3155 lines
125 KiB
C
3155 lines
125 KiB
C
/*
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* IWineD3DSurface Implementation
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*
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* Copyright 1998 Lionel Ulmer
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* Copyright 2000-2001 TransGaming Technologies Inc.
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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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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typedef enum {
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NO_CONVERSION,
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CONVERT_PALETTED,
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CONVERT_PALETTED_CK,
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CONVERT_CK_565,
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CONVERT_CK_5551,
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CONVERT_CK_4444,
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CONVERT_CK_4444_ARGB,
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CONVERT_CK_1555,
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CONVERT_555,
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CONVERT_CK_RGB24,
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CONVERT_CK_8888,
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CONVERT_CK_8888_ARGB,
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CONVERT_RGB32_888
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} CONVERT_TYPES;
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HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
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static void surface_download_data(IWineD3DSurfaceImpl *This) {
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if (This->resource.format == WINED3DFMT_DXT1 ||
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This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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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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FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
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} else {
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TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
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This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
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ENTER_GL();
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GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
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checkGLcall("glGetCompressedTexImageARB()");
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LEAVE_GL();
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}
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} else {
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TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
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This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
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ENTER_GL();
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glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
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This->glDescription.glType, This->resource.allocatedMemory);
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checkGLcall("glGetTexImage()");
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LEAVE_GL();
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if (wined3d_settings.nonpower2_mode == NP2_REPACK) {
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/*
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* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
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* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
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* repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
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*
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* We're doing this...
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*
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* instead of boxing the texture :
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* |<-texture width ->| -->pow2width| /\
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* |111111111111111111| | |
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* |222 Texture 222222| boxed empty | texture height
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* |3333 Data 33333333| | |
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* |444444444444444444| | \/
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* ----------------------------------- |
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* | boxed empty | boxed empty | pow2height
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* | | | \/
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* -----------------------------------
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*
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*
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* we're repacking the data to the expected texture width
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*
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* |<-texture width ->| -->pow2width| /\
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* |111111111111111111222222222222222| |
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* |222333333333333333333444444444444| texture height
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* |444444 | |
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* | | \/
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* | | |
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* | empty | pow2height
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* | | \/
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* -----------------------------------
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*
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* == is the same as
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*
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* |<-texture width ->| /\
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* |111111111111111111|
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* |222222222222222222|texture height
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* |333333333333333333|
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* |444444444444444444| \/
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* --------------------
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*
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* this also means that any references to allocatedMemory should work with the data as if were a
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* standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
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*
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* internally the texture is still stored in a boxed format so any references to textureName will
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* get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
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*/
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if (This->Flags & SFLAG_NONPOW2) {
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LPBYTE src_data, dst_data;
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int src_pitch = This->bytesPerPixel * This->pow2Width;
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int dst_pitch = This->bytesPerPixel * This->currentDesc.Width;
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int y;
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src_data = dst_data = This->resource.allocatedMemory;
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FIXME("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
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for (y = 1 ; y < This->currentDesc.Height; y++) {
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/* skip the first row */
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src_data += src_pitch;
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dst_data += dst_pitch;
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memcpy(dst_data, src_data, dst_pitch);
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}
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}
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}
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}
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}
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static void surface_upload_data(IWineD3DSurfaceImpl *This, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
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if (This->resource.format == WINED3DFMT_DXT1 ||
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This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
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FIXME("Using DXT1/3/5 without advertized support\n");
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} else {
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TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
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ENTER_GL();
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GL_EXTCALL(glCompressedTexSubImage2DARB(This->glDescription.target, This->glDescription.level, 0, 0, width, height,
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This->glDescription.glFormatInternal, This->resource.size, data));
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checkGLcall("glCompressedTexSubImage2D");
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LEAVE_GL();
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}
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} else {
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TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
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ENTER_GL();
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glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
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checkGLcall("glTexSubImage2D");
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LEAVE_GL();
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}
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}
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static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
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TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
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This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
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ENTER_GL();
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glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, NULL);
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checkGLcall("glTexImage2D");
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LEAVE_GL();
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}
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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 S_OK;
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}
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*ppobj = NULL;
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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 %d\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 %d\n", This, ref + 1);
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if (ref == 0) {
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
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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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if(This->Flags & SFLAG_DIBSECTION) {
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/* Release the DC */
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SelectObject(This->hDC, This->dib.holdbitmap);
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DeleteDC(This->hDC);
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/* Release the DIB section */
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DeleteObject(This->dib.DIBsection);
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This->dib.bitmap_data = NULL;
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This->resource.allocatedMemory = NULL;
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}
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if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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if(iface == device->ddraw_primary)
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device->ddraw_primary = NULL;
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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) == WINED3D_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) {
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if (!This->glDescription.textureName) {
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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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}
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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 if (This->glDescription.textureName) { /* 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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if (This->resource.pool == WINED3DPOOL_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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WINED3DRESOURCETYPE 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_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p) : ppContainerParent %p)\n", This, ppContainerParent);
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if (!ppContainerParent) {
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ERR("(%p) : Called without a valid ppContainerParent.\n", This);
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}
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if (This->container) {
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IWineD3DBase_GetParent(This->container, ppContainerParent);
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if (!ppContainerParent) {
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/* WineD3D objects should always have a parent */
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ERR("(%p) : GetParent returned NULL\n", This);
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}
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IUnknown_Release(*ppContainerParent); /* GetParent adds a reference; we want just the pointer */
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} else {
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*ppContainerParent = NULL;
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}
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return WINED3D_OK;
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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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container = (IWineD3DBase *)This->resource.wineD3DDevice;
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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 WINED3D_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->Flags |= SFLAG_DIRTY;
|
|
IWineD3DSurface_AddDirtyRect(iface, NULL);
|
|
}
|
|
This->glDescription.textureName = textureName;
|
|
This->glDescription.target = target;
|
|
}
|
|
|
|
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
TRACE("(%p) : returning %p\n", This, &This->glDescription);
|
|
*glDescription = &This->glDescription;
|
|
}
|
|
|
|
/* TODO: think about moving this down to resource? */
|
|
const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
/* 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 */
|
|
if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
|
|
FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
|
|
}
|
|
return (CONST void*)(This->resource.allocatedMemory);
|
|
}
|
|
|
|
static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
|
|
long j;
|
|
void *mem;
|
|
GLint fmt;
|
|
GLint type;
|
|
|
|
switch(This->resource.format)
|
|
{
|
|
case WINED3DFMT_P8:
|
|
{
|
|
/* GL can't return palettized data, so read ARGB pixels into a
|
|
* separate block of memory and convert them into palettized format
|
|
* in software. Slow, but if the app means to use palettized render
|
|
* targets and locks it...
|
|
*
|
|
* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
|
|
* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
|
|
* for the color channels when palettizing the colors.
|
|
*/
|
|
fmt = GL_RGB;
|
|
type = GL_UNSIGNED_BYTE;
|
|
pitch *= 3;
|
|
mem = HeapAlloc(GetProcessHeap(), 0, (rect->bottom - rect->top) * pitch);
|
|
if(!mem) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
mem = dest;
|
|
fmt = This->glDescription.glFormat;
|
|
type = This->glDescription.glType;
|
|
}
|
|
|
|
if (rect->left == 0 &&
|
|
rect->right == This->currentDesc.Width ) {
|
|
BYTE *row, *top, *bottom;
|
|
int i;
|
|
|
|
glReadPixels(0, rect->top,
|
|
This->currentDesc.Width,
|
|
rect->bottom - rect->top,
|
|
fmt,
|
|
type,
|
|
mem);
|
|
|
|
/* glReadPixels returns the image upside down, and there is no way to prevent this.
