Sweden-Number/dlls/wined3d/surface.c

3406 lines
136 KiB
C

/*
* Copyright 1997-2000 Marcus Meissner
* Copyright 1998-2000 Lionel Ulmer
* Copyright 2000-2001 TransGaming Technologies Inc.
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers
* Copyright 2007-2008 Henri Verbeet
* Copyright 2006-2008 Roderick Colenbrander
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM
| WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER;
/* Works correctly only for <= 4 bpp formats. */
static void get_color_masks(const struct wined3d_format *format, DWORD *masks)
{
masks[0] = ((1u << format->red_size) - 1) << format->red_offset;
masks[1] = ((1u << format->green_size) - 1) << format->green_offset;
masks[2] = ((1u << format->blue_size) - 1) << format->blue_offset;
}
static BOOL texture2d_is_full_rect(const struct wined3d_texture *texture, unsigned int level, const RECT *r)
{
unsigned int t;
t = wined3d_texture_get_level_width(texture, level);
if ((r->left && r->right) || abs(r->right - r->left) != t)
return FALSE;
t = wined3d_texture_get_level_height(texture, level);
if ((r->top && r->bottom) || abs(r->bottom - r->top) != t)
return FALSE;
return TRUE;
}
static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
DWORD dst_location, const RECT *dst_rect)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
DWORD src_mask, dst_mask;
GLbitfield gl_mask;
TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n", device,
src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect),
dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_mask != dst_mask)
{
ERR("Incompatible formats %s and %s.\n",
debug_d3dformat(src_texture->resource.format->id),
debug_d3dformat(dst_texture->resource.format->id));
return;
}
if (!src_mask)
{
ERR("Not a depth / stencil format: %s.\n",
debug_d3dformat(src_texture->resource.format->id));
return;
}
gl_mask = 0;
if (src_mask & WINED3DFMT_FLAG_DEPTH)
gl_mask |= GL_DEPTH_BUFFER_BIT;
if (src_mask & WINED3DFMT_FLAG_STENCIL)
gl_mask |= GL_STENCIL_BUFFER_BIT;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. */
wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
else
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, 0,
&src_texture->resource, src_sub_resource_idx, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, 0,
&dst_texture->resource, dst_sub_resource_idx, dst_location);
context_set_draw_buffer(context, GL_NONE);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
}
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
checkGLcall("glBlitFramebuffer()");
}
static BOOL is_multisample_location(const struct wined3d_texture_gl *texture_gl, DWORD location)
{
if (location == WINED3D_LOCATION_RB_MULTISAMPLE)
return TRUE;
if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB)
return FALSE;
return texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
}
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3d_context *context,
enum wined3d_texture_filter_type filter, struct wined3d_texture *src_texture,
unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect,
struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location,
const RECT *dst_rect)
{
struct wined3d_texture *required_texture, *restore_texture;
unsigned int required_idx, restore_idx;
const struct wined3d_gl_info *gl_info;
GLenum gl_filter;
GLenum buffer;
RECT s, d;
TRACE("device %p, context %p, filter %s, src_texture %p, src_sub_resource_idx %u, src_location %s, "
"src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s.\n",
device, context, debug_d3dtexturefiltertype(filter), src_texture, src_sub_resource_idx,
wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture,
dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
switch (filter)
{
case WINED3D_TEXF_LINEAR:
gl_filter = GL_LINEAR;
break;
default:
FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
/* fall through */
case WINED3D_TEXF_NONE:
case WINED3D_TEXF_POINT:
gl_filter = GL_NEAREST;
break;
}
/* Resolve the source surface first if needed. */
if (is_multisample_location(wined3d_texture_gl(src_texture), src_location)
&& (src_texture->resource.format->id != dst_texture->resource.format->id
|| abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
|| abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)))
src_location = WINED3D_LOCATION_RB_RESOLVED;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. (And is
* in fact harmful if we're being called by surface_load_location() with
* the purpose of loading the destination surface.) */
wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, src_location);
if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
else
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
if (src_location == WINED3D_LOCATION_DRAWABLE)
{
required_texture = src_texture;
required_idx = src_sub_resource_idx;
}
else if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
required_texture = dst_texture;
required_idx = dst_sub_resource_idx;
}
else
{
required_texture = NULL;
required_idx = 0;
}
restore_texture = context->current_rt.texture;
restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != required_texture || restore_idx != required_idx)
context = context_acquire(device, required_texture, required_idx);
else
restore_texture = NULL;
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping blit.\n");
return;
}
gl_info = context->gl_info;
if (src_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Source texture %p is onscreen.\n", src_texture);
buffer = wined3d_texture_get_gl_buffer(src_texture);
s = *src_rect;
wined3d_texture_translate_drawable_coords(src_texture, context->win_handle, &s);
src_rect = &s;
}
else
{
TRACE("Source texture %p is offscreen.\n", src_texture);
buffer = GL_COLOR_ATTACHMENT0;
}
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
&src_texture->resource, src_sub_resource_idx, NULL, 0, src_location);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer()");
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Destination texture %p is onscreen.\n", dst_texture);
buffer = wined3d_texture_get_gl_buffer(dst_texture);
d = *dst_rect;
wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
dst_rect = &d;
}
else
{
TRACE("Destination texture %p is offscreen.\n", dst_texture);
buffer = GL_COLOR_ATTACHMENT0;
}
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("glBlitFramebuffer()");
if (dst_location == WINED3D_LOCATION_DRAWABLE && dst_texture->swapchain->front_buffer == dst_texture)
gl_info->gl_ops.gl.p_glFlush();
if (restore_texture)
context_restore(context, restore_texture, restore_idx);
}
static BOOL fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_gl_info *gl_info,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location)
{
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return FALSE;
/* Source and/or destination need to be on the GL side */
if (!(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
return FALSE;
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
return FALSE;
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT:
if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (src_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
return FALSE;
if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
return FALSE;
if ((src_format->id != dst_format->id || dst_location == WINED3D_LOCATION_DRAWABLE)
&& (!is_identity_fixup(src_format->color_fixup) || !is_identity_fixup(dst_format->color_fixup)))
return FALSE;
break;
case WINED3D_BLIT_OP_DEPTH_BLIT:
if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
return FALSE;
if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
return FALSE;
/* Accept pure swizzle fixups for depth formats. In general we
* ignore the stencil component (if present) at the moment and the
* swizzle is not relevant with just the depth component. */
if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup)
|| is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup))
return FALSE;
break;
default:
return FALSE;
}
return TRUE;
}
/* See also float_16_to_32() in wined3d_private.h */
static inline unsigned short float_32_to_16(const float *in)
{
int exp = 0;
float tmp = fabsf(*in);
unsigned int mantissa;
unsigned short ret;
/* Deal with special numbers */
if (*in == 0.0f)
return 0x0000;
if (isnan(*in))
return 0x7c01;
if (isinf(*in))
return (*in < 0.0f ? 0xfc00 : 0x7c00);
if (tmp < (float)(1u << 10))
{
do
{
tmp = tmp * 2.0f;
exp--;
} while (tmp < (float)(1u << 10));
}
else if (tmp >= (float)(1u << 11))
{
do
{
tmp /= 2.0f;
exp++;
} while (tmp >= (float)(1u << 11));
}
mantissa = (unsigned int)tmp;
if (tmp - mantissa >= 0.5f)
++mantissa; /* Round to nearest, away from zero. */
exp += 10; /* Normalize the mantissa. */
exp += 15; /* Exponent is encoded with excess 15. */
if (exp > 30) /* too big */
{
ret = 0x7c00; /* INF */
}
else if (exp <= 0)
{
/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
while (exp <= 0)
{
mantissa = mantissa >> 1;
++exp;
}
ret = mantissa & 0x3ff;
}
else
{
ret = (exp << 10) | (mantissa & 0x3ff);
}
ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
return ret;
}
static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
unsigned short *dst_s;
const float *src_f;
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
src_f = (const float *)(src + y * pitch_in);
dst_s = (unsigned short *) (dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
dst_s[x] = float_32_to_16(src_f + x);
}
}
}
static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
static const unsigned char convert_5to8[] =
{
0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
};
static const unsigned char convert_6to8[] =
{
0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
};
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const WORD *src_line = (const WORD *)(src + y * pitch_in);
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
WORD pixel = src_line[x];
dst_line[x] = 0xff000000u
| convert_5to8[(pixel & 0xf800u) >> 11] << 16
| convert_6to8[(pixel & 0x07e0u) >> 5] << 8
| convert_5to8[(pixel & 0x001fu)];
}
}
}
/* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
* in both cases we're just setting the X / Alpha channel to 0xff. */
static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
}
}
}
static inline BYTE cliptobyte(int x)
{
return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
}
static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const BYTE *src_line = src + y * pitch_in;
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
/* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
* C = Y - 16; D = U - 128; E = V - 128;
* R = cliptobyte((298 * C + 409 * E + 128) >> 8);
* G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
* B = cliptobyte((298 * C + 516 * D + 128) >> 8);
* Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
* U and V are shared between the pixels. */
if (!(x & 1)) /* For every even pixel, read new U and V. */
{
d = (int) src_line[1] - 128;
e = (int) src_line[3] - 128;
r2 = 409 * e + 128;
g2 = - 100 * d - 208 * e + 128;
b2 = 516 * d + 128;
}
c2 = 298 * ((int) src_line[0] - 16);
dst_line[x] = 0xff000000
| cliptobyte((c2 + r2) >> 8) << 16 /* red */
| cliptobyte((c2 + g2) >> 8) << 8 /* green */
| cliptobyte((c2 + b2) >> 8); /* blue */
/* Scale RGB values to 0..255 range,
* then clip them if still not in range (may be negative),
* then shift them within DWORD if necessary. */
src_line += 2;
}
}
}
static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
unsigned int x, y;
int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const BYTE *src_line = src + y * pitch_in;
WORD *dst_line = (WORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
/* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
* C = Y - 16; D = U - 128; E = V - 128;
* R = cliptobyte((298 * C + 409 * E + 128) >> 8);
* G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
* B = cliptobyte((298 * C + 516 * D + 128) >> 8);
* Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
* U and V are shared between the pixels. */
if (!(x & 1)) /* For every even pixel, read new U and V. */
{
d = (int) src_line[1] - 128;
e = (int) src_line[3] - 128;
r2 = 409 * e + 128;
g2 = - 100 * d - 208 * e + 128;
b2 = 516 * d + 128;
}
c2 = 298 * ((int) src_line[0] - 16);
dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
