/* * IWineD3DSurface Implementation * * Copyright 1998 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 2009-2010 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 void surface_cleanup(IWineD3DSurfaceImpl *This) { TRACE("(%p) : Cleaning up.\n", This); if (This->texture_name || (This->flags & SFLAG_PBO) || !list_empty(&This->renderbuffers)) { const struct wined3d_gl_info *gl_info; renderbuffer_entry_t *entry, *entry2; struct wined3d_context *context; context = context_acquire(This->resource.device, NULL); gl_info = context->gl_info; ENTER_GL(); if (This->texture_name) { TRACE("Deleting texture %u.\n", This->texture_name); glDeleteTextures(1, &This->texture_name); } if (This->flags & SFLAG_PBO) { TRACE("Deleting PBO %u.\n", This->pbo); GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo)); } LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, 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 (This->flags & SFLAG_DIBSECTION) { /* Release the DC. */ SelectObject(This->hDC, This->dib.holdbitmap); DeleteDC(This->hDC); /* Release the DIB section. */ DeleteObject(This->dib.DIBsection); This->dib.bitmap_data = NULL; This->resource.allocatedMemory = NULL; } if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL); if (This->overlay_dest) list_remove(&This->overlay_entry); HeapFree(GetProcessHeap(), 0, This->palette9); resource_cleanup(&This->resource); } void surface_set_container(IWineD3DSurfaceImpl *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; } 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 inline void surface_get_rect(IWineD3DSurfaceImpl *This, 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 = This->resource.width; rect_out->bottom = This->resource.height; } } /* GL locking and context activation is done by the caller */ void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, 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)"); /* Bind the texture */ glBindTexture(info.bind_target, src_surface->texture_name); checkGLcall("glBindTexture"); /* 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 */ glBindTexture(info.bind_target, 0); checkGLcall("glBindTexture(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 void surface_realize_palette(IWineD3DSurfaceImpl *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 */ 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, SFLAG_INDRAWABLE, NULL); } static HRESULT surface_draw_overlay(IWineD3DSurfaceImpl *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 = IWineD3DSurface_Blt((IWineD3DSurface *)surface->overlay_dest, &surface->overlay_destrect, (IWineD3DSurface *)surface, &surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR); surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW; return hr; } /* Context activation is done by the caller. */ static void surface_remove_pbo(IWineD3DSurfaceImpl *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) { IWineD3DSurfaceImpl *surface = surface_from_resource(resource); IWineD3DDeviceImpl *device = resource->device; const struct wined3d_gl_info *gl_info; renderbuffer_entry_t *entry, *entry2; 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, SFLAG_INDRAWABLE, 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, renderbuffer_entry_t, 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; /* If we're in a texture, the texture name belongs to the texture. * Otherwise, destroy it. */ if (surface->container.type != WINED3D_CONTAINER_TEXTURE) { ENTER_GL(); glDeleteTextures(1, &surface->texture_name); surface->texture_name = 0; glDeleteTextures(1, &surface->texture_name_srgb); surface->texture_name_srgb = 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_realize_palette, surface_draw_overlay, }; HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment, UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality, IWineD3DDeviceImpl *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); void (*cleanup)(IWineD3DSurfaceImpl *This); 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; /* Look at the implementation and set the correct Vtable. */ switch (surface_type) { case SURFACE_OPENGL: surface->lpVtbl = &IWineD3DSurface_Vtbl; cleanup = surface_cleanup; break; case SURFACE_GDI: surface->lpVtbl = &IWineGDISurface_Vtbl; cleanup = surface_gdi_cleanup; 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; /* 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 = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface); if (FAILED(hr)) { ERR("Private setup failed, returning %#x\n", hr); cleanup(surface); return hr; } return hr; } static void surface_force_reload(IWineD3DSurfaceImpl *surface) { surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED); } void surface_set_texture_name(IWineD3DSurfaceImpl *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(IWineD3DSurfaceImpl *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(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) { TRACE("surface %p, gl_info %p, srgb %#x.\n", surface, gl_info, 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, gl_info, 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); glBindTexture(surface->texture_target, surface->texture_name); checkGLcall("glBindTexture"); 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 { glBindTexture(surface->texture_target, surface->texture_name); checkGLcall("glBindTexture"); } LEAVE_GL(); } } /* Context activation is done by the caller. */ static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) { IWineD3DDeviceImpl *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. * * TODO: Track the current active texture per GL context instead of using glGet */ GLint active_texture; ENTER_GL(); glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture); LEAVE_GL(); active_sampler = device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB]; if (active_sampler != WINED3D_UNMAPPED_STAGE) { IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(active_sampler)); } surface_bind(surface, gl_info, srgb); } /* This function checks if the primary render target uses the 8bit paletted format. */ static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device) { if (device->render_targets && device->render_targets[0]) { IWineD3DSurfaceImpl *render_target = device->render_targets[0]; if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format->id == WINED3DFMT_P8_UINT)) return TRUE; } return FALSE; } /* 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(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info) { const struct wined3d_format *format = This->resource.format; /* Only support read back of converted P8 surfaces */ if (This->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", This, This->texture_level, format->glFormat, format->glType, This->resource.allocatedMemory); if (This->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL)); checkGLcall("glGetCompressedTexImageARB"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } else { GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, This->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(This->resource.device)) { gl_format = GL_ALPHA; gl_type = GL_UNSIGNED_BYTE; } if (This->flags & SFLAG_NONPOW2) { unsigned char alignment = This->resource.device->surface_alignment; src_pitch = format->byte_count * This->pow2Width; dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1); mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height); } else { mem = This->resource.allocatedMemory; } TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->texture_level, gl_format, gl_type, mem); if (This->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo)); checkGLcall("glBindBufferARB"); glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, NULL); checkGLcall("glGetTexImage"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } else { glGetTexImage(This->texture_target, This->texture_level, gl_format, gl_type, mem); checkGLcall("glGetTexImage"); } LEAVE_GL(); if (This->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 = This->resource.allocatedMemory; TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch); for (y = 1; y < This->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 */ This->flags |= SFLAG_INSYSMEM; } /* This call just uploads data, the caller is responsible for binding the * correct texture. */ /* Context activation is done by the caller. */ static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info, const struct wined3d_format *format, BOOL srgb, const GLvoid *data) { GLsizei width = This->resource.width; GLsizei height = This->resource.height; GLenum internal; if (srgb) { internal = format->glGammaInternal; } else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This)) { internal = format->rtInternal; } else { internal = format->glInternal; } TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n", This, internal, width, height, format->glFormat, format->glType, data); TRACE("target %#x, level %u, resource size %u.