|
|
Flip the lines in software */
|
|
row = HeapAlloc(GetProcessHeap(), 0, pitch);
|
|
if(!row) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
top = mem;
|
|
bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1);
|
|
for(i = 0; i < (rect->bottom - rect->top) / 2; i++) {
|
|
memcpy(row, top, pitch);
|
|
memcpy(top, bottom, pitch);
|
|
memcpy(bottom, row, pitch);
|
|
top += pitch;
|
|
bottom -= pitch;
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, row);
|
|
|
|
if(This->lockedRect.top == 0 && This->lockedRect.bottom == This->currentDesc.Height) {
|
|
This->Flags &= ~SFLAG_GLDIRTY;
|
|
}
|
|
} else {
|
|
for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
|
|
glReadPixels(rect->left,
|
|
rect->bottom - j - 1,
|
|
rect->right - rect->left,
|
|
1,
|
|
fmt,
|
|
type,
|
|
(char *)mem + (pitch * (j-rect->top)));
|
|
}
|
|
}
|
|
|
|
vcheckGLcall("glReadPixels");
|
|
|
|
if(This->resource.format == WINED3DFMT_P8) {
|
|
PALETTEENTRY *pal;
|
|
DWORD width = pitch / 3;
|
|
int x, y, c;
|
|
if(This->palette) {
|
|
pal = This->palette->palents;
|
|
} else {
|
|
pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
|
|
}
|
|
|
|
for(y = rect->top; y < rect->bottom; y++) {
|
|
for(x = rect->left; x < rect->right; x++) {
|
|
/* start lines pixels */
|
|
BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3);
|
|
BYTE *green = blue + 1;
|
|
BYTE *red = green + 1;
|
|
|
|
for(c = 0; c < 256; c++) {
|
|
if(*red == pal[c].peRed &&
|
|
*green == pal[c].peGreen &&
|
|
*blue == pal[c].peBlue)
|
|
{
|
|
*((BYTE *) dest + y * width + x) = c;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, mem);
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
|
IWineD3DSwapChainImpl *swapchain = NULL;
|
|
static UINT messages = 0; /* holds flags to disable fixme messages */
|
|
BOOL backbuf = FALSE;
|
|
|
|
/* fixme: should we really lock as such? */
|
|
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INPBUFFER)) ==
|
|
(SFLAG_INTEXTURE | SFLAG_INPBUFFER) ) {
|
|
FIXME("Warning: Surface is in texture memory or pbuffer\n");
|
|
This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INPBUFFER);
|
|
}
|
|
|
|
if (!(This->Flags & SFLAG_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 WINED3DERR_INVALIDCALL; */
|
|
}
|
|
|
|
if (This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
|
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
|
|
|
if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
|
|
if(swapchain != NULL) {
|
|
int i;
|
|
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
|
|
if(iface == swapchain->backBuffer[i]) {
|
|
backbuf = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (backbuf) {
|
|
TRACE("(%p, backBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
|
} else if (swapchain != NULL && iface == swapchain->frontBuffer) {
|
|
TRACE("(%p, frontBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
|
} else if (iface == myDevice->renderTarget) {
|
|
TRACE("(%p, renderTarget) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
|
} else if (iface == myDevice->depthStencilBuffer) {
|
|
TRACE("(%p, stencilBuffer) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
|
}
|
|
|
|
if (NULL != swapchain) {
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
|
}
|
|
swapchain = NULL;
|
|
}
|
|
} else {
|
|
TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
|
}
|
|
|
|
pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
|
|
|
|
if (NULL == pRect) {
|
|
pLockedRect->pBits = This->resource.allocatedMemory;
|
|
This->lockedRect.left = 0;
|
|
This->lockedRect.top = 0;
|
|
This->lockedRect.right = This->currentDesc.Width;
|
|
This->lockedRect.bottom = This->currentDesc.Height;
|
|
TRACE("Locked Rect (%p) = l %d, t %d, r %d, b %d\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
|
|
} else {
|
|
TRACE("Lock Rect (%p) = l %d, t %d, r %d, b %d\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
|
|
|
|
if ((pRect->top < 0) ||
|
|
(pRect->left < 0) ||
|
|
(pRect->left >= pRect->right) ||
|
|
(pRect->top >= pRect->bottom) ||
|
|
(pRect->right > This->currentDesc.Width) ||
|
|
(pRect->bottom > This->currentDesc.Height))
|
|
{
|
|
WARN(" Invalid values in pRect !!!\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (This->resource.format == WINED3DFMT_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);
|
|
}
|
|
This->lockedRect.left = pRect->left;
|
|
This->lockedRect.top = pRect->top;
|
|
This->lockedRect.right = pRect->right;
|
|
This->lockedRect.bottom = pRect->bottom;
|
|
}
|
|
|
|
if (This->Flags & SFLAG_NONPOW2) {
|
|
TRACE("Locking non-power 2 texture\n");
|
|
}
|
|
|
|
if (0 == This->resource.usage || This->resource.usage & WINED3DUSAGE_DYNAMIC) {
|
|
/* classic surface TODO: non 2d surfaces?
|
|
These resources may be POOL_SYSTEMMEM, so they must not access the device */
|
|
TRACE("locking an ordinarary surface\n");
|
|
/* Check to see if memory has already been allocated from the surface*/
|
|
if ((NULL == This->resource.allocatedMemory) ||
|
|
(This->Flags & SFLAG_GLDIRTY) ){ /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
|
|
/* Non-system memory surfaces */
|
|
|
|
This->Flags &= ~SFLAG_GLDIRTY;
|
|
|
|
/*Surface has no memory currently allocated to it!*/
|
|
TRACE("(%p) Locking rect\n" , This);
|
|
if(!This->resource.allocatedMemory) {
|
|
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->pow2Size);
|
|
}
|
|
if (0 != This->glDescription.textureName) {
|
|
/* Now I have to copy thing bits back */
|
|
This->Flags |= SFLAG_ACTIVELOCK; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
|
|
/* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
|
|
|
|
/* Make sure that the texture is loaded */
|
|
IWineD3DSurface_PreLoad(iface); /* Make sure there is a texture to bind! */
|
|
|
|
surface_download_data(This);
|
|
}
|
|
} 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 == WINED3DFMT_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 (WINED3DUSAGE_RENDERTARGET & This->resource.usage ){ /* render surfaces */
|
|
if((!(Flags&WINED3DLOCK_DISCARD) && (This->Flags & SFLAG_GLDIRTY)) || !This->resource.allocatedMemory) {
|
|
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->Flags |= SFLAG_ACTIVELOCK; /*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 (swapchain && iface == swapchain->frontBuffer) {
|
|
TRACE("locking front\n");
|
|
glReadBuffer(GL_FRONT);
|
|
}
|
|
else if (iface == myDevice->renderTarget || backbuf) {
|
|
TRACE("locking back buffer\n");
|
|
glReadBuffer(GL_BACK);
|
|
} 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 (backbuf) {
|
|
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 */
|
|
switch(wined3d_settings.rendertargetlock_mode) {
|
|
case RTL_AUTO:
|
|
case RTL_READDRAW:
|
|
case RTL_READTEX:
|
|
read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
|
|
break;
|
|
|
|
case RTL_TEXDRAW:
|
|
case RTL_TEXTEX:
|
|
read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch);
|
|
FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
|
|
break;
|
|
|
|
case RTL_DISABLE:
|
|
{
|
|
static BOOL warned = FALSE;
|
|
if(!warned) {
|
|
ERR("Application tries to lock the render target, but render target locking is disabled\n");
|
|
warned = TRUE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
TRACE("Resetting buffer\n");
|
|
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
|
|
LEAVE_GL();
|
|
}
|
|
} else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
|
|
|
|
if (!messages & 1) {
|
|
FIXME("TODO stencil depth surface locking surf%p usage(%s)\n", This, debug_d3dusage(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(%s)\n", This, debug_d3dusage(This->resource.usage));
|
|
}
|
|
|
|
if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_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 (WINED3D_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->Flags & SFLAG_DIRTY ? 0 : 1);
|
|
|
|
This->Flags |= SFLAG_LOCKED;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
|
|
GLint prev_store;
|
|
GLint prev_rasterpos[4];
|
|
GLint skipBytes = 0;
|
|
BOOL storechanged = FALSE;
|
|
GLint fmt, type;
|
|
void *mem;
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
vcheckGLcall("glDisable(GL_TEXTURE_2D)");
|
|
glDisable(GL_TEXTURE_1D);
|
|
vcheckGLcall("glDisable(GL_TEXTURE_1D)");
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
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");
|
|
|
|
/* 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);
|
|
|
|
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
|
|
vcheckGLcall("glRasterPos2f");
|
|
|
|
/* Some drivers(radeon dri, others?) don't like exceptions during
|
|
* glDrawPixels. If the surface is a DIB section, it might be in GDIMode
|
|
* after ReleaseDC. Reading it will cause an exception, which x11drv will
|
|
* catch to put the dib section in InSync mode, which leads to a crash
|
|
* and a blocked x server on my radeon card.
|
|
*
|
|
* The following lines read the dib section so it is put in inSync mode
|
|
* before glDrawPixels is called and the crash is prevented. There won't
|
|
* be any interfering gdi accesses, because UnlockRect is called from
|
|
* ReleaseDC, and the app won't use the dc any more afterwards.
|
|
*/
|
|
if(This->Flags & SFLAG_DIBSECTION) {
|
|
volatile BYTE read;
|
|
read = This->resource.allocatedMemory[0];
|
|
}
|
|
|
|
switch (This->resource.format) {
|
|
/* No special care needed */
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_R8G8B8:
|
|
type = This->glDescription.glType;
|
|
fmt = This->glDescription.glFormat;
|
|
mem = This->resource.allocatedMemory;
|
|
break;
|
|
|
|
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--;
|
|
}
|
|
type = This->glDescription.glType;
|
|
fmt = This->glDescription.glFormat;
|
|
mem = This->resource.allocatedMemory;
|
|
}
|
|
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--;
