't use PBOs for converted surfaces. During PBO conversion we look at * SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting * called. */ if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO)) { struct wined3d_context *context; TRACE("Removing the pbo attached to surface %p.\n", surface); /* TODO: Use already acquired context when possible. */ context = context_acquire(device, NULL); surface_remove_pbo(surface, gl_info); context_release(context); } if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory) { UINT height = surface->resource.height; UINT width = surface->resource.width; UINT src_pitch, dst_pitch; byte_count = format.conv_byte_count; src_pitch = wined3d_surface_get_pitch(surface); /* Stick to the alignment for the converted surface too, makes it * easier to load the surface. */ dst_pitch = width * 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); return E_OUTOFMEMORY; } d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch, width, height, dst_pitch, convert, surface); surface->flags |= SFLAG_CONVERTED; } else { surface->flags &= ~SFLAG_CONVERTED; mem = surface->resource.allocatedMemory; byte_count = format.byte_count; } flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem); /* Don't delete PBO memory. */ if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO)) HeapFree(GetProcessHeap(), 0, mem); return WINED3D_OK; } static HRESULT surface_load_texture(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb) { const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB; RECT src_rect = {0, 0, surface->resource.width, surface->resource.height}; struct wined3d_device *device = surface->resource.device; struct wined3d_context *context; UINT width, src_pitch, dst_pitch; struct wined3d_bo_address data; struct wined3d_format format; POINT dst_point = {0, 0}; CONVERT_TYPES convert; BYTE *mem; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && surface_is_offscreen(surface) && (surface->flags & SFLAG_INDRAWABLE)) { read_from_framebuffer_texture(surface, srgb); return WINED3D_OK; } if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE) && (surface->resource.format->flags & attach_flags) == attach_flags && 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, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE, &src_rect, surface, SFLAG_INSRGBTEX, &src_rect); else surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX, &src_rect, surface, SFLAG_INTEXTURE, &src_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->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) { /* Performance warning... */ FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface); surface_load_location(surface, SFLAG_INSYSMEM, rect); } } else { if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) { /* Performance warning... */ FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface); surface_load_location(surface, SFLAG_INSYSMEM, rect); } } if (!(surface->flags & SFLAG_INSYSMEM)) { WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n"); /* Lets hope we get it from somewhere... */ surface_load_location(surface, SFLAG_INSYSMEM, rect); } /* TODO: Use already acquired context when possible. */ context = context_acquire(device, NULL); surface_prepare_texture(surface, context, srgb); surface_bind_and_dirtify(surface, context, srgb); if (surface->CKeyFlags & WINEDDSD_CKSRCBLT) { surface->flags |= SFLAG_GLCKEY; surface->glCKey = surface->SrcBltCKey; } 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 != NO_CONVERSION || format.convert) && (surface->flags & SFLAG_PBO)) { TRACE("Removing the pbo attached to surface %p.\n", surface); surface_remove_pbo(surface, gl_info); } 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(surface->resource.allocatedMemory, mem, src_pitch, width, height); } else if (convert != NO_CONVERSION && surface->resource.allocatedMemory) { /* 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(surface->resource.allocatedMemory, mem, src_pitch, width, height, dst_pitch, convert, surface); } else { mem = surface->resource.allocatedMemory; } data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0; data.addr = mem; surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data); context_release(context); /* Don't delete PBO memory. */ if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO)) 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->flags & SFLAG_INRB_MULTISAMPLE)) ERR("Trying to resolve multisampled surface %p, but location SFLAG_INRB_MULTISAMPLE not current.\n", surface); surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT, surface, SFLAG_INRB_MULTISAMPLE, &rect, surface, SFLAG_INRB_RESOLVED, &rect); } HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) { 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, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect)); if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) { if (location == SFLAG_INTEXTURE) { struct wined3d_context *context = context_acquire(device, NULL); surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN); context_release(context); return WINED3D_OK; } else { FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location)); return WINED3DERR_INVALIDCALL; } } if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) location = SFLAG_INTEXTURE; if (surface->flags & 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->flags & SFLAG_LOCATIONS)) { ERR("Surface %p does not have any up to date location.