Sweden-Number/dlls/d3d8/surface.c

755 lines
26 KiB
C

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