477 lines
16 KiB
C
477 lines
16 KiB
C
/*
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* IDirect3DSurface8 implementation
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*
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* Copyright 2002 Jason Edmeades
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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/* trace: */
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#if 0
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# define VTRACE(A) TRACE A
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#else
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# define VTRACE(A)
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#endif
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/* IDirect3DVolume IUnknown parts follow: */
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HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
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{
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
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IDirect3DSurface8Impl_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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TRACE("(%p) : AddRef from %ld\n", This, This->ref);
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return ++(This->ref);
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}
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ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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ULONG ref = --This->ref;
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TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
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if (ref == 0) {
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HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DSurface8: */
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HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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TRACE("(%p) : returning %p\n", This, This->Device);
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*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
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/**
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* Note Calling this method will increase the internal reference count
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* on the IDirect3DDevice8 interface.
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*/
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IDirect3DDevice8Impl_AddRef(*ppDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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HRESULT res;
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res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
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if (E_NOINTERFACE == res) {
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/**
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* If the surface is created using CreateImageSurface, CreateRenderTarget,
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* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
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* GetContainer will return the Direct3D device used to create the surface.
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*/
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res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
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}
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TRACE("(%p) : returning %p\n", This, *ppContainer);
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return res;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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TRACE("(%p) : copying into %p\n", This, pDesc);
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memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
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HRESULT hr;
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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/* fixme: should we really lock as such? */
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if (FALSE == This->lockable) {
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ERR("trying to lock unlockable surf@%p\n", This);
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return D3DERR_INVALIDCALL;
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}
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if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
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if (This == This->Device->backBuffer) {
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TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
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} else if (This == This->Device->frontBuffer) {
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TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
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} else if (This == This->Device->renderTarget) {
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TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
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} else if (This == This->Device->depthStencilBuffer) {
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TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
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}
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} else {
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TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
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}
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pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
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if (!pRect) {
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pLockedRect->pBits = This->allocatedMemory;
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This->lockedRect.left = 0;
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This->lockedRect.top = 0;
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This->lockedRect.right = This->myDesc.Width;
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This->lockedRect.bottom = This->myDesc.Height;
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} else {
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TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
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pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
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This->lockedRect.left = pRect->left;
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This->lockedRect.top = pRect->top;
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This->lockedRect.right = pRect->right;
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This->lockedRect.bottom = pRect->bottom;
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}
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if (0 == This->myDesc.Usage) { /* classic surface */
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/* Nothing to do ;) */
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} else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
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if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
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GLint prev_store;
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GLenum prev_read;
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ENTER_GL();
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/**
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* for render->surface copy begin to begin of allocatedMemory
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* unlock can be more easy
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*/
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pLockedRect->pBits = This->allocatedMemory;
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glFlush();
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vcheckGLcall("glFlush");
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glGetIntegerv(GL_READ_BUFFER, &prev_read);
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vcheckGLcall("glIntegerv");
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glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
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vcheckGLcall("glIntegerv");
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if (This == This->Device->backBuffer) {
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glReadBuffer(GL_BACK);
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} else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
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glReadBuffer(GL_FRONT);
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} else if (This == This->Device->depthStencilBuffer) {
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ERR("Stencil Buffer lock unsupported for now\n");
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}
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vcheckGLcall("glReadBuffer");
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{
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long j;
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for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
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glReadPixels(This->lockedRect.left,
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This->lockedRect.bottom - j - 1,
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This->lockedRect.right - This->lockedRect.left,
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1,
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D3DFmt2GLFmt(This->myDesc.Format),
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D3DFmt2GLType(This->myDesc.Format),
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pLockedRect->pBits);
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vcheckGLcall("glReadPixels");
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}
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}
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glReadBuffer(prev_read);
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vcheckGLcall("glReadBuffer");
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LEAVE_GL();
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} else {
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FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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}
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} else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
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FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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} else {
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FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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}
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if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
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/* Dont dirtify */
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} else {
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/**
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* Dirtify on lock
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* as seen in msdn docs
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*/
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This->Dirty = TRUE;
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/** Dirtify Container if needed */
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if (NULL != This->Container) {
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IDirect3DBaseTexture8* cont = NULL;
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hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
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if (SUCCEEDED(hr) && NULL != cont) {
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IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
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#if 0
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/* Now setup the texture appropraitly */
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D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType(cont);
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if (containerType == D3DRTYPE_TEXTURE) {
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IDirect3DTexture8Impl* pTexture = (IDirect3DTexture8Impl*) cont;
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pTexture->Dirty = TRUE;
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} else if (containerType == D3DRTYPE_CUBETEXTURE) {
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IDirect3DCubeTexture8Impl* pTexture = (IDirect3DCubeTexture8Impl*) cont;