\n", surface); surface->flags |= SFLAG_LOST; return WINED3DERR_DEVICELOST; } switch (location) { case SFLAG_INSYSMEM: surface_load_sysmem(surface, gl_info, rect); break; case SFLAG_INDRAWABLE: if (FAILED(hr = surface_load_drawable(surface, gl_info, rect))) return hr; break; case SFLAG_INRB_RESOLVED: surface_multisample_resolve(surface); break; case SFLAG_INTEXTURE: case SFLAG_INSRGBTEX: if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX))) return hr; break; default: ERR("Don't know how to handle location %#x.\n", location); break; } if (!rect) { surface->flags |= location; if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM)) surface_evict_sysmem(surface); } if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX); } return WINED3D_OK; } BOOL surface_is_offscreen(const struct wined3d_surface *surface) { struct wined3d_swapchain *swapchain = surface->container.u.swapchain; /* Not on a swapchain - must be offscreen */ if (surface->container.type != WINED3D_CONTAINER_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) { } /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */ /* Context activation is done by the caller. */ static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info) { BYTE table[256][4]; BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE; d3dfmt_p8_init_palette(surface, table, colorkey_active); TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n"); ENTER_GL(); GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table)); LEAVE_GL(); } /* Context activation is done by the caller. */ static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, struct wined3d_surface *surface) { enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup); /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU * else the surface is converted in software at upload time in LoadLocation. */ if(fixup == COMPLEX_FIXUP_P8 && context->gl_info->supported[EXT_PALETTED_TEXTURE]) ffp_blit_p8_upload_palette(surface, context->gl_info); ENTER_GL(); glEnable(surface->texture_target); checkGLcall("glEnable(surface->texture_target)"); LEAVE_GL(); return WINED3D_OK; } /* Context activation is done by the caller. */ static void ffp_blit_unset(const struct wined3d_gl_info *gl_info) { ENTER_GL(); glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } LEAVE_GL(); } 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, WINED3DPOOL src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format) { enum complex_fixup src_fixup; switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT: if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM) return FALSE; src_fixup = get_complex_fixup(src_format->color_fixup); if (TRACE_ON(d3d_surface) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(src_format->color_fixup); } if (!is_identity_fixup(dst_format->color_fixup)) { TRACE("Destination fixups are not supported\n"); return FALSE; } if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE]) { TRACE("P8 fixup supported\n"); return TRUE; } /* We only support identity conversions. */ if (is_identity_fixup(src_format->color_fixup)) { TRACE("[OK]\n"); return TRUE; } TRACE("[FAILED]\n"); return FALSE; case WINED3D_BLIT_OP_COLOR_FILL: if (dst_pool == WINED3DPOOL_SYSTEMMEM) 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; } } /* Do not call while under the GL lock. */ static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface, const RECT *dst_rect, const WINED3DCOLORVALUE *color) { const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height}; struct wined3d_fb_state fb = {&dst_surface, NULL}; return device_clear_render_targets(device, 1, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0); } /* Do not call while under the GL lock. */ 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}; return device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0); } 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, 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, WINED3DPOOL src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL 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(struct wined3d_surface *dst_surface, const RECT *dst_rect, struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter) { int bpp, srcheight, srcwidth, dstheight, dstwidth, width; const struct wined3d_format *src_format, *dst_format; struct wined3d_surface *orig_src = src_surface; WINED3DLOCKED_RECT dlock, slock; HRESULT hr = WINED3D_OK; const BYTE *sbuf; RECT xdst,xsrc; 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)); xsrc = *src_rect; if (!src_surface) { RECT full_rect; full_rect.left = 0; full_rect.top = 0; full_rect.right = dst_surface->resource.width; full_rect.bottom = dst_surface->resource.height; IntersectRect(&xdst, &full_rect, dst_rect); } else { BOOL clip_horiz, clip_vert; xdst = *dst_rect; clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width; clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height; if (clip_vert || clip_horiz) { /* Now check if this is a special case or not... */ if ((flags & WINEDDBLT_DDFX) || (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left) || (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top)) { WARN("Out of screen rectangle in special case. Not handled right now.