Sweden-Number/dlls/wined3d/surface.c

4836 lines
185 KiB
C

/*
* IWineD3DSurface Implementation
*
* Copyright 1998 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 2006-2008 Stefan Dösinger for CodeWeavers
* Copyright 2007-2008 Henri Verbeet
* Copyright 2006-2008 Roderick Colenbrander
* Copyright 2009 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_surface);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
static void surface_cleanup(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
renderbuffer_entry_t *entry, *entry2;
TRACE("(%p) : Cleaning up.\n", This);
/* Need a context to destroy the texture. Use the currently active render
* target, but only if the primary render target exists. Otherwise
* lastActiveRenderTarget is garbage. When destroying the primary render
* target, Uninit3D() will activate a context before doing anything. */
if (device->render_targets && device->render_targets[0])
{
context = context_acquire(device, NULL);
}
ENTER_GL();
if (This->texture_name)
{
/* Release the OpenGL texture. */
TRACE("Deleting texture %u.\n", This->texture_name);
glDeleteTextures(1, &This->texture_name);
}
if (This->Flags & SFLAG_PBO)
{
/* Delete the PBO. */
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
{
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
HeapFree(GetProcessHeap(), 0, entry);
}
LEAVE_GL();
if (This->Flags & SFLAG_DIBSECTION)
{
/* Release the DC. */
SelectObject(This->hDC, This->dib.holdbitmap);
DeleteDC(This->hDC);
/* Release the DIB section. */
DeleteObject(This->dib.DIBsection);
This->dib.bitmap_data = NULL;
This->resource.allocatedMemory = NULL;
}
if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
if (This->overlay_dest) list_remove(&This->overlay_entry);
HeapFree(GetProcessHeap(), 0, This->palette9);
resource_cleanup((IWineD3DResource *)This);
if (context) context_release(context);
}
UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)
{
UINT size;
if (format_desc->format == WINED3DFMT_UNKNOWN)
{
size = 0;
}
else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
size = row_count * row_block_count * format_desc->block_byte_count;
}
else
{
/* The pitch is a multiple of 4 bytes. */
size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
}
if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
return size;
}
struct blt_info
{
GLenum binding;
GLenum bind_target;
enum tex_types tex_type;
GLfloat coords[4][3];
};
struct float_rect
{
float l;
float t;
float r;
float b;
};
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
{
GLfloat (*coords)[3] = info->coords;
RECT rect;
struct float_rect f;
if (rect_in)
rect = *rect_in;
else
{
rect.left = 0;
rect.top = h;
rect.right = w;
rect.bottom = 0;
}
switch (target)
{
default:
FIXME("Unsupported texture target %#x\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
info->tex_type = tex_2d;
coords[0][0] = (float)rect.left / w;
coords[0][1] = (float)rect.top / h;
coords[0][2] = 0.0f;
coords[1][0] = (float)rect.right / w;
coords[1][1] = (float)rect.top / h;
coords[1][2] = 0.0f;
coords[2][0] = (float)rect.left / w;
coords[2][1] = (float)rect.bottom / h;
coords[2][2] = 0.0f;
coords[3][0] = (float)rect.right / w;
coords[3][1] = (float)rect.bottom / h;
coords[3][2] = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
info->tex_type = tex_rect;
coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = tex_cube;
cube_coords_float(&rect, w, h, &f);
coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
break;
}
}
static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
{
if (rect_in)
*rect_out = *rect_in;
else
{
rect_out->left = 0;
rect_out->top = 0;
rect_out->right = This->currentDesc.Width;
rect_out->bottom = This->currentDesc.Height;
}
}
/* GL locking and context activation is done by the caller */
void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DBaseTextureImpl *texture;
struct blt_info info;
surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
/* Bind the texture */
glBindTexture(info.bind_target, src_surface->texture_name);
checkGLcall("glBindTexture");
/* Filtering for StretchRect */
glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
wined3d_gl_mag_filter(magLookup, Filter));
checkGLcall("glTexParameteri");
glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
checkGLcall("glTexParameteri");
glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
/* Draw a quad */
glBegin(GL_TRIANGLE_STRIP);
glTexCoord3fv(info.coords[0]);
glVertex2i(dst_rect->left, dst_rect->top);
glTexCoord3fv(info.coords[1]);
glVertex2i(dst_rect->right, dst_rect->top);
glTexCoord3fv(info.coords[2]);
glVertex2i(dst_rect->left, dst_rect->bottom);
glTexCoord3fv(info.coords[3]);