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pTexture->Dirty = TRUE;
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} else {
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FIXME("Set dirty on container type %d\n", containerType);
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}
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#endif
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IDirect3DBaseTexture8_Release(cont);
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cont = NULL;
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}
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}
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}
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TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
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This->locked = TRUE;
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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if (FALSE == This->locked) {
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ERR("trying to lock unlocked surf@%p\n", This);
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return D3DERR_INVALIDCALL;
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}
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if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
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if (This == This->Device->backBuffer) {
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TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
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} else if (This == This->Device->frontBuffer) {
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TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
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} else if (This == This->Device->depthStencilBuffer) {
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TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
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}
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} else {
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TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
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}
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/*TRACE("(%p) see if behavior is correct\n", This);*/
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if (FALSE == This->Dirty) {
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TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
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goto unlock_end;
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}
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if (0 == This->myDesc.Usage) { /* classic surface */
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/**
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* nothing to do
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* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
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*/
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} else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
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if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
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GLint prev_store;
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GLenum prev_draw;
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GLint prev_rasterpos[4];
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ENTER_GL();
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glFlush();
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vcheckGLcall("glFlush");
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glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
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vcheckGLcall("glIntegerv");
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glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
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vcheckGLcall("glIntegerv");
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glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
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vcheckGLcall("glIntegerv");
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if (This == This->Device->backBuffer) {
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glDrawBuffer(GL_BACK);
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} else if (This == This->Device->frontBuffer) {
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glDrawBuffer(GL_FRONT);
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}
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vcheckGLcall("glDrawBuffer");
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glRasterPos2i(This->lockedRect.left, This->lockedRect.top);
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vcheckGLcall("glRasterPos2f");
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switch (This->myDesc.Format) {
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case D3DFMT_R5G6B5:
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{
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glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
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vcheckGLcall("glDrawPixels");
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}
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break;
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case D3DFMT_R8G8B8:
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{
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glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
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GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
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vcheckGLcall("glDrawPixels");
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}
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break;
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case D3DFMT_A8R8G8B8:
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{
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glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
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vcheckGLcall("glPixelStorei");
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glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
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GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
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vcheckGLcall("glDrawPixels");
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glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
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vcheckGLcall("glPixelStorei");
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}
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break;
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default:
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FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
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}
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glDrawBuffer(prev_draw);
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vcheckGLcall("glDrawBuffer");
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glRasterPos3iv(&prev_rasterpos[0]);
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vcheckGLcall("glRasterPos3iv");
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LEAVE_GL();
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This->Dirty = FALSE;
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} else {
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FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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}
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} else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
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if (This == This->Device->depthStencilBuffer) {
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FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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} else {
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FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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}
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} else {
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FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
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}
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unlock_end:
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This->locked = FALSE;
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return D3D_OK;
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}
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ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
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{
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ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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IDirect3DSurface8Impl_QueryInterface,
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IDirect3DSurface8Impl_AddRef,
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IDirect3DSurface8Impl_Release,
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IDirect3DSurface8Impl_GetDevice,
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IDirect3DSurface8Impl_SetPrivateData,
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IDirect3DSurface8Impl_GetPrivateData,
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IDirect3DSurface8Impl_FreePrivateData,
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IDirect3DSurface8Impl_GetContainer,
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IDirect3DSurface8Impl_GetDesc,
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IDirect3DSurface8Impl_LockRect,
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IDirect3DSurface8Impl_UnlockRect,
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};
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HRESULT WINAPI IDirect3DSurface8Impl_CreateGLTexture(LPDIRECT3DSURFACE8 iface, GLenum gl_target, GLenum gl_level) {
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ICOM_THIS(IDirect3DSurface8Impl,iface);
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if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) &&
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!GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) {
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/**
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* wanted a paletted texture and not really support it in HW
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* so software emulation code begin
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*/
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UINT i;
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PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette];
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VOID* surface = (VOID*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD));
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BYTE* dst = (BYTE*) surface;
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BYTE* src = (BYTE*) This->allocatedMemory;
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for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
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BYTE color = *src++;
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*dst++ = pal[color].peRed;
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*dst++ = pal[color].peGreen;
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*dst++ = pal[color].peBlue;
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if (This->myDesc.Format == D3DFMT_A8P8)
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*dst++ = pal[color].peFlags;
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else
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*dst++ = 0xFF;
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}
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TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
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gl_target,
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gl_level,
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GL_RGBA,
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This->myDesc.Width,
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This->myDesc.Height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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surface);
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glTexImage2D(gl_target,
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gl_level,
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GL_RGBA,
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|
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;
|
|
}
|