Sweden-Number/dlls/d3d8/surface.c

649 lines
27 KiB
C

/*
* IDirect3DSurface8 implementation
*
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
/* IDirect3DSurface8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface, REFIID riid, LPVOID *ppobj) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
InterlockedIncrement(&D3D8_SURFACE(This)->resource.ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3DSurface_Release(This->wineD3DSurface);
HeapFree(GetProcessHeap(), 0, This);
}
else
InterlockedDecrement(&D3D8_SURFACE(This)->resource.ref);
return ref;
}
/* IDirect3DSurface8 IDirect3DResource8 Interface follow: */
HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8 **ppDevice) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
return IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
}
HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void *pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DSurface_SetPrivateData(This->wineD3DSurface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DSurface_GetPrivateData(This->wineD3DSurface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DSurface_FreePrivateData(This->wineD3DSurface, refguid);
}
/* IDirect3DSurface8 Interface follow: */
HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void **ppContainer) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
HRESULT res;
res = IUnknown_QueryInterface(D3D8_SURFACE(This)->container, riid, ppContainer);
if (E_NOINTERFACE == res) {
/**
* If the surface is created using CreateImageSurface, CreateRenderTarget,
* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
* GetContainer will return the Direct3D device used to create the surface.
*/
res = IUnknown_QueryInterface(D3D8_SURFACE(This)->container, &IID_IDirect3DDevice8, ppContainer);
}
TRACE("(%p) : returning %p\n", This, *ppContainer);
return res;
}
HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
WINED3DSURFACE_DESC wined3ddesc;
UINT tmpInt = -1;
TRACE("(%p) Relay\n", This);
/* As d3d8 and d3d8 structures differ, pass in ptrs to where data needs to go */
memset(&wined3ddesc, 0, sizeof(wined3ddesc));
wined3ddesc.Format = (WINED3DFORMAT *)&pDesc->Format;
wined3ddesc.Type = &pDesc->Type;
wined3ddesc.Usage = &pDesc->Usage;
wined3ddesc.Pool = &pDesc->Pool;
wined3ddesc.Size = &tmpInt;
wined3ddesc.MultiSampleType = &pDesc->MultiSampleType;
wined3ddesc.Width = &pDesc->Width;
wined3ddesc.Height = &pDesc->Height;
return IWineD3DSurface_GetDesc(This->wineD3DSurface, &wined3ddesc);
}
#define D3D8_SURFACE_GET_DEVICE(a) ((IDirect3DDevice8Impl*)((IDirect3DTexture8Impl*)(D3D8_SURFACE(a)->container))->Device)
HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
HRESULT hr;
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
/* fixme: should we really lock as such? */
if (D3D8_SURFACE(This)->inTexture && D3D8_SURFACE(This)->inPBuffer) {
FIXME("Warning: Surface is in texture memory or pbuffer\n");
D3D8_SURFACE(This)->inTexture = 0;
D3D8_SURFACE(This)->inPBuffer = 0;
}
if (FALSE == D3D8_SURFACE(This)->lockable) {
/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
texture regions, and since the destination is an unlockable region we need
to tolerate this */
TRACE("Warning: trying to lock unlockable surf@%p\n", This);
/*return D3DERR_INVALIDCALL; */
}
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget || This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer || D3D8_SURFACE_GET_DEVICE(This)->depthStencilBuffer) {
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer) {
TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, D3D8_SURFACE(This)->resource.allocatedMemory);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer) {
TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, D3D8_SURFACE(This)->resource.allocatedMemory);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget) {
TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, D3D8_SURFACE(This)->resource.allocatedMemory);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, D3D8_SURFACE(This)->resource.allocatedMemory);
}
} else {
TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, D3D8_SURFACE(This)->resource.allocatedMemory);
}
/* DXTn formats don't have exact pitches as they are to the new row of blocks,
where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5)
ie pitch = (width/4) * bytes per block */
if (D3D8_SURFACE(This)->resource.format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */
pLockedRect->Pitch = (D3D8_SURFACE(This)->currentDesc.Width/4) * 8;
else if (D3D8_SURFACE(This)->resource.format == D3DFMT_DXT2 || D3D8_SURFACE(This)->resource.format == D3DFMT_DXT3 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT4 || D3D8_SURFACE(This)->resource.format == D3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
pLockedRect->Pitch = (D3D8_SURFACE(This)->currentDesc.Width/4) * 16;
else
pLockedRect->Pitch = D3D8_SURFACE(This)->bytesPerPixel * D3D8_SURFACE(This)->currentDesc.Width; /* Bytes / row */
if (NULL == pRect) {
pLockedRect->pBits = D3D8_SURFACE(This)->resource.allocatedMemory;
D3D8_SURFACE(This)->lockedRect.left = 0;
D3D8_SURFACE(This)->lockedRect.top = 0;
D3D8_SURFACE(This)->lockedRect.right = D3D8_SURFACE(This)->currentDesc.Width;
D3D8_SURFACE(This)->lockedRect.bottom = D3D8_SURFACE(This)->currentDesc.Height;
TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &D3D8_SURFACE(This)->lockedRect, D3D8_SURFACE(This)->lockedRect.left, D3D8_SURFACE(This)->lockedRect.top, D3D8_SURFACE(This)->lockedRect.right, D3D8_SURFACE(This)->lockedRect.bottom);
} else {
TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
if (D3D8_SURFACE(This)->resource.format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
pLockedRect->pBits = D3D8_SURFACE(This)->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * D3D8_SURFACE(This)->bytesPerPixel/2));
} else {
pLockedRect->pBits = D3D8_SURFACE(This)->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * D3D8_SURFACE(This)->bytesPerPixel);
}
D3D8_SURFACE(This)->lockedRect.left = pRect->left;
D3D8_SURFACE(This)->lockedRect.top = pRect->top;
D3D8_SURFACE(This)->lockedRect.right = pRect->right;
D3D8_SURFACE(This)->lockedRect.bottom = pRect->bottom;
}
if (0 == D3D8_SURFACE(This)->resource.usage) { /* classic surface */
/* Nothing to do ;) */
} else if (D3DUSAGE_RENDERTARGET & D3D8_SURFACE(This)->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget || This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer) {
GLint prev_store;
GLint prev_read;
ENTER_GL();
/**
* for render->surface copy begin to begin of allocatedMemory
* unlock can be more easy
*/
pLockedRect->pBits = D3D8_SURFACE(This)->resource.allocatedMemory;
glFlush();
vcheckGLcall("glFlush");
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer) {
glReadBuffer(GL_BACK);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget) {
glReadBuffer(GL_FRONT);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->depthStencilBuffer) {
ERR("Stencil Buffer lock unsupported for now\n");
}
vcheckGLcall("glReadBuffer");
{
long j;
GLenum format = D3DFmt2GLFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format);
GLenum type = D3DFmt2GLType(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format);
for (j = D3D8_SURFACE(This)->lockedRect.top; j < D3D8_SURFACE(This)->lockedRect.bottom - D3D8_SURFACE(This)->lockedRect.top; ++j) {
glReadPixels(D3D8_SURFACE(This)->lockedRect.left,
D3D8_SURFACE(This)->lockedRect.bottom - j - 1,
D3D8_SURFACE(This)->lockedRect.right - D3D8_SURFACE(This)->lockedRect.left,
1,
format,
type,
(char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-D3D8_SURFACE(This)->lockedRect.top)));
vcheckGLcall("glReadPixels");
}
}
glReadBuffer(prev_read);
vcheckGLcall("glReadBuffer");
LEAVE_GL();
} else {
FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
}
} else if (D3DUSAGE_DEPTHSTENCIL & D3D8_SURFACE(This)->resource.usage) { /* stencil surfaces */
FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
} else {
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
}
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
/* Don't dirtify */
} else {
/**
* Dirtify on lock
* as seen in msdn docs
*/
IWineD3DSurface_AddDirtyRect(This->wineD3DSurface, &D3D8_SURFACE(This)->lockedRect);
/** Dirtify Container if needed */
if (NULL != D3D8_SURFACE(This)->container) {
IDirect3DBaseTexture8* cont = NULL;
hr = IUnknown_QueryInterface(D3D8_SURFACE(This)->container, &IID_IDirect3DBaseTexture8, (void**) &cont);
if (SUCCEEDED(hr) && NULL != cont) {
IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
IDirect3DBaseTexture8_Release(cont);
cont = NULL;
}
}
}
TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, D3D8_SURFACE(This)->Dirty);
D3D8_SURFACE(This)->locked = TRUE;
return D3D_OK;
}
HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
GLint skipBytes = 0;
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
if (FALSE == D3D8_SURFACE(This)->locked) {
ERR("trying to Unlock an unlocked surf@%p\n", This);
return D3DERR_INVALIDCALL;
}
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer || D3D8_SURFACE_GET_DEVICE(This)->depthStencilBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget) {
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer) {
TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, D3D8_SURFACE(This)->Dirty);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer) {
TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, D3D8_SURFACE(This)->Dirty);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->depthStencilBuffer) {
TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, D3D8_SURFACE(This)->Dirty);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget) {
TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, D3D8_SURFACE(This)->Dirty);
}
} else {
TRACE("(%p) : dirtyfied(%d)\n", This, D3D8_SURFACE(This)->Dirty);
}
if (FALSE == D3D8_SURFACE(This)->Dirty) {
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
goto unlock_end;
}
if (0 == D3D8_SURFACE(This)->resource.usage) { /* classic surface */
/**
* nothing to do
* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
*/
} else if (D3DUSAGE_RENDERTARGET & D3D8_SURFACE(This)->resource.usage) { /* render surfaces */
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget) {
GLint prev_store;
GLint prev_draw;
GLint prev_rasterpos[4];
ENTER_GL();
glFlush();
vcheckGLcall("glFlush");
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv");
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
vcheckGLcall("glIntegerv");
glPixelZoom(1.0, -1.0);
vcheckGLcall("glPixelZoom");
/* glDrawPixels transforms the raster position as though it was a vertex -
we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
per drawprim (and leave set - it will sort itself out due to last_was_rhw */
if (!D3D8_SURFACE_GET_DEVICE(This)->last_was_rhw) {
double X, Y, height, width, minZ, maxZ;
D3D8_SURFACE_GET_DEVICE(This)->last_was_rhw = TRUE;
/* Transformed already into viewport coordinates, so we do not need transform
matrices. Reset all matrices to identity and leave the default matrix in world
mode. */
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode");
glLoadIdentity();
checkGLcall("glLoadIdentity");
/* Set up the viewport to be full viewport */
X = D3D8_SURFACE_GET_DEVICE(This)->StateBlock->viewport.X;
Y = D3D8_SURFACE_GET_DEVICE(This)->StateBlock->viewport.Y;
height = D3D8_SURFACE_GET_DEVICE(This)->StateBlock->viewport.Height;
width = D3D8_SURFACE_GET_DEVICE(This)->StateBlock->viewport.Width;
minZ = D3D8_SURFACE_GET_DEVICE(This)->StateBlock->viewport.MinZ;
maxZ = D3D8_SURFACE_GET_DEVICE(This)->StateBlock->viewport.MaxZ;
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
a pixel (See comment above glTranslate below) */
glTranslatef(0.5, 0.5, 0);
checkGLcall("glTranslatef(0.5, 0.5, 0)");