glVertex2i(dst_rect->right, dst_rect->bottom);
glEnd();
/* Unbind the texture */
glBindTexture(info.bind_target, 0);
checkGLcall("glBindTexture(info->bind_target, 0)");
/* We changed the filtering settings on the texture. Inform the
* container about this to get the filters reset properly next draw. */
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
{
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
}
}
HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
void (*cleanup)(IWineD3DSurfaceImpl *This);
unsigned int resource_size;
HRESULT hr;
if (multisample_quality > 0)
{
FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
multisample_quality = 0;
}
/* FIXME: Check that the format is supported by the device. */
resource_size = surface_calculate_size(format_desc, alignment, width, height);
/* Look at the implementation and set the correct Vtable. */
switch (surface_type)
{
case SURFACE_OPENGL:
surface->lpVtbl = &IWineD3DSurface_Vtbl;
cleanup = surface_cleanup;
break;
case SURFACE_GDI:
surface->lpVtbl = &IWineGDISurface_Vtbl;
cleanup = surface_gdi_cleanup;
break;
default:
ERR("Requested unknown surface implementation %#x.\n", surface_type);
return WINED3DERR_INVALIDCALL;
}
hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
device, resource_size, usage, format_desc, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);
return hr;
}
/* "Standalone" surface. */
IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
surface->currentDesc.Width = width;
surface->currentDesc.Height = height;
surface->currentDesc.MultiSampleType = multisample_type;
surface->currentDesc.MultiSampleQuality = multisample_quality;
surface->texture_level = level;
list_init(&surface->overlays);
/* Flags */
surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
if (discard) surface->Flags |= SFLAG_DISCARD;
if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
/* Quick lockable sanity check.
* TODO: remove this after surfaces, usage and lockability have been debugged properly
* this function is too deep to need to care about things like this.
* Levels need to be checked too, since they all affect what can be done. */
switch (pool)
{
case WINED3DPOOL_SCRATCH:
if(!lockable)
{
FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
"which are mutually exclusive, setting lockable to TRUE.\n");
lockable = TRUE;
}
break;
case WINED3DPOOL_SYSTEMMEM:
if (!lockable)
FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
break;
case WINED3DPOOL_MANAGED:
if (usage & WINED3DUSAGE_DYNAMIC)
FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
break;
case WINED3DPOOL_DEFAULT:
if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
break;
default:
FIXME("Unknown pool %#x.\n", pool);
break;
};
if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
{
FIXME("Trying to create a render target that isn't in the default pool.\n");
}
/* Mark the texture as dirty so that it gets loaded first time around. */
surface_add_dirty_rect(surface, NULL);
list_init(&surface->renderbuffers);
TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
/* Call the private setup routine */
hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
if (FAILED(hr))
{
ERR("Private setup failed, returning %#x\n", hr);
cleanup(surface);
return hr;
}
return hr;
}
static void surface_force_reload(IWineD3DSurfaceImpl *surface)
{
surface->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
}
void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOOL srgb)
{
GLuint *name;
DWORD flag;
TRACE("surface %p, new_name %u, srgb %#x.\n", surface, new_name, srgb);
if(srgb)
{
name = &surface->texture_name_srgb;
flag = SFLAG_INSRGBTEX;
}
else
{
name = &surface->texture_name;
flag = SFLAG_INTEXTURE;
}
if (!*name && new_name)
{
/* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
* surface has no texture name yet. See if we can get rid of this. */
if (surface->Flags & flag)
ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, flag, FALSE);
}
*name = new_name;
surface_force_reload(surface);
}
void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target)
{
TRACE("surface %p, target %#x.\n", surface, target);
if (surface->texture_target != target)
{
if (target == GL_TEXTURE_RECTANGLE_ARB)
{
surface->Flags &= ~SFLAG_NORMCOORD;
}
else if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
{
surface->Flags |= SFLAG_NORMCOORD;
}
}
surface->texture_target = target;
surface_force_reload(surface);
}
/* Context activation is done by the caller. */
static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
* Read the unit back instead of switching to 0, this avoids messing around with the state manager's
* gl states. The current texture unit should always be a valid one.