|
|
}
|
|
type = This->glDescription.glType;
|
|
fmt = This->glDescription.glFormat;
|
|
mem = This->resource.allocatedMemory;
|
|
}
|
|
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 movie 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--;
|
|
}
|
|
}
|
|
/* Fall through */
|
|
|
|
case WINED3DFMT_A8R8G8B8:
|
|
{
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
storechanged = TRUE;
|
|
type = This->glDescription.glType;
|
|
fmt = This->glDescription.glFormat;
|
|
mem = This->resource.allocatedMemory;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_A2R10G10B10:
|
|
{
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
storechanged = TRUE;
|
|
type = This->glDescription.glType;
|
|
fmt = This->glDescription.glFormat;
|
|
mem = This->resource.allocatedMemory;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_P8:
|
|
{
|
|
UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
|
|
int height = This->glRect.bottom - This->glRect.top;
|
|
type = GL_UNSIGNED_BYTE;
|
|
fmt = GL_RGBA;
|
|
|
|
mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
|
|
if(!mem) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
d3dfmt_convert_surface(This->resource.allocatedMemory,
|
|
mem,
|
|
pitch,
|
|
pitch,
|
|
height,
|
|
pitch * 4,
|
|
CONVERT_PALETTED,
|
|
This);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unsupported Format %u in locking func\n", This->resource.format);
|
|
|
|
/* Give it a try */
|
|
type = This->glDescription.glType;
|
|
fmt = This->glDescription.glFormat;
|
|
mem = This->resource.allocatedMemory;
|
|
}
|
|
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left,
|
|
(This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
fmt, type,
|
|
mem);
|
|
checkGLcall("glDrawPixels");
|
|
glPixelZoom(1.0,1.0);
|
|
vcheckGLcall("glPixelZoom");
|
|
|
|
glRasterPos3iv(&prev_rasterpos[0]);
|
|
vcheckGLcall("glRasterPos3iv");
|
|
|
|
/* Reset to previous pack row length */
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
|
|
vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
|
|
if(storechanged) {
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
|
|
}
|
|
|
|
if(mem != This->resource.allocatedMemory) HeapFree(GetProcessHeap(), 0, mem);
|
|
return;
|
|
}
|
|
|
|
static void flush_to_framebuffer_texture(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
float glTexCoord[4];
|
|
|
|
glTexCoord[0] = 0.0; /* left */
|
|
glTexCoord[1] = (float) This->currentDesc.Width / (float) This->pow2Width; /* right */
|
|
glTexCoord[2] = 0.0; /* top */
|
|
glTexCoord[3] = (float) This->currentDesc.Height / (float) This->pow2Height; /* bottom */
|
|
|
|
IWineD3DSurface_PreLoad(iface);
|
|
|
|
ENTER_GL();
|
|
|
|
/* Disable some fancy graphics effects */
|
|
glDisable(GL_LIGHTING);
|
|
checkGLcall("glDisable GL_LIGHTING");
|
|
glDisable(GL_DEPTH_TEST);
|
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
glDisable(GL_CULL_FACE);
|
|
checkGLcall("glDisable GL_CULL_FACE");
|
|
glDisable(GL_BLEND);
|
|
checkGLcall("glDisable GL_BLEND");
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
|
|
checkGLcall("glEnable glBindTexture");
|
|
|
|
/* No filtering for blts */
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
checkGLcall("glTexParameteri");
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
checkGLcall("glTexParameteri");
|
|
|
|
/* Start drawing a quad */
|
|
glBegin(GL_QUADS);
|
|
|
|
glColor3d(1.0f, 1.0f, 1.0f);
|
|
glTexCoord2f(glTexCoord[0], glTexCoord[2]);
|
|
glVertex3f(0, 0, 0.0);
|
|
|
|
glTexCoord2f(glTexCoord[0], glTexCoord[3]);
|
|
glVertex3f(0, This->currentDesc.Height, 0.0);
|
|
|
|
glTexCoord2f(glTexCoord[1], glTexCoord[3]);
|
|
glVertex3d(This->currentDesc.Width, This->currentDesc.Height, 0.0);
|
|
|
|
glTexCoord2f(glTexCoord[1], glTexCoord[2]);
|
|
glVertex3f(This->currentDesc.Width, 0, 0.0);
|
|
|
|
glEnd();
|
|
checkGLcall("glEnd");
|
|
|
|
/* Unbind the texture */
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
checkGLcall("glEnable glBindTexture");
|
|
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
|
const char *buffername = "";
|
|
IWineD3DSwapChainImpl *swapchain = NULL;
|
|
BOOL backbuf = FALSE;
|
|
|
|
if (!(This->Flags & SFLAG_LOCKED)) {
|
|
WARN("trying to Unlock an unlocked surf@%p\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) {
|
|
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
|
|
|
if(swapchain) {
|
|
int i;
|
|
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
|
|
if(iface == swapchain->backBuffer[i]) {
|
|
backbuf = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (backbuf) {
|
|
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->Flags & SFLAG_DIRTY ? 1 : 0);
|
|
|
|
if (!(This->Flags & SFLAG_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 (WINED3DUSAGE_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 (backbuf || iface == implSwapChain->frontBuffer || iface == myDevice->renderTarget) {
|
|
int tex;
|
|
|
|
ENTER_GL();
|
|
|
|
/* 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 */
|
|
d3ddevice_set_ortho(This->resource.wineD3DDevice);
|
|
|
|
if (iface == implSwapChain->frontBuffer) {
|
|
glDrawBuffer(GL_FRONT);
|
|
checkGLcall("glDrawBuffer GL_FRONT");
|
|
} else if (backbuf || iface == myDevice->renderTarget) {
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer GL_BACK");
|
|
}
|
|
|
|
/* Disable higher textures before calling glDrawPixels */
|
|
for(tex = 1; tex < GL_LIMITS(samplers); tex++) {
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + tex));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable GL_TEXTURE_2D");
|
|
glDisable(GL_TEXTURE_1D);
|
|
checkGLcall("glDisable GL_TEXTURE_1D");
|
|
}
|
|
/* Activate texture 0, but don't disable it necessarily */
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
checkGLcall("glActiveTextureARB");
|
|
}
|
|
|
|
/* And back buffers are not blended. Disable the depth test,
|
|
that helps performance */
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_FOG);
|
|
|
|
switch(wined3d_settings.rendertargetlock_mode) {
|
|
case RTL_AUTO:
|
|
case RTL_READDRAW:
|
|
case RTL_TEXDRAW:
|
|
flush_to_framebuffer_drawpixels(This);
|
|
break;
|
|
|
|
case RTL_READTEX:
|
|
case RTL_TEXTEX:
|
|
flush_to_framebuffer_texture(iface);
|
|
break;
|
|
|
|
case RTL_DISABLE:
|
|
{
|
|
static BOOL warned = FALSE;
|
|
if(!warned) {
|
|
ERR("The application tries to write to the render target, but render target locking is disabled\n");
|
|
warned = TRUE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) {
|
|
glDrawBuffer(GL_BACK);
|
|
vcheckGLcall("glDrawBuffer");
|
|
}
|
|
if(myDevice->stateBlock->renderState[WINED3DRS_ZENABLE] == WINED3DZB_TRUE ||
|
|
myDevice->stateBlock->renderState[WINED3DRS_ZENABLE] == WINED3DZB_USEW) glEnable(GL_DEPTH_TEST);
|
|
if (myDevice->stateBlock->renderState[WINED3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
|
|
if (myDevice->stateBlock->renderState[WINED3DRS_FOGENABLE]) glEnable(GL_FOG);
|
|
|
|
LEAVE_GL();
|
|
|
|
/** restore clean dirty state */
|
|
IWineD3DSurface_CleanDirtyRect(iface);
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
|
|
}
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
|
|
|
|
} else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
|
|
|
|
if (iface == myDevice->depthStencilBuffer) {
|
|
FIXME("TODO stencil depth surface unlocking surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
|
|
} else {
|
|
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
|
|
}
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to surface surf@%p usage(%s)\n", This, debug_d3dusage(This->resource.usage));
|
|
}
|
|
|
|
unlock_end:
|
|
This->Flags &= ~SFLAG_LOCKED;
|
|
memset(&This->lockedRect, 0, sizeof(RECT));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
WINED3DLOCKED_RECT lock;
|
|
UINT usage;
|
|
BITMAPINFO* b_info;
|
|
HDC ddc;
|
|
DWORD *masks;
|
|
HRESULT hr;
|
|
RGBQUAD col[256];
|
|
const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
|
|
|
|
TRACE("(%p)->(%p)\n",This,pHDC);
|
|
|
|
if(This->Flags & SFLAG_USERPTR) {
|
|
ERR("Not supported on surfaces with an application-provided surfaces\n");
|
|
return DDERR_NODC;
|
|
}
|
|
|
|
/* Give more detailed info for ddraw */
|
|
if (This->Flags & SFLAG_DCINUSE)
|
|
return DDERR_DCALREADYCREATED;
|
|
|
|
/* Can't GetDC if the surface is locked */
|
|
if (This->Flags & SFLAG_LOCKED)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memset(&lock, 0, sizeof(lock)); /* To be sure */
|
|
|
|
/* Create a DIB section if there isn't a hdc yet */
|
|
if(!This->hDC) {
|
|
int extraline = 0;
|
|
SYSTEM_INFO sysInfo;
|
|
|
|
if(This->Flags & SFLAG_ACTIVELOCK) {
|
|
ERR("Creating a DIB section while a lock is active. Uncertain consequences\n");
|
|
}
|
|
|
|
switch (This->bytesPerPixel) {
|
|
case 2:
|
|
case 4:
|
|
/* Allocate extra space to store the RGB bit masks. */
|
|
b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
|
|
break;
|
|
|
|
case 3:
|
|
b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
|
|
break;
|
|
|
|
default:
|
|
/* Allocate extra space for a palette. */
|
|
b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
sizeof(BITMAPINFOHEADER)
|
|
+ sizeof(RGBQUAD)
|
|
* (1 << (This->bytesPerPixel * 8)));
|
|
break;
|
|
}
|
|
|
|
if (!b_info)
|
|
return E_OUTOFMEMORY;
|
|
|
|
/* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the
|
|
* surface. So we need at least extra 4 bytes at the end of the surface. Check against the page size,
|
|
* if the last page used for the surface has at least 4 spare bytes we're safe, otherwise
|
|
* add an extra line to the dib section
|
|
*/
|
|
GetSystemInfo(&sysInfo);
|
|
if( ((This->resource.size + 3) % sysInfo.dwPageSize) < 4) {
|
|
extraline = 1;
|
|
TRACE("Adding an extra line to the dib section\n");
|
|
}
|
|
|
|
b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
|
|
