1461 lines
65 KiB
C
1461 lines
65 KiB
C
/*
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* IWineD3DSurface Implementation
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*
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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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*
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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 "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DSurface IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* Warn ,but be nice about things */
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TRACE("(%p)->(%s,%p)\n", This,debugstr_guid(riid),ppobj);
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if (riid == NULL) {
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ERR("Probably FIXME: Calling query interface with NULL riid\n");
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}
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DSurface)) {
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IUnknown_AddRef((IUnknown*)iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
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return ref;
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}
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ULONG WINAPI IWineD3DSurfaceImpl_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 %ld\n", This, ref + 1);
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if (ref == 0) {
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TRACE("(%p) : cleaning up\n", This);
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if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
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ENTER_GL();
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TRACE("Deleting texture %d\n", This->glDescription.textureName);
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glDeleteTextures(1, &This->glDescription.textureName);
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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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 IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
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/* TODO: re-write the way textures and managed,
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* use a 'opengl context manager' to manage RenderTarget surfaces
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** *********************************************************/
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/* TODO: check for locks */
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DBaseTexture *baseTexture = NULL;
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TRACE("(%p)Checking to see if the container is a base texture\n", This);
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if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == D3D_OK) {
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TRACE("Passing to conatiner\n");
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IWineD3DBaseTexture_PreLoad(baseTexture);
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IWineD3DBaseTexture_Release(baseTexture);
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} else {
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TRACE("(%p) : About to load surface\n", This);
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ENTER_GL();
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_2D, ENABLED, NOW /* make sure the state is applied now */);
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#endif
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glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
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if (This->glDescription.level == 0 && This->glDescription.textureName == 0) {
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glGenTextures(1, &This->glDescription.textureName);
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checkGLcall("glGenTextures");
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TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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checkGLcall("glBindTexture");
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IWineD3DSurface_LoadTexture(iface);
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/* This is where we should be reducing the amount of GLMemoryUsed */
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} else {
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if (This->glDescription.level == 0) {
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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checkGLcall("glBindTexture");
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IWineD3DSurface_LoadTexture(iface);
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} else if (This->glDescription.textureName != 0) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
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/* assume this is a coding error not a real error for now */
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FIXME("Mipmap surface has a glTexture bound to it!\n");
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}
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}
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if (This->resource.pool == D3DPOOL_DEFAULT) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
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}
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/* TODO: disable texture support, if it wastn't enabled when we entered. */
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_2D, DISABLED,DELAYED
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/* we don't care when the state is disabled(if atall) */);
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#endif
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LEAVE_GL();
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}
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return;
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}
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D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
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TRACE("(%p) : calling resourceimpl_GetType\n", iface);
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
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TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DSurface IWineD3DSurface parts follow
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****************************************************** */
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HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DBase *container = 0;
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TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
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if (!ppContainer) {
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ERR("Called without a valid ppContainer.\n");
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}
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/** From MSDN:
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* If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, 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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if (This->container) {
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container = This->container;
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} else {
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IWineD3DSurface_GetDevice(iface, (IWineD3DDevice **)&container);
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}
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TRACE("Relaying to QueryInterface\n");
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return IUnknown_QueryInterface(container, riid, ppContainer);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p) : copying into %p\n", This, pDesc);
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if(pDesc->Format != NULL) *(pDesc->Format) = This->resource.format;
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if(pDesc->Type != NULL) *(pDesc->Type) = This->resource.resourceType;
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if(pDesc->Usage != NULL) *(pDesc->Usage) = This->resource.usage;
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if(pDesc->Pool != NULL) *(pDesc->Pool) = This->resource.pool;
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if(pDesc->Size != NULL) *(pDesc->Size) = This->resource.size; /* dx8 only */
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if(pDesc->MultiSampleType != NULL) *(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