*
* To be more specific, this is tricky because we can implicitly be called
* from sampler() in state.c. This means we can't touch anything other than
* whatever happens to be the currently active texture, or we would risk
* marking already applied sampler states dirty again.
*
* TODO: Track the current active texture per GL context instead of using glGet
*/
GLint active_texture;
ENTER_GL();
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
LEAVE_GL();
active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
if (active_sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
}
IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
}
/* This function checks if the primary render target uses the 8bit paletted format. */
static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
{
if (device->render_targets && device->render_targets[0])
{
IWineD3DSurfaceImpl *render_target = device->render_targets[0];
if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
&& (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
return TRUE;
}
return FALSE;
}
/* This call just downloads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
{
const struct wined3d_format_desc *format_desc = This->resource.format_desc;
/* Only support read back of converted P8 surfaces */
if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
{
FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
return;
}
ENTER_GL();
if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
This, This->texture_level, format_desc->glFormat, format_desc->glType,
This->resource.allocatedMemory);
if (This->Flags & SFLAG_PBO)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
checkGLcall("glGetCompressedTexImageARB");
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
}
else
{
GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
This->texture_level, This->resource.allocatedMemory));
checkGLcall("glGetCompressedTexImageARB");
}
LEAVE_GL();
} else {
void *mem;
GLenum format = format_desc->glFormat;
GLenum type = format_desc->glType;
int src_pitch = 0;
int dst_pitch = 0;
/* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
{
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
}
if (This->Flags & SFLAG_NONPOW2) {
unsigned char alignment = This->resource.device->surface_alignment;
src_pitch = format_desc->byte_count * This->pow2Width;
dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
} else {
mem = This->resource.allocatedMemory;
}
TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
This, This->texture_level, format, type, mem);
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
checkGLcall("glGetTexImage");
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
} else {
glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
checkGLcall("glGetTexImage");
}
LEAVE_GL();
if (This->Flags & SFLAG_NONPOW2) {
const BYTE *src_data;
BYTE *dst_data;
UINT y;
/*
* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
* repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
*
* We're doing this...
*
* instead of boxing the texture :
* |<-texture width ->| -->pow2width| /\
* |111111111111111111| | |
* |222 Texture 222222| boxed empty | texture height
* |3333 Data 33333333| | |
* |444444444444444444| | \/
* ----------------------------------- |
* | boxed empty | boxed empty | pow2height
* | | | \/
* -----------------------------------
*
*
* we're repacking the data to the expected texture width
*
* |<-texture width ->| -->pow2width| /\
* |111111111111111111222222222222222| |
* |222333333333333333333444444444444| texture height
* |444444 | |
* | | \/
* | | |
* | empty | pow2height
* | | \/
* -----------------------------------
*
* == is the same as
*
* |<-texture width ->| /\
* |111111111111111111|
* |222222222222222222|texture height
* |333333333333333333|
* |444444444444444444| \/
* --------------------
*
* this also means that any references to allocatedMemory should work with the data as if were a
* standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
*
* internally the texture is still stored in a boxed format so any references to textureName will
* get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
*
* Performance should not be an issue, because applications normally do not lock the surfaces when
* rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
* and doesn't have to be re-read.