\n", This->texture_target, This->texture_level, This->resource.size); if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->heightscale; ENTER_GL(); if (This->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo)); checkGLcall("glBindBufferARB"); TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data); data = NULL; } if (format->flags & WINED3DFMT_FLAG_COMPRESSED) { TRACE("Calling glCompressedTexSubImage2DARB.\n"); GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level, 0, 0, width, height, internal, This->resource.size, data)); checkGLcall("glCompressedTexSubImage2DARB"); } else { TRACE("Calling glTexSubImage2D.\n"); glTexSubImage2D(This->texture_target, This->texture_level, 0, 0, width, height, format->glFormat, format->glType, data); checkGLcall("glTexSubImage2D"); } if (This->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); checkGLcall("glBindBufferARB"); } LEAVE_GL(); if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE) { IWineD3DDeviceImpl *device = This->resource.device; unsigned int i; for (i = 0; i < device->numContexts; ++i) { context_surface_update(device->contexts[i], This); } } } /* 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(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info, const struct wined3d_format *format, BOOL srgb) { BOOL enable_client_storage = FALSE; GLsizei width = This->pow2Width; GLsizei height = This->pow2Height; const BYTE *mem = NULL; GLenum internal; if (srgb) { internal = format->glGammaInternal; } else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This)) { 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", This, This->texture_target, This->texture_level, debug_d3dformat(format->id), internal, width, height, format->glFormat, format->glType); ENTER_GL(); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { if (This->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || !This->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)"); This->flags &= ~SFLAG_CLIENT; enable_client_storage = TRUE; } else { This->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) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); } } if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem) { GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level, internal, width, height, 0, This->resource.size, mem)); checkGLcall("glCompressedTexImage2DARB"); } else { glTexImage2D(This->texture_target, This->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(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height) { const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info; renderbuffer_entry_t *entry; GLuint renderbuffer = 0; unsigned int src_width, src_height; 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, renderbuffer_entry_t, 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(renderbuffer_entry_t)); 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(IWineD3DSurfaceImpl *surface) { IWineD3DSwapChainImpl *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(IWineD3DSurfaceImpl *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); } } static BOOL surface_convert_color_to_float(IWineD3DSurfaceImpl *surface, DWORD color, WINED3DCOLORVALUE *float_color) { const struct wined3d_format *format = surface->resource.format; IWineD3DDeviceImpl *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 void surface_evict_sysmem(IWineD3DSurfaceImpl *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); } HRESULT surface_load(IWineD3DSurfaceImpl *surface, BOOL srgb) { DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE; TRACE("surface %p, srgb %#x.\n", surface, srgb); if (surface->resource.pool == WINED3DPOOL_SCRATCH) { ERR("Not supported on scratch surfaces.\n"); return WINED3DERR_INVALIDCALL; } if (!(surface->flags & flag)) { TRACE("Reloading because surface is dirty\n"); } /* Reload if either the texture and sysmem have different ideas about the * color key, or the actual key values changed. */ else if (!(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT) || ((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); } 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; } /* Do not call while under the GL lock. */ static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; ULONG ref = InterlockedDecrement(&This->resource.ref); TRACE("(%p) : Releasing from %d\n", This, ref + 1); if (!ref) { surface_cleanup(This); This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); TRACE("(%p) Released.\n", This); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DSurface IWineD3DResource parts follow **************************************************** */ /* Do not call while under the GL lock. */ void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) { IWineD3DDeviceImpl *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 = NULL; TRACE("(%p) : About to load surface\n", surface); if (!device->isInDraw) 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(); } if (context) context_release(context); } } static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) { surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY); } BOOL surface_init_sysmem(IWineD3DSurfaceImpl *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; } /* ****************************************************** IWineD3DSurface IWineD3DSurface parts follow ****************************************************** */ /* Read the framebuffer back into the surface */ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch) { IWineD3DDeviceImpl *device = This->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, This); 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(This)) { /* 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(This); 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 = This->resource.width; local_rect.bottom = This->resource.height; } else { local_rect = *rect; } /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */ switch (This->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 = This->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, This->resource.size * 3); if(!mem) { ERR("Out of memory\n"); LEAVE_GL(); return; } bpp = This->resource.format->byte_count * 3; } } break; default: mem = dest; fmt = This->resource.format->glFormat; type = This->resource.format->glType; bpp = This->resource.format->byte_count; } if (This->flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->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, This->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 ? (This->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 (This->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, This->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 (This->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 (This->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 (This->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(This->palette) { pal = This->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(IWineD3DSurfaceImpl *This, BOOL srgb) { IWineD3DDeviceImpl *device = This->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (!surface_is_offscreen(This)) { /* 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, This); gl_info = context->gl_info; surface_prepare_texture(This, gl_info, srgb); surface_bind_and_dirtify(This, gl_info, srgb); TRACE("Reading back offscreen render target %p.