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if(pDesc->MultiSampleQuality != NULL) *(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
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if(pDesc->Width != NULL) *(pDesc->Width) = This->currentDesc.Width;
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if(pDesc->Height != NULL) *(pDesc->Height) = This->currentDesc.Height;
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return D3D_OK;
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}
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void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
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if (This->glDescription.textureName == 0 && textureName != 0) {
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This->Dirty = TRUE;
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IWineD3DSurface_AddDirtyRect(iface, NULL);
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}
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This->glDescription.textureName = textureName;
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This->glDescription.target = target;
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}
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void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p) : returning %p\n", This, &This->glDescription);
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*glDescription = &This->glDescription;
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}
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/* TODO: think about moving this down to resource? */
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const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
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if (This->resource.pool != D3DPOOL_SYSTEMMEM) {
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FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
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}
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return (CONST void*)(This->resource.allocatedMemory);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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IWineD3DSwapChainImpl *swapchain = NULL;
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static UINT messages = 0; /* holds flags to disable fixme messages */
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/* fixme: should we really lock as such? */
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if (This->inTexture && This->inPBuffer) {
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FIXME("Warning: Surface is in texture memory or pbuffer\n");
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This->inTexture = 0;
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This->inPBuffer = 0;
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}
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if (FALSE == This->lockable) {
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/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
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texture regions, and since the destination is an unlockable region we need
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to tolerate this */
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TRACE("Warning: 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->resource.usage & D3DUSAGE_RENDERTARGET) {
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
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if (swapchain != NULL && iface == swapchain->backBuffer) {
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TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (swapchain != NULL && iface == swapchain->frontBuffer) {
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TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == myDevice->renderTarget) {
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TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == myDevice->depthStencilBuffer) {
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TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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}
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if (NULL != swapchain) {
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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}
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swapchain = NULL;
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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->resource.allocatedMemory);
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}
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/* DXTn formats don't have exact pitches as they are to the new row of blocks,
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where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5)
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ie pitch = (width/4) * bytes per block */
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if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
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pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 3;
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else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
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pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 4;
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else {
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if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & D3DUSAGE_RENDERTARGET) {
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/* Front and back buffers are always lockes/unlocked on currentDesc.Width */
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pLockedRect->Pitch = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
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} else {
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pLockedRect->Pitch = This->bytesPerPixel * This->pow2Width;
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}
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}
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if (NULL == pRect) {
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pLockedRect->pBits = This->resource.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->currentDesc.Width;
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This->lockedRect.bottom = This->currentDesc.Height;
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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);
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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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if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2));
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} else {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
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}
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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 (This->nonpow2) {
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TRACE("Locking non-power 2 texture\n");
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}
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if (0 == This->resource.usage || This->resource.usage & D3DUSAGE_DYNAMIC) {
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/* classic surface TODO: non 2d surfaces?
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These resources may be POOL_SYSTEMMEM, so they must not access the device */
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TRACE("locking an ordinarary surface\n");
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/* Check to see if memory has already been allocated from the surface*/
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if (NULL == This->resource.allocatedMemory) { /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
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/* Non-system memory surfaces */
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/*Surface has no memory currently allocated to it!*/
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TRACE("(%p) Locking rect\n" , This);
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->pow2Size);
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if (0 != This->glDescription.textureName) {
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/* Now I have to copy thing bits back */
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This->activeLock = TRUE; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
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/* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
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ENTER_GL();