*/
src_data = mem;
dst_data = This->resource.allocatedMemory;
TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
for (y = 1 ; y < This->currentDesc.Height; y++) {
/* skip the first row */
src_data += src_pitch;
dst_data += dst_pitch;
memcpy(dst_data, src_data, dst_pitch);
}
HeapFree(GetProcessHeap(), 0, mem);
}
}
/* Surface has now been downloaded */
This->Flags |= SFLAG_INSYSMEM;
}
/* This call just uploads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
{
GLsizei width = This->currentDesc.Width;
GLsizei height = This->currentDesc.Height;
GLenum internal;
if (srgb)
{
internal = format_desc->glGammaInternal;
}
else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
{
internal = format_desc->rtInternal;
}
else
{
internal = format_desc->glInternal;
}
TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
TRACE("target %#x, level %u, resource size %u.\n",
This->texture_target, This->texture_level, This->resource.size);
if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
ENTER_GL();
if (This->Flags & SFLAG_PBO)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
data = NULL;
}
if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Calling glCompressedTexSubImage2DARB.\n");
GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
0, 0, width, height, internal, This->resource.size, data));
checkGLcall("glCompressedTexSubImage2DARB");
}
else
{
TRACE("Calling glTexSubImage2D.\n");
glTexSubImage2D(This->texture_target, This->texture_level,
0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
checkGLcall("glTexSubImage2D");
}
if (This->Flags & SFLAG_PBO)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
}
LEAVE_GL();
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
{
IWineD3DDeviceImpl *device = This->resource.device;
unsigned int i;
for (i = 0; i < device->numContexts; ++i)
{
context_surface_update(device->contexts[i], This);
}
}
}
/* This call just allocates the texture, the caller is responsible for binding
* the correct texture. */
/* Context activation is done by the caller. */
static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
const struct wined3d_format_desc *format_desc, BOOL srgb)
{
BOOL enable_client_storage = FALSE;
GLsizei width = This->pow2Width;
GLsizei height = This->pow2Height;
const BYTE *mem = NULL;
GLenum internal;
if (srgb)
{
internal = format_desc->glGammaInternal;
}
else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(This))
{
internal = format_desc->rtInternal;
}
else
{
internal = format_desc->glInternal;
}
if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n",
This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
internal, width, height, format_desc->glFormat, format_desc->glType);
ENTER_GL();
if (gl_info->supported[APPLE_CLIENT_STORAGE])
{
if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
/* In some cases we want to disable client storage.
* SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
* SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
* SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
* allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
*/
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
This->Flags &= ~SFLAG_CLIENT;
enable_client_storage = TRUE;
} else {
This->Flags |= SFLAG_CLIENT;
/* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
* it might point into a pbo. Instead use heapMemory, but get the alignment right.