\n", This); ENTER_GL(); glReadBuffer(device->offscreenBuffer); checkGLcall("glReadBuffer"); glCopyTexSubImage2D(This->texture_target, This->texture_level, 0, 0, 0, 0, This->resource.width, This->resource.height); checkGLcall("glCopyTexSubImage2D"); LEAVE_GL(); context_release(context); } /* Context activation is done by the caller. */ static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, 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, gl_info, srgb); surface_allocate_surface(surface, gl_info, &format, srgb); surface->flags |= alloc_flag; } /* Context activation is done by the caller. */ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, 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) { IWineD3DSurfaceImpl *s = surface_from_resource(texture->sub_resources[i]); surface_prepare_texture_internal(s, gl_info, srgb); } return; } surface_prepare_texture_internal(surface, gl_info, srgb); } static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) { IWineD3DDeviceImpl *device = This->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; /* 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 (!(This->flags & SFLAG_DYNLOCK)) { This->lockCount++; /* MAXLOCKCOUNT is defined in wined3d_private.h */ if(This->lockCount > MAXLOCKCOUNT) { TRACE("Surface is locked regularly, not freeing the system memory copy any more\n"); This->flags |= SFLAG_DYNLOCK; } } /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces. * Also don't create a PBO for systemmem surfaces. */ if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->flags & SFLAG_DYNLOCK) && !(This->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) { GLenum error; struct wined3d_context *context; context = context_acquire(device, NULL); ENTER_GL(); GL_EXTCALL(glGenBuffersARB(1, &This->pbo)); error = glGetError(); if (!This->pbo || error != GL_NO_ERROR) ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error); TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->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 (!(This->flags & SFLAG_CLIENT)) { HeapFree(GetProcessHeap(), 0, This->resource.heapMemory); This->resource.heapMemory = NULL; } This->resource.allocatedMemory = NULL; This->flags |= SFLAG_PBO; LEAVE_GL(); context_release(context); } else if (!(This->resource.allocatedMemory || This->flags & SFLAG_PBO)) { /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy, * or a pbo to map */ if(!This->resource.heapMemory) { This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT); } This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); if (This->flags & SFLAG_INSYSMEM) { ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n"); } } } static HRESULT WINAPI IWineD3DSurfaceImpl_Map(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DDeviceImpl *device = This->resource.device; const RECT *pass_rect = pRect; TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n", iface, pLockedRect, wine_dbgstr_rect(pRect), flags); /* This is also done in the base class, but we have to verify this before loading any data from * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag * may interfere, and all other bad things may happen */ if (This->flags & SFLAG_LOCKED) { WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } This->flags |= SFLAG_LOCKED; if (!(This->flags & SFLAG_LOCKABLE)) { TRACE("Warning: trying to lock unlockable surf@%p\n", This); } if (flags & WINED3DLOCK_DISCARD) { TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n"); surface_prepare_system_memory(This); surface_modify_location(This, SFLAG_INSYSMEM, TRUE); goto lock_end; } /* surface_load_location() does not check if the rectangle specifies * the full surface. Most callers don't need that, so do it here. */ if (pRect && !pRect->top && !pRect->left && pRect->right == This->resource.width && pRect->bottom == This->resource.height) { pass_rect = NULL; } if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE && ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0]))) { surface_load_location(This, SFLAG_INSYSMEM, pass_rect); } lock_end: if (This->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, This->pbo)); checkGLcall("glBindBufferARB"); /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */ if(This->resource.allocatedMemory) { ERR("The surface already has PBO memory allocated!\n"); } This->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 (!pRect) surface_add_dirty_rect(This, NULL); else { WINED3DBOX b; b.Left = pRect->left; b.Top = pRect->top; b.Right = pRect->right; b.Bottom = pRect->bottom; b.Front = 0; b.Back = 1; surface_add_dirty_rect(This, &b); } } return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags); } static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *surface, const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) { UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)surface); /* target is argb, 4 byte */ IWineD3DDeviceImpl *device = surface->resource.device; 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(); context_release(context); } static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DDeviceImpl *device = This->resource.device; BOOL fullsurface; if (!(This->flags & SFLAG_LOCKED)) { WARN("trying to Unlock an unlocked surf@%p\n", This); return WINEDDERR_NOTLOCKED; } This->flags &= ~SFLAG_LOCKED; memset(&This->lockedRect, 0, sizeof(This->lockedRect)); if (This->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, This->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); This->resource.allocatedMemory = NULL; } TRACE("(%p) : dirtyfied(%d)\n", This, This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1); if (This->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) { TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This); goto unlock_end; } if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN || (device->render_targets && This == device->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 unlock_end; } if (!This->dirtyRect.left && !This->dirtyRect.top && This->dirtyRect.right == This->resource.width && This->dirtyRect.bottom == This->resource.height) { fullsurface = TRUE; } else { /* TODO: Proper partial rectangle tracking */ fullsurface = FALSE; This->flags |= SFLAG_INSYSMEM; } surface_load_location(This, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->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(This, SFLAG_INDRAWABLE, TRUE); surface_evict_sysmem(This); } This->dirtyRect.left = This->resource.width; This->dirtyRect.top = This->resource.height; This->dirtyRect.right = 0; This->dirtyRect.bottom = 0; } else if (This->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { FIXME("Depth Stencil buffer locking is not implemented\n"); } unlock_end: /* Overlays have to be redrawn manually after changes with the GL implementation */ if (This->overlay_dest) This->surface_ops->surface_draw_overlay(This); return WINED3D_OK; } static void surface_release_client_storage(IWineD3DSurfaceImpl *surface) { struct wined3d_context *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->gl_info, 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->gl_info, 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 WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; WINED3DLOCKED_RECT lock; HRESULT hr; RGBQUAD col[256]; TRACE("(%p)->(%p)\n",This,pHDC); if (This->flags & SFLAG_USERPTR) { ERR("Not supported on surfaces with an application-provided surfaces\n"); return WINEDDERR_NODC; } /* Give more detailed info for ddraw */ if (This->flags & SFLAG_DCINUSE) return WINEDDERR_DCALREADYCREATED; /* Can't GetDC if the surface is locked */ if (This->flags & SFLAG_LOCKED) return WINED3DERR_INVALIDCALL; memset(&lock, 0, sizeof(lock)); /* To be sure */ /* Create a DIB section if there isn't a hdc yet */ if (!This->hDC) { if (This->flags & SFLAG_CLIENT) { surface_load_location(This, SFLAG_INSYSMEM, NULL); surface_release_client_storage(This); } hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface); if(FAILED(hr)) return WINED3DERR_INVALIDCALL; /* Use the dib section from now on if we are not using a PBO */ if (!