| (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
| (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
/* Scale RGB values to 0..255 range,
* then clip them if still not in range (may be negative),
* then shift them within DWORD if necessary. */
src_line += 2;
}
}
}
struct d3dfmt_converter_desc
{
enum wined3d_format_id from, to;
void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
};
static const struct d3dfmt_converter_desc converters[] =
{
{WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
{WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
{WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
{WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
{WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
};
static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from,
enum wined3d_format_id to)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(converters); ++i)
{
if (converters[i].from == from && converters[i].to == to)
return &converters[i];
}
return NULL;
}
static struct wined3d_texture *surface_convert_format(struct wined3d_texture *src_texture,
unsigned int sub_resource_idx, const struct wined3d_format *dst_format)
{
unsigned int texture_level = sub_resource_idx % src_texture->level_count;
const struct wined3d_format *src_format = src_texture->resource.format;
struct wined3d_device *device = src_texture->resource.device;
const struct d3dfmt_converter_desc *conv = NULL;
unsigned int src_row_pitch, src_slice_pitch;
struct wined3d_context *context = NULL;
struct wined3d_texture *dst_texture;
struct wined3d_bo_address src_data;
struct wined3d_resource_desc desc;
DWORD map_binding;
if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized
|| !is_identity_fixup(src_format->color_fixup) || src_format->conv_byte_count
|| !is_identity_fixup(dst_format->color_fixup) || dst_format->conv_byte_count
|| (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)))
{
FIXME("Cannot find a conversion function from format %s to %s.\n",
debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
return NULL;
}
/* FIXME: Multisampled conversion? */
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = dst_format->id;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_SCRATCH | WINED3DUSAGE_PRIVATE;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
desc.width = wined3d_texture_get_level_width(src_texture, texture_level);
desc.height = wined3d_texture_get_level_height(src_texture, texture_level);
desc.depth = 1;
desc.size = 0;
if (FAILED(wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_DISCARD,
NULL, NULL, &wined3d_null_parent_ops, &dst_texture)))
{
ERR("Failed to create a destination texture for conversion.\n");
return NULL;
}
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
map_binding = src_texture->resource.map_binding;
if (!wined3d_texture_load_location(src_texture, sub_resource_idx, context, map_binding))
ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_get_pitch(src_texture, texture_level, &src_row_pitch, &src_slice_pitch);
wined3d_texture_get_memory(src_texture, sub_resource_idx, &src_data, map_binding);
if (conv)
{
unsigned int dst_row_pitch, dst_slice_pitch;
struct wined3d_bo_address dst_data;
const BYTE *src;
BYTE *dst;
map_binding = dst_texture->resource.map_binding;
if (!wined3d_texture_load_location(dst_texture, 0, context, map_binding))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_get_pitch(dst_texture, 0, &dst_row_pitch, &dst_slice_pitch);
wined3d_texture_get_memory(dst_texture, 0, &dst_data, map_binding);
src = context_map_bo_address(context, &src_data,
src_texture->sub_resources[sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
dst = context_map_bo_address(context,
&dst_data, dst_texture->sub_resources[0].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_WRITE);
conv->convert(src, dst, src_row_pitch, dst_row_pitch, desc.width, desc.height);
wined3d_texture_invalidate_location(dst_texture, 0, ~map_binding);
context_unmap_bo_address(context, &dst_data, GL_PIXEL_UNPACK_BUFFER);
context_unmap_bo_address(context, &src_data, GL_PIXEL_UNPACK_BUFFER);
}
else
{
struct wined3d_box src_box = {0, 0, desc.width, desc.height, 0, 1};
TRACE("Using upload conversion.\n");
wined3d_texture_prepare_texture(dst_texture, context, FALSE);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), wined3d_context_gl(context), FALSE);
wined3d_texture_upload_data(dst_texture, 0, context, src_format, &src_box,
wined3d_const_bo_address(&src_data), src_row_pitch, src_slice_pitch, 0, 0, 0, FALSE);
wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB);
}
if (context)
context_release(context);
return dst_texture;
}
static void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD src_location, DWORD dst_location)
{
struct wined3d_resource *resource = &texture->resource;
struct wined3d_device *device = resource->device;
const struct wined3d_format_gl *format_gl;
struct wined3d_texture *restore_texture;
const struct wined3d_gl_info *gl_info;
unsigned int row_pitch, slice_pitch;
unsigned int width, height, level;
struct wined3d_bo_address data;
unsigned int restore_idx;
BYTE *row, *top, *bottom;
BOOL src_is_upside_down;
unsigned int i;
BYTE *mem;
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
restore_texture = context->current_rt.texture;
restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != texture || restore_idx != sub_resource_idx)
context = context_acquire(device, texture, sub_resource_idx);
else
restore_texture = NULL;
gl_info = context->gl_info;
if (src_location != resource->draw_binding)
{
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER,
resource, sub_resource_idx, NULL, 0, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
else
{
wined3d_context_gl_apply_blit_state(wined3d_context_gl(context), device);
}
/* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it,
* every part of the code that reads sets the read buffer as desired.
*/
if (src_location != WINED3D_LOCATION_DRAWABLE || wined3d_resource_is_offscreen(resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
TRACE("Mapping offscreen render target.\n");
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
src_is_upside_down = TRUE;
}
else
{
/* Onscreen surfaces are always part of a swapchain */
GLenum buffer = wined3d_texture_get_gl_buffer(texture);
TRACE("Mapping %#x buffer.\n", buffer);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
src_is_upside_down = FALSE;
}
checkGLcall("glReadBuffer");
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
checkGLcall("glBindBuffer");
}
level = sub_resource_idx % texture->level_count;
wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
format_gl = wined3d_format_gl(resource->format);
/* Setup pixel store pack state -- to glReadPixels into the correct place */
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / format_gl->f.byte_count);
checkGLcall("glPixelStorei");
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height,
format_gl->format, format_gl->type, data.addr);
checkGLcall("glReadPixels");
/* Reset previous pixel store pack state */
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
checkGLcall("glPixelStorei");
if (!src_is_upside_down)
{
/* glReadPixels returns the image upside down, and there is no way to
* prevent this. Flip the lines in software. */
if (!(row = heap_alloc(row_pitch)))
goto error;
if (data.buffer_object)
{
mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
checkGLcall("glMapBuffer");
}
else
mem = data.addr;
top = mem;
bottom = mem + row_pitch * (height - 1);
for (i = 0; i < height / 2; i++)
{
memcpy(row, top, row_pitch);
memcpy(top, bottom, row_pitch);
memcpy(bottom, row, row_pitch);
top += row_pitch;
bottom -= row_pitch;
}
heap_free(row);
if (data.buffer_object)
GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
}
error:
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
if (restore_texture)
context_restore(context, restore_texture, restore_idx);
}
/* Read the framebuffer contents into a texture. Note that this function
* doesn't do any kind of flipping. Using this on an onscreen surface will
* result in a flipped D3D texture.
*
* Context activation is done by the caller. This function may temporarily
* switch to a different context and restore the original one before return. */
void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl,
unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context)
{
struct wined3d_texture *restore_texture;
const struct wined3d_gl_info *gl_info;
struct wined3d_resource *resource;
unsigned int restore_idx, level;
struct wined3d_device *device;
GLenum target;
resource = &texture_gl->t.resource;
device = resource->device;
restore_texture = context->current_rt.texture;
restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != &texture_gl->t || restore_idx != sub_resource_idx)
context = context_acquire(device, &texture_gl->t, sub_resource_idx);
else
restore_texture = NULL;
gl_info = context->gl_info;
device_invalidate_state(device, STATE_FRAMEBUFFER);
wined3d_texture_prepare_texture(&texture_gl->t, context, srgb);
wined3d_texture_gl_bind_and_dirtify(texture_gl, wined3d_context_gl(context), srgb);
TRACE("Reading back offscreen render target %p, %u.\n", texture_gl, sub_resource_idx);
if (wined3d_resource_is_offscreen(resource))
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
else
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&texture_gl->t));
checkGLcall("glReadBuffer");
level = sub_resource_idx % texture_gl->t.level_count;
target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0,
wined3d_texture_get_level_width(&texture_gl->t, level),
wined3d_texture_get_level_height(&texture_gl->t, level));
checkGLcall("glCopyTexSubImage2D");
if (restore_texture)
context_restore(context, restore_texture, restore_idx);
}
/* Does a direct frame buffer -> texture copy. Stretching is done with single
* pixel copy calls. */
static void fb_copy_to_texture_direct(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, enum wined3d_texture_filter_type filter)
{
struct wined3d_device *device = dst_texture->t.resource.device;
unsigned int src_height, src_level, dst_level;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
float xrel, yrel;
struct wined3d_context *context;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
GLenum dst_target;
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(dst_rect.top > dst_rect.bottom) {
UINT tmp = dst_rect.bottom;
dst_rect.bottom = dst_rect.top;
dst_rect.top = tmp;
upsidedown = TRUE;
}
context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
context_gl = wined3d_context_gl(context);
gl_info = context->gl_info;
wined3d_context_gl_apply_blit_state(context_gl, device);
wined3d_texture_load(&dst_texture->t, context, FALSE);
/* Bind the target texture */
wined3d_context_gl_bind_texture(context_gl, dst_texture->target, dst_texture->texture_rgb.name);
if (wined3d_resource_is_offscreen(&src_texture->t.resource))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
}
checkGLcall("glReadBuffer");
xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{
FIXME_(d3d_perf)("Doing a pixel by pixel copy from the framebuffer to a texture.\n");
if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
ERR("Texture filtering not supported in direct blit.\n");
}
else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
&& ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
ERR("Texture filtering not supported in direct blit\n");
}
src_level = src_sub_resource_idx % src_texture->t.level_count;
dst_level = dst_sub_resource_idx % dst_texture->t.level_count;
src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
if (upsidedown
&& !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
&& !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
src_rect->left, src_height - src_rect->bottom,
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
}
else
{
LONG row;
UINT yoffset = src_height - src_rect->top + dst_rect.top - 1;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time
*
* However, stretching in x direction can be avoided if not necessary
*/
for(row = dst_rect.top; row < dst_rect.bottom; row++) {
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{
/* Well, that stuff works, but it's very slow.