if( (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
|
b_info->bmiHeader.biWidth = This->currentDesc.Width;
|
|
b_info->bmiHeader.biHeight = -This->currentDesc.Height -extraline;
|
|
b_info->bmiHeader.biSizeImage = ( This->currentDesc.Height + extraline) * IWineD3DSurface_GetPitch(iface);
|
|
/* Use the full pow2 image size(assigned below) because LockRect
|
|
* will need it for a full glGetTexImage call
|
|
*/
|
|
} else {
|
|
b_info->bmiHeader.biWidth = This->pow2Width;
|
|
b_info->bmiHeader.biHeight = -This->pow2Height -extraline;
|
|
b_info->bmiHeader.biSizeImage = This->resource.size + extraline * IWineD3DSurface_GetPitch(iface);
|
|
}
|
|
b_info->bmiHeader.biPlanes = 1;
|
|
b_info->bmiHeader.biBitCount = This->bytesPerPixel * 8;
|
|
|
|
b_info->bmiHeader.biXPelsPerMeter = 0;
|
|
b_info->bmiHeader.biYPelsPerMeter = 0;
|
|
b_info->bmiHeader.biClrUsed = 0;
|
|
b_info->bmiHeader.biClrImportant = 0;
|
|
|
|
/* Get the bit masks */
|
|
masks = (DWORD *) &(b_info->bmiColors);
|
|
switch (This->resource.format) {
|
|
case WINED3DFMT_R8G8B8:
|
|
usage = DIB_RGB_COLORS;
|
|
b_info->bmiHeader.biCompression = BI_RGB;
|
|
break;
|
|
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_X4R4G4B4:
|
|
case WINED3DFMT_R3G3B2:
|
|
case WINED3DFMT_A8R3G3B2:
|
|
case WINED3DFMT_A2B10G10R10:
|
|
case WINED3DFMT_A8B8G8R8:
|
|
case WINED3DFMT_X8B8G8R8:
|
|
case WINED3DFMT_A2R10G10B10:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_A16B16G16R16:
|
|
usage = 0;
|
|
b_info->bmiHeader.biCompression = BI_BITFIELDS;
|
|
masks[0] = formatEntry->redMask;
|
|
masks[1] = formatEntry->greenMask;
|
|
masks[2] = formatEntry->blueMask;
|
|
break;
|
|
|
|
default:
|
|
/* Don't know palette */
|
|
b_info->bmiHeader.biCompression = BI_RGB;
|
|
usage = 0;
|
|
break;
|
|
}
|
|
|
|
ddc = CreateDCA("DISPLAY", NULL, NULL, NULL);
|
|
if (ddc == 0) {
|
|
HeapFree(GetProcessHeap(), 0, b_info);
|
|
return HRESULT_FROM_WIN32(GetLastError());
|
|
}
|
|
|
|
TRACE("Creating a DIB section with size %dx%dx%d, size=%d\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
|
|
This->dib.DIBsection = CreateDIBSection(ddc, b_info, usage, &This->dib.bitmap_data, 0 /* Handle */, 0 /* Offset */);
|
|
DeleteDC(ddc);
|
|
|
|
if (!This->dib.DIBsection) {
|
|
ERR("CreateDIBSection failed!\n");
|
|
HeapFree(GetProcessHeap(), 0, b_info);
|
|
return HRESULT_FROM_WIN32(GetLastError());
|
|
}
|
|
|
|
TRACE("DIBSection at : %p\n", This->dib.bitmap_data);
|
|
|
|
/* copy the existing surface to the dib section */
|
|
if(This->resource.allocatedMemory) {
|
|
memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, b_info->bmiHeader.biSizeImage);
|
|
/* We won't need that any more */
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
} else {
|
|
/* This is to make LockRect read the gl Texture although memory is allocated */
|
|
This->Flags |= SFLAG_GLDIRTY;
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, b_info);
|
|
|
|
/* Use the dib section from now on */
|
|
This->resource.allocatedMemory = This->dib.bitmap_data;
|
|
|
|
/* Now allocate a HDC */
|
|
This->hDC = CreateCompatibleDC(0);
|
|
This->dib.holdbitmap = SelectObject(This->hDC, This->dib.DIBsection);
|
|
TRACE("using wined3d palette %p\n", This->palette);
|
|
SelectPalette(This->hDC,
|
|
This->palette ? This->palette->hpal : 0,
|
|
FALSE);
|
|
|
|
This->Flags |= SFLAG_DIBSECTION;
|
|
}
|
|
|
|
/* Lock the surface */
|
|
hr = IWineD3DSurface_LockRect(iface,
|
|
&lock,
|
|
NULL,
|
|
0);
|
|
if(FAILED(hr)) {
|
|
ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
|
|
/* keep the dib section */
|
|
return hr;
|
|
}
|
|
|
|
if(This->resource.format == WINED3DFMT_P8 ||
|
|
This->resource.format == WINED3DFMT_A8P8) {
|
|
unsigned int n;
|
|
if(This->palette) {
|
|
PALETTEENTRY ent[256];
|
|
|
|
GetPaletteEntries(This->palette->hpal, 0, 256, ent);
|
|
for (n=0; n<256; n++) {
|
|
col[n].rgbRed = ent[n].peRed;
|
|
col[n].rgbGreen = ent[n].peGreen;
|
|
col[n].rgbBlue = ent[n].peBlue;
|
|
col[n].rgbReserved = 0;
|
|
}
|
|
} else {
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
for (n=0; n<256; n++) {
|
|
col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
|
|
col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
|
|
col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
|
|
col[n].rgbReserved = 0;
|
|
}
|
|
|
|
}
|
|
SetDIBColorTable(This->hDC, 0, 256, col);
|
|
}
|
|
|
|
*pHDC = This->hDC;
|
|
TRACE("returning %p\n",*pHDC);
|
|
This->Flags |= SFLAG_DCINUSE;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
TRACE("(%p)->(%p)\n",This,hDC);
|
|
|
|
if (!(This->Flags & SFLAG_DCINUSE))
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
/* we locked first, so unlock now */
|
|
IWineD3DSurface_UnlockRect(iface);
|
|
|
|
This->Flags &= ~SFLAG_DCINUSE;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* ******************************************************
|
|
IWineD3DSurface Internal (No mapping to directx api) parts follow
|
|
****************************************************** */
|
|
|
|
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
|
|
BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & DDSD_CKSRCBLT);
|
|
const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
|
|
|
|
/* Default values: From the surface */
|
|
*format = formatEntry->glFormat;
|
|
*internal = formatEntry->glInternal;
|
|
*type = formatEntry->glType;
|
|
*convert = NO_CONVERSION;
|
|
*target_bpp = This->bytesPerPixel;
|
|
|
|
/* Ok, now look if we have to do any conversion */
|
|
switch(This->resource.format) {
|
|
case WINED3DFMT_P8:
|
|
/* ****************
|
|
Paletted Texture
|
|
**************** */
|
|
/* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
|
|
* for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
|
|
*/
|
|
if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
|
|
*format = GL_RGBA;
|
|
*internal = GL_RGBA;
|
|
*type = GL_UNSIGNED_BYTE;
|
|
*target_bpp = 4;
|
|
if(colorkey_active) {
|
|
*convert = CONVERT_PALETTED_CK;
|
|
} else {
|
|
*convert = CONVERT_PALETTED;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case WINED3DFMT_R3G3B2:
|
|
/* **********************
|
|
GL_UNSIGNED_BYTE_3_3_2
|
|
********************** */
|
|
if (colorkey_active) {
|
|
/* This texture format will never be used.. So do not care about color keying
|
|
up until the point in time it will be needed :-) */
|
|
FIXME(" ColorKeying not supported in the RGB 332 format !\n");
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_R5G6B5:
|
|
if (colorkey_active) {
|
|
*convert = CONVERT_CK_565;
|
|
*format = GL_RGBA;
|
|
*internal = GL_RGBA;
|
|
*type = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_R8G8B8:
|
|
if (colorkey_active) {
|
|
*convert = CONVERT_CK_RGB24;
|
|
*format = GL_RGBA;
|
|
*internal = GL_RGBA;
|
|
*type = GL_UNSIGNED_INT_8_8_8_8;
|
|
*target_bpp = 4;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_X8R8G8B8:
|
|
if (colorkey_active) {
|
|
*convert = CONVERT_RGB32_888;
|
|
*format = GL_RGBA;
|
|
*internal = GL_RGBA;
|
|
*type = GL_UNSIGNED_INT_8_8_8_8;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf) {
|
|
BYTE *source, *dest;
|
|
TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surf);
|
|
|
|
switch (convert) {
|
|
case NO_CONVERSION:
|
|
{
|
|
memcpy(dst, src, pitch * height);
|
|
break;
|
|
}
|
|
case CONVERT_PALETTED:
|
|
case CONVERT_PALETTED_CK:
|
|
{
|
|
IWineD3DPaletteImpl* pal = surf->palette;
|
|
BYTE table[256][4];
|
|
unsigned int i;
|
|
unsigned int x, y;
|
|
|
|
if( pal == NULL) {
|
|
/* TODO: If we are a sublevel, try to get the palette from level 0 */
|
|
}
|
|
|
|
if (pal == NULL) {
|
|
/* Still no palette? Use the device's palette */
|
|
/* Get the surface's palette */
|
|
for (i = 0; i < 256; i++) {
|
|
IWineD3DDeviceImpl *device = surf->resource.wineD3DDevice;
|
|
|
|
table[i][0] = device->palettes[device->currentPalette][i].peRed;
|
|
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
|
|
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
|
|
if ((convert == CONVERT_PALETTED_CK) &&
|
|
(i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
|
|
(i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
|
|
/* We should maybe here put a more 'neutral' color than the standard bright purple
|
|
one often used by application to prevent the nice purple borders when bi-linear
|
|
filtering is on */
|
|
table[i][3] = 0x00;
|
|
} else {
|
|
table[i][3] = 0xFF;
|
|
}
|
|
}
|
|
} else {
|
|
TRACE("Using surface palette %p\n", pal);
|
|
/* Get the surface's palette */
|
|
for (i = 0; i < 256; i++) {
|
|
table[i][0] = pal->palents[i].peRed;
|
|
table[i][1] = pal->palents[i].peGreen;
|
|
table[i][2] = pal->palents[i].peBlue;
|
|
if ((convert == CONVERT_PALETTED_CK) &&
|
|
(i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
|
|
(i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
|
|
/* We should maybe here put a more 'neutral' color than the standard bright purple
|
|
one often used by application to prevent the nice purple borders when bi-linear
|
|
filtering is on */
|
|
table[i][3] = 0x00;
|
|
} else {
|
|
table[i][3] = 0xFF;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
source = src + pitch * y;
|
|
dest = dst + outpitch * y;
|
|
/* This is an 1 bpp format, using the width here is fine */
|
|
for (x = 0; x < width; x++) {
|
|
BYTE color = *source++;
|
|
*dest++ = table[color][0];
|
|
*dest++ = table[color][1];
|
|
*dest++ = table[color][2];
|
|
*dest++ = table[color][3];
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CONVERT_CK_565:
|
|
{
|
|
/* Converting the 565 format in 5551 packed to emulate color-keying.
|
|
|
|
Note : in all these conversion, it would be best to average the averaging
|
|
pixels to get the color of the pixel that will be color-keyed to
|
|
prevent 'color bleeding'. This will be done later on if ever it is
|
|
too visible.