(This->flags & SFLAG_PBO)) This->resource.allocatedMemory = This->dib.bitmap_data; } /* Map the surface */ hr = IWineD3DSurface_Map(iface, &lock, NULL, 0); /* Sync the DIB with the PBO. This can't be done earlier because Map() * activates the allocatedMemory. */ if (This->flags & SFLAG_PBO) memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size); if (FAILED(hr)) { ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr); /* keep the dib section */ return hr; } if (This->resource.format->id == WINED3DFMT_P8_UINT || This->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) */ unsigned int n; const PALETTEENTRY *pal = NULL; if(This->palette) { pal = This->palette->palents; } else { IWineD3DSurfaceImpl *dds_primary; IWineD3DSwapChainImpl *swapchain; swapchain = This->resource.device->swapchains[0]; dds_primary = swapchain->front_buffer; if (dds_primary && dds_primary->palette) pal = dds_primary->palette->palents; } if (pal) { for (n=0; n<256; n++) { col[n].rgbRed = pal[n].peRed; col[n].rgbGreen = pal[n].peGreen; col[n].rgbBlue = pal[n].peBlue; col[n].rgbReserved = 0; } SetDIBColorTable(This->hDC, 0, 256, col); } } *pHDC = This->hDC; TRACE("returning %p\n",*pHDC); This->flags |= SFLAG_DCINUSE; return WINED3D_OK; } static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; TRACE("(%p)->(%p)\n",This,hDC); if (!(This->flags & SFLAG_DCINUSE)) return WINEDDERR_NODC; if (This->hDC !=hDC) { WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC); return WINEDDERR_NODC; } if ((This->flags & SFLAG_PBO) && This->resource.allocatedMemory) { /* Copy the contents of the DIB over to the PBO */ memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size); } /* we locked first, so unlock now */ IWineD3DSurface_Unmap(iface); This->flags &= ~SFLAG_DCINUSE; return WINED3D_OK; } /* ****************************************************** IWineD3DSurface Internal (No mapping to directx api) parts follow ****************************************************** */ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert) { BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT); IWineD3DDeviceImpl *device = This->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 = *This->resource.format; *convert = NO_CONVERSION; /* Ok, now look if we have to do any conversion */ switch (This->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, BLIT_OP_BLIT, &rect, This->resource.usage, This->resource.pool, This->resource.format, &rect, This->resource.usage, This->resource.pool, This->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->render_targets && This == device->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(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) { IWineD3DDeviceImpl *device = This->resource.device; struct wined3d_palette *pal = This->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) { UINT dxVersion = device->wined3d->dxVersion; /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */ if (dxVersion <= 7) { 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 >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->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, IWineD3DSurfaceImpl *This) { const BYTE *source; BYTE *dest; TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This); 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(This, 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 < This->SrcBltCKey.dwColorSpaceLowValue) || (color > This->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 < This->SrcBltCKey.dwColorSpaceLowValue) || (color > This->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 < This->SrcBltCKey.dwColorSpaceLowValue) || (color > This->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 < This->SrcBltCKey.dwColorSpaceLowValue) || (color > This->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(IWineD3DSurfaceImpl *This) { IWineD3DDeviceImpl *device = This->resource.device; if (This->palette || (This->resource.format->id != WINED3DFMT_P8_UINT && This->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 (This->palette9) { if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256)) { return FALSE; } } else { This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256); } memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256); return TRUE; } static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; HRESULT hr; TRACE("(%p) : Calling base function first\n", This); hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format); if (SUCCEEDED(hr)) { This->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED); TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format->glFormat, This->resource.format->glInternal, This->resource.format->glType); } return hr; } static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; TRACE("iface %p, mem %p.\n", iface, Mem); if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) { WARN("Surface is locked or the HDC is in use\n"); return WINED3DERR_INVALIDCALL; } if(Mem && Mem != This->resource.allocatedMemory) { void *release = NULL; /* Do I have to copy the old surface content? */ if (This->flags & SFLAG_DIBSECTION) { SelectObject(This->hDC, This->dib.holdbitmap); DeleteDC(This->hDC); /* Release the DIB section */ DeleteObject(This->dib.DIBsection); This->dib.bitmap_data = NULL; This->resource.allocatedMemory = NULL; This->hDC = NULL; This->flags &= ~SFLAG_DIBSECTION; } else if (!(This->flags & SFLAG_USERPTR)) { release = This->resource.heapMemory; This->resource.heapMemory = NULL; } This->resource.allocatedMemory = Mem; This->flags |= SFLAG_USERPTR; /* Now the surface memory is most up do date. Invalidate drawable and texture */ surface_modify_location(This, SFLAG_INSYSMEM, TRUE); /* For client textures opengl has to be notified */ if (This->flags & SFLAG_CLIENT) surface_release_client_storage(This); /* Now free the old memory if any */ HeapFree(GetProcessHeap(), 0, release); } else if (This->flags & SFLAG_USERPTR) { /* Map and GetDC will re-create the dib section and allocated memory. */ This->resource.allocatedMemory = NULL; /* HeapMemory should be NULL already */ if (This->resource.heapMemory) ERR("User pointer surface has heap memory allocated.\n"); This->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM); if (This->flags & SFLAG_CLIENT) surface_release_client_storage(This); surface_prepare_system_memory(This); surface_modify_location(This, SFLAG_INSYSMEM, TRUE); } return WINED3D_OK; } void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *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; resource_unload(&back->resource); resource_unload(&front->resource); } { DWORD tmp_flags = back->flags; back->flags = front->flags; front->flags = tmp_flags; } } static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DSwapChainImpl *swapchain = NULL; TRACE("iface %p, override %p, flags %#x.\n", iface, override, flags); /* Flipping is only supported on RenderTargets and overlays*/ if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) { WARN("Tried to flip a non-render target, non-overlay surface\n"); return WINEDDERR_NOTFLIPPABLE; } if(This->resource.usage & WINED3DUSAGE_OVERLAY) { flip_surface(This, (IWineD3DSurfaceImpl *) override); /* Update the overlay if it is visible */ if (This->overlay_dest) return This->surface_ops->surface_draw_overlay(This); else return WINED3D_OK; } if(override) { /* DDraw sets this for the X11 surfaces, so don't confuse the user * FIXME("(%p) Target override is not supported by now\n", This); * Additionally, it isn't really possible to support triple-buffering * properly on opengl at all */ } if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN) { ERR("Flipped surface is not on a swapchain\n"); return WINEDDERR_NOTFLIPPABLE; } swapchain = This->container.u.swapchain; /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip, * and only d3d8 and d3d9 apps specify the presentation interval */ if (!(flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4))) /* Most common case first to avoid wasting time on all the other cases */ swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE; else if (flags & WINEDDFLIP_NOVSYNC) swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE; else if (flags & WINEDDFLIP_INTERVAL2) swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO; else if (flags & WINEDDFLIP_INTERVAL3) swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE; else swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR; /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */ return IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain, NULL, NULL, swapchain->win_handle, NULL, 0); } /* Does a direct frame buffer -> texture copy. Stretching is done * with single pixel copy calls */ static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DDeviceImpl *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 */ glBindTexture(dst_surface->texture_target, dst_surface->texture_name); checkGLcall("glBindTexture"); 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(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DDeviceImpl *device = dst_surface->resource.device; GLuint src, backup = 0; IWineD3DSwapChainImpl *src_swapchain = NULL; 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"); glBindTexture(GL_TEXTURE_2D, backup); checkGLcall("glBindTexture(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; glBindTexture(texture_target, src_surface->texture_name); checkGLcall("glBindTexture(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)"); glBindTexture(GL_TEXTURE_2D, src); checkGLcall("glBindTexture(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 */ glBindTexture(texture_target, dst_surface->texture_name); checkGLcall("glBindTexture"); 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; } glBindTexture(GL_TEXTURE_2D, backup); checkGLcall("glBindTexture(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; } glBindTexture(src_surface->texture_target, src_surface->texture_name); checkGLcall("glBindTexture(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); } /* Until the blit_shader is ready, define some prototypes here. */ static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation 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); /* 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(IWineD3DSurfaceImpl *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 BOOL surface_is_full_rect(IWineD3DSurfaceImpl *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; } /* blit between surface locations. onscreen on different swapchains is not supported. * depth / stencil is not supported. */ static void surface_blt_fbo(IWineD3DDeviceImpl *device, const WINED3DTEXTUREFILTERTYPE filter, IWineD3DSurfaceImpl *src_surface, DWORD src_location, const RECT *src_rect_in, IWineD3DSurfaceImpl *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; 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; } if (src_location == SFLAG_INDRAWABLE && surface_is_offscreen(src_surface)) src_location = SFLAG_INTEXTURE; if (dst_location == SFLAG_INDRAWABLE && surface_is_offscreen(dst_surface)) dst_location = SFLAG_INTEXTURE; /* 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) { GLenum buffer = surface_get_gl_buffer(src_surface); TRACE("Source surface %p is onscreen.\n", src_surface); surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect); ENTER_GL(); context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL); glReadBuffer(buffer); checkGLcall("glReadBuffer()"); } else { TRACE("Source surface %p is offscreen.\n", src_surface); ENTER_GL(); context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location); glReadBuffer(GL_COLOR_ATTACHMENT0); checkGLcall("glReadBuffer()"); } LEAVE_GL(); if (dst_location == SFLAG_INDRAWABLE) { GLenum buffer = surface_get_gl_buffer(dst_surface); TRACE("Destination surface %p is onscreen.\n", dst_surface); surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); ENTER_GL(); context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL); context_set_draw_buffer(context, buffer); } else { TRACE("Destination surface %p is offscreen.\n", dst_surface); ENTER_GL(); context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location); context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0); } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); glDisable(GL_SCISSOR_TEST); IWineD3DDeviceImpl_MarkStateDirty(device, 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) wglFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); } static void surface_blt_to_drawable(IWineD3DDeviceImpl *device, WINED3DTEXTUREFILTERTYPE filter, BOOL color_key, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect_in, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in) { IWineD3DSwapChainImpl *swapchain = NULL; struct wined3d_context *context; RECT src_rect, dst_rect; src_rect = *src_rect_in; dst_rect = *dst_rect_in; if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN) swapchain = dst_surface->container.u.swapchain; /* 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->gl_info, 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, &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 || (swapchain && (dst_surface == swapchain->front_buffer || swapchain->num_contexts > 1))) wglFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); } /* Do not call while under the GL lock. */ HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color) { IWineD3DDeviceImpl *device = s->resource.device; const struct blit_shader *blitter; blitter = wined3d_select_blitter(&device->adapter->gl_info, 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); } /* Not called from the VTable */ /* Do not call while under the GL lock. */ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect, IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DDeviceImpl *device = dst_surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL; RECT dst_rect, src_rect; 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(DestRect), src_surface, wine_dbgstr_rect(SrcRect), 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->render_targets[0] && dst_surface != device->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; } surface_get_rect(dst_surface, DestRect, &dst_rect); if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect); /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */ if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers && dst_surface == dstSwapchain->front_buffer && src_surface == dstSwapchain->back_buffers[0]) { /* Half-Life does a Blt from the back buffer to the front buffer, * Full surface size, no flags... Use present instead * * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer */ /* Check rects - IWineD3DDevice_Present doesn't handle them */ while(1) { TRACE("Looking if a Present can be done...\n"); /* Source Rectangle must be full surface */ if (src_rect.left || src_rect.top || src_rect.right != src_surface->resource.width || src_rect.bottom != src_surface->resource.height) { TRACE("No, Source rectangle doesn't match\n"); break; } /* No stretching may occur */ if(src_rect.right != dst_rect.right - dst_rect.left || src_rect.bottom != dst_rect.bottom - dst_rect.top) { TRACE("No, stretching is done\n"); break; } /* Destination must be full surface or match the clipping rectangle */ if (dst_surface->clipper && dst_surface->clipper->hWnd) { RECT cliprect; POINT pos[2]; GetClientRect(dst_surface->clipper->hWnd, &cliprect); pos[0].x = dst_rect.left; pos[0].y = dst_rect.top; pos[1].x = dst_rect.right; pos[1].y = dst_rect.bottom; MapWindowPoints(GetDesktopWindow(), dst_surface->clipper->hWnd, pos, 2); if(pos[0].x != cliprect.left || pos[0].y != cliprect.top || pos[1].x != cliprect.right || pos[1].y != cliprect.bottom) { TRACE("No, dest rectangle doesn't match(clipper)\n"); TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect)); TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect)); break; } } else if (dst_rect.left || dst_rect.top || dst_rect.right != dst_surface->resource.width || dst_rect.bottom != dst_surface->resource.height) { TRACE("No, dest rectangle doesn't match(surface size)\n"); break; } TRACE("Yes\n"); /* These flags are unimportant for the flag check, remove them */ if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT))) { WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect; /* The idea behind this is that a glReadPixels and a glDrawPixels call * take very long, while a flip is fast. * This applies to Half-Life, which does such Blts every time it finished * a frame, and to Prince of Persia 3D, which uses this to draw at least the main * menu. This is also used by all apps when they do windowed rendering * * The problem is that flipping is not really the same as copying. After a * Blt the front buffer is a copy of the back buffer, and the back buffer is * untouched. Therefore it's necessary to override the swap effect * and to set it back after the flip. * * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice * testcases. */ dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY; dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE; TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n"); IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain, NULL, NULL, dstSwapchain->win_handle, NULL, 0); dstSwapchain->presentParms.SwapEffect = orig_swap; return WINED3D_OK; } break; } TRACE("Unsupported blit between buffers on the same swapchain\n"); return WINED3DERR_INVALIDCALL; } else if(dstSwapchain && dstSwapchain == srcSwapchain) { FIXME("Implement hardware blit between two surfaces on the same swapchain\n"); return WINED3DERR_INVALIDCALL; } else if(dstSwapchain && srcSwapchain) { FIXME("Implement hardware blit between two different swapchains\n"); return WINED3DERR_INVALIDCALL; } else if (dstSwapchain) { /* Handled with regular texture -> swapchain blit */ if (src_surface == device->render_targets[0]) TRACE("Blit from active render target to a swapchain\n"); } else if (srcSwapchain && dst_surface == device->render_targets[0]) { FIXME("Implement blit from a swapchain to the active render target\n"); return WINED3DERR_INVALIDCALL; } if ((srcSwapchain || src_surface == device->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 EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering * backends. */ if (fbo_blit_supported(gl_info, BLIT_OP_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)) { surface_blt_fbo(device, Filter, src_surface, SFLAG_INDRAWABLE, &src_rect, dst_surface, SFLAG_INDRAWABLE, &dst_rect); surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE); } else 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 (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) && fbo_blit_supported(gl_info, BLIT_OP_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 surface_blt_fbo.\n"); /* The source is always a texture, but never the currently active render target, and the texture * contents are never upside down. */ surface_blt_fbo(device, Filter, src_surface, SFLAG_INDRAWABLE, &src_rect, dst_surface, SFLAG_INDRAWABLE, &dst_rect); surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE); return WINED3D_OK; } if (!(flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) && arbfp_blit.blit_supported(gl_info, BLIT_OP_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 arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter); } if (!device->blitter->blit_supported(gl_info, BLIT_OP_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, SFLAG_INDRAWABLE, TRUE); return WINED3D_OK; } else { /* Source-Less Blit to render target */ if (flags & WINEDDBLT_COLORFILL) { WINED3DCOLORVALUE color; TRACE("Colorfill\n"); /* The color as given in the Blt function is in the surface format. */ if (!surface_convert_color_to_float(dst_surface, DDBltFx->u5.dwFillColor, &color)) return WINED3DERR_INVALIDCALL; return surface_color_fill(dst_surface, &dst_rect, &color); } } /* 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; } static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect, IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx) { IWineD3DDeviceImpl *device = This->resource.device; float depth; if (flags & WINEDDBLT_DEPTHFILL) { switch (This->resource.format->id) { case WINED3DFMT_D16_UNORM: depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff; break; case WINED3DFMT_S1_UINT_D15_UNORM: depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00007fff; break; case WINED3DFMT_D24_UNORM_S8_UINT: case WINED3DFMT_X8D24_UNORM: depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff; break; case WINED3DFMT_D32_UNORM: depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff; break; default: depth = 0.0f; ERR("Unexpected format for depth fill: %s.\n", debug_d3dformat(This->resource.format->id)); } return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, DestRect, WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000); } FIXME("(%p): Unsupp depthstencil blit\n", This); return WINED3DERR_INVALIDCALL; } static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *src_surface, const RECT *SrcRect, DWORD flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface; IWineD3DDeviceImpl *device = This->resource.device; TRACE("iface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n", iface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect), flags, DDBltFx, debug_d3dtexturefiltertype(Filter)); TRACE("Usage is %s.\n", debug_d3dusage(This->resource.usage)); if ((This->flags & SFLAG_LOCKED) || (src && (src->flags & SFLAG_LOCKED))) { WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n"); return WINEDDERR_SURFACEBUSY; } /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair, * except depth blits, which seem to work */ if (This == device->depth_stencil || (src && src == device->depth_stencil)) { if (device->inScene && !(flags & WINEDDBLT_DEPTHFILL)) { TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } else if (SUCCEEDED(IWineD3DSurfaceImpl_BltZ(This, DestRect, src_surface, SrcRect, flags, DDBltFx))) { TRACE("Z Blit override handled the blit\n"); return WINED3D_OK; } } /* Special cases for RenderTargets */ if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET) || (src && (src->resource.usage & WINED3DUSAGE_RENDERTARGET))) { if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, src, SrcRect, flags, DDBltFx, Filter))) return WINED3D_OK; } /* For the rest call the X11 surface implementation. * For RenderTargets this should be implemented OpenGL accelerated in BltOverride, * other Blts are rather rare. */ return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, src_surface, SrcRect, flags, DDBltFx, Filter); } static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *src_surface, const RECT *rsrc, DWORD trans) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DSurfaceImpl *src = (IWineD3DSurfaceImpl *)src_surface; IWineD3DDeviceImpl *device = This->resource.device; TRACE("iface %p, dst_x %u, dst_y %u, src_surface %p, src_rect %s, flags %#x.\n", iface, dstx, dsty, src_surface, wine_dbgstr_rect(rsrc), trans); if ((This->flags & SFLAG_LOCKED) || (src->flags & SFLAG_LOCKED)) { WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n"); return WINEDDERR_SURFACEBUSY; } if (device->inScene && (This == device->depth_stencil || src == device->depth_stencil)) { TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } /* Special cases for RenderTargets */ if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET) || (src->resource.usage & WINED3DUSAGE_RENDERTARGET)) { RECT SrcRect, DstRect; DWORD flags = 0; surface_get_rect(src, rsrc, &SrcRect); DstRect.left = dstx; DstRect.top=dsty; DstRect.right = dstx + SrcRect.right - SrcRect.left; DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top; /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */ 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; if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, src, &SrcRect, flags, NULL, WINED3DTEXF_POINT))) return WINED3D_OK; } return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, src_surface, rsrc, trans); } static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) { /** Check against the maximum texture sizes supported by the video card **/ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info; unsigned int pow2Width, pow2Height; This->surface_ops = &surface_ops; This->texture_name = 0; This->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 = This->resource.width; pow2Height = This->resource.height; } else { /* Find the nearest pow2 match */ pow2Width = pow2Height = 1; while (pow2Width < This->resource.width) pow2Width <<= 1; while (pow2Height < This->resource.height) pow2Height <<= 1; } This->pow2Width = pow2Width; This->pow2Height = pow2Height; if (pow2Width > This->resource.width || pow2Height > This->resource.height) { /* TODO: Add support for non power two compressed textures. */ if (This->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED) { FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n", This, This->resource.width, This->resource.height); return WINED3DERR_NOTAVAILABLE; } } if (pow2Width != This->resource.width || pow2Height != This->resource.height) { This->flags |= SFLAG_NONPOW2; } TRACE("%p\n", This); if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) { /* one of three options 1: Do the same as we do with nonpow 2 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(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED) { WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This); return WINED3DERR_NOTAVAILABLE; } /* We should never use this surface in combination with OpenGL! */ TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->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 (This->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE] && !