* find a better way instead
*/
LONG col;
for (col = dst_rect.left; col < dst_rect.right; ++col)
{
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
dst_rect.left + col /* x offset */, row /* y offset */,
src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
}
}
else
{
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
dst_rect.left /* x offset */, row /* y offset */,
src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
}
}
}
checkGLcall("glCopyTexSubImage2D");
context_release(context);
/* The texture is now most up to date - If the surface is a render target
* and has a drawable, this path is never entered. */
wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
/* Uses the hardware to stretch and flip the image */
static void fb_copy_to_texture_hwstretch(struct wined3d_texture_gl *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect_in, struct wined3d_texture_gl *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, enum wined3d_texture_filter_type filter)
{
unsigned int src_width, src_height, src_pow2_width, src_pow2_height, src_level;
struct wined3d_device *device = dst_texture->t.resource.device;
GLenum src_target, dst_target, texture_target;
GLuint src, backup = 0;
float left, right, top, bottom; /* Texture coordinates */
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum offscreen_buffer;
BOOL noBackBufferBackup;
BOOL src_offscreen;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
TRACE("Using hwstretch blit\n");
src_target = wined3d_texture_gl_get_sub_resource_target(src_texture, src_sub_resource_idx);
dst_target = wined3d_texture_gl_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, &src_texture->t, src_sub_resource_idx);
context_gl = wined3d_context_gl(context);
gl_info = context->gl_info;
wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
wined3d_texture_load(&dst_texture->t, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context);
src_level = src_sub_resource_idx % src_texture->t.level_count;
src_width = wined3d_texture_get_level_width(&src_texture->t, src_level);
src_height = wined3d_texture_get_level_height(&src_texture->t, src_level);
src_pow2_width = wined3d_texture_get_level_pow2_width(&src_texture->t, src_level);
src_pow2_height = wined3d_texture_get_level_pow2_height(&src_texture->t, src_level);
src_offscreen = wined3d_resource_is_offscreen(&src_texture->t.resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_texture->texture_rgb.name)
{
/* Get it a description */
wined3d_texture_load(&src_texture->t, context, FALSE);
}
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
* This way we don't have to wait for the 2nd readback to finish to leave this function.
*/
if (context->aux_buffers >= 2)
{
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer = GL_AUX1;
}
else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context->aux_buffers >= 1)
{
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer = GL_AUX0;
}
if (noBackBufferBackup)
{
gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
checkGLcall("glGenTextures");
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
texture_target = GL_TEXTURE_2D;
}
else
{
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
texture_target = src_target;
wined3d_context_gl_bind_texture(context_gl, texture_target, src_texture->texture_rgb.name);
gl_info->gl_ops.gl.p_glEnable(texture_target);
checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
src_texture->t.sub_resources[src_sub_resource_idx].locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
}
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(dst_rect.top > dst_rect.bottom) {
UINT tmp = dst_rect.bottom;
dst_rect.bottom = dst_rect.top;
dst_rect.top = tmp;
upsidedown = TRUE;
}
if (src_offscreen)
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&src_texture->t));
}
/* TODO: Only back up the part that will be overwritten */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
checkGLcall("glCopyTexSubImage2D");
/* No issue with overriding these - the sampler is dirty due to blit usage */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
checkGLcall("glTexParameteri");
if (!src_texture->t.swapchain || &src_texture->t == src_texture->t.swapchain->back_buffers[0])
{
src = backup ? backup : src_texture->texture_rgb.name;
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT);
checkGLcall("glReadBuffer(GL_FRONT)");
gl_info->gl_ops.gl.p_glGenTextures(1, &src);
checkGLcall("glGenTextures(1, &src)");
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, src);
/* TODO: Only copy the part that will be read. Use src_rect->left,
* src_rect->bottom as origin, but with the width watch out for power
* of 2 sizes. */
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_pow2_width,
src_pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK);
checkGLcall("glReadBuffer(GL_BACK)");
if (texture_target != GL_TEXTURE_2D)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
}
checkGLcall("glEnd and previous");
left = src_rect->left;
right = src_rect->right;
if (!upsidedown)
{
top = src_height - src_rect->top;
bottom = src_height - src_rect->bottom;
}
else
{
top = src_height - src_rect->bottom;
bottom = src_height - src_rect->top;
}
if (src_texture->t.flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
{
left /= src_pow2_width;
right /= src_pow2_width;
top /= src_pow2_height;
bottom /= src_pow2_height;
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
context_set_draw_buffer(context, drawBuffer);
gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(left, top);
gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f(right, top);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("glEnd and previous");
if (texture_target != dst_target)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(dst_target);
texture_target = dst_target;
}
/* Now read the stretched and upside down image into the destination texture */
wined3d_context_gl_bind_texture(context_gl, texture_target, dst_texture->texture_rgb.name);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
0,
dst_rect.left, dst_rect.top, /* xoffset, yoffset */
0, 0, /* We blitted the image to the origin */
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
checkGLcall("glCopyTexSubImage2D");
if (drawBuffer == GL_BACK)
{
/* Write the back buffer backup back. */
if (backup)
{
if (texture_target != GL_TEXTURE_2D)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
wined3d_context_gl_bind_texture(context_gl, GL_TEXTURE_2D, backup);
}
else
{
if (texture_target != src_target)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(src_target);
texture_target = src_target;
}
wined3d_context_gl_bind_texture(context_gl, src_target, src_texture->texture_rgb.name);
}
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_pow2_height);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width,
(float)src_height / (float)src_pow2_height);
gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
gl_info->gl_ops.gl.p_glEnd();
}
gl_info->gl_ops.gl.p_glDisable(texture_target);
checkGLcall("glDisable(texture_target)");
/* Cleanup */
if (src != src_texture->texture_rgb.name && src != backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");
}
if (backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup);
checkGLcall("glDeleteTextures(1, &backup)");
}
context_release(context);
/* The texture is now most up to date - If the surface is a render target
* and has a drawable, this path is never entered. */
wined3d_texture_validate_location(&dst_texture->t, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&dst_texture->t, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
static HRESULT wined3d_texture_blt_special(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
const struct wined3d_rendertarget_view *rtv;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_rect %s, src_texture %p, "
"src_sub_resource_idx %u, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), src_texture, src_sub_resource_idx,
wine_dbgstr_rect(src_rect), flags, fx, debug_d3dtexturefiltertype(filter));
if (dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_texture->resource.type));
return WINED3DERR_INVALIDCALL;
}
/* Get the swapchain. One of the surfaces has to be a primary surface. */
if (!(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
WARN("Destination resource is not GPU accessible, rejecting GL blit.\n");
return WINED3DERR_INVALIDCALL;
}
if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
WARN("Source resource is not GPU accessible, rejecting GL blit.\n");
return WINED3DERR_INVALIDCALL;
}
src_swapchain = src_texture->swapchain;
dst_swapchain = dst_texture->swapchain;
/* Early sort out of cases where no render target is used */
if (!(rtv = dst_texture->resource.device->fb.render_targets[0]) || (!src_swapchain && !dst_swapchain
&& (&src_texture->resource != rtv->resource || src_sub_resource_idx != rtv->sub_resource_idx)
&& (&dst_texture->resource != rtv->resource || dst_sub_resource_idx != rtv->sub_resource_idx)))
{
TRACE("No surface is render target, not using hardware blit.\n");
return WINED3DERR_INVALIDCALL;
}
/* No destination color keying supported */
if (flags & (WINED3D_BLT_DST_CKEY | WINED3D_BLT_DST_CKEY_OVERRIDE))
{
/* Can we support that with glBlendFunc if blitting to the frame buffer? */
TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain && dst_swapchain == src_swapchain)
{
FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain && src_swapchain)
{
FIXME("Implement hardware blit between two different swapchains\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain)
{
/* Handled with regular texture -> swapchain blit */
if (&src_texture->resource == rtv->resource && src_sub_resource_idx == rtv->sub_resource_idx)
TRACE("Blit from active render target to a swapchain\n");
}
else if (src_swapchain && &dst_texture->resource == rtv->resource
&& dst_sub_resource_idx == rtv->sub_resource_idx)
{
FIXME("Implement blit from a swapchain to the active render target\n");
return WINED3DERR_INVALIDCALL;
}
if (!dst_swapchain && (src_swapchain || (&src_texture->resource == rtv->resource
&& src_sub_resource_idx == rtv->sub_resource_idx)))
{
unsigned int src_level, src_width, src_height;
/* Blit from render target to texture */
BOOL stretchx;
/* P8 read back is not implemented */
if (src_texture->resource.format->id == WINED3DFMT_P8_UINT
|| dst_texture->resource.format->id == WINED3DFMT_P8_UINT)
{
TRACE("P8 read back not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
}
if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE))
{
TRACE("Color keying not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
/* Destination color key is checked above */
}
if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
stretchx = TRUE;
else
stretchx = FALSE;
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it.
