Sweden-Number/dlls/d3d8/surface.c

477 lines
16 KiB
C

/*
* IDirect3DSurface8 implementation
*
* Copyright 2002 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
/* trace: */
#if 0
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#endif
/* IDirect3DVolume IUnknown parts follow: */
HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
{
ICOM_THIS(IDirect3DSurface8Impl,iface);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
IDirect3DSurface8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
ULONG ref = --This->ref;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DSurface8: */
HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : returning %p\n", This, This->Device);
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
/**
* Note Calling this method will increase the internal reference count
* on the IDirect3DDevice8 interface.
*/
IDirect3DDevice8Impl_AddRef(*ppDevice);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
HRESULT res;
res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
if (E_NOINTERFACE == res) {
/**
* If the surface is created using CreateImageSurface, CreateRenderTarget,
* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
* GetContainer will return the Direct3D device used to create the surface.
*/
res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
}
TRACE("(%p) : returning %p\n", This, *ppContainer);
return res;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
TRACE("(%p) : copying into %p\n", This, pDesc);
memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
HRESULT hr;
ICOM_THIS(IDirect3DSurface8Impl,iface);
/* fixme: should we really lock as such? */
if (FALSE == This->lockable) {
ERR("trying to lock unlockable surf@%p\n", This);
return D3DERR_INVALIDCALL;
}
if (This == This->Device->backBuffer || This == This->Device->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);
}
pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
if (!pRect) {
pLockedRect->pBits = This->allocatedMemory;
This->lockedRect.left = 0;
This->lockedRect.top = 0;
This->lockedRect.right = This->myDesc.Width;
This->lockedRect.bottom = This->myDesc.Height;
} else {
TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
This->lockedRect.left = pRect->left;
This->lockedRect.top = pRect->top;
This->lockedRect.right = pRect->right;
This->lockedRect.bottom = pRect->bottom;
}
if (0 == This->myDesc.Usage) { /* classic surface */
/* Nothing to do ;) */
} else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
if (This == This->Device->backBuffer || This == This->Device->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;
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,
D3DFmt2GLFmt(This->myDesc.Format),
D3DFmt2GLType(This->myDesc.Format),
pLockedRect->pBits);
vcheckGLcall("glReadPixels");
}
}
glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer");
LEAVE_GL();
} else {
FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
}
} else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
} else {
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
}
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
/* Dont dirtify */
} else {
/**
* Dirtify on lock
* as seen in msdn docs
*/
This->Dirty = TRUE;
/** Dirtify Container if needed */
if (NULL != This->Container) {
IDirect3DBaseTexture8* cont = NULL;
hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
if (SUCCEEDED(hr) && NULL != cont) {
IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
#if 0
/* Now setup the texture appropraitly */
D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType(cont);
if (containerType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl* pTexture = (IDirect3DTexture8Impl*) cont;
pTexture->Dirty = TRUE;
} else if (containerType == D3DRTYPE_CUBETEXTURE) {
IDirect3DCubeTexture8Impl* pTexture = (IDirect3DCubeTexture8Impl*) cont;
pTexture->Dirty = TRUE;
} else {
FIXME("Set dirty on container type %d\n", containerType);
}
#endif
IDirect3DBaseTexture8_Release(cont);
cont = NULL;
}
}
}
TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
This->locked = TRUE;
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
if (FALSE == This->locked) {
ERR("trying to lock unlocked surf@%p\n", This);
return D3DERR_INVALIDCALL;
}
if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
if (This == This->Device->backBuffer) {
TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (This == This->Device->frontBuffer) {
TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
} else if (This == This->Device->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
}
} else {
TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
}
/*TRACE("(%p) see if behavior is correct\n", This);*/
if (FALSE == This->Dirty) {
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
goto unlock_end;
}
if (0 == This->myDesc.Usage) { /* classic surface */
/**
* 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) {
GLint prev_store;
GLenum prev_draw;
GLint prev_rasterpos[4];
ENTER_GL();
glFlush();
vcheckGLcall("glFlush");
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
vcheckGLcall("glIntegerv");
if (This == This->Device->backBuffer) {
glDrawBuffer(GL_BACK);
} else if (This == This->Device->frontBuffer) {
glDrawBuffer(GL_FRONT);
}
vcheckGLcall("glDrawBuffer");
glRasterPos2i(This->lockedRect.left, This->lockedRect.top);
vcheckGLcall("glRasterPos2f");
switch (This->myDesc.Format) {
case D3DFMT_R5G6B5:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_R8G8B8:
{
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_A8R8G8B8:
{
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei");
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
vcheckGLcall("glDrawPixels");
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
vcheckGLcall("glPixelStorei");
}
break;
default:
FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
}
glDrawBuffer(prev_draw);
vcheckGLcall("glDrawBuffer");
glRasterPos3iv(&prev_rasterpos[0]);
vcheckGLcall("glRasterPos3iv");
LEAVE_GL();
This->Dirty = FALSE;
} else {
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
}
} else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
if (This == This->Device->depthStencilBuffer) {
FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
} else {
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
}
} else {
FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
}
unlock_end:
This->locked = FALSE;
return D3D_OK;
}
ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DSurface8Impl_QueryInterface,
IDirect3DSurface8Impl_AddRef,
IDirect3DSurface8Impl_Release,
IDirect3DSurface8Impl_GetDevice,
IDirect3DSurface8Impl_SetPrivateData,
IDirect3DSurface8Impl_GetPrivateData,
IDirect3DSurface8Impl_FreePrivateData,
IDirect3DSurface8Impl_GetContainer,
IDirect3DSurface8Impl_GetDesc,
IDirect3DSurface8Impl_LockRect,
IDirect3DSurface8Impl_UnlockRect,
};
HRESULT WINAPI IDirect3DSurface8Impl_CreateGLTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level) {
ICOM_THIS(IDirect3DSurface8Impl,iface);
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 = (VOID*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD));
BYTE* dst = (BYTE*) 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;
}
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);
return D3D_OK;
}
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,
D3DFmt2GLIntFmt(This->myDesc.Format),
This->myDesc.Width,
This->myDesc.Height,
0,
D3DFmt2GLFmt(This->myDesc.Format),
D3DFmt2GLType(This->myDesc.Format),
This->allocatedMemory);
glTexImage2D(gl_target,
gl_level,
D3DFmt2GLIntFmt(This->myDesc.Format),
This->myDesc.Width,
This->myDesc.Height,
0,
D3DFmt2GLFmt(This->myDesc.Format),
D3DFmt2GLType(This->myDesc.Format),
This->allocatedMemory);
checkGLcall("glTexImage2D");
return D3D_OK;
}