/* * IDirect3DSurface8 implementation * * Copyright 2002 Jason Edmeades * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); /* trace: */ #if 0 # define VTRACE(A) TRACE A #else # define VTRACE(A) #endif /* IDirect3DVolume IUnknown parts follow: */ HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj) { ICOM_THIS(IDirect3DSurface8Impl,iface); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DSurface8)) { IDirect3DSurface8Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) { ICOM_THIS(IDirect3DSurface8Impl,iface); TRACE("(%p) : AddRef from %ld\n", This, This->ref); return ++(This->ref); } ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) { ICOM_THIS(IDirect3DSurface8Impl,iface); ULONG ref = --This->ref; TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); if (ref == 0) { HeapFree(GetProcessHeap(), 0, This->allocatedMemory); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DSurface8: */ HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) { ICOM_THIS(IDirect3DSurface8Impl,iface); TRACE("(%p) : returning %p\n", This, This->Device); *ppDevice = (LPDIRECT3DDEVICE8) This->Device; /** * Note Calling this method will increase the internal reference count * on the IDirect3DDevice8 interface. */ IDirect3DDevice8Impl_AddRef(*ppDevice); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { ICOM_THIS(IDirect3DSurface8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { ICOM_THIS(IDirect3DSurface8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) { ICOM_THIS(IDirect3DSurface8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) { ICOM_THIS(IDirect3DSurface8Impl,iface); HRESULT res; res = IUnknown_QueryInterface(This->Container, riid, ppContainer); if (E_NOINTERFACE == res) { /** * If the surface is created using CreateImageSurface, CreateRenderTarget, * or CreateDepthStencilSurface, the surface is considered stand alone. In this case, * GetContainer will return the Direct3D device used to create the surface. */ res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer); } TRACE("(%p) : returning %p\n", This, *ppContainer); return res; } HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) { ICOM_THIS(IDirect3DSurface8Impl,iface); TRACE("(%p) : copying into %p\n", This, pDesc); memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC)); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { HRESULT hr; ICOM_THIS(IDirect3DSurface8Impl,iface); /* fixme: should we really lock as such? */ if (FALSE == This->lockable) { ERR("trying to lock unlockable surf@%p\n", This); return D3DERR_INVALIDCALL; } if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) { if (This == This->Device->backBuffer) { TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } else if (This == This->Device->frontBuffer) { TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } else if (This == This->Device->depthStencilBuffer) { TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } } else { TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */ if (!pRect) { pLockedRect->pBits = This->allocatedMemory; This->lockedRect.left = 0; This->lockedRect.top = 0; This->lockedRect.right = This->myDesc.Width; This->lockedRect.bottom = This->myDesc.Height; } else { TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom); pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel); This->lockedRect.left = pRect->left; This->lockedRect.top = pRect->top; This->lockedRect.right = pRect->right; This->lockedRect.bottom = pRect->bottom; } if (0 == This->myDesc.Usage) { /* classic surface */ /* Nothing to do ;) */ } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */ if (This == This->Device->backBuffer || This == This->Device->frontBuffer) { GLint prev_store; GLenum prev_read; ENTER_GL(); /** * for render->surface copy begin to begin of allocatedMemory * unlock can be more easy */ pLockedRect->pBits = This->allocatedMemory; glFlush(); vcheckGLcall("glFlush"); glGetIntegerv(GL_READ_BUFFER, &prev_read); vcheckGLcall("glIntegerv"); glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); vcheckGLcall("glIntegerv"); if (This == This->Device->backBuffer) { glReadBuffer(GL_BACK); } else if (This == This->Device->frontBuffer) { glReadBuffer(GL_FRONT); } vcheckGLcall("glReadBuffer"); /** TODO: use an enhanced version of fmt2glintFmt here instad this switch */ #if 0 switch (This->myDesc.Format) { case D3DFMT_R5G6B5: { /* glReadPixels(This->lockedRect.left, This->lockedRect.top, This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pLockedRect->pBits); vcheckGLcall("glReadPixels"); */ long j; for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { glReadPixels(This->lockedRect.left, This->lockedRect.bottom - j - 1, This->lockedRect.right - This->lockedRect.left, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pLockedRect->pBits); vcheckGLcall("glReadPixels"); } } break; case D3DFMT_R8G8B8: { /* glReadPixels(This->lockedRect.left, This->lockedRect.top, This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, GL_RGB, GL_UNSIGNED_BYTE, pLockedRect->pBits); vcheckGLcall("glReadPixels"); */ long j; for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { glReadPixels(This->lockedRect.left, This->lockedRect.bottom - j - 1, This->lockedRect.right - This->lockedRect.left, 1, GL_RGB, GL_UNSIGNED_BYTE, pLockedRect->pBits); vcheckGLcall("glReadPixels"); } } break; case D3DFMT_A8R8G8B8: { /* glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); vcheckGLcall("glPixelStorei"); glReadPixels(This->lockedRect.left, This->lockedRect.top, This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, GL_BGRA, GL_UNSIGNED_BYTE, pLockedRect->pBits); vcheckGLcall("glReadPixels"); glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); vcheckGLcall("glPixelStorei"); */ long j; glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); vcheckGLcall("glPixelStorei"); for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { glReadPixels(This->lockedRect.left, This->lockedRect.bottom - j - 1, This->lockedRect.right - This->lockedRect.left, 1, GL_BGRA, GL_UNSIGNED_BYTE, pLockedRect->pBits); vcheckGLcall("glReadPixels"); } glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); vcheckGLcall("glPixelStorei"); } break; default: FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format); } #endif { long j; for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { glReadPixels(This->lockedRect.left, This->lockedRect.bottom - j - 1, This->lockedRect.right - This->lockedRect.left, 1, fmt2glFmt(This->myDesc.Format), fmt2glType(This->myDesc.Format), pLockedRect->pBits); vcheckGLcall("glReadPixels"); } } glReadBuffer(prev_read); vcheckGLcall("glReadBuffer"); LEAVE_GL(); } else { FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */ FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage); } else { FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) { /* Dont dirtify */ } else { /** * Dirtify on lock * as seen in msdn docs */ This->Dirty = TRUE; /** Dirtify Container if needed */ if (NULL != This->Container) { IDirect3DBaseTexture8* cont = NULL; hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont); if (SUCCEEDED(hr) && NULL != cont) { /* Now setup the texture appropraitly */ D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType(cont); if (containerType == D3DRTYPE_TEXTURE) { IDirect3DTexture8Impl* pTexture = (IDirect3DTexture8Impl*) cont; pTexture->Dirty = TRUE; } else if (containerType == D3DRTYPE_CUBETEXTURE) { IDirect3DCubeTexture8Impl* pTexture = (IDirect3DCubeTexture8Impl*) cont; pTexture->Dirty = TRUE; } else { FIXME("Set dirty on container type %d\n", containerType); } IDirect3DBaseTexture8_Release(cont); cont = NULL; } } } TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty); This->locked = TRUE; return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { ICOM_THIS(IDirect3DSurface8Impl,iface); if (FALSE == This->locked) { ERR("trying to lock unlocked surf@%p\n", This); return D3DERR_INVALIDCALL; } if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) { if (This == This->Device->backBuffer) { TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty); } else if (This == This->Device->frontBuffer) { TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty); } else if (This == This->Device->depthStencilBuffer) { TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty); } } else { TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty); } /*TRACE("(%p) see if behavior is correct\n", This);*/ if (FALSE == This->Dirty) { TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This); goto unlock_end; } if (0 == This->myDesc.Usage) { /* classic surface */ #if 0 if (This->Container) { HRESULT hr; IDirect3DBaseTexture8* cont = NULL; hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont); if (SUCCEEDED(hr) && NULL != cont) { /* Now setup the texture appropraitly */ int containerType = IDirect3DBaseTexture8Impl_GetType(cont); if (containerType == D3DRTYPE_TEXTURE) { IDirect3DTexture8Impl *pTexture = (IDirect3DTexture8Impl *)cont; pTexture->Dirty = TRUE; } else if (containerType == D3DRTYPE_CUBETEXTURE) { IDirect3DCubeTexture8Impl *pTexture = (IDirect3DCubeTexture8Impl *)cont; pTexture->Dirty = TRUE; } else { FIXME("Set dirty on container type %d\n", containerType); } IDirect3DBaseTexture8_Release(cont); cont = NULL; } } #endif } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */ if (This == This->Device->backBuffer || This == This->Device->frontBuffer) { GLint prev_store; GLenum prev_draw; GLint prev_rasterpos[4]; ENTER_GL(); glFlush(); vcheckGLcall("glFlush"); glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); vcheckGLcall("glIntegerv"); glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); vcheckGLcall("glIntegerv"); glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); vcheckGLcall("glIntegerv"); if (This == This->Device->backBuffer) { glDrawBuffer(GL_BACK); } else if (This == This->Device->frontBuffer) { glDrawBuffer(GL_FRONT); } vcheckGLcall("glDrawBuffer"); glRasterPos2i(This->lockedRect.left, This->lockedRect.top); vcheckGLcall("glRasterPos2f"); switch (This->myDesc.Format) { case D3DFMT_R5G6B5: { glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory); vcheckGLcall("glDrawPixels"); } break; case D3DFMT_R8G8B8: { glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory); vcheckGLcall("glDrawPixels"); } break; case D3DFMT_A8R8G8B8: { glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); vcheckGLcall("glPixelStorei"); glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top, GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory); vcheckGLcall("glDrawPixels"); glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); vcheckGLcall("glPixelStorei"); } break; default: FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format); } glDrawBuffer(prev_draw); vcheckGLcall("glDrawBuffer"); glRasterPos3iv(&prev_rasterpos[0]); vcheckGLcall("glRasterPos3iv"); LEAVE_GL(); } else { FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */ if (This == This->Device->depthStencilBuffer) { FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage); } else { FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } } else { FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } unlock_end: This->locked = FALSE; return D3D_OK; } ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE IDirect3DSurface8Impl_QueryInterface, IDirect3DSurface8Impl_AddRef, IDirect3DSurface8Impl_Release, IDirect3DSurface8Impl_GetDevice, IDirect3DSurface8Impl_SetPrivateData, IDirect3DSurface8Impl_GetPrivateData, IDirect3DSurface8Impl_FreePrivateData, IDirect3DSurface8Impl_GetContainer, IDirect3DSurface8Impl_GetDesc, IDirect3DSurface8Impl_LockRect, IDirect3DSurface8Impl_UnlockRect, };