*
* -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants an image width an unscaled width, copy it line per line
* -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller
* than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel. */
src_level = src_sub_resource_idx % src_texture->level_count;
src_width = wined3d_texture_get_level_width(src_texture, src_level);
src_height = wined3d_texture_get_level_height(src_texture, src_level);
if (!stretchx || dst_rect->right - dst_rect->left > src_width
|| dst_rect->bottom - dst_rect->top > src_height)
{
TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
fb_copy_to_texture_direct(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
}
else
{
TRACE("Using hardware stretching to flip / stretch the texture.\n");
fb_copy_to_texture_hwstretch(wined3d_texture_gl(dst_texture), dst_sub_resource_idx, dst_rect,
wined3d_texture_gl(src_texture), src_sub_resource_idx, src_rect, filter);
}
return WINED3D_OK;
}
/* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
/* Context activation is done by the caller. */
BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD dst_location)
{
struct wined3d_texture_sub_resource *sub_resource;
sub_resource = &texture->sub_resources[sub_resource_idx];
wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location);
/* We cannot download data from multisample textures directly. */
if (is_multisample_location(wined3d_texture_gl(texture), WINED3D_LOCATION_TEXTURE_RGB))
{
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_RB_RESOLVED);
texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
WINED3D_LOCATION_RB_RESOLVED, dst_location);
return TRUE;
}
if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
/* Download the sub-resource to system memory. */
if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
struct wined3d_bo_address data;
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), wined3d_context_gl(context),
!(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB));
wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
wined3d_texture_download_data(texture, sub_resource_idx, context, &data);
++texture->download_count;
return TRUE;
}
if (!(texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_read_from_framebuffer(texture, sub_resource_idx, context,
texture->resource.draw_binding, dst_location);
return TRUE;
}
FIXME("Can't load texture %p, %u with location flags %s into sysmem.\n",
texture, sub_resource_idx, wined3d_debug_location(sub_resource->locations));
return FALSE;
}
/* Context activation is done by the caller. */
BOOL texture2d_load_drawable(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context)
{
struct wined3d_texture *restore_texture;
struct wined3d_device *device;
unsigned int restore_idx;
unsigned int level;
RECT r;
if (texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
{
DWORD current = texture->sub_resources[sub_resource_idx].locations;
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(current));
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource))
{
ERR("Trying to load offscreen texture into WINED3D_LOCATION_DRAWABLE.\n");
return FALSE;
}
device = texture->resource.device;
restore_texture = context->current_rt.texture;
restore_idx = context->current_rt.sub_resource_idx;
if (restore_texture != texture || restore_idx != sub_resource_idx)
context = context_acquire(device, texture, sub_resource_idx);
else
restore_texture = NULL;
level = sub_resource_idx % texture->level_count;
SetRect(&r, 0, 0, wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &r,
texture, sub_resource_idx, WINED3D_LOCATION_DRAWABLE, &r,
NULL, WINED3D_TEXF_POINT);
if (restore_texture)
context_restore(context, restore_texture, restore_idx);
return TRUE;
}
BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, BOOL srgb)
{
unsigned int width, height, level, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture_sub_resource *sub_resource;
const struct wined3d_format *format;
struct wined3d_bo_address data;
BYTE *src_mem, *dst_mem = NULL;
struct wined3d_box src_box;
BOOL depth;
depth = texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL;
sub_resource = &texture->sub_resources[sub_resource_idx];
if (!depth && wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource)
&& (sub_resource->locations & WINED3D_LOCATION_DRAWABLE))
{
texture2d_load_fb_texture(wined3d_texture_gl(texture), sub_resource_idx, srgb, context);
return TRUE;
}
level = sub_resource_idx % texture->level_count;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
wined3d_box_set(&src_box, 0, 0, width, height, 0, 1);
if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&& fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, WINED3D_LOCATION_TEXTURE_RGB,
&texture->resource, WINED3D_LOCATION_TEXTURE_SRGB))
{
RECT src_rect;
SetRect(&src_rect, 0, 0, width, height);
if (srgb)
texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
else
texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect,
texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return TRUE;
}
if (!depth && sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
&& (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)))
{
DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ?
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
RECT src_rect;
SetRect(&src_rect, 0, 0, width, height);
if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
&texture->resource, src_location, &texture->resource, dst_location))
texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
src_location, &src_rect, texture, sub_resource_idx, dst_location, &src_rect);
return TRUE;
}
/* Upload from system memory */
if (srgb)
{
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_RGB)
{
FIXME_(d3d_perf)("Downloading RGB texture %p, %u to reload it as sRGB.\n", texture, sub_resource_idx);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
}
else
{
if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_SRGB)
{
FIXME_(d3d_perf)("Downloading sRGB texture %p, %u to reload it as RGB.\n", texture, sub_resource_idx);
wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
}
}
if (!(sub_resource->locations & surface_simple_locations))
{
WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
/* Lets hope we get it from somewhere... */
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_prepare_texture(texture, context, srgb);
wined3d_texture_gl_bind_and_dirtify(wined3d_texture_gl(texture), wined3d_context_gl(context), srgb);
wined3d_texture_get_pitch(texture, level, &src_row_pitch, &src_slice_pitch);
format = texture->resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
format = wined3d_get_format(device->adapter, conversion->dst_format, texture->resource.bind_flags);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
* getting called. */
if (conversion && sub_resource->buffer_object)
{
TRACE("Removing the pbo attached to texture %p, %u.\n", texture, sub_resource_idx);
wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM);
wined3d_texture_set_map_binding(texture, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
if (conversion)
{
wined3d_format_calculate_pitch(format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
src_mem = context_map_bo_address(context, &data, src_slice_pitch,
GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
if (!(dst_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
context_release(context);
return FALSE;
}
conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch,
width, height, &texture->async.gl_color_key);
src_row_pitch = dst_row_pitch;
src_slice_pitch = dst_slice_pitch;
context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
data.buffer_object = 0;
data.addr = dst_mem;
}
wined3d_texture_upload_data(texture, sub_resource_idx, context, format, &src_box,
wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, 0, 0, 0, srgb);
heap_free(dst_mem);
return TRUE;
}
/* Context activation is done by the caller. */
BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD dst_location)
{
unsigned int level = sub_resource_idx % texture->level_count;
const RECT rect = {0, 0,
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level)};
struct wined3d_texture_sub_resource *sub_resource;
DWORD src_location, locations;
sub_resource = &texture->sub_resources[sub_resource_idx];
locations = sub_resource->locations;
if (texture->resource.bind_flags & WINED3D_BIND_DEPTH_STENCIL)
{
FIXME("Unimplemented copy from %s for depth/stencil buffers.\n",
wined3d_debug_location(locations));
return FALSE;
}
if (locations & WINED3D_LOCATION_RB_MULTISAMPLE)
src_location = WINED3D_LOCATION_RB_MULTISAMPLE;
else if (locations & WINED3D_LOCATION_RB_RESOLVED)
src_location = WINED3D_LOCATION_RB_RESOLVED;
else if (locations & WINED3D_LOCATION_TEXTURE_SRGB)
src_location = WINED3D_LOCATION_TEXTURE_SRGB;
else if (locations & WINED3D_LOCATION_TEXTURE_RGB)
src_location = WINED3D_LOCATION_TEXTURE_RGB;
else if (locations & WINED3D_LOCATION_DRAWABLE)
src_location = WINED3D_LOCATION_DRAWABLE;
else /* texture2d_blt_fbo() will load the source location if necessary. */
src_location = WINED3D_LOCATION_TEXTURE_RGB;
texture2d_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, texture,
sub_resource_idx, src_location, &rect, texture, sub_resource_idx, dst_location, &rect);
return TRUE;
}
/* Context activation is done by the caller. */
static void fbo_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static void fbo_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
static DWORD fbo_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_resource *src_resource, *dst_resource;
enum wined3d_blit_op blit_op = op;
struct wined3d_device *device;
struct wined3d_blitter *next;
TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
src_resource = &src_texture->resource;
dst_resource = &dst_texture->resource;
device = dst_resource->device;
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_resource->format->id == src_resource->format->id)
{
if (dst_resource->format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
else
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
}
if (!fbo_blitter_supported(blit_op, context->gl_info,
src_resource, src_location, dst_resource, dst_location))
{
if (!(next = blitter->next))
{
ERR("No blitter to handle blit op %#x.\n", op);
return dst_location;
}
TRACE("Forwarding to blitter %p.\n", next);
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
}
if (blit_op == WINED3D_BLIT_OP_COLOR_BLIT)
{
TRACE("Colour blit.\n");
texture2d_blt_fbo(device, context, filter, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
return dst_location;
}
if (blit_op == WINED3D_BLIT_OP_DEPTH_BLIT)
{
TRACE("Depth/stencil blit.\n");
texture2d_depth_blt_fbo(device, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect);
return dst_location;
}
ERR("This blitter does not implement blit op %#x.\n", blit_op);
return dst_location;
}
static const struct wined3d_blitter_ops fbo_blitter_ops =
{
fbo_blitter_destroy,
fbo_blitter_clear,
fbo_blitter_blit,
};
void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
{
struct wined3d_blitter *blitter;
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &fbo_blitter_ops;
blitter->next = *next;
*next = blitter;
}
/* Context activation is done by the caller. */
static void raw_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
/* Context activation is done by the caller. */