*/
mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
}
if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
{
GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
internal, width, height, 0, This->resource.size, mem));
}
else
{
glTexImage2D(This->texture_target, This->texture_level,
internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
checkGLcall("glTexImage2D");
}
if(enable_client_storage) {
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
}
LEAVE_GL();
}
/* In D3D the depth stencil dimensions have to be greater than or equal to the
* render target dimensions. With FBOs, the dimensions have to be an exact match. */
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
/* GL locking is done by the caller */
void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height)
{
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
renderbuffer_entry_t *entry;
GLuint renderbuffer = 0;
unsigned int src_width, src_height;
src_width = surface->pow2Width;
src_height = surface->pow2Height;
/* A depth stencil smaller than the render target is not valid */
if (width > src_width || height > src_height) return;
/* Remove any renderbuffer set if the sizes match */
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| (width == src_width && height == src_height))
{
surface->current_renderbuffer = NULL;
return;
}
/* Look if we've already got a renderbuffer of the correct dimensions */
LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, renderbuffer_entry_t, entry)
{
if (entry->width == width && entry->height == height)
{
renderbuffer = entry->id;
surface->current_renderbuffer = entry;
break;
}
}
if (!renderbuffer)
{
gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
surface->resource.format_desc->glInternal, width, height);
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
entry->width = width;
entry->height = height;
entry->id = renderbuffer;
list_add_head(&surface->renderbuffers, &entry->entry);
surface->current_renderbuffer = entry;
}
checkGLcall("set_compatible_renderbuffer");
}
GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
{
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
TRACE("surface %p.\n", surface);
if (!(surface->Flags & SFLAG_SWAPCHAIN))
{
ERR("Surface %p is not on a swapchain.\n", surface);
return GL_NONE;
}
if (swapchain->back_buffers && swapchain->back_buffers[0] == surface)
{
if (swapchain->render_to_fbo)
{
TRACE("Returning GL_COLOR_ATTACHMENT0\n");
return GL_COLOR_ATTACHMENT0;
}
TRACE("Returning GL_BACK\n");
return GL_BACK;
}
else if (surface == swapchain->front_buffer)
{
TRACE("Returning GL_FRONT\n");
return GL_FRONT;
}
FIXME("Higher back buffer, returning GL_BACK\n");
return GL_BACK;
}
/* Slightly inefficient way to handle multiple dirty rects but it works :) */
void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
{
IWineD3DBaseTexture *baseTexture = NULL;
TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
/* No partial locking for textures yet. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
if (dirty_rect)
{
surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
surface->dirtyRect.top = min(surface->dirtyRect.top, dirty_rect->top);
surface->dirtyRect.right = max(surface->dirtyRect.right, dirty_rect->right);
surface->dirtyRect.bottom = max(surface->dirtyRect.bottom, dirty_rect->bottom);
}
else
{
surface->dirtyRect.left = 0;
surface->dirtyRect.top = 0;
surface->dirtyRect.right = surface->currentDesc.Width;
surface->dirtyRect.bottom = surface->currentDesc.Height;
}
/* if the container is a basetexture then mark it dirty. */
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
&IID_IWineD3DBaseTexture, (void **)&baseTexture)))
{
TRACE("Passing to container\n");
IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
IWineD3DBaseTexture_Release(baseTexture);
}
}
static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
{
IWineD3DDeviceImpl *device = This->resource.device;
switch(This->resource.format_desc->format)
{
case WINED3DFMT_P8_UINT:
{
DWORD alpha;
if (primary_render_target_is_p8(device))
alpha = color << 24;
else
alpha = 0xFF000000;
if (This->palette) {
*argb_color = (alpha |
(This->palette->palents[color].peRed << 16) |
(This->palette->palents[color].peGreen << 8) |
(This->palette->palents[color].peBlue));
} else {
*argb_color = alpha;
}
}
break;
case WINED3DFMT_B5G6R5_UNORM:
{
if (color == 0xFFFF) {
*argb_color = 0xFFFFFFFF;
} else {
*argb_color = ((0xFF000000) |
((color & 0xF800) << 8) |
((color & 0x07E0) << 5) |
((color & 0x001F) << 3));
}
}
break;
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
*argb_color = 0xFF000000 | color;
break;
case WINED3DFMT_B8G8R8A8_UNORM:
*argb_color = color;
break;
default:
ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
return FALSE;
}
return TRUE;
}
static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
if (!ref)
{
surface_cleanup(This);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
TRACE("(%p) Released.\n", This);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
**************************************************** */
void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