(This->resource.format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE] && wined3d_settings.rendertargetlock_mode == RTL_READTEX)) { This->texture_target = GL_TEXTURE_RECTANGLE_ARB; This->pow2Width = This->resource.width; This->pow2Height = This->resource.height; This->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD); } } switch (wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break; case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break; default: ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode); return WINED3DERR_INVALIDCALL; } This->flags |= SFLAG_INSYSMEM; return WINED3D_OK; } /* GL locking is done by the caller */ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info, GLuint texture, GLsizei w, GLsizei h, GLenum target) { IWineD3DDeviceImpl *device = This->resource.device; 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(0, 0, w, h); SetRect(&rect, 0, h, w, 0); surface_get_blt_info(target, &rect, w, h, &info); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); 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, &This->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(IWineD3DSurfaceImpl *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(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location) { IWineD3DDeviceImpl *device = surface->resource.device; const struct wined3d_gl_info *gl_info = context->gl_info; 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)) { surface->ds_current_size.cx = 0; surface->ds_current_size.cy = 0; } 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_LOCATIONS)) { FIXME("No up to date depth stencil location.\n"); surface->flags |= location; return; } if (location == SFLAG_DS_OFFSCREEN) { GLint old_binding = 0; GLenum bind_target; GLsizei w, h; /* 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(surface->resource.width, context->swapchain->presentParms.BackBufferWidth); h = min(surface->resource.height, 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_bind_fbo(context, GL_FRAMEBUFFER, NULL); 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); glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 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); /* Setup the destination */ if (!device->depth_blt_rb) { gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb); checkGLcall("glGenRenderbuffersEXT"); } if (device->depth_blt_rb_w != w || device->depth_blt_rb_h != h) { gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb); checkGLcall("glBindRenderbufferEXT"); gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h); checkGLcall("glRenderbufferStorageEXT"); device->depth_blt_rb_w = w; device->depth_blt_rb_h = h; } context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo); gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb); checkGLcall("glFramebufferRenderbufferEXT"); context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE); /* Do the actual blit */ surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target); checkGLcall("depth_blt"); if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id); else context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 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_bind_fbo(context, GL_FRAMEBUFFER, NULL); surface_depth_blt(surface, gl_info, surface->texture_name, surface->resource.width, surface->resource.height, surface->texture_target); checkGLcall("depth_blt"); if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id); 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(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent) { const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info; IWineD3DSurfaceImpl *overlay; TRACE("surface %p, location %s, persistent %#x.\n", surface, debug_surflocation(flag), persistent); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (surface_is_offscreen(surface)) { /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */ if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE); } else { TRACE("Surface %p is an onscreen surface.\n", surface); } } if (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { flag |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX); } if (persistent) { if (((surface->flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) || ((surface->flags & SFLAG_INSRGBTEX) && !(flag & 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 |= flag; /* Redraw emulated overlays, if any */ if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays)) { LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry) { overlay->surface_ops->surface_draw_overlay(overlay); } } } else { if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (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 &= ~flag; } if (!(surface->flags & SFLAG_LOCATIONS)) { ERR("Surface %p does not have any up to date location.\n", surface); } } HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect) { IWineD3DDeviceImpl *device = surface->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; BOOL drawable_read_ok = surface_is_offscreen(surface); struct wined3d_format format; CONVERT_TYPES convert; int width, pitch, outpitch; BYTE *mem; BOOL in_fbo = FALSE; TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(flag), wine_dbgstr_rect(rect)); if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) { if (flag == 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(flag)); return WINED3DERR_INVALIDCALL; } } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if (surface_is_offscreen(surface)) { /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. * Prefer SFLAG_INTEXTURE. */ if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE; drawable_read_ok = FALSE; in_fbo = TRUE; } else { TRACE("Surface %p is an onscreen surface.\n", surface); } } if (flag == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { flag = SFLAG_INTEXTURE; } if (surface->flags & flag) { TRACE("Location already up to date\n"); return WINED3D_OK; } 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; } if (flag == SFLAG_INSYSMEM) { surface_prepare_system_memory(surface); /* Download the surface to system memory */ if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) { struct wined3d_context *context = NULL; if (!device->isInDraw) context = context_acquire(device, NULL); surface_bind_and_dirtify(surface, gl_info, !(surface->flags & SFLAG_INTEXTURE)); surface_download_data(surface, gl_info); if (context) context_release(context); } else { /* Note: It might be faster to download into a texture first. */ read_from_framebuffer(surface, rect, surface->resource.allocatedMemory, IWineD3DSurface_GetPitch((IWineD3DSurface *)surface)); } } else if (flag == SFLAG_INDRAWABLE) { 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); } else { int byte_count; if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) { /* This needs a shader to convert the srgb data sampled from the GL texture into RGB * values, otherwise we get incorrect values in the target. For now go the slow way * via a system memory copy */ surface_load_location(surface, SFLAG_INSYSMEM, rect); } d3dfmt_get_conv(surface, FALSE /* We need color keying */, FALSE /* We won't use textures */, &format, &convert); /* The width is in 'length' not in bytes */ width = surface->resource.width; pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)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) && (surface->flags & SFLAG_PBO)) { struct wined3d_context *context = NULL; TRACE("Removing the pbo attached to surface %p.\n", surface); if (!device->isInDraw) context = context_acquire(device, NULL); surface_remove_pbo(surface, gl_info); if (context) context_release(context); } if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory) { int height = surface->resource.height; byte_count = format.conv_byte_count; /* Stick to the alignment for the converted surface too, makes it easier to load the surface */ outpitch = width * byte_count; outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1); mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height); if(!mem) { ERR("Out of memory %d, %d!