static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_blitter *next;
if (!(next = blitter->next))
{
ERR("No blitter to handle clear.\n");
return;
}
TRACE("Forwarding to blitter %p.\n", next);
next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
/* Context activation is done by the caller. */
static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int src_level, src_layer, dst_level, dst_layer;
struct wined3d_blitter *next;
GLuint src_name, dst_name;
DWORD location;
/* If we would need to copy from a renderbuffer or drawable, we'd probably
* be better of using the FBO blitter directly, since we'd need to use it
* to copy the resource contents to the texture anyway. */
if (op != WINED3D_BLIT_OP_RAW_BLIT
|| (src_texture->resource.format->id == dst_texture->resource.format->id
&& (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
|| !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
{
if (!(next = blitter->next))
{
ERR("No blitter to handle blit op %#x.\n", op);
return dst_location;
}
TRACE("Forwarding to blitter %p.\n", next);
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
}
TRACE("Blit using ARB_copy_image.\n");
src_level = src_sub_resource_idx % src_texture->level_count;
src_layer = src_sub_resource_idx / src_texture->level_count;
dst_level = dst_sub_resource_idx % dst_texture->level_count;
dst_layer = dst_sub_resource_idx / dst_texture->level_count;
location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
if (!location)
location = src_texture->flags & WINED3D_TEXTURE_IS_SRGB
? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
src_name = wined3d_texture_gl_get_texture_name(src_texture_gl,
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
if (!location)
location = dst_texture->flags & WINED3D_TEXTURE_IS_SRGB
? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
if (texture2d_is_full_rect(dst_texture, dst_level, dst_rect))
{
if (!wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, location))
ERR("Failed to prepare the destination sub-resource into %s.\n", wined3d_debug_location(location));
}
else
{
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, location))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
}
dst_name = wined3d_texture_gl_get_texture_name(dst_texture_gl,
context, location == WINED3D_LOCATION_TEXTURE_SRGB);
GL_EXTCALL(glCopyImageSubData(src_name, src_texture_gl->target, src_level,
src_rect->left, src_rect->top, src_layer, dst_name, dst_texture_gl->target, dst_level,
dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
src_rect->bottom - src_rect->top, 1));
checkGLcall("copy image data");
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, location);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~location);
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(dst_location));
return dst_location | location;
}
static const struct wined3d_blitter_ops raw_blitter_ops =
{
raw_blitter_destroy,
raw_blitter_clear,
raw_blitter_blit,
};
void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
{
struct wined3d_blitter *blitter;
if (!gl_info->supported[ARB_COPY_IMAGE])
return;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &raw_blitter_ops;
blitter->next = *next;
*next = blitter;
}
/* Context activation is done by the caller. */
static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static BOOL ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
const struct wined3d_resource *src_resource, DWORD src_location,
const struct wined3d_resource *dst_resource, DWORD dst_location)
{
const struct wined3d_format *src_format = src_resource->format;
const struct wined3d_format *dst_format = dst_resource->format;
BOOL decompress;
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
return FALSE;
decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
&& !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
TRACE("Source or destination resource is not GPU accessible.\n");
return FALSE;
}
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
{
if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
else
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
}
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
if (context->d3d_info->shader_color_key)
{
TRACE("Color keying requires converted textures.\n");
return FALSE;
}
case WINED3D_BLIT_OP_COLOR_BLIT:
case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
if (!context->gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
return FALSE;
if (TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format->color_fixup);
}
/* We only support identity conversions. */
if (!is_identity_fixup(src_format->color_fixup)
|| !is_identity_fixup(dst_format->color_fixup))
{
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER
&& dst_format->id == src_format->id && dst_location == WINED3D_LOCATION_DRAWABLE)
{
WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
}
else
{
TRACE("Fixups are not supported.\n");
return FALSE;
}
}
if (!(dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
{
TRACE("Can only blit to render targets.\n");
return FALSE;
}
return TRUE;
default:
TRACE("Unsupported blit operation %#x.\n", blit_op);
return FALSE;
}
}
static BOOL ffp_blitter_use_cpu_clear(struct wined3d_rendertarget_view *view)
{
struct wined3d_resource *resource;
struct wined3d_texture *texture;
DWORD locations;
resource = view->resource;
if (resource->type == WINED3D_RTYPE_BUFFER)
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU);
texture = texture_from_resource(resource);
locations = texture->sub_resources[view->sub_resource_idx].locations;
if (locations & (resource->map_binding | WINED3D_LOCATION_DISCARDED))
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
|| (texture->flags & WINED3D_TEXTURE_PIN_SYSMEM);
return !(resource->access & WINED3D_RESOURCE_ACCESS_GPU)
&& !(texture->flags & WINED3D_TEXTURE_CONVERTED);
}
static void ffp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_rendertarget_view *view, *previous = NULL;
BOOL have_identical_size = TRUE;
struct wined3d_fb_state tmp_fb;
unsigned int next_rt_count = 0;
struct wined3d_blitter *next;
DWORD next_flags = 0;
unsigned int i;
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (ffp_blitter_use_cpu_clear(view)
|| (!(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET)
&& (wined3d_settings.offscreen_rendering_mode != ORM_FBO
|| !(view->format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE))))
{
next_flags |= WINED3DCLEAR_TARGET;
flags &= ~WINED3DCLEAR_TARGET;
next_rt_count = rt_count;
rt_count = 0;
break;
}
/* FIXME: We should reject colour fills on formats with fixups,
* but this would break P8 colour fills for example. */
}
}
if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil)
&& (!view->format->depth_size || (flags & WINED3DCLEAR_ZBUFFER))
&& (!view->format->stencil_size || (flags & WINED3DCLEAR_STENCIL))
&& ffp_blitter_use_cpu_clear(view))
{
next_flags |= flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL);
}
if (flags)
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
if (previous && (previous->width != view->width || previous->height != view->height))
have_identical_size = FALSE;
previous = view;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
view = fb->depth_stencil;
if (previous && (previous->width != view->width || previous->height != view->height))
have_identical_size = FALSE;
previous = view;
}
if (have_identical_size)
{
device_clear_render_targets(device, rt_count, fb, rect_count,
clear_rects, draw_rect, flags, colour, depth, stencil);
}
else
{
for (i = 0; i < rt_count; ++i)
{
if (!(view = fb->render_targets[i]))
continue;
tmp_fb.render_targets[0] = view;
tmp_fb.depth_stencil = NULL;
device_clear_render_targets(device, 1, &tmp_fb, rect_count,
clear_rects, draw_rect, WINED3DCLEAR_TARGET, colour, depth, stencil);
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
tmp_fb.render_targets[0] = NULL;
tmp_fb.depth_stencil = fb->depth_stencil;
device_clear_render_targets(device, 0, &tmp_fb, rect_count,
clear_rects, draw_rect, flags & ~WINED3DCLEAR_TARGET, colour, depth, stencil);
}
}
}
if (next_flags && (next = blitter->next))
next->ops->blitter_clear(next, device, next_rt_count, fb, rect_count,
clear_rects, draw_rect, next_flags, colour, depth, stencil);
}
static DWORD ffp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_resource *src_resource, *dst_resource;
struct wined3d_texture *staging_texture = NULL;
struct wined3d_color_key old_blt_key;
struct wined3d_device *device;
struct wined3d_blitter *next;
DWORD old_color_key_flags;
RECT r;
src_resource = &src_texture->resource;
dst_resource = &dst_texture->resource;
device = dst_resource->device;
if (!ffp_blit_supported(op, context, src_resource, src_location, dst_resource, dst_location))
{
if ((next = blitter->next))
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
}
TRACE("Blt from texture %p, %u to rendertarget %p, %u.\n",
src_texture, src_sub_resource_idx, dst_texture, dst_sub_resource_idx);
old_blt_key = src_texture->async.src_blt_color_key;
old_color_key_flags = src_texture->async.color_key_flags;
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key);
if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
struct wined3d_resource_desc desc;
struct wined3d_box upload_box;
unsigned int src_level;
HRESULT hr;
TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
src_level = src_sub_resource_idx % src_texture->level_count;
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = src_texture->resource.format->id;
desc.multisample_type = src_texture->resource.multisample_type;
desc.multisample_quality = src_texture->resource.multisample_quality;
desc.usage = WINED3DUSAGE_PRIVATE;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(src_texture, src_level);
desc.height = wined3d_texture_get_level_height(src_texture, src_level);
desc.depth = 1;
desc.size = 0;
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
{
ERR("Failed to create staging texture, hr %#x.\n", hr);
return dst_location;
}
wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
src_texture, src_sub_resource_idx, &upload_box);
src_texture = staging_texture;
src_texture_gl = wined3d_texture_gl(src_texture);
src_sub_resource_idx = 0;
}
else
{
/* Make sure the surface is up-to-date. This should probably use
* surface_load_location() and worry about the destination surface
* too, unless we're overwriting it completely. */
wined3d_texture_load(src_texture, context, FALSE);
}
wined3d_context_gl_apply_ffp_blit_state(wined3d_context_gl(context), device);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
r = *dst_rect;
wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &r);
dst_rect = &r;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
GLenum buffer;
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Destination texture %p is onscreen.\n", dst_texture);
buffer = wined3d_texture_get_gl_buffer(dst_texture);
}
else
{
TRACE("Destination texture %p is offscreen.\n", dst_texture);
buffer = GL_COLOR_ATTACHMENT0;
}
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
dst_resource, dst_sub_resource_idx, NULL, 0, dst_location);
context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
}
gl_info->gl_ops.gl.p_glEnable(src_texture_gl->target);
checkGLcall("glEnable(target)");
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
}
if (color_key)
{
/* For P8 surfaces, the alpha component contains the palette index.