{
/* TODO: check for locks */
IWineD3DDeviceImpl *device = surface->resource.device;
IWineD3DBaseTexture *baseTexture = NULL;
TRACE("(%p)Checking to see if the container is a base texture\n", surface);
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
&IID_IWineD3DBaseTexture, (void **)&baseTexture)))
{
IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *)baseTexture;
TRACE("Passing to container\n");
tex_impl->baseTexture.internal_preload(baseTexture, srgb);
IWineD3DBaseTexture_Release(baseTexture);
} else {
struct wined3d_context *context = NULL;
TRACE("(%p) : About to load surface\n", surface);
if (!device->isInDraw) context = context_acquire(device, NULL);
if (surface->resource.format_desc->format == WINED3DFMT_P8_UINT
|| surface->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
if (palette9_changed(surface))
{
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
}
}
IWineD3DSurface_LoadTexture((IWineD3DSurface *)surface, srgb == SRGB_SRGB ? TRUE : FALSE);
if (surface->resource.pool == WINED3DPOOL_DEFAULT)
{
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
ENTER_GL();
glPrioritizeTextures(1, &surface->texture_name, &tmp);
LEAVE_GL();
}
if (context) context_release(context);
}
}
static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
{
surface_internal_preload((IWineD3DSurfaceImpl *)iface, SRGB_ANY);
}
/* Context activation is done by the caller. */
static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
{
This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
This->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
checkGLcall("glGetBufferSubDataARB");
GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->pbo = 0;
This->Flags &= ~SFLAG_PBO;
}
BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
{
if (!surface->resource.allocatedMemory)
{
surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
surface->resource.size + RESOURCE_ALIGNMENT);
if (!surface->resource.heapMemory)
{
ERR("Out of memory\n");
return FALSE;
}
surface->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
}
else
{
memset(surface->resource.allocatedMemory, 0, surface->resource.size);
}
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
return TRUE;
}
static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
IWineD3DBaseTexture *texture = NULL;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
renderbuffer_entry_t *entry, *entry2;
struct wined3d_context *context;
TRACE("(%p)\n", iface);
if(This->resource.pool == WINED3DPOOL_DEFAULT) {
/* Default pool resources are supposed to be destroyed before Reset is called.
* Implicit resources stay however. So this means we have an implicit render target
* or depth stencil. The content may be destroyed, but we still have to tear down
* opengl resources, so we cannot leave early.
*
* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
* or the depth stencil into an FBO the texture or render buffer will be removed
* and all flags get lost
*/
surface_init_sysmem(This);
}
else
{
/* Load the surface into system memory */
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
}
IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
/* Destroy PBOs, but load them into real sysmem before */
if (This->Flags & SFLAG_PBO)
surface_remove_pbo(This, gl_info);
/* Destroy fbo render buffers. This is needed for implicit render targets, for
* all application-created targets the application has to release the surface
* before calling _Reset
*/
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
ENTER_GL();
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
LEAVE_GL();
list_remove(&entry->entry);
HeapFree(GetProcessHeap(), 0, entry);
}
list_init(&This->renderbuffers);
This->current_renderbuffer = NULL;
/* If we're in a texture, the texture name belongs to the texture. Otherwise,
* destroy it
*/
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
if(!texture) {
ENTER_GL();
glDeleteTextures(1, &This->texture_name);
This->texture_name = 0;
glDeleteTextures(1, &This->texture_name_srgb);
This->texture_name_srgb = 0;
LEAVE_GL();
} else {
IWineD3DBaseTexture_Release(texture);
}
context_release(context);
}
/* ******************************************************
IWineD3DSurface IWineD3DSurface parts follow
****************************************************** */
/* Read the framebuffer back into the surface */
static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
{
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
BYTE *mem;
GLint fmt;
GLint type;
BYTE *row, *top, *bottom;
int i;
BOOL bpp;
RECT local_rect;
BOOL srcIsUpsideDown;
GLint rowLen = 0;
GLint skipPix = 0;
GLint skipRow = 0;
if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
static BOOL warned = FALSE;
if(!warned) {
ERR("The application tries to lock the render target, but render target locking is disabled\n");
warned = TRUE;
}
return;
}
/* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
* Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
* should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
* context->last_was_blit set on the unlock.