|
|
|
|
Note2: Nvidia documents say that their driver does not support alpha + color keying
|
|
on the same surface and disables color keying in such a case
|
|
*/
|
|
unsigned int x, y;
|
|
WORD *Source;
|
|
WORD *Dest;
|
|
|
|
TRACE("Color keyed 565\n");
|
|
|
|
for (y = 0; y < height; y++) {
|
|
Source = (WORD *) (src + y * pitch);
|
|
Dest = (WORD *) (dst + y * outpitch);
|
|
for (x = 0; x < width; x++ ) {
|
|
WORD color = *Source++;
|
|
*Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
|
|
if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
|
|
(color > surf->SrcBltCKey.dwColorSpaceHighValue)) {
|
|
*Dest |= 0x0001;
|
|
}
|
|
Dest++;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERR("Unsupported conversation type %d\n", convert);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* This function is used in case of 8bit paletted textures to upload the palette.
|
|
For now it only supports GL_EXT_paletted_texture extension but support for other
|
|
extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well.
|
|
*/
|
|
void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
IWineD3DPaletteImpl* pal = This->palette;
|
|
BYTE table[256][4];
|
|
int i;
|
|
|
|
if (pal == NULL) {
|
|
/* Still no palette? Use the device's palette */
|
|
/* Get the surface's palette */
|
|
for (i = 0; i < 256; i++) {
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
table[i][0] = device->palettes[device->currentPalette][i].peRed;
|
|
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
|
|
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
|
|
if ((convert == CONVERT_PALETTED_CK) &&
|
|
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
|
|
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
|
|
/* We should maybe here put a more 'neutral' color than the standard bright purple
|
|
one often used by application to prevent the nice purple borders when bi-linear
|
|
filtering is on */
|
|
table[i][3] = 0x00;
|
|
} else {
|
|
table[i][3] = 0xFF;
|
|
}
|
|
}
|
|
} else {
|
|
TRACE("Using surface palette %p\n", pal);
|
|
/* Get the surface's palette */
|
|
for (i = 0; i < 256; i++) {
|
|
table[i][0] = pal->palents[i].peRed;
|
|
table[i][1] = pal->palents[i].peGreen;
|
|
table[i][2] = pal->palents[i].peBlue;
|
|
if ((convert == CONVERT_PALETTED_CK) &&
|
|
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
|
|
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
|
|
/* We should maybe here put a more 'neutral' color than the standard bright purple
|
|
one often used by application to prevent the nice purple borders when bi-linear
|
|
filtering is on */
|
|
table[i][3] = 0x00;
|
|
} else {
|
|
table[i][3] = 0xFF;
|
|
}
|
|
}
|
|
}
|
|
GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
GLenum format, internal, type;
|
|
CONVERT_TYPES convert;
|
|
int bpp;
|
|
int width, pitch, outpitch;
|
|
BYTE *mem;
|
|
|
|
if (This->Flags & SFLAG_INTEXTURE) {
|
|
TRACE("Surface already in texture\n");
|
|
return WINED3D_OK;
|
|
}
|
|
if (This->Flags & SFLAG_DIRTY) {
|
|
TRACE("Reloading because surface is dirty\n");
|
|
} else if(/* Reload: gl texture has ck, now no ckey is set OR */
|
|
((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & DDSD_CKSRCBLT))) ||
|
|
/* Reload: vice versa OR */
|
|
((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & DDSD_CKSRCBLT)) ||
|
|
/* Also reload: Color key is active AND the color key has changed */
|
|
((This->CKeyFlags & DDSD_CKSRCBLT) && (
|
|
(This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
|
|
(This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
|
|
TRACE("Reloading because of color keying\n");
|
|
} else {
|
|
TRACE("surface isn't dirty\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->Flags &= ~SFLAG_DIRTY;
|
|
|
|
/* 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.
|
|
*/
|
|
if (This->resource.pool == WINED3DPOOL_SCRATCH && !(This->Flags & SFLAG_FORCELOAD) )
|
|
{
|
|
FIXME("(%p) Operation not supported for scratch textures\n",This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (This->Flags & SFLAG_INPBUFFER) {
|
|
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;
|
|
|
|
ENTER_GL();
|
|
|
|
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");
|
|
|
|
LEAVE_GL();
|
|
|
|
TRACE("Updating target %d\n", This->glDescription.target);
|
|
This->Flags |= SFLAG_INTEXTURE;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(This->CKeyFlags & DDSD_CKSRCBLT) {
|
|
This->Flags |= SFLAG_GLCKEY;
|
|
This->glCKey = This->SrcBltCKey;
|
|
}
|
|
else This->Flags &= ~SFLAG_GLCKEY;
|
|
|
|
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
|
|
|
|
/* The width is in 'length' not in bytes */
|
|
if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
width = This->currentDesc.Width;
|
|
else
|
|
width = This->pow2Width;
|
|
|
|
pitch = IWineD3DSurface_GetPitch(iface);
|
|
|
|
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
|
|
int height = This->glRect.bottom - This->glRect.top;
|
|
|
|
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
|
outpitch = width * bpp;
|
|
outpitch = (outpitch + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
|
|
|
|
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
|
|
if(!mem) {
|
|
ERR("Out of memory %d, %d!\n", outpitch, height);
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
|
|
|
|
This->Flags |= SFLAG_CONVERTED;
|
|
} else if (This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
|
|
d3dfmt_p8_upload_palette(iface, convert);
|
|
This->Flags &= ~SFLAG_CONVERTED;
|
|
mem = This->resource.allocatedMemory;
|
|
} else {
|
|
This->Flags &= ~SFLAG_CONVERTED;
|
|
mem = This->resource.allocatedMemory;
|
|
}
|
|
|
|
/* Make sure the correct pitch is used */
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
|
|
|
if (NP2_REPACK == wined3d_settings.nonpower2_mode && (This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
|
|
TRACE("non power of two support\n");
|
|
surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
|
|
if (mem) {
|
|
surface_upload_data(This, This->pow2Width, This->pow2Height, format, type, mem);
|
|
}
|
|
} else {
|
|
surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
|
|
if (mem) {
|
|
surface_upload_data(This, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
|
|
}
|
|
}
|
|
|
|
/* Restore the default pitch */
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
|
|
if (mem != This->resource.allocatedMemory)
|
|
HeapFree(GetProcessHeap(), 0, mem);
|
|
|
|
#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->Flags & SFLAG_DONOTFREE)) {
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
This->resource.allocatedMemory = NULL;
|
|
}
|
|
|
|
return WINED3D_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 = 0;
|
|
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->Flags & SFLAG_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 WINED3DERR_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 WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
This->Flags &= ~SFLAG_DIRTY;
|
|
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:(%d,%d,%d,%d)\n", This, This->Flags & SFLAG_DIRTY ? 1 : 0, This->dirtyRect.left,
|
|
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
|
return WINED3D_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->Flags |= SFLAG_DIRTY;
|
|
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:(%d,%d,%d,%d)\n", This, This->Flags & SFLAG_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) == WINED3D_OK) {
|
|
TRACE("Passing to conatiner\n");
|
|
IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
|
|
IWineD3DBaseTexture_Release(baseTexture);
|
|
}
|
|
return WINED3D_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 WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
|
|
|
|
if (This->resource.format != WINED3DFMT_UNKNOWN) {
|
|
FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
|
|
return WINED3DERR_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) * formatEntry->bpp) * 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) * formatEntry->bpp) * max(This->pow2Height, 4));
|
|
} else {
|
|
This->resource.size = ((This->pow2Width * formatEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
|
|
This->resource.size *= This->pow2Height;
|
|
}
|
|
|
|
|
|
/* Setup some glformat defaults */
|
|
This->glDescription.glFormat = formatEntry->glFormat;
|
|
This->glDescription.glFormatInternal = formatEntry->glInternal;
|
|
This->glDescription.glType = formatEntry->glType;
|
|
|
|
if (format != WINED3DFMT_UNKNOWN) {
|
|
This->bytesPerPixel = formatEntry->bpp;
|
|
This->pow2Size = (This->pow2Width * This->bytesPerPixel) * This->pow2Height;
|
|
} else {
|
|
This->bytesPerPixel = 0;
|
|
This->pow2Size = 0;
|
|
}
|
|
|
|
This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
|
|
|
|
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 WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
|
|
/* Render targets depend on their hdc, and we can't create a hdc on a user pointer */
|
|
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
|
ERR("Not supported on render targets\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
|
|
WARN("Surface is locked or the HDC is in use\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(Mem && Mem != This->resource.allocatedMemory) {
|
|
|
|
/* Do I have to copy the old surface content? */
|
|
if(This->Flags & SFLAG_DIBSECTION) {
|
|
/* Release the DC. No need to hold the critical section for the update
|
|
* Thread because this thread runs only on front buffers, but this method
|
|
* fails for render targets in the check above.