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/* Make sure that the texture is loaded */
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IWineD3DSurface_PreLoad(iface); /* Make sure there is a texture to bind! */
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TRACE("(%p) glGetTexImage level(%d), fmt(%d), typ(%d), mem(%p)\n" , This, This->glDescription.level, This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
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if (This->resource.format == WINED3DFMT_DXT1 ||
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This->resource.format == WINED3DFMT_DXT2 ||
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This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 ||
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This->resource.format == WINED3DFMT_DXT5) {
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TRACE("Locking a compressed texture\n");
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if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* we can assume this as the texture would not have been created otherwise */
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GL_EXTCALL(glGetCompressedTexImageARB)(This->glDescription.target,
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This->glDescription.level,
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This->resource.allocatedMemory);
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} else {
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FIXME("(%p) attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
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}
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} else {
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glGetTexImage(This->glDescription.target,
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This->glDescription.level,
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This->glDescription.glFormat,
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This->glDescription.glType,
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This->resource.allocatedMemory);
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vcheckGLcall("glGetTexImage");
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if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
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/* some games (e.g. warhammer 40k) don't work with the odd pitchs properly, preventing
|
|
the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
|
|
repack the texture so that the bpp * width pitch can be used instead of the bpp * pow2width.
|
|
|
|
Were doing this...
|
|
|
|
instead of boxing the texture :
|
|
|<-texture width ->| -->pow2width| /\
|
|
|111111111111111111| | |
|
|
|222 Texture 222222| boxed empty | texture height
|
|
|3333 Data 33333333| | |
|
|
|444444444444444444| | \/
|
|
----------------------------------- |
|
|
| boxed empty | boxed empty | pow2height
|
|
| | | \/
|
|
-----------------------------------
|
|
|
|
|
|
were repacking the data to the expected texture width
|
|
|
|
|<-texture width ->| -->pow2width| /\
|
|
|111111111111111111222222222222222| |
|
|
|222333333333333333333444444444444| texture height
|
|
|444444 | |
|
|
| | \/
|
|
| | |
|
|
| empty | pow2height
|
|
| | \/
|
|
-----------------------------------
|
|
|
|
== is the same as
|
|
|
|
|<-texture width ->| /\
|
|
|111111111111111111|
|
|
|222222222222222222|texture height
|
|
|333333333333333333|
|
|
|444444444444444444| \/
|
|
--------------------
|
|
|
|
this also means that any references to allocatedMemory should work with the data as if were a standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
|
|
|
|
internally the texture is still stored in a boxed format so any references to textureName will get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
|
|
*/
|
|
if (This->nonpow2) {
|
|
BYTE* dataa, *datab;
|
|
int pitcha = 0, pitchb = 0;
|
|
int y;
|
|
pitcha = This->bytesPerPixel * This->currentDesc.Width;
|
|
pitchb = This->bytesPerPixel * This->pow2Width;
|
|
datab = dataa = This->resource.allocatedMemory;
|
|
FIXME("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, pitcha, pitchb);
|
|
for (y = 1 ; y < This->currentDesc.Height; y++) {
|
|
dataa += pitcha; /* skip the first row */
|
|
datab += pitchb;
|
|
memcpy(dataa, datab, pitcha);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
} else { /* Nothing to do */
|
|
TRACE("Memory %p already allocted for texture\n", This->resource.allocatedMemory);
|
|
}
|
|
|
|
if (NULL == pRect) {
|
|
pLockedRect->pBits = This->resource.allocatedMemory;
|
|
} else{
|
|
if (This->resource.format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
|
|
pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2));
|
|
} else {
|
|
pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
|
|
}
|
|
}
|
|
|
|
} else if (D3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
|
|
|
|
GLint prev_store;
|
|
GLint prev_read;
|
|
BOOL notInContext = FALSE;
|
|
IWineD3DSwapChainImpl *targetSwapChain = NULL;
|
|
|
|
|
|
ENTER_GL();
|
|
|
|
/**
|
|
* for render->surface copy begin to begin of allocatedMemory
|
|
* unlock can be more easy
|
|
*/
|
|
|
|
TRACE("locking a render target\n");
|
|
|
|
if (This->resource.allocatedMemory == NULL)
|
|
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 ,This->resource.size);
|
|
|
|
This->activeLock = TRUE; /*When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory*/
|
|
pLockedRect->pBits = This->resource.allocatedMemory;
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
|
vcheckGLcall("glIntegerv");
|
|
|
|
/* Here's what we have to do:
|
|
See if the swapchain has the same context as the renderTarget or the surface is the render target.
|
|
Otherwise, see if were sharing a context with the implicit swapchain (because we're using a shared context model!)
|
|
and use the front back buffer as required.
|
|
if not, we need to switch contexts and then switchback at the end.
|
|
*/
|
|
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
|
IWineD3DSurface_GetContainer(myDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&targetSwapChain);
|
|
|
|
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */
|
|
if ((swapchain == targetSwapChain && targetSwapChain != NULL) || iface == myDevice->renderTarget) {
|
|
if (iface == myDevice->renderTarget || iface == swapchain->backBuffer) {
|
|
TRACE("locking back buffer\n");
|
|
glReadBuffer(GL_BACK);
|
|
} else if (iface == swapchain->frontBuffer) {
|
|
TRACE("locking front\n");
|
|
glReadBuffer(GL_FRONT);
|
|
} else if (iface == myDevice->depthStencilBuffer) {
|
|
FIXME("Stencil Buffer lock unsupported for now\n");
|
|
} else {
|
|
FIXME("(%p) Shouldn't have got here!\n", This);
|
|
glReadBuffer(GL_BACK);
|
|
}
|
|
} else if (swapchain != NULL) {
|
|
IWineD3DSwapChainImpl *implSwapChain;
|
|
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
|
|
if (swapchain->glCtx == implSwapChain->render_ctx && swapchain->drawable == implSwapChain->win) {
|
|
/* This will fail for the implicit swapchain, which is why there needs to be a context manager */
|
|
if (iface == swapchain->backBuffer) {
|
|
glReadBuffer(GL_BACK);
|
|
} else if (iface == swapchain->frontBuffer) {
|
|
glReadBuffer(GL_FRONT);
|
|
} else if (iface == myDevice->depthStencilBuffer) {
|
|
FIXME("Stencil Buffer lock unsupported for now\n");
|
|
} else {
|
|
FIXME("Should have got here!\n");
|
|
glReadBuffer(GL_BACK);
|
|
}
|
|
} else {
|
|
/* We need to switch contexts to be able to read the buffer!!! */
|
|
FIXME("The buffer requested isn't in the current openGL context\n");
|
|
notInContext = TRUE;
|
|
/* TODO: check the contexts, to see if were shared with the current context */
|
|
}
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
|
|
}
|
|
if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
|
if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain);
|
|
|
|
|
|
/** the depth stencil in openGL has a format of GL_FLOAT
|
|
* which should be good for WINED3DFMT_D16_LOCKABLE
|
|
* and WINED3DFMT_D16
|
|
* it is unclear what format the stencil buffer is in except.
|
|
* 'Each index is converted to fixed point...
|
|
* If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
|
|
* mappings in the table GL_PIXEL_MAP_S_TO_S.
|
|
* glReadPixels(This->lockedRect.left,
|
|
* This->lockedRect.bottom - j - 1,
|
|
* This->lockedRect.right - This->lockedRect.left,
|
|
* 1,
|
|
* GL_DEPTH_COMPONENT,
|
|
* type,
|
|
* (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
|
|
*****************************************/
|
|
if (!notInContext) { /* Only read the buffer if it's in the current context */
|
|
long j;
|
|
#if 0
|
|
/* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time,
|
|
* This is on an ATI9600, and may be format dependent, anyhow this hack makes this demo dx9_2d_demo_game
|
|
* run ten times faster!