* Which means that the colorkey is one of the palette entries. In
* other cases pixels that should be masked away have alpha set to 0. */
if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
(float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
else
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
}
context_draw_textured_quad(context, src_texture_gl,
src_sub_resource_idx, src_rect, dst_rect, filter);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST || color_key)
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
if (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
gl_info->gl_ops.gl.p_glFlush();
/* Restore the color key parameters */
wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT,
(old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
if (staging_texture)
wined3d_texture_decref(staging_texture);
return dst_location;
}
static const struct wined3d_blitter_ops ffp_blitter_ops =
{
ffp_blitter_destroy,
ffp_blitter_clear,
ffp_blitter_blit,
};
void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
{
struct wined3d_blitter *blitter;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &ffp_blitter_ops;
blitter->next = *next;
*next = blitter;
}
/* Context activation is done by the caller. */
static void cpu_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
{
struct wined3d_blitter *next;
if ((next = blitter->next))
next->ops->blitter_destroy(next, context);
heap_free(blitter);
}
static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
const struct wined3d_format *format, DWORD flags, const struct wined3d_blt_fx *fx)
{
UINT row_block_count;
const BYTE *src_row;
BYTE *dst_row;
UINT x, y;
src_row = src_data;
dst_row = dst_data;
row_block_count = (update_w + format->block_width - 1) / format->block_width;
if (!flags)
{
for (y = 0; y < update_h; y += format->block_height)
{
memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
src_row += src_pitch;
dst_row += dst_pitch;
}
return WINED3D_OK;
}
if (flags == WINED3D_BLT_FX && fx->fx == WINEDDBLTFX_MIRRORUPDOWN)
{
src_row += (((update_h / format->block_height) - 1) * src_pitch);
switch (format->id)
{
case WINED3DFMT_DXT1:
for (y = 0; y < update_h; y += format->block_height)
{
struct block
{
WORD color[2];
BYTE control_row[4];
};
const struct block *s = (const struct block *)src_row;
struct block *d = (struct block *)dst_row;
for (x = 0; x < row_block_count; ++x)
{
d[x].color[0] = s[x].color[0];
d[x].color[1] = s[x].color[1];
d[x].control_row[0] = s[x].control_row[3];
d[x].control_row[1] = s[x].control_row[2];
d[x].control_row[2] = s[x].control_row[1];
d[x].control_row[3] = s[x].control_row[0];
}
src_row -= src_pitch;
dst_row += dst_pitch;
}
return WINED3D_OK;
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
for (y = 0; y < update_h; y += format->block_height)
{
struct block
{
WORD alpha_row[4];
WORD color[2];
BYTE control_row[4];
};
const struct block *s = (const struct block *)src_row;
struct block *d = (struct block *)dst_row;
for (x = 0; x < row_block_count; ++x)
{
d[x].alpha_row[0] = s[x].alpha_row[3];
d[x].alpha_row[1] = s[x].alpha_row[2];
d[x].alpha_row[2] = s[x].alpha_row[1];
d[x].alpha_row[3] = s[x].alpha_row[0];
d[x].color[0] = s[x].color[0];
d[x].color[1] = s[x].color[1];
d[x].control_row[0] = s[x].control_row[3];
d[x].control_row[1] = s[x].control_row[2];
d[x].control_row[2] = s[x].control_row[1];
d[x].control_row[3] = s[x].control_row[0];
}
src_row -= src_pitch;
dst_row += dst_pitch;
}
return WINED3D_OK;
default:
FIXME("Compressed flip not implemented for format %s.\n",
debug_d3dformat(format->id));
return E_NOTIMPL;
}
}
FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
debug_d3dformat(format->id), flags, flags & WINED3D_BLT_FX ? fx->fx : 0);
return E_NOTIMPL;
}
static HRESULT surface_cpu_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
enum wined3d_texture_filter_type filter)
{
unsigned int bpp, src_height, src_width, dst_height, dst_width, row_byte_count;
struct wined3d_device *device = dst_texture->resource.device;
const struct wined3d_format *src_format, *dst_format;
struct wined3d_texture *converted_texture = NULL;
struct wined3d_bo_address src_data, dst_data;
unsigned int src_fmt_flags, dst_fmt_flags;
struct wined3d_map_desc dst_map, src_map;
struct wined3d_context *context = NULL;
unsigned int x, sx, xinc, y, sy, yinc;
unsigned int texture_level;
HRESULT hr = WINED3D_OK;
BOOL same_sub_resource;
DWORD map_binding;
const BYTE *sbase;
const BYTE *sbuf;
BYTE *dbuf;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
"src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture,
src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx)
{
same_sub_resource = TRUE;
map_binding = dst_texture->resource.map_binding;
texture_level = dst_sub_resource_idx % dst_texture->level_count;
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding);
wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch);
wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding);
dst_map.data = context_map_bo_address(context, &dst_data,
dst_texture->sub_resources[dst_sub_resource_idx].size,
GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ | WINED3D_MAP_WRITE);
src_map = dst_map;
src_format = dst_texture->resource.format;
dst_format = src_format;
dst_fmt_flags = dst_texture->resource.format_flags;
src_fmt_flags = dst_fmt_flags;
}
else
{
same_sub_resource = FALSE;
dst_format = dst_texture->resource.format;
dst_fmt_flags = dst_texture->resource.format_flags;
if (!(flags & WINED3D_BLT_RAW) && dst_texture->resource.format->id != src_texture->resource.format->id)
{
if (!(converted_texture = surface_convert_format(src_texture, src_sub_resource_idx, dst_format)))
{
FIXME("Cannot convert %s to %s.\n", debug_d3dformat(src_texture->resource.format->id),
debug_d3dformat(dst_texture->resource.format->id));
if (context)
context_release(context);
return WINED3DERR_NOTAVAILABLE;
}
src_texture = converted_texture;
src_sub_resource_idx = 0;
}
src_format = src_texture->resource.format;
src_fmt_flags = src_texture->resource.format_flags;
map_binding = src_texture->resource.map_binding;
texture_level = src_sub_resource_idx % src_texture->level_count;
if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, map_binding))
ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_get_pitch(src_texture, texture_level, &src_map.row_pitch, &src_map.slice_pitch);
wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &src_data, map_binding);
src_map.data = context_map_bo_address(context, &src_data,
src_texture->sub_resources[src_sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
map_binding = dst_texture->resource.map_binding;
texture_level = dst_sub_resource_idx % dst_texture->level_count;
if (!wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, map_binding))
ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~map_binding);
wined3d_texture_get_pitch(dst_texture, texture_level, &dst_map.row_pitch, &dst_map.slice_pitch);
wined3d_texture_get_memory(dst_texture, dst_sub_resource_idx, &dst_data, map_binding);
dst_map.data = context_map_bo_address(context, &dst_data,
dst_texture->sub_resources[dst_sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_WRITE);
}
flags &= ~WINED3D_BLT_RAW;
bpp = dst_format->byte_count;
src_height = src_box->bottom - src_box->top;
src_width = src_box->right - src_box->left;
dst_height = dst_box->bottom - dst_box->top;
dst_width = dst_box->right - dst_box->left;
row_byte_count = dst_width * bpp;
sbase = (BYTE *)src_map.data
+ ((src_box->top / src_format->block_height) * src_map.row_pitch)
+ ((src_box->left / src_format->block_width) * src_format->block_byte_count);
dbuf = (BYTE *)dst_map.data
+ ((dst_box->top / dst_format->block_height) * dst_map.row_pitch)
+ ((dst_box->left / dst_format->block_width) * dst_format->block_byte_count);
if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS)
{
TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
if (same_sub_resource)
{
FIXME("Only plain blits supported on compressed surfaces.\n");
hr = E_NOTIMPL;
goto release;
}
if (src_height != dst_height || src_width != dst_width)
{
WARN("Stretching not supported on compressed surfaces.\n");
hr = WINED3DERR_INVALIDCALL;
goto release;
}
hr = surface_cpu_blt_compressed(sbase, dbuf,
src_map.row_pitch, dst_map.row_pitch, dst_width, dst_height,
src_format, flags, fx);
goto release;
}
if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
&& (src_width != dst_width || src_height != dst_height))
{
/* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
}
xinc = (src_width << 16) / dst_width;
yinc = (src_height << 16) / dst_height;
if (!flags)
{
/* No effects, we can cheat here. */
if (dst_width == src_width)
{
if (dst_height == src_height)
{
/* No stretching in either direction. This needs to be as fast
* as possible. */
sbuf = sbase;
/* Check for overlapping surfaces. */
if (!same_sub_resource || dst_box->top < src_box->top
|| dst_box->right <= src_box->left || src_box->right <= dst_box->left)
{
/* No overlap, or dst above src, so copy from top downwards. */
for (y = 0; y < dst_height; ++y)
{
memcpy(dbuf, sbuf, row_byte_count);
sbuf += src_map.row_pitch;
dbuf += dst_map.row_pitch;
}
}
else if (dst_box->top > src_box->top)
{
/* Copy from bottom upwards. */
sbuf += src_map.row_pitch * dst_height;
dbuf += dst_map.row_pitch * dst_height;
for (y = 0; y < dst_height; ++y)
{
sbuf -= src_map.row_pitch;
dbuf -= dst_map.row_pitch;
memcpy(dbuf, sbuf, row_byte_count);
}
}
else
{
/* Src and dst overlapping on the same line, use memmove. */
for (y = 0; y < dst_height; ++y)
{
memmove(dbuf, sbuf, row_byte_count);
sbuf += src_map.row_pitch;
dbuf += dst_map.row_pitch;
}
}
}
else
{
/* Stretching in y direction only. */
for (y = sy = 0; y < dst_height; ++y, sy += yinc)
{
sbuf = sbase + (sy >> 16) * src_map.row_pitch;
memcpy(dbuf, sbuf, row_byte_count);
dbuf += dst_map.row_pitch;
}
}
}
else
{
/* Stretching in X direction. */
