/* * IDirect3DSurface8 implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Christian Costa * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include #include #define COBJMACROS #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); /* IDirect3DVolume IUnknown parts follow: */ HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DSurface8)) { IDirect3DSurface8Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %ld\n", This, ref - 1); return ref; } ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %ld\n", This, ref); if (ref == 0) { HeapFree(GetProcessHeap(), 0, This->allocatedMemory); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DSurface8: */ HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; TRACE("(%p) : returning %p\n", This, This->Device); *ppDevice = (LPDIRECT3DDEVICE8) This->Device; /** * Note Calling this method will increase the internal reference count * on the IDirect3DDevice8 interface. */ IDirect3DDevice8Impl_AddRef(*ppDevice); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; HRESULT res; res = IUnknown_QueryInterface(This->Container, riid, ppContainer); if (E_NOINTERFACE == res) { /** * If the surface is created using CreateImageSurface, CreateRenderTarget, * or CreateDepthStencilSurface, the surface is considered stand alone. In this case, * GetContainer will return the Direct3D device used to create the surface. */ res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer); } TRACE("(%p) : returning %p\n", This, *ppContainer); return res; } HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; TRACE("(%p) : copying into %p\n", This, pDesc); memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC)); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { HRESULT hr; IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; /* fixme: should we really lock as such? */ if (This->inTexture && This->inPBuffer) { FIXME("Warning: Surface is in texture memory or pbuffer\n"); This->inTexture = 0; This->inPBuffer = 0; } if (FALSE == This->lockable) { /* Note: UpdateTextures calls CopyRects which calls this routine to populate the texture regions, and since the destination is an unlockable region we need to tolerate this */ TRACE("Warning: trying to lock unlockable surf@%p\n", This); /*return D3DERR_INVALIDCALL; */ } if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) { if (This == This->Device->backBuffer) { TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } else if (This == This->Device->frontBuffer) { TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } else if (This == This->Device->renderTarget) { TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } else if (This == This->Device->depthStencilBuffer) { TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } } else { TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); } /* DXTn formats don't have exact pitches as they are to the new row of blocks, where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5) ie pitch = (width/4) * bytes per block */ if (This->myDesc.Format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */ pLockedRect->Pitch = (This->myDesc.Width/4) * 8; else if (This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */ pLockedRect->Pitch = (This->myDesc.Width/4) * 16; else pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */ if (NULL == pRect) { pLockedRect->pBits = This->allocatedMemory; This->lockedRect.left = 0; This->lockedRect.top = 0; This->lockedRect.right = This->myDesc.Width; This->lockedRect.bottom = This->myDesc.Height; TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom); } else { TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom); if (This->myDesc.Format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */ pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2)); } else { pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel); } This->lockedRect.left = pRect->left; This->lockedRect.top = pRect->top; This->lockedRect.right = pRect->right; This->lockedRect.bottom = pRect->bottom; } if (0 == This->myDesc.Usage) { /* classic surface */ /* Nothing to do ;) */ } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */ if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) { GLint prev_store; GLenum prev_read; ENTER_GL(); /** * for render->surface copy begin to begin of allocatedMemory * unlock can be more easy */ pLockedRect->pBits = This->allocatedMemory; glFlush(); vcheckGLcall("glFlush"); glGetIntegerv(GL_READ_BUFFER, &prev_read); vcheckGLcall("glIntegerv"); glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); vcheckGLcall("glIntegerv"); if (This == This->Device->backBuffer) { glReadBuffer(GL_BACK); } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) { glReadBuffer(GL_FRONT); } else if (This == This->Device->depthStencilBuffer) { ERR("Stencil Buffer lock unsupported for now\n"); } vcheckGLcall("glReadBuffer"); { long j; GLenum format = D3DFmt2GLFmt(This->Device, This->myDesc.Format); GLenum type = D3DFmt2GLType(This->Device, This->myDesc.Format); for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { glReadPixels(This->lockedRect.left, This->lockedRect.bottom - j - 1, This->lockedRect.right - This->lockedRect.left, 1, format, type, (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top))); vcheckGLcall("glReadPixels"); } } glReadBuffer(prev_read); vcheckGLcall("glReadBuffer"); LEAVE_GL(); } else { FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */ FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage); } else { FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) { /* Don't dirtify */ } else { /** * Dirtify on lock * as seen in msdn docs */ IDirect3DSurface8Impl_AddDirtyRect(iface, &This->lockedRect); /** Dirtify Container if needed */ if (NULL != This->Container) { IDirect3DBaseTexture8* cont = NULL; hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont); if (SUCCEEDED(hr) && NULL != cont) { IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE); IDirect3DBaseTexture8_Release(cont); cont = NULL; } } } TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty); This->locked = TRUE; return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { GLint skipBytes = 0; IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; if (FALSE == This->locked) { ERR("trying to Unlock an unlocked surf@%p\n", This); return D3DERR_INVALIDCALL; } if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer || This == This->Device->renderTarget) { if (This == This->Device->backBuffer) { TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty); } else if (This == This->Device->frontBuffer) { TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty); } else if (This == This->Device->depthStencilBuffer) { TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty); } else if (This == This->Device->renderTarget) { TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty); } } else { TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty); } if (FALSE == This->Dirty) { TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This); goto unlock_end; } if (0 == This->myDesc.Usage) { /* classic surface */ /** * nothing to do * waiting to reload the surface via IDirect3DDevice8::UpdateTexture */ } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */ if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This == This->Device->renderTarget) { GLint prev_store; GLenum prev_draw; GLint prev_rasterpos[4]; ENTER_GL(); glFlush(); vcheckGLcall("glFlush"); glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); vcheckGLcall("glIntegerv"); glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); vcheckGLcall("glIntegerv"); glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); vcheckGLcall("glIntegerv"); glPixelZoom(1.0, -1.0); vcheckGLcall("glPixelZoom"); /* glDrawPixels transforms the raster position as though it was a vertex - we want to draw at screen position 0,0 - Set up ortho (rhw) mode as per drawprim (and leave set - it will sort itself out due to last_was_rhw */ if (!This->Device->last_was_rhw) { double X, Y, height, width, minZ, maxZ; This->Device->last_was_rhw = TRUE; /* Transformed already into viewport coordinates, so we do not need transform matrices. Reset all matrices to identity and leave the default matrix in world mode. */ glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode"); glLoadIdentity(); checkGLcall("glLoadIdentity"); glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode"); glLoadIdentity(); checkGLcall("glLoadIdentity"); /* Set up the viewport to be full viewport */ X = This->Device->StateBlock->viewport.X; Y = This->Device->StateBlock->viewport.Y; height = This->Device->StateBlock->viewport.Height; width = This->Device->StateBlock->viewport.Width; minZ = This->Device->StateBlock->viewport.MinZ; maxZ = This->Device->StateBlock->viewport.MaxZ; TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ); glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ); checkGLcall("glOrtho"); /* Window Coord 0 is the middle of the first pixel, so translate by half a pixel (See comment above glTranslate below) */ glTranslatef(0.5, 0.5, 0); checkGLcall("glTranslatef(0.5, 0.5, 0)"); } if (This == This->Device->backBuffer) { glDrawBuffer(GL_BACK); } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) { glDrawBuffer(GL_FRONT); } vcheckGLcall("glDrawBuffer"); /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes); glPixelStorei(GL_UNPACK_ROW_LENGTH, This->myDesc.Width); /* And back buffers are not blended */ glDisable(GL_BLEND); glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1); vcheckGLcall("glRasterPos2f"); switch (This->myDesc.Format) { case D3DFMT_R5G6B5: { glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory); vcheckGLcall("glDrawPixels"); } break; case D3DFMT_R8G8B8: { glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory); vcheckGLcall("glDrawPixels"); } break; case D3DFMT_A8R8G8B8: { glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); vcheckGLcall("glPixelStorei"); glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory); vcheckGLcall("glDrawPixels"); glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); vcheckGLcall("glPixelStorei"); } break; default: FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format); } glPixelZoom(1.0,1.0); vcheckGLcall("glPixelZoom"); glDrawBuffer(prev_draw); vcheckGLcall("glDrawBuffer"); glRasterPos3iv(&prev_rasterpos[0]); vcheckGLcall("glRasterPos3iv"); /* Reset to previous pack row length / blending state */ glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes); if (This->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND); LEAVE_GL(); /** restore clean dirty state */ IDirect3DSurface8Impl_CleanDirtyRect(iface); } else { FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */ if (This == This->Device->depthStencilBuffer) { FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage); } else { FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } } else { FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); } unlock_end: This->locked = FALSE; memset(&This->lockedRect, 0, sizeof(RECT)); return D3D_OK; } const IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl = { IDirect3DSurface8Impl_QueryInterface, IDirect3DSurface8Impl_AddRef, IDirect3DSurface8Impl_Release, IDirect3DSurface8Impl_GetDevice, IDirect3DSurface8Impl_SetPrivateData, IDirect3DSurface8Impl_GetPrivateData, IDirect3DSurface8Impl_FreePrivateData, IDirect3DSurface8Impl_GetContainer, IDirect3DSurface8Impl_GetDesc, IDirect3DSurface8Impl_LockRect, IDirect3DSurface8Impl_UnlockRect, }; HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, UINT gl_target, UINT gl_level) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; if (This->inTexture) return D3D_OK; if (This->inPBuffer) { ENTER_GL(); if (gl_level != 0) FIXME("Surface in texture is only supported for level 0\n"); else if (This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8 || This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) FIXME("Format %d not supported\n", This->myDesc.Format); else { glCopyTexImage2D(gl_target, 0, D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), 0, 0,/*This->surfaces[j][i]->myDesc.Height-1,*/ This->myDesc.Width, This->myDesc.Height, 0); TRACE("Updating target %d\n", gl_target); This->inTexture = TRUE; } LEAVE_GL(); return D3D_OK; } if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) && !