|
|
* ************************************/
|
|
BOOL ati_performance_hack = FALSE;
|
|
ati_performance_hack = (This->lockedRect.bottom - This->lockedRect.top > 10) || (This->lockedRect.right - This->lockedRect.left > 10)? TRUE: FALSE;
|
|
#endif
|
|
if ((This->lockedRect.left == 0 && This->lockedRect.top == 0 &&
|
|
This->lockedRect.right == This->currentDesc.Width
|
|
&& This->lockedRect.bottom == This->currentDesc.Height)) {
|
|
glReadPixels(0, 0,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
(char *)pLockedRect->pBits);
|
|
} else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) {
|
|
glReadPixels(0,
|
|
This->lockedRect.top,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
(char *)pLockedRect->pBits);
|
|
} else{
|
|
|
|
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,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
(char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
|
|
|
|
}
|
|
}
|
|
vcheckGLcall("glReadPixels");
|
|
TRACE("Resetting buffer\n");
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
}
|
|
LEAVE_GL();
|
|
|
|
} else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
|
|
|
|
if (!messages & 1) {
|
|
FIXME("TODO stencil depth surface locking surf%p usage(%lu)\n", This, This->resource.usage);
|
|
/*
|
|
|
|
glReadPixels(This->lockedRect.left,
|
|
This->lockedRect.bottom - j - 1,
|
|
This->lockedRect.right - This->lockedRect.left,
|
|
1,
|
|
GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
|
|
|
|
)
|
|
*/
|
|
messages |= 1;
|
|
}
|
|
} else {
|
|
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
|
|
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
|
|
/* Don't dirtify */
|
|
} else {
|
|
IWineD3DBaseTexture *pBaseTexture;
|
|
/**
|
|
* Dirtify on lock
|
|
* as seen in msdn docs
|
|
*/
|
|
IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
|
|
|
|
/** Dirtify Container if needed */
|
|
if (D3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
|
|
TRACE("Making container dirty\n");
|
|
IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
|
|
IWineD3DBaseTexture_Release(pBaseTexture);
|
|
} else {
|
|
TRACE("Surface is standalone, no need to dirty the container\n");
|
|
}
|
|
}
|
|
|
|
TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
|
|
|
|
This->locked = TRUE;
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
|
GLint skipBytes = 0;
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
|
const char *buffername = "";
|
|
IWineD3DSwapChainImpl *swapchain = NULL;
|
|
|
|
if (FALSE == This->locked) {
|
|
WARN("trying to Unlock an unlocked surf@%p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (D3DUSAGE_RENDERTARGET & This->resource.usage) {
|
|
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
|
|
|
if ((swapchain != NULL) && iface == swapchain->backBuffer) {
|
|
buffername = "backBuffer";
|
|
} else if ((swapchain != NULL) && iface == swapchain->frontBuffer) {
|
|
buffername = "frontBuffer";
|
|
} else if (iface == myDevice->depthStencilBuffer) {
|
|
buffername = "depthStencilBuffer";
|
|
} else if (iface == myDevice->renderTarget) {
|
|
buffername = "renderTarget";
|
|
}
|
|
}
|
|
|
|
if (swapchain != NULL) {
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
|
}
|
|
|
|
TRACE("(%p %s) : dirtyfied(%d)\n", This, buffername, This->Dirty);
|
|
|
|
if (FALSE == This->Dirty) {
|
|
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
|
|
goto unlock_end;
|
|
}
|
|
|
|
if (0 == This->resource.usage) { /* classic surface */
|
|
/**
|
|
* nothing to do
|
|
* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
|
|
*/
|
|
} else if (D3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
|
|
|
|
/****************************
|
|
* TODO: Render targets are 'special' and
|
|
* ?some? locking needs to be passed onto the context manager
|
|
* so that it becomes possible to use auxiliary buffers, pbuffers
|
|
* render-to-texture, shared, cached contexts etc...