}
if (This == D3D8_SURFACE_GET_DEVICE(This)->backBuffer) {
glDrawBuffer(GL_BACK);
} else if (This == D3D8_SURFACE_GET_DEVICE(This)->frontBuffer || This == D3D8_SURFACE_GET_DEVICE(This)->renderTarget) {
glDrawBuffer(GL_FRONT);
}
vcheckGLcall("glDrawBuffer");
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, D3D8_SURFACE(This)->currentDesc.Width);
/* And back buffers are not blended */
glDisable(GL_BLEND);
glRasterPos3i(D3D8_SURFACE(This)->lockedRect.left, D3D8_SURFACE(This)->lockedRect.top, 1);
vcheckGLcall("glRasterPos2f");
switch (D3D8_SURFACE(This)->resource.format) {
case D3DFMT_R5G6B5:
{
glDrawPixels(D3D8_SURFACE(This)->lockedRect.right - D3D8_SURFACE(This)->lockedRect.left, (D3D8_SURFACE(This)->lockedRect.bottom - D3D8_SURFACE(This)->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, D3D8_SURFACE(This)->resource.allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_R8G8B8:
{
glDrawPixels(D3D8_SURFACE(This)->lockedRect.right - D3D8_SURFACE(This)->lockedRect.left, (D3D8_SURFACE(This)->lockedRect.bottom - D3D8_SURFACE(This)->lockedRect.top)-1,
GL_RGB, GL_UNSIGNED_BYTE, D3D8_SURFACE(This)->resource.allocatedMemory);
vcheckGLcall("glDrawPixels");
}
break;
case D3DFMT_A8R8G8B8:
{
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei");
glDrawPixels(D3D8_SURFACE(This)->lockedRect.right - D3D8_SURFACE(This)->lockedRect.left, (D3D8_SURFACE(This)->lockedRect.bottom - D3D8_SURFACE(This)->lockedRect.top)-1,
GL_BGRA, GL_UNSIGNED_BYTE, D3D8_SURFACE(This)->resource.allocatedMemory);
vcheckGLcall("glDrawPixels");
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
vcheckGLcall("glPixelStorei");
}
break;
default:
FIXME("Unsupported Format %u in locking func\n", D3D8_SURFACE(This)->resource.format);
}
glPixelZoom(1.0,1.0);
vcheckGLcall("glPixelZoom");
glDrawBuffer(prev_draw);
vcheckGLcall("glDrawBuffer");
glRasterPos3iv(&prev_rasterpos[0]);
vcheckGLcall("glRasterPos3iv");
/* Reset to previous pack row length / blending state */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
if (D3D8_SURFACE_GET_DEVICE(This)->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
LEAVE_GL();
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect(This->wineD3DSurface);
} else {
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
}
} else if (D3DUSAGE_DEPTHSTENCIL & D3D8_SURFACE(This)->resource.usage) { /* stencil surfaces */
if (This == D3D8_SURFACE_GET_DEVICE(This)->depthStencilBuffer) {
FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
} else {
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
}
} else {
FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, D3D8_SURFACE(This)->resource.usage);
}
unlock_end:
D3D8_SURFACE(This)->locked = FALSE;
memset(&D3D8_SURFACE(This)->lockedRect, 0, sizeof(RECT));
return D3D_OK;
}
const IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl =
{
/* IUnknown */
IDirect3DSurface8Impl_QueryInterface,
IDirect3DSurface8Impl_AddRef,
IDirect3DSurface8Impl_Release,
/* IDirect3DResource8 */
IDirect3DSurface8Impl_GetDevice,
IDirect3DSurface8Impl_SetPrivateData,
IDirect3DSurface8Impl_GetPrivateData,
IDirect3DSurface8Impl_FreePrivateData,
/* IDirect3DSurface8 */
IDirect3DSurface8Impl_GetContainer,
IDirect3DSurface8Impl_GetDesc,
IDirect3DSurface8Impl_LockRect,
IDirect3DSurface8Impl_UnlockRect
};
HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, UINT gl_target, UINT gl_level) {
IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
if (D3D8_SURFACE(This)->inTexture)
return D3D_OK;
if (D3D8_SURFACE(This)->inPBuffer) {
ENTER_GL();
if (gl_level != 0)
FIXME("Surface in texture is only supported for level 0\n");
else if (D3D8_SURFACE(This)->resource.format == D3DFMT_P8 || D3D8_SURFACE(This)->resource.format == D3DFMT_A8P8 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT1 || D3D8_SURFACE(This)->resource.format == D3DFMT_DXT2 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT3 || D3D8_SURFACE(This)->resource.format == D3DFMT_DXT4 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT5)