\n"); return WINED3D_OK; } if (clip_horiz) { if (xdst.left < 0) { xsrc.left -= xdst.left; xdst.left = 0; } if (xdst.right > dst_surface->resource.width) { xsrc.right -= (xdst.right - (int)dst_surface->resource.width); xdst.right = (int)dst_surface->resource.width; } } if (clip_vert) { if (xdst.top < 0) { xsrc.top -= xdst.top; xdst.top = 0; } if (xdst.bottom > dst_surface->resource.height) { xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height); xdst.bottom = (int)dst_surface->resource.height; } } /* And check if after clipping something is still to be done... */ if ((xdst.right <= 0) || (xdst.bottom <= 0) || (xdst.left >= (int)dst_surface->resource.width) || (xdst.top >= (int)dst_surface->resource.height) || (xsrc.right <= 0) || (xsrc.bottom <= 0) || (xsrc.left >= (int)src_surface->resource.width) || (xsrc.top >= (int)src_surface->resource.height)) { TRACE("Nothing to be done after clipping.\n"); return WINED3D_OK; } } } if (src_surface == dst_surface) { wined3d_surface_map(dst_surface, &dlock, NULL, 0); slock = dlock; 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) { src_surface = surface_convert_format(src_surface, dst_format->id); if (!src_surface) { /* The conv function writes a FIXME */ WARN("Cannot convert source surface format to dest format.\n"); goto release; } } wined3d_surface_map(src_surface, &slock, NULL, WINED3DLOCK_READONLY); src_format = src_surface->resource.format; } else { src_format = dst_format; } if (dst_rect) wined3d_surface_map(dst_surface, &dlock, &xdst, 0); else wined3d_surface_map(dst_surface, &dlock, NULL, 0); } bpp = dst_surface->resource.format->byte_count; srcheight = xsrc.bottom - xsrc.top; srcwidth = xsrc.right - xsrc.left; dstheight = xdst.bottom - xdst.top; dstwidth = xdst.right - xdst.left; width = (xdst.right - xdst.left) * bpp; if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_COMPRESSED) { UINT row_block_count; if (flags || src_surface == dst_surface) { FIXME("Only plain blits supported on compressed surfaces.\n"); hr = E_NOTIMPL; goto release; } TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); if (srcheight != dstheight || srcwidth != dstwidth) { WARN("Stretching not supported on compressed surfaces.\n"); hr = WINED3DERR_INVALIDCALL; goto release; } dbuf = dlock.pBits; sbuf = slock.pBits; row_block_count = (dstwidth + dst_format->block_width - 1) / dst_format->block_width; for (y = 0; y < dstheight; y += dst_format->block_height) { memcpy(dbuf, sbuf, row_block_count * dst_format->block_byte_count); dbuf += dlock.Pitch; sbuf += slock.Pitch; } goto release; } if (dst_rect && src_surface != dst_surface) dbuf = dlock.pBits; else dbuf = (BYTE*)dlock.pBits+(xdst.top*dlock.Pitch)+(xdst.left*bpp); /* First, all the 'source-less' blits */ if (flags & WINEDDBLT_COLORFILL) { hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dlock.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,dlock.Pitch,0); break; case 0xAA0029: /* No-op */ break; case WHITENESS: hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,~0); 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) { const BYTE *sbase; int sx, xinc, sy, yinc; if (!dstwidth || !dstheight) /* Hmm... stupid program? */ goto release; if (filter != WINED3DTEXF_NONE && filter != WINED3DTEXF_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)); } sbase = (BYTE*)slock.pBits+(xsrc.top*slock.Pitch)+xsrc.left*bpp; 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 || xdst.top < xsrc.top || xdst.right <= xsrc.left || xsrc.right <= xdst.left) { /* No overlap, or dst above src, so copy from top downwards. */ for (y = 0; y < dstheight; ++y) { memcpy(dbuf, sbuf, width); sbuf += slock.Pitch; dbuf += dlock.Pitch; } } else if (xdst.top > xsrc.top) { /* Copy from bottom upwards. */ sbuf += (slock.Pitch*dstheight); dbuf += (dlock.Pitch*dstheight); for (y = 0; y < dstheight; ++y) { sbuf -= slock.Pitch; dbuf -= dlock.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 += slock.Pitch; dbuf += dlock.Pitch; } } } else { /* Stretching in y direction only. */ for (y = sy = 0; y < dstheight; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * slock.Pitch; memcpy(dbuf, sbuf, width); dbuf += dlock.Pitch; } } } else { /* Stretching in X direction. */ int last_sy = -1; for (y = sy = 0; y < dstheight; ++y, sy += yinc) { sbuf = sbase + (sy >> 16) * slock.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 - dlock.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 += dlock.Pitch; last_sy = sy; } } } else { LONG dstyinc = dlock.