|
|
* ****************************/
|
|
IWineD3DSwapChainImpl *implSwapChain;
|
|
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
|
|
|
|
if (iface == implSwapChain->backBuffer || iface == implSwapChain->frontBuffer || iface == myDevice->renderTarget) {
|
|
GLint prev_store;
|
|
GLint 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 ( (!myDevice->last_was_rhw) || (myDevice->viewport_changed) ) {
|
|
|
|
double X, Y, height, width, minZ, maxZ;
|
|
myDevice->last_was_rhw = TRUE;
|
|
myDevice->viewport_changed = FALSE;
|
|
|
|
/* 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 = myDevice->stateBlock->viewport.X;
|
|
Y = myDevice->stateBlock->viewport.Y;
|
|
height = myDevice->stateBlock->viewport.Height;
|
|
width = myDevice->stateBlock->viewport.Width;
|
|
minZ = myDevice->stateBlock->viewport.MinZ;
|
|
maxZ = myDevice->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 (iface == implSwapChain->backBuffer || iface == myDevice->renderTarget) {
|
|
glDrawBuffer(GL_BACK);
|
|
} else if (iface == implSwapChain->frontBuffer) {
|
|
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->currentDesc.Width);
|
|
|
|
/* And back buffers are not blended */
|
|
glDisable(GL_BLEND);
|
|
|
|
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
|
|
vcheckGLcall("glRasterPos2f");
|
|
switch (This->resource.format) {
|
|
case WINED3DFMT_X4R4G4B4:
|
|
{
|
|
int size;
|
|
unsigned short *data;
|
|
data = (unsigned short *)This->resource.allocatedMemory;
|
|
size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
|
|
while(size > 0) {
|
|
*data |= 0xF000;
|
|
data++;
|
|
size--;
|
|
}
|
|
}
|
|
case WINED3DFMT_A4R4G4B4:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case WINED3DFMT_R5G6B5:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case WINED3DFMT_X1R5G5B5:
|
|
{
|
|
int size;
|
|
unsigned short *data;
|
|
data = (unsigned short *)This->resource.allocatedMemory;
|
|
size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
|
|
while(size > 0) {
|
|
*data |= 0x8000;
|
|
data++;
|
|
size--;
|
|
}
|
|
}
|
|
case WINED3DFMT_A1R5G5B5:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case WINED3DFMT_R8G8B8:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_RGB, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case WINED3DFMT_X8R8G8B8: /* make sure the X byte is set to alpha on, since it
|
|
could be any random value this fixes the intro move in Pirates! */
|
|
{
|
|
int size;
|
|
unsigned int *data;
|
|
data = (unsigned int *)This->resource.allocatedMemory;
|
|
size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left);
|
|
while(size > 0) {
|
|
*data |= 0xFF000000;
|
|
data++;
|
|
size--;
|
|
}
|
|
}
|
|
case WINED3DFMT_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->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
}
|
|
break;
|
|
case WINED3DFMT_A2R10G10B10:
|
|
{
|
|
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_INT_2_10_10_10_REV, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Unsupported Format %u in locking func\n", This->resource.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 (myDevice->stateBlock->renderState[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
|
|
|
|
LEAVE_GL();
|
|
|
|
/** restore clean dirty state */
|
|
IWineD3DSurface_CleanDirtyRect(iface);
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
|
|
|
|
} else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
|
|
|
|
if (iface == myDevice->depthStencilBuffer) {
|
|
FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
} else {
|
|
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
|
|
unlock_end:
|
|
This->locked = FALSE;
|
|
memset(&This->lockedRect, 0, sizeof(RECT));
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
FIXME("No support for GetDC yet for surface %p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
FIXME("No support for ReleaseDC yet for surface %p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* ******************************************************
|
|
IWineD3DSurface Internal (No mapping to directx api) parts follow
|
|
****************************************************** */
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
if (This->inTexture) {
|
|
TRACE("Surface already in texture\n");
|
|
return D3D_OK;
|
|
}
|
|
if (This->Dirty == FALSE) {
|
|
TRACE("surface isn't dirty\n");
|
|
return D3D_OK;
|
|
}
|
|
|
|
This->Dirty = FALSE;
|
|
|
|
/* Resources are placed in system RAM and do not need to be recreated when a device is lost.
|
|
* These resources are not bound by device size or format restrictions. Because of this,
|
|
* these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
|
|
* However, these resources can always be created, locked, and copied.
|
|
* In general never store scratch or system mem textures in the video ram. However it is allowed
|
|
* for system memory textures when D3DDEVCAPS_TEXTURESYSTEMMEMORY is set but it isn't right now.
|
|
*/
|
|
if (This->resource.pool == D3DPOOL_SCRATCH || This->resource.pool == D3DPOOL_SYSTEMMEM)
|
|
{