unsigned int last_sy = ~0u;
for (y = sy = 0; y < dst_height; ++y, sy += yinc)
{
sbuf = sbase + (sy >> 16) * src_map.row_pitch;
if ((sy >> 16) == (last_sy >> 16))
{
/* This source row is the same as last source row -
* Copy the already stretched row. */
memcpy(dbuf, dbuf - dst_map.row_pitch, row_byte_count);
}
else
{
#define STRETCH_ROW(type) \
do { \
const type *s = (const type *)sbuf; \
type *d = (type *)dbuf; \
for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
d[x] = s[sx >> 16]; \
} while(0)
switch(bpp)
{
case 1:
STRETCH_ROW(BYTE);
break;
case 2:
STRETCH_ROW(WORD);
break;
case 4:
STRETCH_ROW(DWORD);
break;
case 3:
{
const BYTE *s;
BYTE *d = dbuf;
for (x = sx = 0; x < dst_width; x++, sx+= xinc)
{
DWORD pixel;
s = sbuf + 3 * (sx >> 16);
pixel = s[0] | (s[1] << 8) | (s[2] << 16);
d[0] = (pixel ) & 0xff;
d[1] = (pixel >> 8) & 0xff;
d[2] = (pixel >> 16) & 0xff;
d += 3;
}
break;
}
default:
FIXME("Stretched blit not implemented for bpp %u.\n", bpp * 8);
hr = WINED3DERR_NOTAVAILABLE;
goto error;
}
#undef STRETCH_ROW
}
dbuf += dst_map.row_pitch;
last_sy = sy;
}
}
}
else
{
LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff;
DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff;
if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE))
{
/* The color keying flags are checked for correctness in ddraw. */
if (flags & WINED3D_BLT_SRC_CKEY)
{
keylow = src_texture->async.src_blt_color_key.color_space_low_value;
keyhigh = src_texture->async.src_blt_color_key.color_space_high_value;
}
else if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
{
keylow = fx->src_color_key.color_space_low_value;
keyhigh = fx->src_color_key.color_space_high_value;
}
if (flags & WINED3D_BLT_DST_CKEY)
{
/* Destination color keys are taken from the source surface! */
destkeylow = src_texture->async.dst_blt_color_key.color_space_low_value;
destkeyhigh = src_texture->async.dst_blt_color_key.color_space_high_value;
}
else if (flags & WINED3D_BLT_DST_CKEY_OVERRIDE)
{
destkeylow = fx->dst_color_key.color_space_low_value;
destkeyhigh = fx->dst_color_key.color_space_high_value;
}
if (bpp == 1)
{
keymask = 0xff;
}
else
{
DWORD masks[3];
get_color_masks(src_format, masks);
keymask = masks[0] | masks[1] | masks[2];
}
flags &= ~(WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE);
}
if (flags & WINED3D_BLT_FX)
{
BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
LONG tmpxy;
dTopLeft = dbuf;
dTopRight = dbuf + ((dst_width - 1) * bpp);
dBottomLeft = dTopLeft + ((dst_height - 1) * dst_map.row_pitch);
dBottomRight = dBottomLeft + ((dst_width - 1) * bpp);
if (fx->fx & WINEDDBLTFX_ARITHSTRETCHY)
{
/* I don't think we need to do anything about this flag. */
WARN("Nothing done for WINEDDBLTFX_ARITHSTRETCHY.\n");
}
if (fx->fx & WINEDDBLTFX_MIRRORLEFTRIGHT)
{
tmp = dTopRight;
dTopRight = dTopLeft;
dTopLeft = tmp;
tmp = dBottomRight;
dBottomRight = dBottomLeft;
dBottomLeft = tmp;
dstxinc = dstxinc * -1;
}
if (fx->fx & WINEDDBLTFX_MIRRORUPDOWN)
{
tmp = dTopLeft;
dTopLeft = dBottomLeft;
dBottomLeft = tmp;
tmp = dTopRight;
dTopRight = dBottomRight;
dBottomRight = tmp;
dstyinc = dstyinc * -1;
}
if (fx->fx & WINEDDBLTFX_NOTEARING)
{
/* I don't think we need to do anything about this flag. */
WARN("Nothing done for WINEDDBLTFX_NOTEARING.\n");
}
if (fx->fx & WINEDDBLTFX_ROTATE180)
{
tmp = dBottomRight;
dBottomRight = dTopLeft;
dTopLeft = tmp;
tmp = dBottomLeft;
dBottomLeft = dTopRight;
dTopRight = tmp;
dstxinc = dstxinc * -1;
dstyinc = dstyinc * -1;
}
if (fx->fx & WINEDDBLTFX_ROTATE270)
{
tmp = dTopLeft;
dTopLeft = dBottomLeft;
dBottomLeft = dBottomRight;
dBottomRight = dTopRight;
dTopRight = tmp;
tmpxy = dstxinc;
dstxinc = dstyinc;
dstyinc = tmpxy;
dstxinc = dstxinc * -1;
}
if (fx->fx & WINEDDBLTFX_ROTATE90)
{
tmp = dTopLeft;
dTopLeft = dTopRight;
dTopRight = dBottomRight;
dBottomRight = dBottomLeft;
dBottomLeft = tmp;
tmpxy = dstxinc;
dstxinc = dstyinc;
dstyinc = tmpxy;
dstyinc = dstyinc * -1;
}
if (fx->fx & WINEDDBLTFX_ZBUFFERBASEDEST)
{
/* I don't think we need to do anything about this flag. */
WARN("Nothing done for WINEDDBLTFX_ZBUFFERBASEDEST.\n");
}
dbuf = dTopLeft;
flags &= ~(WINED3D_BLT_FX);
}
#define COPY_COLORKEY_FX(type) \
do { \
const type *s; \
type *d = (type *)dbuf, *dx, tmp; \
for (y = sy = 0; y < dst_height; ++y, sy += yinc) \
{ \
s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
dx = d; \
for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
{ \
tmp = s[sx >> 16]; \
if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
&& ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
{ \
dx[0] = tmp; \
} \
dx = (type *)(((BYTE *)dx) + dstxinc); \
} \
d = (type *)(((BYTE *)d) + dstyinc); \
} \
} while(0)
switch (bpp)
{
case 1:
COPY_COLORKEY_FX(BYTE);
break;
case 2:
COPY_COLORKEY_FX(WORD);
break;
case 4:
COPY_COLORKEY_FX(DWORD);
break;
case 3:
{
const BYTE *s;
BYTE *d = dbuf, *dx;
for (y = sy = 0; y < dst_height; ++y, sy += yinc)
{
sbuf = sbase + (sy >> 16) * src_map.row_pitch;
dx = d;
for (x = sx = 0; x < dst_width; ++x, sx+= xinc)
{
DWORD pixel, dpixel = 0;
s = sbuf + 3 * (sx>>16);
pixel = s[0] | (s[1] << 8) | (s[2] << 16);
dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
&& ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
{
dx[0] = (pixel ) & 0xff;
dx[1] = (pixel >> 8) & 0xff;
dx[2] = (pixel >> 16) & 0xff;
}
dx += dstxinc;
}
d += dstyinc;
}
break;
}
default:
FIXME("%s color-keyed blit not implemented for bpp %u.\n",
(flags & WINED3D_BLT_SRC_CKEY) ? "Source" : "Destination", bpp * 8);
hr = WINED3DERR_NOTAVAILABLE;
goto error;
#undef COPY_COLORKEY_FX
}
}
error:
if (flags)
FIXME(" Unsupported flags %#x.\n", flags);
release:
context_unmap_bo_address(context, &dst_data, GL_PIXEL_UNPACK_BUFFER);
if (!same_sub_resource)
context_unmap_bo_address(context, &src_data, GL_PIXEL_UNPACK_BUFFER);
if (SUCCEEDED(hr) && dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)
{
SetRect(&dst_texture->swapchain->front_buffer_update,
dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
dst_texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(dst_texture->swapchain);
}
if (converted_texture)
wined3d_texture_decref(converted_texture);
if (context)
context_release(context);
return hr;
}
static void surface_cpu_blt_colour_fill(struct wined3d_rendertarget_view *view,
const struct wined3d_box *box, const struct wined3d_color *colour)
{
struct wined3d_device *device = view->resource->device;
struct wined3d_context *context = NULL;
struct wined3d_texture *texture;
struct wined3d_bo_address data;
unsigned int x, y, w, h, bpp;
struct wined3d_map_desc map;
DWORD map_binding;
BYTE *row;
DWORD c;
TRACE("view %p, box %s, colour %s.\n", view, debug_box(box), debug_color(colour));
if (view->format_flags & WINED3DFMT_FLAG_BLOCKS)
{
FIXME("Not implemented for format %s.\n", debug_d3dformat(view->format->id));
return;
}
if (view->format->id != view->resource->format->id)
FIXME("View format %s doesn't match resource format %s.\n",
debug_d3dformat(view->format->id), debug_d3dformat(view->resource->format->id));
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for buffers.\n");
return;
}
if (device->d3d_initialized)
context = context_acquire(device, NULL, 0);
c = wined3d_format_convert_from_float(view->format, colour);
bpp = view->format->byte_count;
w = min(box->right, view->width) - min(box->left, view->width);
h = min(box->bottom, view->height) - min(box->top, view->height);
texture = texture_from_resource(view->resource);
map_binding = texture->resource.map_binding;
if (!wined3d_texture_load_location(texture, view->sub_resource_idx, context, map_binding))
ERR("Failed to load the sub-resource into %s.\n", wined3d_debug_location(map_binding));
wined3d_texture_invalidate_location(texture, view->sub_resource_idx, ~map_binding);
wined3d_texture_get_pitch(texture, view->sub_resource_idx % texture->level_count,
&map.row_pitch, &map.slice_pitch);
wined3d_texture_get_memory(texture, view->sub_resource_idx, &data, map_binding);
map.data = context_map_bo_address(context, &data,
texture->sub_resources[view->sub_resource_idx].size, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_WRITE);
map.data = (BYTE *)map.data
+ (box->front * map.slice_pitch)
+ ((box->top / view->format->block_height) * map.row_pitch)
+ ((box->left / view->format->block_width) * view->format->block_byte_count);
switch (bpp)
{
case 1:
for (x = 0; x < w; ++x)
{
((BYTE *)map.data)[x] = c;
}
break;
case 2:
for (x = 0; x < w; ++x)
{
((WORD *)map.data)[x] = c;
}
break;
case 3:
{
row = map.data;
for (x = 0; x < w; ++x, row += 3)
{
row[0] = (c ) & 0xff;
row[1] = (c >> 8) & 0xff;
row[2] = (c >> 16) & 0xff;
}
break;
}
case 4:
for (x = 0; x < w; ++x)
{
((DWORD *)map.data)[x] = c;
}
break;
default:
FIXME("Not implemented for bpp %u.\n", bpp);
wined3d_resource_unmap(view->resource, view->sub_resource_idx);
return;
}
row = map.data;
for (y = 1; y < h; ++y)
{
row += map.row_pitch;
memcpy(row, map.data, w * bpp);
}
context_unmap_bo_address(context, &data, GL_PIXEL_UNPACK_BUFFER);
if (context)
context_release(context);
}
static void cpu_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
{
struct wined3d_color c = {depth, 0.0f, 0.0f, 0.0f};
struct wined3d_rendertarget_view *view;
struct wined3d_box box;
unsigned int i, j;
if (!rect_count)
{
rect_count = 1;
clear_rects = draw_rect;
}
for (i = 0; i < rect_count; ++i)
{
box.left = max(clear_rects[i].left, draw_rect->left);
box.top = max(clear_rects[i].top, draw_rect->top);
box.right = min(clear_rects[i].right, draw_rect->right);
box.bottom = min(clear_rects[i].bottom, draw_rect->bottom);
box.front = 0;
box.back = 1;
if (box.left >= box.right || box.top >= box.bottom)
continue;
if (flags & WINED3DCLEAR_TARGET)
{
for (j = 0; j < rt_count; ++j)
{
if ((view = fb->render_targets[j]))
surface_cpu_blt_colour_fill(view, &box, colour);
}
}
if ((flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) && (view = fb->depth_stencil))
{