\n", outpitch, height); return WINED3DERR_OUTOFVIDEOMEMORY; } d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch, width, height, outpitch, 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); } } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ { const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB; if (drawable_read_ok && (surface->flags & SFLAG_INDRAWABLE)) { read_from_framebuffer_texture(surface, flag == SFLAG_INSRGBTEX); } else if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE) && (surface->resource.format->flags & attach_flags) == attach_flags && fbo_blit_supported(gl_info, BLIT_OP_BLIT, NULL, surface->resource.usage, surface->resource.pool, surface->resource.format, NULL, surface->resource.usage, surface->resource.pool, surface->resource.format)) { DWORD src_location = flag == SFLAG_INSRGBTEX ? SFLAG_INTEXTURE : SFLAG_INSRGBTEX; RECT rect = {0, 0, surface->resource.width, surface->resource.height}; surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT, surface, src_location, &rect, surface, flag, &rect); } else { /* Upload from system memory */ BOOL srgb = flag == SFLAG_INSRGBTEX; struct wined3d_context *context = NULL; 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); } if (!device->isInDraw) context = context_acquire(device, NULL); surface_prepare_texture(surface, gl_info, srgb); surface_bind_and_dirtify(surface, gl_info, srgb); if (surface->CKeyFlags & WINEDDSD_CKSRCBLT) { surface->flags |= SFLAG_GLCKEY; surface->glCKey = surface->SrcBltCKey; } else surface->flags &= ~SFLAG_GLCKEY; /* The width is in 'length' not in bytes */ width = surface->resource.width; pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *)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 */ outpitch = width * format.conv_byte_count; outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1); mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height); if(!mem) { ERR("Out of memory %d, %d!\n", outpitch, height); if (context) context_release(context); return WINED3DERR_OUTOFVIDEOMEMORY; } format.convert(surface->resource.allocatedMemory, mem, 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 */ outpitch = width * format.conv_byte_count; outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1); mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height); if(!mem) { ERR("Out of memory %d, %d!\n", outpitch, height); if (context) context_release(context); return WINED3DERR_OUTOFVIDEOMEMORY; } d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, surface); } else { mem = surface->resource.allocatedMemory; } /* Make sure the correct pitch is used */ ENTER_GL(); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); LEAVE_GL(); if (mem || (surface->flags & SFLAG_PBO)) surface_upload_data(surface, gl_info, &format, srgb, mem); /* Restore the default pitch */ ENTER_GL(); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); LEAVE_GL(); if (context) context_release(context); /* Don't delete PBO memory */ if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO)) HeapFree(GetProcessHeap(), 0, mem); } } if (!rect) { surface->flags |= flag; if (flag != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM)) surface_evict_sysmem(surface); } if (in_fbo && (surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) { /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */ surface->flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE); } if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX) && gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX); } return WINED3D_OK; } static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) { return SURFACE_OPENGL; } BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface) { IWineD3DSwapChainImpl *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; } const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl = { /* IUnknown */ IWineD3DBaseSurfaceImpl_QueryInterface, IWineD3DBaseSurfaceImpl_AddRef, IWineD3DSurfaceImpl_Release, /* IWineD3DResource */ IWineD3DBaseSurfaceImpl_GetParent, IWineD3DBaseSurfaceImpl_SetPrivateData, IWineD3DBaseSurfaceImpl_GetPrivateData, IWineD3DBaseSurfaceImpl_FreePrivateData, IWineD3DBaseSurfaceImpl_SetPriority, IWineD3DBaseSurfaceImpl_GetPriority, IWineD3DSurfaceImpl_PreLoad, IWineD3DBaseSurfaceImpl_GetType, /* IWineD3DSurface */ IWineD3DBaseSurfaceImpl_GetResource, IWineD3DSurfaceImpl_Map, IWineD3DSurfaceImpl_Unmap, IWineD3DSurfaceImpl_GetDC, IWineD3DSurfaceImpl_ReleaseDC, IWineD3DSurfaceImpl_Flip, IWineD3DSurfaceImpl_Blt, IWineD3DBaseSurfaceImpl_GetBltStatus, IWineD3DBaseSurfaceImpl_GetFlipStatus, IWineD3DBaseSurfaceImpl_IsLost, IWineD3DBaseSurfaceImpl_Restore, IWineD3DSurfaceImpl_BltFast, IWineD3DBaseSurfaceImpl_GetPalette, IWineD3DBaseSurfaceImpl_SetPalette, IWineD3DBaseSurfaceImpl_SetColorKey, IWineD3DBaseSurfaceImpl_GetPitch, IWineD3DSurfaceImpl_SetMem, IWineD3DBaseSurfaceImpl_SetOverlayPosition, IWineD3DBaseSurfaceImpl_GetOverlayPosition, IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder, IWineD3DBaseSurfaceImpl_UpdateOverlay, IWineD3DBaseSurfaceImpl_SetClipper, IWineD3DBaseSurfaceImpl_GetClipper, /* Internal use: */ IWineD3DSurfaceImpl_SetFormat, IWineD3DSurfaceImpl_PrivateSetup, IWineD3DSurfaceImpl_GetImplType, }; static HRESULT ffp_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } /* Context activation is done by the caller. */ static void ffp_blit_free(IWineD3DDeviceImpl *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(IWineD3DSurfaceImpl *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, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *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 && gl_info->supported[EXT_PALETTED_TEXTURE]) ffp_blit_p8_upload_palette(surface, 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 blit_operation 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; if (blit_op == BLIT_OP_COLOR_FILL) { if (!(dst_usage & WINED3DUSAGE_RENDERTARGET)) { TRACE("Color fill not supported\n"); return FALSE; } return TRUE; } 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 (blit_op != BLIT_OP_BLIT) { TRACE("Unsupported blit_op=%d\n", blit_op); return FALSE; } 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; } /* Do not call while under the GL lock. */ static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, const WINED3DCOLORVALUE *color) { const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height}; return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */); } 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 }; static HRESULT cpu_blit_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } /* Context activation is done by the caller. */ static void cpu_blit_free(IWineD3DDeviceImpl *device) { } /* Context activation is done by the caller. */ static HRESULT cpu_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *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 blit_operation 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 == BLIT_OP_COLOR_FILL) { return TRUE; } return FALSE; } /* Do not call while under the GL lock. */ static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, const WINED3DCOLORVALUE *color) { WINEDDBLTFX BltFx; memset(&BltFx, 0, sizeof(BltFx)); BltFx.dwSize = sizeof(BltFx); BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface->resource.format, color); return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT); } 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 }; static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation 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; /* We only support blitting. Things like color keying / color fill should * be handled by other blitters. */ if (blit_op != BLIT_OP_BLIT) return FALSE; /* Source and/or destination need to be on the GL side */ if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM) return FALSE; if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)) && ((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET))) 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; }