|
|
FIXME("(%p) Operation not supported for scratch or SYSTEMMEM textures\n",This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (This->inPBuffer) {
|
|
ENTER_GL();
|
|
|
|
if (This->glDescription.level != 0)
|
|
FIXME("Surface in texture is only supported for level 0\n");
|
|
else if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
|
|
This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
|
|
This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
|
|
This->resource.format == WINED3DFMT_DXT5)
|
|
FIXME("Format %d not supported\n", This->resource.format);
|
|
else {
|
|
GLint prevRead;
|
|
glGetIntegerv(GL_READ_BUFFER, &prevRead);
|
|
vcheckGLcall("glGetIntegerv");
|
|
glReadBuffer(GL_BACK);
|
|
vcheckGLcall("glReadBuffer");
|
|
|
|
glCopyTexImage2D(This->glDescription.target,
|
|
This->glDescription.level,
|
|
This->glDescription.glFormatInternal,
|
|
0,
|
|
0,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0);
|
|
|
|
checkGLcall("glCopyTexImage2D");
|
|
glReadBuffer(prevRead);
|
|
vcheckGLcall("glReadBuffer");
|
|
TRACE("Updating target %d\n", This->glDescription.target);
|
|
This->inTexture = TRUE;
|
|
}
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
}
|
|
|
|
if ((This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) &&
|
|
!GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
|
|
/**
|
|
* wanted a paletted texture and not really support it in HW
|
|
* so software emulation code begin
|
|
*/
|
|
UINT i;
|
|
PALETTEENTRY* pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
|
|
VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->currentDesc.Width * This->currentDesc.Height * sizeof(DWORD));
|
|
BYTE* dst = (BYTE*) surface;
|
|
BYTE* src = (BYTE*) This->resource.allocatedMemory;
|
|
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
BYTE color = *src++;
|
|
*dst++ = pal[color].peRed;
|
|
*dst++ = pal[color].peGreen;
|
|
*dst++ = pal[color].peBlue;
|
|
if (This->resource.format == WINED3DFMT_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",
|
|
This->glDescription.target,
|
|
This->glDescription.level,
|
|
GL_RGBA,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
surface);
|
|
glTexImage2D(This->glDescription.target,
|
|
This->glDescription.level,
|
|
GL_RGBA,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
surface);
|
|
checkGLcall("glTexImage2D");
|
|
HeapFree(GetProcessHeap(), 0, surface);
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* TODO: Compressed non-power 2 support */
|
|
|
|
if (This->resource.format == WINED3DFMT_DXT1 ||
|
|
This->resource.format == WINED3DFMT_DXT2 ||
|
|
This->resource.format == WINED3DFMT_DXT3 ||
|
|
This->resource.format == WINED3DFMT_DXT4 ||
|
|
This->resource.format == WINED3DFMT_DXT5) {
|
|
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
|
|
TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
|
|
This->glDescription.target,
|
|
This->glDescription.level,
|
|
This->glDescription.glFormatInternal,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
This->resource.size,
|
|
This->resource.allocatedMemory);
|
|
|
|
ENTER_GL();
|
|
|
|
GL_EXTCALL(glCompressedTexImage2DARB)(This->glDescription.target,
|
|
This->glDescription.level,
|
|
This->glDescription.glFormatInternal,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
This->resource.size,
|
|
This->resource.allocatedMemory);
|
|
checkGLcall("glCommpressedTexTexImage2D");
|
|
|
|
LEAVE_GL();
|
|
|
|
if(This->activeLock == FALSE){
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
This->resource.allocatedMemory = NULL;
|
|
}
|
|
|
|
} else {
|
|
FIXME("Using DXT1/3/5 without advertized support\n");
|
|
}
|
|
} else {
|
|
|
|
/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
|
|
if (NP2_REPACK == wined3d_settings.nonpower2_mode && This->nonpow2 == TRUE) {
|
|
|
|
|
|
TRACE("non power of two support\n");
|
|
ENTER_GL();
|
|
TRACE("(%p) Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n", This,
|
|
This->glDescription.target,
|
|
This->glDescription.level,
|
|
debug_d3dformat(This->resource.format),
|
|
This->glDescription.glFormatInternal,
|
|
This->pow2Width,
|
|
This->pow2Height,
|
|
0,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
NULL);
|
|
|
|
glTexImage2D(This->glDescription.target,
|
|
This->glDescription.level,
|
|
This->glDescription.glFormatInternal,
|
|
This->pow2Width,
|
|
This->pow2Height,
|
|
0/*border*/,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
NULL);
|
|
|
|
checkGLcall("glTexImage2D");
|
|
if (This->resource.allocatedMemory != NULL) {
|
|
TRACE("(%p) Calling glTexSubImage2D w(%d) h(%d) mem(%p)\n", This, This->currentDesc.Width, This->currentDesc.Height, This->resource.allocatedMemory);
|
|
/* And map the non-power two data into the top left corner */
|
|
glTexSubImage2D(
|
|
This->glDescription.target,
|
|
This->glDescription.level,
|
|
0 /* xoffset */,
|
|
0 /* ysoffset */ ,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
This->resource.allocatedMemory
|
|
);
|
|
checkGLcall("glTexSubImage2D");
|
|
}
|
|
LEAVE_GL();
|
|
|
