482 lines
15 KiB
C
482 lines
15 KiB
C
/*
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* 2D Surface implementation without OpenGL
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*
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* Copyright 1997-2000 Marcus Meissner
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* Copyright 1998-2000 Lionel Ulmer
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* Copyright 2000-2001 TransGaming Technologies Inc.
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2008 Stefan Dösinger
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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#include <stdio.h>
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/* Use the d3d_surface debug channel to have one channel for all surfaces */
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
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{
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TRACE("(%p) : Cleaning up.\n", This);
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if (This->flags & SFLAG_DIBSECTION)
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{
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/* Release the DC. */
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SelectObject(This->hDC, This->dib.holdbitmap);
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DeleteDC(This->hDC);
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/* Release the DIB section. */
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DeleteObject(This->dib.DIBsection);
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This->dib.bitmap_data = NULL;
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This->resource.allocatedMemory = NULL;
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}
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if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
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if (This->overlay_dest) list_remove(&This->overlay_entry);
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HeapFree(GetProcessHeap(), 0, This->palette9);
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resource_cleanup((IWineD3DResourceImpl *)This);
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}
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static void gdi_surface_realize_palette(IWineD3DSurfaceImpl *surface)
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{
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struct wined3d_palette *palette = surface->palette;
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TRACE("surface %p.\n", surface);
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if (!palette) return;
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if (surface->flags & SFLAG_DIBSECTION)
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{
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RGBQUAD col[256];
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unsigned int i;
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TRACE("Updating the DC's palette.\n");
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for (i = 0; i < 256; ++i)
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{
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col[i].rgbRed = palette->palents[i].peRed;
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col[i].rgbGreen = palette->palents[i].peGreen;
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col[i].rgbBlue = palette->palents[i].peBlue;
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col[i].rgbReserved = 0;
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}
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SetDIBColorTable(surface->hDC, 0, 256, col);
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}
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/* Update the image because of the palette change. Some games like e.g.
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* Red Alert call SetEntries a lot to implement fading. */
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/* Tell the swapchain to update the screen. */
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if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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IWineD3DSwapChainImpl *swapchain = surface->container.u.swapchain;
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if (surface == swapchain->front_buffer)
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{
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x11_copy_to_screen(swapchain, NULL);
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}
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}
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}
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static HRESULT gdi_surface_draw_overlay(IWineD3DSurfaceImpl *surface)
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{
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FIXME("GDI surfaces can't draw overlays yet.\n");
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return E_FAIL;
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}
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static const struct wined3d_surface_ops gdi_surface_ops =
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{
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gdi_surface_realize_palette,
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gdi_surface_draw_overlay,
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};
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/*****************************************************************************
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* IWineD3DSurface::Release, GDI version
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*
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* In general a normal COM Release method, but the GDI version doesn't have
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* to destroy all the GL things.
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*
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*****************************************************************************/
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static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %d\n", This, ref + 1);
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if (!ref)
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{
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surface_gdi_cleanup(This);
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TRACE("(%p) Released.\n", This);
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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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/*****************************************************************************
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* IWineD3DSurface::PreLoad, GDI version
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*
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* This call is unsupported on GDI surfaces, if it's called something went
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* wrong in the parent library. Write an informative warning
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*
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*****************************************************************************/
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static void WINAPI
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IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
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{
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ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
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ERR("(%p): Most likely the parent library did something wrong.\n", iface);
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ERR("(%p): Please report to wine-devel\n", iface);
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_Map(IWineD3DSurface *iface,
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WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* Already locked? */
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if (This->flags & SFLAG_LOCKED)
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{
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WARN("(%p) Surface already locked\n", This);
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/* What should I return here? */
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return WINED3DERR_INVALIDCALL;
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}
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This->flags |= SFLAG_LOCKED;
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if(!This->resource.allocatedMemory) {
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/* This happens on gdi surfaces if the application set a user pointer and resets it.