if ((view->format->depth_size && !(flags & WINED3DCLEAR_ZBUFFER))
|| (view->format->stencil_size && !(flags & WINED3DCLEAR_STENCIL)))
FIXME("Clearing %#x on %s.\n", flags, debug_d3dformat(view->format->id));
surface_cpu_blt_colour_fill(view, &box, &c);
}
}
}
static DWORD cpu_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
{
struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
struct wined3d_blt_fx fx;
DWORD flags = 0;
memset(&fx, 0, sizeof(fx));
switch (op)
{
case WINED3D_BLIT_OP_COLOR_BLIT:
case WINED3D_BLIT_OP_DEPTH_BLIT:
case WINED3D_BLIT_OP_RAW_BLIT:
break;
case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
flags |= WINED3D_BLT_ALPHA_TEST;
break;
case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
flags |= WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_FX;
fx.src_color_key = *color_key;
break;
default:
FIXME("Unhandled op %#x.\n", op);
break;
}
if (FAILED(surface_cpu_blt(dst_texture, dst_sub_resource_idx, &dst_box,
src_texture, src_sub_resource_idx, &src_box, flags, &fx, filter)))
ERR("Failed to blit.\n");
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
return dst_location | (dst_texture->sub_resources[dst_sub_resource_idx].locations
& dst_texture->resource.map_binding);
}
static const struct wined3d_blitter_ops cpu_blitter_ops =
{
cpu_blitter_destroy,
cpu_blitter_clear,
cpu_blitter_blit,
};
struct wined3d_blitter *wined3d_cpu_blitter_create(void)
{
struct wined3d_blitter *blitter;
if (!(blitter = heap_alloc(sizeof(*blitter))))
return NULL;
TRACE("Created blitter %p.\n", blitter);
blitter->ops = &cpu_blitter_ops;
blitter->next = NULL;
return blitter;
}
HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
enum wined3d_texture_filter_type filter)
{
struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource;
struct wined3d_device *device = dst_texture->resource.device;
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
const struct wined3d_color_key *colour_key = NULL;
DWORD dst_location, valid_locations;
DWORD src_ds_flags, dst_ds_flags;
struct wined3d_context *context;
enum wined3d_blit_op blit_op;
BOOL scale, convert, resolve;
RECT src_rect, dst_rect;
static const DWORD simple_blit = WINED3D_BLT_SRC_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE
| WINED3D_BLT_ALPHA_TEST
| WINED3D_BLT_RAW;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
"src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, src_sub_resource_idx,
debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
if (fx)
{
TRACE("fx %#x.\n", fx->fx);
TRACE("dst_color_key {0x%08x, 0x%08x}.\n",
fx->dst_color_key.color_space_low_value,
fx->dst_color_key.color_space_high_value);
TRACE("src_color_key {0x%08x, 0x%08x}.\n",
fx->src_color_key.color_space_low_value,
fx->src_color_key.color_space_high_value);
}
dst_sub_resource = &dst_texture->sub_resources[dst_sub_resource_idx];
src_sub_resource = &src_texture->sub_resources[src_sub_resource_idx];
if (src_sub_resource->locations & WINED3D_LOCATION_DISCARDED)
{
WARN("Source sub-resource is discarded, nothing to do.\n");
return WINED3D_OK;
}
SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom);
SetRect(&dst_rect, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
if (!fx || !(fx->fx))
flags &= ~WINED3D_BLT_FX;
/* WINED3D_BLT_DO_NOT_WAIT appeared in DX7. */
if (flags & WINED3D_BLT_DO_NOT_WAIT)
{
static unsigned int once;
if (!once++)
FIXME("Can't handle WINED3D_BLT_DO_NOT_WAIT flag.\n");
}
flags &= ~(WINED3D_BLT_SYNCHRONOUS | WINED3D_BLT_DO_NOT_WAIT | WINED3D_BLT_WAIT);
if (!device->d3d_initialized)
{
WARN("D3D not initialized, using fallback.\n");
goto cpu;
}
if (flags & ~simple_blit)
{
WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
goto fallback;
}
src_swapchain = src_texture->swapchain;
dst_swapchain = dst_texture->swapchain;
/* This isn't strictly needed. FBO blits for example could deal with
* cross-swapchain blits by first downloading the source to a texture
* before switching to the destination context. We just have this here to
* not have to deal with the issue, since cross-swapchain blits should be
* rare. */
if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
{
FIXME("Using fallback for cross-swapchain blit.\n");
goto fallback;
}
scale = src_box->right - src_box->left != dst_box->right - dst_box->left
|| src_box->bottom - src_box->top != dst_box->bottom - dst_box->top;
convert = src_texture->resource.format->id != dst_texture->resource.format->id;
resolve = src_texture->resource.multisample_type != dst_texture->resource.multisample_type;
dst_ds_flags = dst_texture->resource.format_flags
& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
src_ds_flags = src_texture->resource.format_flags
& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_ds_flags || dst_ds_flags)
{
TRACE("Depth/stencil blit.\n");
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
dst_location = dst_texture->resource.draw_binding;
else
dst_location = dst_texture->resource.map_binding;
if ((flags & WINED3D_BLT_RAW) || (!scale && !convert && !resolve))
blit_op = WINED3D_BLIT_OP_RAW_BLIT;
else
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, NULL, filter);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations);
return WINED3D_OK;
}
TRACE("Colour blit.\n");
/* In principle this would apply to depth blits as well, but we don't
* implement those in the CPU blitter at the moment. */
if ((dst_sub_resource->locations & dst_texture->resource.map_binding)
&& (src_sub_resource->locations & src_texture->resource.map_binding))
{
if (scale)
TRACE("Not doing sysmem blit because of scaling.\n");
else if (convert)
TRACE("Not doing sysmem blit because of format conversion.\n");
else
goto cpu;
}
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
{
colour_key = &fx->src_color_key;
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
}
else if (flags & WINED3D_BLT_SRC_CKEY)
{
colour_key = &src_texture->async.src_blt_color_key;
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
}
else if (flags & WINED3D_BLT_ALPHA_TEST)
{
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST;
}
else if ((src_sub_resource->locations & surface_simple_locations)
&& !(dst_sub_resource->locations & surface_simple_locations))
{
/* Upload */
if (scale)
TRACE("Not doing upload because of scaling.\n");
else if (convert)
TRACE("Not doing upload because of format conversion.\n");
else if (dst_texture->resource.format->conv_byte_count)
TRACE("Not doing upload because the destination format needs conversion.\n");
else
{
wined3d_texture_upload_from_texture(dst_texture, dst_sub_resource_idx, dst_box->left,
dst_box->top, dst_box->front, src_texture, src_sub_resource_idx, src_box);
if (!wined3d_resource_is_offscreen(&dst_texture->resource))
{
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
wined3d_texture_load_location(dst_texture, dst_sub_resource_idx,
context, dst_texture->resource.draw_binding);
context_release(context);
}
return WINED3D_OK;
}
}
else if (!(src_sub_resource->locations & surface_simple_locations)
&& (dst_sub_resource->locations & dst_texture->resource.map_binding)
&& !(dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
{
/* Download */
if (scale)
TRACE("Not doing download because of scaling.\n");
else if (convert)
TRACE("Not doing download because of format conversion.\n");
else if (src_texture->resource.format->conv_byte_count)
TRACE("Not doing download because the source format needs conversion.\n");
else if (is_multisample_location(wined3d_texture_gl(src_texture), WINED3D_LOCATION_TEXTURE_RGB))
TRACE("Not doing download because of multisample source.\n");
else if (!texture2d_is_full_rect(src_texture, src_sub_resource_idx % src_texture->level_count, &src_rect))
TRACE("Not doing download because of partial download (src).\n");
else if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_rect))
TRACE("Not doing download because of partial download (dst).\n");
else
{
wined3d_texture_download_from_texture(dst_texture, dst_sub_resource_idx, src_texture,
src_sub_resource_idx);
return WINED3D_OK;
}
}
else if (dst_swapchain && dst_swapchain->back_buffers
&& dst_texture == dst_swapchain->front_buffer
&& src_texture == dst_swapchain->back_buffers[0])
{
/* Use present for back -> front blits. The idea behind this is that
* present is potentially faster than a blit, in particular when FBO
* blits aren't available. Some ddraw applications like Half-Life and
* Prince of Persia 3D use Blt() from the backbuffer to the
* frontbuffer instead of doing a Flip(). D3d8 and d3d9 applications
* can't blit directly to the frontbuffer. */
enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
TRACE("Using present for backbuffer -> frontbuffer blit.\n");
/* Set the swap effect to COPY, we don't want the backbuffer to become
* undefined. */
dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
wined3d_swapchain_present(dst_swapchain, NULL, NULL,
dst_swapchain->win_handle, dst_swapchain->swap_interval, 0);
dst_swapchain->desc.swap_effect = swap_effect;
return WINED3D_OK;
}
if ((flags & WINED3D_BLT_RAW) || (blit_op == WINED3D_BLIT_OP_COLOR_BLIT && !scale && !convert && !resolve))
blit_op = WINED3D_BLIT_OP_RAW_BLIT;
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
dst_location = dst_texture->resource.draw_binding;
else
dst_location = dst_texture->resource.map_binding;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, colour_key, filter);
context_release(context);
wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, valid_locations);
wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~valid_locations);
return WINED3D_OK;
fallback:
/* Special cases for render targets. */
if (SUCCEEDED(wined3d_texture_blt_special(dst_texture, dst_sub_resource_idx, &dst_rect,
src_texture, src_sub_resource_idx, &src_rect, flags, fx, filter)))
return WINED3D_OK;
cpu:
return surface_cpu_blt(dst_texture, dst_sub_resource_idx, dst_box,
src_texture, src_sub_resource_idx, src_box, flags, fx, filter);
}