|
} else {
|
|
|
|
TRACE("Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
|
|
This->glDescription.target,
|
|
This->glDescription.level,
|
|
debug_d3dformat(This->resource.format),
|
|
This->glDescription.glFormatInternal,
|
|
This->pow2Width,
|
|
This->pow2Height,
|
|
0,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
This->resource.allocatedMemory);
|
|
|
|
ENTER_GL();
|
|
glTexImage2D(This->glDescription.target,
|
|
This->glDescription.level,
|
|
This->glDescription.glFormatInternal,
|
|
This->pow2Width,
|
|
This->pow2Height,
|
|
0 /* border */,
|
|
This->glDescription.glFormat,
|
|
This->glDescription.glType,
|
|
This->resource.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, This->glDescription.target, This->glDescription.level, gen);
|
|
IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
|
|
}
|
|
/*
|
|
* debugging crash code
|
|
if (gen == 250) {
|
|
void** test = NULL;
|
|
*test = 0;
|
|
}
|
|
*/
|
|
}
|
|
#endif
|
|
if(This->activeLock == FALSE){
|
|
HeapFree(GetProcessHeap(),0,This->resource.allocatedMemory);
|
|
This->resource.allocatedMemory = NULL;
|
|
}
|
|
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
#include <errno.h>
|
|
#include <stdio.h>
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
|
|
FILE* f = NULL;
|
|
UINT i, y;
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
char *allocatedMemory;
|
|
char *textureRow;
|
|
IWineD3DSwapChain *swapChain = NULL;
|
|
int width, height;
|
|
GLuint tmpTexture;
|
|
DWORD color;
|
|
/*FIXME:
|
|
Textures my not be stored in ->allocatedgMemory and a GlTexture
|
|
so we should lock the surface before saving a snapshot, or at least check that
|
|
*/
|
|
/* TODO: Compressed texture images can be obtained from the GL in uncompressed form
|
|
by calling GetTexImage and in compressed form by calling
|
|
GetCompressedTexImageARB. Queried compressed images can be saved and
|
|
later reused by calling CompressedTexImage[123]DARB. Pre-compressed
|
|
texture images do not need to be processed by the GL and should
|
|
significantly improve texture loading performance relative to uncompressed
|
|
images. */
|
|
|
|
/* Setup the width and height to be the internal texture width and height. */
|
|
width = This->pow2Width;
|
|
height = This->pow2Height;
|
|
/* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
|
|
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
|
|
|
|
if (swapChain || This->inPBuffer) { /* if were not a real texture then read the back buffer into a real texture*/
|
|
/* we don't want to interfere with the back buffer so read the data into a temporary texture and then save the data out of the temporary texture */
|
|
GLint prevRead;
|
|
ENTER_GL();
|
|
FIXME("(%p) This surface needs to be locked before a snapshot can be taken\n", This);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glGenTextures(1, &tmpTexture);
|
|
glBindTexture(GL_TEXTURE_2D, tmpTexture);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA,
|
|
width,
|
|
height,
|
|
0/*border*/,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_INT_8_8_8_8_REV,
|
|
NULL);
|
|
|
|
glGetIntegerv(GL_READ_BUFFER, &prevRead);
|
|
vcheckGLcall("glGetIntegerv");
|
|
glReadBuffer(GL_BACK);
|
|
vcheckGLcall("glReadBuffer");
|
|
glCopyTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA,
|
|
0,
|
|
0,
|
|
width,
|
|
height,
|
|
0);
|
|
|
|
checkGLcall("glCopyTexImage2D");
|
|
glReadBuffer(prevRead);
|
|
LEAVE_GL();
|
|
|
|
} else { /* bind the real texture */
|
|
IWineD3DSurface_PreLoad(iface);
|
|
}
|
|
allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
|
|
ENTER_GL();
|
|
FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
|
|
glGetTexImage(GL_TEXTURE_2D,
|
|
This->glDescription.level,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_INT_8_8_8_8_REV,
|
|
allocatedMemory);
|
|
checkGLcall("glTexImage2D");
|
|
if (tmpTexture) {
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glDeleteTextures(1, &tmpTexture);
|
|
}
|
|
LEAVE_GL();
|
|
|
|
f = fopen(filename, "w+");
|
|
if (NULL == f) {
|
|
ERR("opening of %s failed with: %s\n", filename, strerror(errno));
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
|
|
TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
|
|
/* TGA header */
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(2,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
fputc(0,f);
|
|
/* short width*/
|
|
fwrite(&width,2,1,f);
|
|
/* short height */
|
|
fwrite(&height,2,1,f);
|
|
/* format rgba */
|
|
fputc(0x20,f);
|
|
fputc(0x28,f);
|
|
/* raw data */
|
|
/* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up*/
|
|
if(swapChain)
|
|
textureRow = allocatedMemory + (width * (height - 1) *4);
|
|
else
|
|
textureRow = allocatedMemory;
|
|
for (y = 0 ; y < height; y++) {
|
|
for (i = 0; i < width; i++) {
|
|
color = *((DWORD*)textureRow);
|
|
fputc((color >> 16) & 0xFF, f); /* B */
|
|
fputc((color >> 8) & 0xFF, f); /* G */
|
|
fputc((color >> 0) & 0xFF, f); /* R */
|
|
fputc((color >> 24) & 0xFF, f); /* A */
|
|
textureRow += 4;