|
|
*/
|
|
SelectObject(This->hDC, This->dib.holdbitmap);
|
|
DeleteDC(This->hDC);
|
|
/* Release the DIB section */
|
|
DeleteObject(This->dib.DIBsection);
|
|
This->dib.bitmap_data = NULL;
|
|
This->resource.allocatedMemory = NULL;
|
|
This->hDC = NULL;
|
|
This->Flags &= ~SFLAG_DIBSECTION;
|
|
} else if(!(This->Flags & SFLAG_USERPTR)) {
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
}
|
|
This->resource.allocatedMemory = Mem;
|
|
This->Flags |= SFLAG_USERPTR;
|
|
} else if(This->Flags & SFLAG_USERPTR) {
|
|
/* Lockrect and GetDC will re-create the dib section and allocated memory */
|
|
This->resource.allocatedMemory = NULL;
|
|
This->Flags &= ~SFLAG_USERPTR;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* TODO: replace this function with context management routines */
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
if(inPBuffer) {
|
|
This->Flags |= SFLAG_INPBUFFER;
|
|
} else {
|
|
This->Flags &= ~SFLAG_INPBUFFER;
|
|
}
|
|
|
|
if(inTexture) {
|
|
This->Flags |= SFLAG_INTEXTURE;
|
|
} else {
|
|
This->Flags &= ~SFLAG_INTEXTURE;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
|
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DDevice *D3D = (IWineD3DDevice *) This->resource.wineD3DDevice;
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TRACE("(%p)->(%p,%x)\n", This, override, Flags);
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/* Flipping is only supported on RenderTargets */
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if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return DDERR_NOTFLIPPABLE;
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if(override) {
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/* DDraw sets this for the X11 surfaces, so don't confuse the user
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* FIXME("(%p) Target override is not supported by now\n", This);
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* Additionally, it isn't really possible to support triple-buffering
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* properly on opengl at all
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*/
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}
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/* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
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return IWineD3DDevice_Present(D3D, NULL, NULL, 0, NULL);
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}
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/* Not called from the VTable */
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static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
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WINED3DRECT rect;
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IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
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IWineD3DSwapChainImpl *swapchain = NULL;
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IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
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BOOL SrcOK = TRUE;
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TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
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/* Get the swapchain. One of the surfaces has to be a primary surface */
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IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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else if(Src) {
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IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&swapchain);
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if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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else return WINED3DERR_INVALIDCALL;
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} else {
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swapchain = NULL;
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}
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if (DestRect) {
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rect.x1 = DestRect->left;
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rect.y1 = DestRect->top;
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rect.x2 = DestRect->right;
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rect.y2 = DestRect->bottom;
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} else {
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rect.x1 = 0;
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rect.y1 = 0;
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rect.x2 = This->currentDesc.Width;
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rect.y2 = This->currentDesc.Height;
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}
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/* Half-life does a Blt from the back buffer to the front buffer,
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* Full surface size, no flags... Use present instead
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*/
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if(Src)
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{
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/* First, check if we can do a Flip */
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/* Check rects - IWineD3DDevice_Present doesn't handle them */
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if( SrcRect ) {
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if( (SrcRect->left == 0) && (SrcRect->top == 0) &&
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(SrcRect->right == Src->currentDesc.Width) && (SrcRect->bottom == Src->currentDesc.Height) ) {
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SrcOK = TRUE;
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}
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} else {
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SrcOK = TRUE;
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}
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/* Check the Destination rect and the surface sizes */
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if(SrcOK &&
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(rect.x1 == 0) && (rect.y1 == 0) &&
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(rect.x2 == This->currentDesc.Width) && (rect.y2 == This->currentDesc.Height) &&
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(This->currentDesc.Width == Src->currentDesc.Width) &&
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(This->currentDesc.Height == Src->currentDesc.Height)) {
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/* These flags are unimportant for the flag check, remove them */
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if((Flags & ~(DDBLT_DONOTWAIT | DDBLT_WAIT)) == 0) {
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if( swapchain->backBuffer && ((IWineD3DSurface *) This == swapchain->frontBuffer) && ((IWineD3DSurface *) Src == swapchain->backBuffer[0]) ) {
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D3DSWAPEFFECT orig_swap = swapchain->presentParms.SwapEffect;
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/* The idea behind this is that a glReadPixels and a glDrawPixels call
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* take very long, while a flip is fast.
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* This applies to Half-Life, which does such Blts every time it finished
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* a frame, and to Prince of Persia 3D, which uses this to draw at least the main
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* menu. This is also used by all apps when they do windowed rendering
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*
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* The problem is that flipping is not really the same as copying. After a
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* Blt the front buffer is a copy of the back buffer, and the back buffer is
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* untouched. Therefore it's necessary to override the swap effect
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* and to set it back after the flip.
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*/
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swapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
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TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
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IWineD3DDevice_Present((IWineD3DDevice *) This->resource.wineD3DDevice,
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NULL, NULL, 0, NULL);
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swapchain->presentParms.SwapEffect = orig_swap;
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return WINED3D_OK;
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}
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}
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}
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/* Blt from texture to rendertarget? */
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if( ( ( (IWineD3DSurface *) This == swapchain->frontBuffer) ||
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( swapchain->backBuffer && (IWineD3DSurface *) This == swapchain->backBuffer[0]) )
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&&
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( ( (IWineD3DSurface *) Src != swapchain->frontBuffer) &&
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( swapchain->backBuffer && (IWineD3DSurface *) Src != swapchain->backBuffer[0]) ) ) {
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float glTexCoord[4];
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DWORD oldCKey;
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DDCOLORKEY oldBltCKey = {0,0};
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GLint oldLight, oldFog, oldDepth, oldBlend, oldCull, oldAlpha;
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GLint oldStencil, oldNVRegisterCombiners = 0;
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GLint alphafunc;
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GLclampf alpharef;
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RECT SourceRectangle;
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GLint oldDraw;
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TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
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if(SrcRect) {
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SourceRectangle.left = SrcRect->left;
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SourceRectangle.right = SrcRect->right;
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SourceRectangle.top = SrcRect->top;
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SourceRectangle.bottom = SrcRect->bottom;
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} else {
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SourceRectangle.left = 0;
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SourceRectangle.right = Src->currentDesc.Width;
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SourceRectangle.top = 0;
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SourceRectangle.bottom = Src->currentDesc.Height;
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}
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if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
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/* Fall back to software */
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WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
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SourceRectangle.left, SourceRectangle.top,
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SourceRectangle.right, SourceRectangle.bottom);
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return WINED3DERR_INVALIDCALL;
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}
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/* Color keying: Check if we have to do a color keyed blt,
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* and if not check if a color key is activated.
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*/
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oldCKey = Src->CKeyFlags;
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if(!(Flags & DDBLT_KEYSRC) &&
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Src->CKeyFlags & DDSD_CKSRCBLT) {
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/* Ok, the surface has a color key, but we shall not use it -
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* Deactivate it for now, LoadTexture will catch this
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*/
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Src->CKeyFlags &= ~DDSD_CKSRCBLT;
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}
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/* Color keying */
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if(Flags & DDBLT_KEYDEST) {
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oldBltCKey = This->SrcBltCKey;
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/* Temporary replace the source color key with the destination one. We do this because the color conversion code which
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* is in the end called from LoadTexture works with the source color. At the end of this function we restore the color key.
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*/
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This->SrcBltCKey = This->DestBltCKey;
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} else if (Flags & DDBLT_KEYSRC)
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oldBltCKey = This->SrcBltCKey;
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/* Now load the surface */
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IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
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ENTER_GL();
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/* Save all the old stuff until we have a proper opengl state manager */
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oldLight = glIsEnabled(GL_LIGHTING);