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* Recreate the DIB section
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*/
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IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
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This->resource.allocatedMemory = This->dib.bitmap_data;
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}
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return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_Unmap(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p)\n", This);
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if (!(This->flags & SFLAG_LOCKED))
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{
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WARN("Trying to unmap unmapped surfaces %p.\n", iface);
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return WINEDDERR_NOTLOCKED;
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}
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/* Tell the swapchain to update the screen */
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if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
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if (This == swapchain->front_buffer)
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{
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x11_copy_to_screen(swapchain, &This->lockedRect);
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}
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}
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This->flags &= ~SFLAG_LOCKED;
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memset(&This->lockedRect, 0, sizeof(RECT));
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return WINED3D_OK;
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}
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/*****************************************************************************
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* IWineD3DSurface::Flip, GDI version
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*
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* Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
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* the parent library. This implementation changes the data pointers of the
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* surfaces and copies the new front buffer content to the screen
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*
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* Params:
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* override: Flipping target(e.g. back buffer)
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*
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* Returns:
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* WINED3D_OK on success
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*
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*****************************************************************************/
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static HRESULT WINAPI IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSwapChainImpl *swapchain;
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HRESULT hr;
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if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
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{
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ERR("Flipped surface is not on a swapchain\n");
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return WINEDDERR_NOTFLIPPABLE;
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}
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swapchain = surface->container.u.swapchain;
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hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
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NULL, NULL, swapchain->win_handle, NULL, 0);
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return hr;
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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WINED3DLOCKED_RECT lock;
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HRESULT hr;
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RGBQUAD col[256];
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TRACE("(%p)->(%p)\n",This,pHDC);
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if (!(This->flags & SFLAG_DIBSECTION))
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{
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WARN("DC not supported on this surface\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (This->flags & SFLAG_USERPTR)
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{
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ERR("Not supported on surfaces with an application-provided surfaces\n");
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return WINEDDERR_NODC;
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}
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/* Give more detailed info for ddraw */
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if (This->flags & SFLAG_DCINUSE)
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return WINEDDERR_DCALREADYCREATED;
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/* Can't GetDC if the surface is locked */
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if (This->flags & SFLAG_LOCKED)
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return WINED3DERR_INVALIDCALL;
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memset(&lock, 0, sizeof(lock)); /* To be sure */
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/* Should have a DIB section already */
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/* Map the surface. */
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hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
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if (FAILED(hr))
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{
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ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
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/* keep the dib section */
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return hr;
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}
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if (This->resource.format->id == WINED3DFMT_P8_UINT
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|| This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
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{
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unsigned int n;
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const PALETTEENTRY *pal = NULL;
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if(This->palette) {
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pal = This->palette->palents;
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} else {
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IWineD3DSurfaceImpl *dds_primary;
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IWineD3DSwapChainImpl *swapchain;
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swapchain = This->resource.device->swapchains[0];
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dds_primary = swapchain->front_buffer;
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if (dds_primary && dds_primary->palette)
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pal = dds_primary->palette->palents;
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}
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if (pal) {
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for (n=0; n<256; n++) {
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col[n].rgbRed = pal[n].peRed;
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col[n].rgbGreen = pal[n].peGreen;
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col[n].rgbBlue = pal[n].peBlue;
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col[n].rgbReserved = 0;
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}
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SetDIBColorTable(This->hDC, 0, 256, col);
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}
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}
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*pHDC = This->hDC;
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TRACE("returning %p\n",*pHDC);
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This->flags |= SFLAG_DCINUSE;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p)->(%p)\n",This,hDC);
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if (!(This->flags & SFLAG_DCINUSE))
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return WINEDDERR_NODC;
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if (This->hDC !=hDC) {
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WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
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return WINEDDERR_NODC;
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}
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/* we locked first, so unlock now */
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IWineD3DSurface_Unmap(iface);
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This->flags &= ~SFLAG_DCINUSE;
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return WINED3D_OK;
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}
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/*****************************************************************************
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* IWineD3DSurface::PrivateSetup, GDI version
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*
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* Initializes the GDI surface, aka creates the DIB section we render to
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* The DIB section creation is done by calling GetDC, which will create the
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* section and releasing the dc to allow the app to use it. The dib section
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* will stay until the surface is released
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*
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* GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
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* are set to the real sizes to save memory. The NONPOW2 flag is unset to
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* avoid confusion in the shared surface code.