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->SrcBltCKey.dwColorSpaceLowValue; keyhigh = src_surface->SrcBltCKey.dwColorSpaceHighValue; } else if (flags & WINEDDBLT_KEYSRCOVERRIDE) { keylow = fx->ddckSrcColorkey.dwColorSpaceLowValue; keyhigh = fx->ddckSrcColorkey.dwColorSpaceHighValue; } if (flags & WINEDDBLT_KEYDEST) { /* Destination color keys are taken from the source surface! */ destkeylow = src_surface->DestBltCKey.dwColorSpaceLowValue; destkeyhigh = src_surface->DestBltCKey.dwColorSpaceHighValue; } else if (flags & WINEDDBLT_KEYDESTOVERRIDE) { destkeylow = fx->ddckDestColorkey.dwColorSpaceLowValue; destkeyhigh = fx->ddckDestColorkey.dwColorSpaceHighValue; } if (bpp == 1) { keymask = 0xff; } else { keymask = src_format->red_mask | src_format->green_mask | src_format->blue_mask; } 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) * dlock.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) * slock.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) * slock.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_surface && src_surface != orig_src) wined3d_surface_decref(src_surface); return hr; } /* Do not call while under the GL lock. */ static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface, const RECT *dst_rect, const WINED3DCOLORVALUE *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, WINED3DTEXF_POINT); } /* Do not call while under the GL lock. */ 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, }; static HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment, UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); 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 (pool) { case WINED3DPOOL_SCRATCH: if (!lockable) { FIXME("Called with a pool of SCRATCH and a lockable of FALSE " "which are mutually exclusive, setting lockable to TRUE.\n"); lockable = TRUE; } break; case WINED3DPOOL_SYSTEMMEM: if (!lockable) FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n"); break; case WINED3DPOOL_MANAGED: if (usage & WINED3DUSAGE_DYNAMIC) FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n"); break; case WINED3DPOOL_DEFAULT: if (lockable && !(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; default: FIXME("Unknown pool %#x.\n", pool); break; }; if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_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, alignment, width, height); if (!resource_size) return WINED3DERR_INVALIDCALL; surface->surface_type = surface_type; switch (surface_type) { case SURFACE_OPENGL: surface->surface_ops = &surface_ops; break; case SURFACE_GDI: surface->surface_ops = &gdi_surface_ops; break; default: ERR("Requested unknown surface implementation %#x.\n", surface_type); return WINED3DERR_INVALIDCALL; } hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format, multisample_type, multisample_quality, usage, pool, width, height, 1, resource_size, parent, parent_ops, &surface_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize resource, returning %#x.\n", hr); return hr; } /* "Standalone" surface. */ surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL); surface->texture_level = level; list_init(&surface->overlays); /* Flags */ surface->flags = SFLAG_NORMCOORD; /* Default to normalized coords. */ if (discard) surface->flags |= SFLAG_DISCARD; if (lockable || format_id == WINED3DFMT_D16_LOCKABLE) surface->flags |= SFLAG_LOCKABLE; /* I'm not sure if this qualifies as a hack or as an optimization. It * seems reasonable to assume that lockable render targets will get * locked, so we might as well set SFLAG_DYNLOCK right at surface * creation. However, the other reason we want to do this is that several * ddraw applications access surface memory while the surface isn't * mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for * future locks prevents these from crashing. */ if (lockable && (usage & WINED3DUSAGE_RENDERTARGET)) surface->flags |= SFLAG_DYNLOCK; /* Mark the texture as dirty so that it gets loaded first time around. */ surface_add_dirty_rect(surface, NULL); list_init(&surface->renderbuffers); TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size); /* 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->surface_ops->surface_cleanup(surface); return hr; } return hr; } HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height, enum wined3d_format_id format_id, BOOL lockable, BOOL discard, UINT level, DWORD usage, WINED3DPOOL pool, WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, WINED3DSURFTYPE surface_type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface) { struct wined3d_surface *object; HRESULT hr; TRACE("device %p, width %u, height %u, format %s, lockable %#x, discard %#x, level %u\n", device, width, height, debug_d3dformat(format_id), lockable, discard, level); TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n", surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality); TRACE("surface_type %#x, parent %p, parent_ops %p.\n", surface_type, parent, parent_ops); if (surface_type == SURFACE_OPENGL && !device->adapter) { ERR("OpenGL surfaces are not available without OpenGL.\n"); return WINED3DERR_NOTAVAILABLE; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate surface memory.\n"); return WINED3DERR_OUTOFVIDEOMEMORY; } hr = surface_init(object, surface_type, device->surface_alignment, width, height, level, lockable, discard, multisample_type, multisample_quality, device, usage, format_id, pool, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize surface, returning %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created surface %p.\n", object); *surface = object; return hr; }