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oldFog = glIsEnabled(GL_FOG);
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oldDepth = glIsEnabled(GL_DEPTH_TEST);
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oldBlend = glIsEnabled(GL_BLEND);
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oldCull = glIsEnabled(GL_CULL_FACE);
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oldAlpha = glIsEnabled(GL_ALPHA_TEST);
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oldStencil = glIsEnabled(GL_STENCIL_TEST);
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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oldNVRegisterCombiners = glIsEnabled(GL_REGISTER_COMBINERS_NV);
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}
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glGetIntegerv(GL_ALPHA_TEST_FUNC, &alphafunc);
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checkGLcall("glGetFloatv GL_ALPHA_TEST_FUNC");
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glGetFloatv(GL_ALPHA_TEST_REF, &alpharef);
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checkGLcall("glGetFloatv GL_ALPHA_TEST_REF");
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glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
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if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer) {
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TRACE("Drawing to front buffer\n");
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glDrawBuffer(GL_FRONT);
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checkGLcall("glDrawBuffer GL_FRONT");
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}
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/* Unbind the old texture */
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glBindTexture(GL_TEXTURE_2D, 0);
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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/* We use texture unit 0 for blts */
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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} else {
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WARN("Multi-texturing is unsupported in the local OpenGL implementation\n");
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}
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/* Disable some fancy graphics effects */
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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glDisable(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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glDisable(GL_STENCIL_TEST);
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checkGLcall("glDisable GL_STENCIL_TEST");
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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glDisable(GL_REGISTER_COMBINERS_NV);
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checkGLcall("glDisable GL_REGISTER_COMBINERS_NV");
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}
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/* Ok, we need 2d textures, but not 1D or 3D */
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glDisable(GL_TEXTURE_1D);
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checkGLcall("glDisable GL_TEXTURE_1D");
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable GL_TEXTURE_2D");
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable GL_TEXTURE_3D");
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/* Bind the texture */
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glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
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checkGLcall("glBindTexture");
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glEnable(GL_SCISSOR_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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/* No filtering for blts */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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checkGLcall("glTexParameteri");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
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GL_NEAREST);
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checkGLcall("glTexParameteri");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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checkGLcall("glTexEnvi");
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/* This is for color keying */
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if(Flags & DDBLT_KEYSRC) {
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glEnable(GL_ALPHA_TEST);
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checkGLcall("glEnable GL_ALPHA_TEST");
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glAlphaFunc(GL_NOTEQUAL, 0.0);
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checkGLcall("glAlphaFunc\n");
|
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} else {
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glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable GL_ALPHA_TEST");
|
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}
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/* Draw a textured quad
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*/
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d3ddevice_set_ortho(This->resource.wineD3DDevice);
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glBegin(GL_QUADS);
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glColor3d(1.0f, 1.0f, 1.0f);
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glTexCoord2f(glTexCoord[0], glTexCoord[2]);
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glVertex3f(rect.x1,
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rect.y1,
|
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0.0);
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glTexCoord2f(glTexCoord[0], glTexCoord[3]);
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glVertex3f(rect.x1, rect.y2, 0.0);
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glTexCoord2f(glTexCoord[1], glTexCoord[3]);
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glVertex3f(rect.x2,
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rect.y2,
|
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0.0);
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glTexCoord2f(glTexCoord[1], glTexCoord[2]);
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glVertex3f(rect.x2,
|
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rect.y1,
|
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0.0);
|
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glEnd();
|
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checkGLcall("glEnd");
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|
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/* Unbind the texture */
|
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glBindTexture(GL_TEXTURE_2D, 0);
|
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checkGLcall("glEnable glBindTexture");
|
|
|
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/* Restore the old settings */
|
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if(oldLight) {
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable GL_LIGHTING");
|
|
}
|
|
if(oldFog) {
|
|
glEnable(GL_FOG);
|
|
checkGLcall("glEnable GL_FOG");
|
|
}
|
|
if(oldDepth) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
checkGLcall("glEnable GL_DEPTH_TEST");
|
|
}
|
|
if(oldBlend) {
|
|
glEnable(GL_BLEND);
|
|
checkGLcall("glEnable GL_BLEND");
|
|
}
|
|
if(oldCull) {
|
|
glEnable(GL_CULL_FACE);
|
|
checkGLcall("glEnable GL_CULL_FACE");
|
|
}
|
|
if(oldStencil) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
checkGLcall("glEnable GL_STENCIL_TEST");
|
|
}
|
|
if(!oldAlpha) {
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable GL_ALPHA_TEST");
|
|
} else {
|
|
glEnable(GL_ALPHA_TEST);
|
|
checkGLcall("glEnable GL_ALPHA_TEST");
|
|
}
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS) && oldNVRegisterCombiners) {
|
|
glEnable(GL_REGISTER_COMBINERS_NV);
|
|
checkGLcall("glEnable GL_REGISTER_COMBINERS_NV");
|
|
}
|
|
|
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glAlphaFunc(alphafunc, alpharef);
|
|
checkGLcall("glAlphaFunc\n");
|
|
|
|
if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer && oldDraw == GL_BACK) {
|
|
glDrawBuffer(oldDraw);
|
|
}
|
|
|
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/* Restore the color key flags */
|
|
if(oldCKey != Src->CKeyFlags) {
|
|
Src->CKeyFlags = oldCKey;
|
|
}
|
|
|
|
/* Restore the old color key */
|
|
if (Flags & (DDBLT_KEYSRC | DDBLT_KEYDEST))
|
|
This->SrcBltCKey = oldBltCKey;
|
|
|
|
LEAVE_GL();
|
|
|
|
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
|
|
This->Flags |= SFLAG_GLDIRTY;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
/* Blt from rendertarget to texture? */
|
|
if( (SrcSurface == swapchain->frontBuffer) ||
|
|
(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) ) {
|
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if( ( (IWineD3DSurface *) This != swapchain->frontBuffer) &&
|
|
( swapchain->backBuffer && (IWineD3DSurface *) This != swapchain->backBuffer[0]) ) {
|
|
UINT row;
|
|
WINED3DRECT srect;
|
|
float xrel, yrel;
|
|
|
|
TRACE("Blt from rendertarget to texture\n");
|
|
|
|
/* Call preload for the surface to make sure it isn't dirty */
|
|
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
|
|
|
|
if(SrcRect) {
|
|
srect.x1 = SrcRect->left;
|
|
srect.y1 = SrcRect->top;
|
|
srect.x2 = SrcRect->right;
|
|
srect.y2 = SrcRect->bottom;
|
|
} else {
|
|
srect.x1 = 0;
|
|
srect.y1 = 0;
|
|
srect.x2 = Src->currentDesc.Width;
|
|
srect.y2 = Src->currentDesc.Height;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
/* Bind the target texture */
|
|
glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
|
|
checkGLcall("glBindTexture");
|
|
if(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) {
|
|
glReadBuffer(GL_BACK);
|
|
} else {
|
|
glReadBuffer(GL_FRONT);
|
|
}
|
|
checkGLcall("glReadBuffer");
|
|
|
|
xrel = (float) (srect.x2 - srect.x1) / (float) (rect.x2 - rect.x1);
|
|
yrel = (float) (srect.y2 - srect.y1) / (float) (rect.y2 - rect.y1);
|
|
|
|
/* I have to process this row by row to swap the image,
|
|
* otherwise it would be upside down, so streching in y direction
|
|
* doesn't cost extra time
|
|
*
|
|
* However, streching in x direction can be avoided if not necessary
|
|
*/
|
|
for(row = rect.y1; row < rect.y2; row++) {
|
|
if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
|
|
/* Well, that stuff works, but it's very slow.
|
|
* find a better way instead
|
|
*/
|
|
UINT col;
|
|
for(col = rect.x1; col < rect.x2; col++) {
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D,
|
|
0, /* level */
|
|
rect.x1 + col, This->currentDesc.Height - row - 1, /* xoffset, yoffset */
|
|
srect.x1 + col * xrel, Src->currentDesc.Height - srect.y2 + row * yrel,
|
|
1, 1);
|
|
}
|
|
} else {
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D,
|
|
0, /* level */
|
|
rect.x1, rect.y2 + rect.y1 - row - 1, /* xoffset, yoffset */
|
|
srect.x1, row - rect.y1,
|
|
rect.x2-rect.x1, 1);
|
|
}
|
|
}
|
|
|
|
vcheckGLcall("glCopyTexSubImage2D");
|
|
LEAVE_GL();
|
|
|
|
if(!(This->Flags & SFLAG_DONOTFREE)) {
|
|
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
|
|
This->resource.allocatedMemory = NULL;
|
|
} else {
|
|
This->Flags |= SFLAG_GLDIRTY;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Flags & DDBLT_COLORFILL) {
|
|
/* This is easy to handle for the D3D Device... */
|
|
DWORD color;
|
|
IWineD3DSwapChainImpl *implSwapChain;
|
|
|
|
TRACE("Colorfill\n");
|
|
|
|
/* The color as given in the Blt function is in the format of the frame-buffer...
|
|
* 'clear' expect it in ARGB format => we need to do some conversion :-)
|
|
*/
|
|
if (This->resource.format == WINED3DFMT_P8) {
|
|
if (This->palette) {
|
|
color = ((0xFF000000) |
|
|
(This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
|
|
(This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
|
|
(This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
|
|
} else {
|
|
color = 0xFF000000;
|
|
}
|
|
}
|
|
else if (This->resource.format == WINED3DFMT_R5G6B5) {
|
|
if (DDBltFx->u5.dwFillColor == 0xFFFF) {
|
|
color = 0xFFFFFFFF;
|
|
} else {
|
|
color = ((0xFF000000) |
|
|
((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
|
|
((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
|
|
((DDBltFx->u5.dwFillColor & 0x001F) << 3));
|
|
}
|
|
}
|
|
else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
|
|
(This->resource.format == WINED3DFMT_X8R8G8B8) ) {
|
|
color = 0xFF000000 | DDBltFx->u5.dwFillColor;
|
|
}
|
|
else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
|
|
color = DDBltFx->u5.dwFillColor;
|
|
}
|
|
else {
|
|
ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
|
|
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
|
|
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) implSwapChain );
|
|
if(implSwapChain->backBuffer && This == (IWineD3DSurfaceImpl*) implSwapChain->backBuffer[0]) {
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer(GL_BACK)");
|
|
}
|
|
else if (This == (IWineD3DSurfaceImpl*) implSwapChain->frontBuffer) {
|
|
glDrawBuffer(GL_FRONT);
|
|
checkGLcall("glDrawBuffer(GL_FRONT)");
|
|
}
|
|
else {
|
|
ERR("Wrong surface type for BLT override(not on swapchain) !\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("(%p) executing Render Target override, color = %x\n", This, color);
|
|
|
|
IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
|
|
1 /* Number of rectangles */,
|
|
&rect,
|
|
WINED3DCLEAR_TARGET,
|
|
color,
|
|
0.0 /* Z */,
|
|
0 /* Stencil */);
|
|
|
|
/* Restore the original draw buffer */
|
|
if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) {
|
|
glDrawBuffer(GL_BACK);
|
|
vcheckGLcall("glDrawBuffer");
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Default: Fall back to the generic blt */
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
|
TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
|
|
TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
|
|
|
|
/* Special cases for RenderTargets */
|
|
if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
|
|
( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
|
|
if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) return WINED3D_OK;
|
|
}
|
|
|
|
/* For the rest call the X11 surface implementation.