|
|
}
|
|
/* take two rows of the pointer to the texture memory */
|
|
if(swapChain)
|
|
(textureRow-= width << 3);
|
|
|
|
}
|
|
TRACE("Closing file\n");
|
|
fclose(f);
|
|
|
|
if(swapChain) {
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, allocatedMemory);
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
This->Dirty = FALSE;
|
|
This->dirtyRect.left = This->currentDesc.Width;
|
|
This->dirtyRect.top = This->currentDesc.Height;
|
|
This->dirtyRect.right = 0;
|
|
This->dirtyRect.bottom = 0;
|
|
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
|
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/**
|
|
* Slightly inefficient way to handle multiple dirty rects but it works :)
|
|
*/
|
|
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
IWineD3DBaseTexture *baseTexture = NULL;
|
|
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->currentDesc.Width;
|
|
This->dirtyRect.bottom = This->currentDesc.Height;
|
|
}
|
|
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
|
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
|
/* if the container is a basetexture then mark it dirty. */
|
|
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == D3D_OK) {
|
|
TRACE("Passing to conatiner\n");
|
|
IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
|
|
IWineD3DBaseTexture_Release(baseTexture);
|
|
}
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
TRACE("This %p, container %p\n", This, container);
|
|
|
|
/* We can't keep a reference to the container, since the container already keeps a reference to us. */
|
|
|
|
TRACE("Setting container to %p from %p\n", container, This->container);
|
|
This->container = container;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
if (This->resource.format != WINED3DFMT_UNKNOWN) {
|
|
FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format));
|
|
if (format == WINED3DFMT_UNKNOWN) {
|
|
This->resource.size = 0;
|
|
} else if (format == WINED3DFMT_DXT1) {
|
|
/* DXT1 is half byte per pixel */
|
|
This->resource.size = ((max(This->pow2Width, 4) * D3DFmtGetBpp(This->resource.wineD3DDevice, format)) * max(This->pow2Height, 4)) >> 1;
|
|
|
|
} else if (format == WINED3DFMT_DXT2 || format == WINED3DFMT_DXT3 ||
|
|
format == WINED3DFMT_DXT4 || format == WINED3DFMT_DXT5) {
|
|
This->resource.size = ((max(This->pow2Width, 4) * D3DFmtGetBpp(This->resource.wineD3DDevice, format)) * max(This->pow2Height, 4));
|
|
} else {
|
|
This->resource.size = (This->pow2Width * D3DFmtGetBpp(This->resource.wineD3DDevice, format)) * This->pow2Height;
|
|
}
|
|
|
|
|
|
/* Setup some glformat defaults */
|
|
if (format != WINED3DFMT_UNKNOWN) {
|
|
This->glDescription.glFormat = D3DFmt2GLFmt(This->resource.wineD3DDevice, format);
|
|
This->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This->resource.wineD3DDevice, format);
|
|
This->glDescription.glType = D3DFmt2GLType(This->resource.wineD3DDevice, format);
|
|
} else {
|
|
This->glDescription.glFormat = 0;
|
|
This->glDescription.glFormatInternal = 0;
|
|
This->glDescription.glType = 0;
|
|
}
|
|
|
|
if (format != WINED3DFMT_UNKNOWN) {
|
|
This->bytesPerPixel = D3DFmtGetBpp(This->resource.wineD3DDevice, format);
|
|
This->pow2Size = (This->pow2Width * This->bytesPerPixel) * This->pow2Height;
|
|
} else {
|
|
This->bytesPerPixel = 0;
|
|
This->pow2Size = 0;
|
|
}
|
|
|
|
This->lockable = (WINED3DFMT_D16_LOCKABLE == format) ? TRUE : This->lockable;
|
|
|
|
This->resource.format = format;
|
|
|
|
TRACE("(%p) : Size %d, pow2Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d\n", This, This->resource.size, This->pow2Size, This->bytesPerPixel, This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* TODO: replace this function with context management routines */
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
This->inPBuffer = inPBuffer;
|
|
This->inTexture = inTexture;
|
|
return D3D_OK;
|
|
}
|
|
|
|
const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DSurfaceImpl_QueryInterface,
|
|
IWineD3DSurfaceImpl_AddRef,
|
|
IWineD3DSurfaceImpl_Release,
|
|
/* IWineD3DResource */
|
|
IWineD3DSurfaceImpl_GetParent,
|
|
IWineD3DSurfaceImpl_GetDevice,
|
|
IWineD3DSurfaceImpl_SetPrivateData,
|
|
IWineD3DSurfaceImpl_GetPrivateData,
|
|
IWineD3DSurfaceImpl_FreePrivateData,
|
|
IWineD3DSurfaceImpl_SetPriority,
|
|
IWineD3DSurfaceImpl_GetPriority,
|
|
IWineD3DSurfaceImpl_PreLoad,
|
|
IWineD3DSurfaceImpl_GetType,
|
|
/* IWineD3DSurface */
|
|
IWineD3DSurfaceImpl_GetContainer,
|
|
IWineD3DSurfaceImpl_GetDesc,
|
|
IWineD3DSurfaceImpl_LockRect,
|
|
IWineD3DSurfaceImpl_UnlockRect,
|
|
IWineD3DSurfaceImpl_GetDC,
|
|
IWineD3DSurfaceImpl_ReleaseDC,
|
|
/* Internal use: */
|
|
IWineD3DSurfaceImpl_CleanDirtyRect,
|
|
IWineD3DSurfaceImpl_AddDirtyRect,
|
|
IWineD3DSurfaceImpl_LoadTexture,
|
|
IWineD3DSurfaceImpl_SaveSnapshot,
|
|
IWineD3DSurfaceImpl_SetContainer,
|
|
IWineD3DSurfaceImpl_SetPBufferState,
|
|
IWineD3DSurfaceImpl_SetGlTextureDesc,
|
|
IWineD3DSurfaceImpl_GetGlDesc,
|
|
IWineD3DSurfaceImpl_GetData,
|
|
IWineD3DSurfaceImpl_SetFormat
|
|
};
|