FIXME("Format %d not supported\n", D3D8_SURFACE(This)->resource.format);
else {
glCopyTexImage2D(gl_target,
0,
D3DFmt2GLIntFmt(D3D8_SURFACE_GET_DEVICE(This),
D3D8_SURFACE(This)->resource.format),
0,
0,/*This->surfaces[j][i]->myDesc.Height-1,*/
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0);
TRACE("Updating target %d\n", gl_target);
D3D8_SURFACE(This)->inTexture = TRUE;
}
LEAVE_GL();
return D3D_OK;
}
if ((D3D8_SURFACE(This)->resource.format == D3DFMT_P8 || D3D8_SURFACE(This)->resource.format == D3DFMT_A8P8) &&
!GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, D3D8_SURFACE_GET_DEVICE(This))) {
/**
* wanted a paletted texture and not really support it in HW
* so software emulation code begin
*/
UINT i;
PALETTEENTRY* pal = D3D8_SURFACE_GET_DEVICE(This)->palettes[D3D8_SURFACE_GET_DEVICE(This)->currentPalette];
VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, D3D8_SURFACE(This)->currentDesc.Width * D3D8_SURFACE(This)->currentDesc.Height * sizeof(DWORD));
BYTE* dst = surface;
BYTE* src = (BYTE*) D3D8_SURFACE(This)->resource.allocatedMemory;
for (i = 0; i < D3D8_SURFACE(This)->currentDesc.Width * D3D8_SURFACE(This)->currentDesc.Height; i++) {
BYTE color = *src++;
*dst++ = pal[color].peRed;
*dst++ = pal[color].peGreen;
*dst++ = pal[color].peBlue;
if (D3D8_SURFACE(This)->resource.format == D3DFMT_A8P8)
*dst++ = pal[color].peFlags;
else
*dst++ = 0xFF;
}
ENTER_GL();
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
gl_target,
gl_level,
GL_RGBA,
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
glTexImage2D(gl_target,
gl_level,
GL_RGBA,
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
checkGLcall("glTexImage2D");
HeapFree(GetProcessHeap(), 0, surface);
LEAVE_GL();
return D3D_OK;
}
if (D3D8_SURFACE(This)->resource.format == D3DFMT_DXT1 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT2 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT3 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT4 ||
D3D8_SURFACE(This)->resource.format == D3DFMT_DXT5) {
if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, D3D8_SURFACE_GET_DEVICE(This))) {
TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
gl_target,
gl_level,
D3DFmt2GLIntFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0,
D3D8_SURFACE(This)->resource.size,
D3D8_SURFACE(This)->resource.allocatedMemory);
ENTER_GL();
GL_EXTCALL_DEV(glCompressedTexImage2DARB, D3D8_SURFACE_GET_DEVICE(This))(gl_target,
gl_level,
D3DFmt2GLIntFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0,
D3D8_SURFACE(This)->resource.size,
D3D8_SURFACE(This)->resource.allocatedMemory);
checkGLcall("glCommpressedTexTexImage2D");
LEAVE_GL();
} else {
FIXME("Using DXT1/3/5 without advertized support\n");
}
} else {
TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
gl_target,
gl_level,
debug_d3dformat(D3D8_SURFACE(This)->resource.format),
D3DFmt2GLIntFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0,
D3DFmt2GLFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3DFmt2GLType(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3D8_SURFACE(This)->resource.allocatedMemory);
ENTER_GL();
glTexImage2D(gl_target,
gl_level,
D3DFmt2GLIntFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3D8_SURFACE(This)->currentDesc.Width,
D3D8_SURFACE(This)->currentDesc.Height,
0,
D3DFmt2GLFmt(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3DFmt2GLType(D3D8_SURFACE_GET_DEVICE(This), D3D8_SURFACE(This)->resource.format),
D3D8_SURFACE(This)->resource.allocatedMemory);
checkGLcall("glTexImage2D");
LEAVE_GL();
#if 0
{
static unsigned int gen = 0;
char buffer[4096];
++gen;
if ((gen % 10) == 0) {
snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen);
IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
}
/*
* debugging crash code
if (gen == 250) {
void** test = NULL;
*test = 0;
}
*/
}
#endif
}
return D3D_OK;
}