|
|
* For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
|
|
* other Blts are rather rare
|
|
*/
|
|
return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
TRACE("(%p)->(%x)\n", This, Flags);
|
|
|
|
switch (Flags)
|
|
{
|
|
case DDGBS_CANBLT:
|
|
case DDGBS_ISBLTDONE:
|
|
return DD_OK;
|
|
|
|
default:
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) {
|
|
/* XXX: DDERR_INVALIDSURFACETYPE */
|
|
|
|
TRACE("(%p)->(%08x)\n",iface,Flags);
|
|
switch (Flags) {
|
|
case DDGFS_CANFLIP:
|
|
case DDGFS_ISFLIPDONE:
|
|
return DD_OK;
|
|
|
|
default:
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
return This->Flags & SFLAG_LOST ? DDERR_SURFACELOST : WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
/* So far we don't lose anything :) */
|
|
This->Flags &= ~SFLAG_LOST;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
|
|
TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
|
|
|
|
/* Special cases for RenderTargets */
|
|
if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
|
|
( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
|
|
|
|
RECT SrcRect, DstRect;
|
|
DWORD Flags=0;
|
|
|
|
if(rsrc) {
|
|
SrcRect.left = rsrc->left;
|
|
SrcRect.top= rsrc->top;
|
|
SrcRect.bottom = rsrc->bottom;
|
|
SrcRect.right = rsrc->right;
|
|
} else {
|
|
SrcRect.left = 0;
|
|
SrcRect.top = 0;
|
|
SrcRect.right = srcImpl->currentDesc.Width;
|
|
SrcRect.bottom = srcImpl->currentDesc.Height;
|
|
}
|
|
|
|
DstRect.left = dstx;
|
|
DstRect.top=dsty;
|
|
DstRect.right = dstx + SrcRect.right - SrcRect.left;
|
|
DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
|
|
|
|
/* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
|
|
if(trans & DDBLTFAST_SRCCOLORKEY)
|
|
Flags |= DDBLT_KEYSRC;
|
|
if(trans & DDBLTFAST_DESTCOLORKEY)
|
|
Flags |= DDBLT_KEYDEST;
|
|
if(trans & DDBLTFAST_WAIT)
|
|
Flags |= DDBLT_WAIT;
|
|
if(trans & DDBLTFAST_DONOTWAIT)
|
|
Flags |= DDBLT_DONOTWAIT;
|
|
|
|
if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL) == WINED3D_OK) return WINED3D_OK;
|
|
}
|
|
|
|
|
|
return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
TRACE("(%p)->(%p)\n", This, Pal);
|
|
|
|
*Pal = (IWineD3DPalette *) This->palette;
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
RGBQUAD col[256];
|
|
IWineD3DPaletteImpl *pal = This->palette;
|
|
unsigned int n;
|
|
TRACE("(%p)\n", This);
|
|
|
|
if(This->resource.format == WINED3DFMT_P8 ||
|
|
This->resource.format == WINED3DFMT_A8P8)
|
|
{
|
|
TRACE("Dirtifying surface\n");
|
|
This->Flags |= SFLAG_DIRTY;
|
|
}
|
|
|
|
if(This->Flags & SFLAG_DIBSECTION) {
|
|
TRACE("(%p): Updating the hdc's palette\n", This);
|
|
for (n=0; n<256; n++) {
|
|
if(pal) {
|
|
col[n].rgbRed = pal->palents[n].peRed;
|
|
col[n].rgbGreen = pal->palents[n].peGreen;
|
|
col[n].rgbBlue = pal->palents[n].peBlue;
|
|
} else {
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
/* Use the default device palette */
|
|
col[n].rgbRed = device->palettes[device->currentPalette][n].peRed;
|
|
col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen;
|
|
col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue;
|
|
}
|
|
col[n].rgbReserved = 0;
|
|
}
|
|
SetDIBColorTable(This->hDC, 0, 256, col);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal;
|
|
TRACE("(%p)->(%p)\n", This, Pal);
|
|
|
|
if(This->palette != NULL)
|
|
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
This->palette->Flags &= ~DDPCAPS_PRIMARYSURFACE;
|
|
|
|
if(PalImpl != NULL) {
|
|
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
|
/* Set the device's main palette if the palette
|
|
* wasn't a primary palette before
|
|
*/
|
|
if(!(PalImpl->Flags & DDPCAPS_PRIMARYSURFACE)) {
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
unsigned int i;
|
|
|
|
for(i=0; i < 256; i++) {
|
|
device->palettes[device->currentPalette][i] = PalImpl->palents[i];
|
|
}
|
|
}
|
|
|
|
(PalImpl)->Flags |= DDPCAPS_PRIMARYSURFACE;
|
|
}
|
|
}
|
|
This->palette = PalImpl;
|
|
|
|
return IWineD3DSurface_RealizePalette(iface);
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey);
|
|
|
|
if ((Flags & DDCKEY_COLORSPACE) != 0) {
|
|
FIXME(" colorkey value not supported (%08x) !\n", Flags);
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
/* Dirtify the surface, but only if a key was changed */
|
|
if(CKey) {
|
|
switch (Flags & ~DDCKEY_COLORSPACE) {
|
|
case DDCKEY_DESTBLT:
|
|
This->DestBltCKey = *CKey;
|
|
This->CKeyFlags |= DDSD_CKDESTBLT;
|
|
break;
|
|
|
|
case DDCKEY_DESTOVERLAY:
|
|
This->DestOverlayCKey = *CKey;
|
|
This->CKeyFlags |= DDSD_CKDESTOVERLAY;
|
|
break;
|
|
|
|
case DDCKEY_SRCOVERLAY:
|
|
This->SrcOverlayCKey = *CKey;
|
|
This->CKeyFlags |= DDSD_CKSRCOVERLAY;
|
|
break;
|
|
|
|
case DDCKEY_SRCBLT:
|
|
This->SrcBltCKey = *CKey;
|
|
This->CKeyFlags |= DDSD_CKSRCBLT;
|
|
break;
|
|
}
|
|
}
|
|
else {
|
|
switch (Flags & ~DDCKEY_COLORSPACE) {
|
|
case DDCKEY_DESTBLT:
|
|
This->CKeyFlags &= ~DDSD_CKDESTBLT;
|
|
break;
|
|
|
|
case DDCKEY_DESTOVERLAY:
|
|
This->CKeyFlags &= ~DDSD_CKDESTOVERLAY;
|
|
break;
|
|
|
|
case DDCKEY_SRCOVERLAY:
|
|
This->CKeyFlags &= ~DDSD_CKSRCOVERLAY;
|
|
break;
|
|
|
|
case DDCKEY_SRCBLT:
|
|
This->CKeyFlags &= ~DDSD_CKSRCBLT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
|
|
/** Check against the maximum texture sizes supported by the video card **/
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
|
|
TRACE("%p\n", This);
|
|
if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
|
|
/* one of three options
|
|
1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
|
|
2: Set the texture to the maxium size (bad idea)
|
|
3: WARN and return WINED3DERR_NOTAVAILABLE;
|
|
4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
|
|
*/
|
|
WARN("(%p) Creating an oversized surface\n", This);
|
|
This->Flags |= SFLAG_OVERSIZE;
|
|
|
|
/* This will be initialized on the first blt */
|
|
This->glRect.left = 0;
|
|
This->glRect.top = 0;
|
|
This->glRect.right = 0;
|
|
This->glRect.bottom = 0;
|
|
} else {
|
|
/* No oversize, gl rect is the full texture size */
|
|
This->Flags &= ~SFLAG_OVERSIZE;
|
|
This->glRect.left = 0;
|
|
This->glRect.top = 0;
|
|
This->glRect.right = This->pow2Width;
|
|
This->glRect.bottom = This->pow2Height;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
DWORD ret;
|
|
TRACE("(%p)\n", This);
|
|
|
|
/* 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 (dxt2/3/4/5)
|
|
ie pitch = (width/4) * bytes per block */
|
|
if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
|
|
ret = (This->currentDesc.Width >> 2) << 3;
|
|
else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
|
|
This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
|
|
ret = (This->currentDesc.Width >> 2) << 4;
|
|
else {
|
|
if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
|
/* Front and back buffers are always lockes/unlocked on currentDesc.Width */
|
|
ret = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
|
|
} else {
|
|
ret = This->bytesPerPixel * This->pow2Width;
|
|
}
|
|
/* Surfaces are 32 bit aligned */
|
|
ret = (ret + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
|
|
}
|
|
TRACE("(%p) Returning %d\n", This, ret);
|
|
return ret;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
|
|
FIXME("(%p)->(%d,%d) Stub!\n", This, X, Y);
|
|
|
|
if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
TRACE("(%p): Not an overlay surface\n", This);
|
|
return DDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
|
|
FIXME("(%p)->(%p,%p) Stub!\n", This, X, Y);
|
|
|
|
if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
TRACE("(%p): Not an overlay surface\n", This);
|
|
return DDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
IWineD3DSurfaceImpl *RefImpl = (IWineD3DSurfaceImpl *) Ref;
|
|
|
|
FIXME("(%p)->(%08x,%p) Stub!\n", This, Flags, RefImpl);
|
|
|
|
if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
TRACE("(%p): Not an overlay surface\n", This);
|
|
return DDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
IWineD3DSurfaceImpl *Dst = (IWineD3DSurfaceImpl *) DstSurface;
|
|
FIXME("(%p)->(%p, %p, %p, %08x, %p)\n", This, SrcRect, Dst, DstRect, Flags, FX);
|
|
|
|
if(!(This->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
TRACE("(%p): Not an overlay surface\n", This);
|
|
return DDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DSurfaceImpl_QueryInterface,
|
|
IWineD3DSurfaceImpl_AddRef,
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IWineD3DSurfaceImpl_Release,
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/* IWineD3DResource */
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IWineD3DSurfaceImpl_GetParent,
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IWineD3DSurfaceImpl_GetDevice,
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IWineD3DSurfaceImpl_SetPrivateData,
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IWineD3DSurfaceImpl_GetPrivateData,
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IWineD3DSurfaceImpl_FreePrivateData,
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IWineD3DSurfaceImpl_SetPriority,
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IWineD3DSurfaceImpl_GetPriority,
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IWineD3DSurfaceImpl_PreLoad,
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IWineD3DSurfaceImpl_GetType,
|
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/* IWineD3DSurface */
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IWineD3DSurfaceImpl_GetContainerParent,
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IWineD3DSurfaceImpl_GetContainer,
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IWineD3DSurfaceImpl_GetDesc,
|
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IWineD3DSurfaceImpl_LockRect,
|
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IWineD3DSurfaceImpl_UnlockRect,
|
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IWineD3DSurfaceImpl_GetDC,
|
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IWineD3DSurfaceImpl_ReleaseDC,
|
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IWineD3DSurfaceImpl_Flip,
|
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IWineD3DSurfaceImpl_Blt,
|
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IWineD3DSurfaceImpl_GetBltStatus,
|
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IWineD3DSurfaceImpl_GetFlipStatus,
|
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IWineD3DSurfaceImpl_IsLost,
|
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IWineD3DSurfaceImpl_Restore,
|
|
IWineD3DSurfaceImpl_BltFast,
|
|
IWineD3DSurfaceImpl_GetPalette,
|
|
IWineD3DSurfaceImpl_SetPalette,
|
|
IWineD3DSurfaceImpl_RealizePalette,
|
|
IWineD3DSurfaceImpl_SetColorKey,
|
|
IWineD3DSurfaceImpl_GetPitch,
|
|
IWineD3DSurfaceImpl_SetMem,
|
|
IWineD3DSurfaceImpl_SetOverlayPosition,
|
|
IWineD3DSurfaceImpl_GetOverlayPosition,
|
|
IWineD3DSurfaceImpl_UpdateOverlayZOrder,
|
|
IWineD3DSurfaceImpl_UpdateOverlay,
|
|
/* Internal use: */
|
|
IWineD3DSurfaceImpl_CleanDirtyRect,
|
|
IWineD3DSurfaceImpl_AddDirtyRect,
|
|
IWineD3DSurfaceImpl_LoadTexture,
|
|
IWineD3DSurfaceImpl_SaveSnapshot,
|
|
IWineD3DSurfaceImpl_SetContainer,
|
|
IWineD3DSurfaceImpl_SetPBufferState,
|
|
IWineD3DSurfaceImpl_SetGlTextureDesc,
|
|
IWineD3DSurfaceImpl_GetGlDesc,
|
|
IWineD3DSurfaceImpl_GetData,
|
|
IWineD3DSurfaceImpl_SetFormat,
|
|
IWineD3DSurfaceImpl_PrivateSetup
|
|
};
|