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*
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* Returns:
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* WINED3D_OK on success
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* The return values of called methods on failure
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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HRESULT hr;
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This->surface_ops = &gdi_surface_ops;
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if(This->resource.usage & WINED3DUSAGE_OVERLAY)
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{
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ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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/* Sysmem textures have memory already allocated -
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* release it, this avoids an unnecessary memcpy
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*/
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hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
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if(SUCCEEDED(hr))
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{
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HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
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This->resource.heapMemory = NULL;
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This->resource.allocatedMemory = This->dib.bitmap_data;
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}
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/* We don't mind the nonpow2 stuff in GDI */
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This->pow2Width = This->currentDesc.Width;
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This->pow2Height = This->currentDesc.Height;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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/* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
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if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
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ERR("Not supported on render targets\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (This->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
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{
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WARN("Surface is locked or the HDC is in use\n");
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return WINED3DERR_INVALIDCALL;
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}
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if(Mem && Mem != This->resource.allocatedMemory) {
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void *release = NULL;
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/* Do I have to copy the old surface content? */
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if (This->flags & SFLAG_DIBSECTION)
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{
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/* Release the DC. No need to hold the critical section for the update
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* Thread because this thread runs only on front buffers, but this method
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* fails for render targets in the check above.
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*/
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SelectObject(This->hDC, This->dib.holdbitmap);
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DeleteDC(This->hDC);
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/* Release the DIB section */
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DeleteObject(This->dib.DIBsection);
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This->dib.bitmap_data = NULL;
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This->resource.allocatedMemory = NULL;
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This->hDC = NULL;
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This->flags &= ~SFLAG_DIBSECTION;
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}
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else if(!(This->flags & SFLAG_USERPTR))
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{
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release = This->resource.allocatedMemory;
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}
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This->resource.allocatedMemory = Mem;
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This->flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
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/* Now free the old memory if any */
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HeapFree(GetProcessHeap(), 0, release);
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}
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else if (This->flags & SFLAG_USERPTR)
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{
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/* Map() and GetDC() will re-create the dib section and allocated memory. */
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This->resource.allocatedMemory = NULL;
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This->flags &= ~SFLAG_USERPTR;
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}
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return WINED3D_OK;
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}
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static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
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return SURFACE_GDI;
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}
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/* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
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* only IWineD3DBaseSurface and IWineGDISurface ones.
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*/
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const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
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{
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/* IUnknown */
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IWineD3DBaseSurfaceImpl_QueryInterface,
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IWineD3DBaseSurfaceImpl_AddRef,
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IWineGDISurfaceImpl_Release,
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/* IWineD3DResource */
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IWineD3DBaseSurfaceImpl_GetParent,
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IWineD3DBaseSurfaceImpl_SetPrivateData,
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IWineD3DBaseSurfaceImpl_GetPrivateData,
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IWineD3DBaseSurfaceImpl_FreePrivateData,
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IWineD3DBaseSurfaceImpl_SetPriority,
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IWineD3DBaseSurfaceImpl_GetPriority,
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IWineGDISurfaceImpl_PreLoad,
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IWineD3DBaseSurfaceImpl_GetType,
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/* IWineD3DSurface */
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IWineD3DBaseSurfaceImpl_GetDesc,
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IWineGDISurfaceImpl_Map,
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IWineGDISurfaceImpl_Unmap,
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IWineGDISurfaceImpl_GetDC,
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IWineGDISurfaceImpl_ReleaseDC,
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IWineGDISurfaceImpl_Flip,
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IWineD3DBaseSurfaceImpl_Blt,
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IWineD3DBaseSurfaceImpl_GetBltStatus,
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IWineD3DBaseSurfaceImpl_GetFlipStatus,
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IWineD3DBaseSurfaceImpl_IsLost,
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IWineD3DBaseSurfaceImpl_Restore,
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IWineD3DBaseSurfaceImpl_BltFast,
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IWineD3DBaseSurfaceImpl_GetPalette,
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IWineD3DBaseSurfaceImpl_SetPalette,
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IWineD3DBaseSurfaceImpl_SetColorKey,
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IWineD3DBaseSurfaceImpl_GetPitch,
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IWineGDISurfaceImpl_SetMem,
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IWineD3DBaseSurfaceImpl_SetOverlayPosition,
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IWineD3DBaseSurfaceImpl_GetOverlayPosition,
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IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
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IWineD3DBaseSurfaceImpl_UpdateOverlay,
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IWineD3DBaseSurfaceImpl_SetClipper,
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IWineD3DBaseSurfaceImpl_GetClipper,
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/* Internal use: */
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IWineD3DBaseSurfaceImpl_SetFormat,
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IWineGDISurfaceImpl_PrivateSetup,
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IWineGDISurfaceImpl_GetImplType,
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};
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