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) { /** * wanted a paletted texture and not really support it in HW * so software emulation code begin */ UINT i; PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette]; VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD)); BYTE* dst = surface; BYTE* src = (BYTE*) This->allocatedMemory; for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { BYTE color = *src++; *dst++ = pal[color].peRed; *dst++ = pal[color].peGreen; *dst++ = pal[color].peBlue; if (This->myDesc.Format == D3DFMT_A8P8) *dst++ = pal[color].peFlags; else *dst++ = 0xFF; } ENTER_GL(); TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n", gl_target, gl_level, GL_RGBA, This->myDesc.Width, This->myDesc.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface); glTexImage2D(gl_target, gl_level, GL_RGBA, This->myDesc.Width, This->myDesc.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface); checkGLcall("glTexImage2D"); HeapFree(GetProcessHeap(), 0, surface); LEAVE_GL(); return D3D_OK; } if (This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) { if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, This->Device)) { TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n", gl_target, gl_level, D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), This->myDesc.Width, This->myDesc.Height, 0, This->myDesc.Size, This->allocatedMemory); ENTER_GL(); GL_EXTCALL_DEV(glCompressedTexImage2DARB, This->Device)(gl_target, gl_level, D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), This->myDesc.Width, This->myDesc.Height, 0, This->myDesc.Size, This->allocatedMemory); checkGLcall("glCommpressedTexTexImage2D"); LEAVE_GL(); } else { FIXME("Using DXT1/3/5 without advertized support\n"); } } else { TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n", gl_target, gl_level, debug_d3dformat(This->myDesc.Format), D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), This->myDesc.Width, This->myDesc.Height, 0, D3DFmt2GLFmt(This->Device, This->myDesc.Format), D3DFmt2GLType(This->Device, This->myDesc.Format), This->allocatedMemory); ENTER_GL(); glTexImage2D(gl_target, gl_level, D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), This->myDesc.Width, This->myDesc.Height, 0, D3DFmt2GLFmt(This->Device, This->myDesc.Format), D3DFmt2GLType(This->Device, This->myDesc.Format), This->allocatedMemory); checkGLcall("glTexImage2D"); LEAVE_GL(); #if 0 { static unsigned int gen = 0; char buffer[4096]; ++gen; if ((gen % 10) == 0) { snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen); IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer); } /* * debugging crash code if (gen == 250) { void** test = NULL; *test = 0; } */ } #endif } return D3D_OK; } #include HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) { FILE* f = NULL; ULONG i; IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; f = fopen(filename, "w+"); if (NULL == f) { ERR("opening of %s failed with: %s\n", filename, strerror(errno)); return D3DERR_INVALIDCALL; } TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->myDesc.Format)); fprintf(f, "P6\n%u %u\n255\n", This->myDesc.Width, This->myDesc.Height); switch (This->myDesc.Format) { case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: { DWORD color; for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { color = ((DWORD*) This->allocatedMemory)[i]; fputc((color >> 16) & 0xFF, f); fputc((color >> 8) & 0xFF, f); fputc((color >> 0) & 0xFF, f); } } break; case D3DFMT_R8G8B8: { BYTE* color; for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { color = ((BYTE*) This->allocatedMemory) + (3 * i); fputc((color[0]) & 0xFF, f); fputc((color[1]) & 0xFF, f); fputc((color[2]) & 0xFF, f); } } break; case D3DFMT_A1R5G5B5: { WORD color; for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { color = ((WORD*) This->allocatedMemory)[i]; fputc(((color >> 10) & 0x1F) * 255 / 31, f); fputc(((color >> 5) & 0x1F) * 255 / 31, f); fputc(((color >> 0) & 0x1F) * 255 / 31, f); } } break; case D3DFMT_A4R4G4B4: { WORD color; for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { color = ((WORD*) This->allocatedMemory)[i]; fputc(((color >> 8) & 0x0F) * 255 / 15, f); fputc(((color >> 4) & 0x0F) * 255 / 15, f); fputc(((color >> 0) & 0x0F) * 255 / 15, f); } } break; case D3DFMT_R5G6B5: { WORD color; for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { color = ((WORD*) This->allocatedMemory)[i]; fputc(((color >> 11) & 0x1F) * 255 / 31, f); fputc(((color >> 5) & 0x3F) * 255 / 63, f); fputc(((color >> 0) & 0x1F) * 255 / 31, f); } } break; default: FIXME("Unimplemented dump mode format(%u,%s)\n", This->myDesc.Format, debug_d3dformat(This->myDesc.Format)); } fclose(f); return D3D_OK; } HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; This->Dirty = FALSE; This->dirtyRect.left = This->myDesc.Width; This->dirtyRect.top = This->myDesc.Height; This->dirtyRect.right = 0; This->dirtyRect.bottom = 0; return D3D_OK; } /** * Raphael: * very stupid way to handle multiple dirty rects but it works :) */ extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect) { IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; This->Dirty = TRUE; if (NULL != pDirtyRect) { This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left); This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top); This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right); This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom); } else { This->dirtyRect.left = 0; This->dirtyRect.top = 0; This->dirtyRect.right = This->myDesc.Width; This->dirtyRect.bottom = This->myDesc.Height; } return D3D_OK; }