*/
context = context_acquire(device, This);
context_apply_blit_state(context, device);
gl_info = context->gl_info;
ENTER_GL();
/* 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 (surface_is_offscreen(This))
{
/* Locking the primary render target which is not on a swapchain(=offscreen render target).
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
glReadBuffer(device->offscreenBuffer);
srcIsUpsideDown = TRUE;
}
else
{
/* Onscreen surfaces are always part of a swapchain */
GLenum buffer = surface_get_gl_buffer(This);
TRACE("Locking %#x buffer\n", buffer);
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
srcIsUpsideDown = FALSE;
}
/* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
if(!rect) {
local_rect.left = 0;
local_rect.top = 0;
local_rect.right = This->currentDesc.Width;
local_rect.bottom = This->currentDesc.Height;
} else {
local_rect = *rect;
}
/* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
switch(This->resource.format_desc->format)
{
case WINED3DFMT_P8_UINT:
{
if (primary_render_target_is_p8(device))
{
/* In case of P8 render targets the index is stored in the alpha component */
fmt = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
mem = dest;
bpp = This->resource.format_desc->byte_count;
} else {
/* GL can't return palettized data, so read ARGB pixels into a
* separate block of memory and convert them into palettized format
* in software. Slow, but if the app means to use palettized render
* targets and locks it...
*
* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
* for the color channels when palettizing the colors.
*/
fmt = GL_RGB;
type = GL_UNSIGNED_BYTE;
pitch *= 3;
mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
if(!mem) {
ERR("Out of memory\n");
LEAVE_GL();
return;
}
bpp = This->resource.format_desc->byte_count * 3;
}
}
break;
default:
mem = dest;
fmt = This->resource.format_desc->glFormat;
type = This->resource.format_desc->glType;
bpp = This->resource.format_desc->byte_count;
}
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
if(mem != NULL) {
ERR("mem not null for pbo -- unexpected\n");
mem = NULL;
}
}
/* Save old pixel store pack state */
glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
checkGLcall("glGetIntegerv");
glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
checkGLcall("glGetIntegerv");
glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
checkGLcall("glGetIntegerv");
/* Setup pixel store pack state -- to glReadPixels into the correct place */
glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
checkGLcall("glPixelStorei");
glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
checkGLcall("glPixelStorei");
glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
checkGLcall("glPixelStorei");
glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
local_rect.right - local_rect.left,
local_rect.bottom - local_rect.top,
fmt, type, mem);
checkGLcall("glReadPixels");
/* Reset previous pixel store pack state */
glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
checkGLcall("glPixelStorei");
glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
checkGLcall("glPixelStorei");
glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
checkGLcall("glPixelStorei");
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
/* Check if we need to flip the image. If we need to flip use glMapBufferARB
* to get a pointer to it and perform the flipping in software. This is a lot
* faster than calling glReadPixels for each line. In case we want more speed
* we should rerender it flipped in a FBO and read the data back from the FBO. */
if(!srcIsUpsideDown) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
checkGLcall("glMapBufferARB");
}
}
/* TODO: Merge this with the palettization loop below for P8 targets */
if(!srcIsUpsideDown) {
UINT len, off;
/* glReadPixels returns the image upside down, and there is no way to prevent this.
Flip the lines in software */
len = (local_rect.right - local_rect.left) * bpp;
off = local_rect.left * bpp;
row = HeapAlloc(GetProcessHeap(), 0, len);
if(!row) {
ERR("Out of memory\n");
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
LEAVE_GL();
return;
}
top = mem + pitch * local_rect.top;
bottom = mem + pitch * (local_rect.bottom - 1);
for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
memcpy(row, top + off, len);
memcpy(top + off, bottom + off, len);
memcpy(bottom + off, row, len);
top += pitch;
bottom -= pitch;
}
HeapFree(GetProcessHeap(), 0, row);
/* Unmap the temp PBO buffer */
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
}
}
LEAVE_GL();
context_release(context);
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
* the same color but we have no choice.
* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
{
const PALETTEENTRY *pal = NULL;
DWORD width = pitch / 3;
int x, y, c;
if(This->palette) {
pal = This->palette->palents;
} else {
ERR("Palette is missing, cannot perform inverse palette lookup\n");
HeapFree(GetProcessHeap(), 0, mem);
return ;
}
for(y = local_rect.top; y < local_rect.bottom; y++) {
for(x = local_rect.left; x < local_rect.right; x++) {
/* start lines pixels */
const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
const BYTE *green = blue + 1;
const BYTE *red = green + 1;
for(c = 0; c < 256; c++) {
if(*red == pal[c].peRed &&
*green == pal[c].peGreen &&
*blue == pal[c].peBlue)
{
*((BYTE *) dest + y * width + x) = c;
break;
}
}
}
}
HeapFree(GetProcessHeap(), 0, mem);
}
}
/* Read the framebuffer contents into a texture */
static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
{
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
GLint prevRead;
/* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
* states in the stateblock, and no driver was found yet that had bugs in that regard.
*/
context = context_acquire(device, This);
gl_info = context->gl_info;
surface_prepare_texture(This, gl_info, srgb);
surface_bind_and_dirtify(This, srgb);
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prevRead);
LEAVE_GL();
/* 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 (!surface_is_offscreen(This))
{
GLenum buffer = surface_get_gl_buffer(This);
TRACE("Locking %#x buffer\n", buffer);
ENTER_GL();
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
LEAVE_GL();
}
else
{
/* Locking the primary render target which is not on a swapchain(=offscreen render target).
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
ENTER_GL();
glReadBuffer(device->offscreenBuffer);
checkGLcall("glReadBuffer");
LEAVE_GL();
}
ENTER_GL();
/* If !SrcIsUpsideDown we should flip the surface.
* This can be done using glCopyTexSubImage2D but this
* is VERY slow, so don't do that. We should prevent
* this code from getting called in such cases or perhaps
* we can use FBOs */
glCopyTexSubImage2D(This->texture_target, This->texture_level,
0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("glCopyTexSubImage2D");
glReadBuffer(prevRead);
checkGLcall("glReadBuffer");
LEAVE_GL();
context_release(context);
TRACE("Updated target %d\n", This->texture_target);
}
/* Context activation is done by the caller. */
static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
const struct wined3d_gl_info *gl_info, BOOL srgb)
{
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
CONVERT_TYPES convert;
struct wined3d_format_desc desc;
if (surface->Flags & alloc_flag) return;
d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
if(convert != NO_CONVERSION || desc.convert) surface->Flags |= SFLAG_CONVERTED;
else surface->Flags &= ~SFLAG_CONVERTED;
surface_bind_and_dirtify(surface, srgb);
surface_allocate_surface(surface, gl_info, &desc, srgb);
surface->Flags |= alloc_flag;
}
/* Context activation is done by the caller. */
void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
{
IWineD3DBaseTextureImpl *texture;
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
&IID_IWineD3DBaseTexture, (void **)&texture)))
{
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
UINT i;
TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
for (i = 0; i < sub_count; ++i)
{
IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
surface_prepare_texture_internal(s, gl_info, srgb);
}
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
}
surface_prepare_texture_internal(surface, gl_info, srgb);
}
static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
* This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
* changed
*/
if(!(This->Flags & SFLAG_DYNLOCK)) {
This->lockCount++;
/* MAXLOCKCOUNT is defined in wined3d_private.h */
if(This->lockCount > MAXLOCKCOUNT) {
TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
This->Flags |= SFLAG_DYNLOCK;
}
}
/* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
* Also don't create a PBO for systemmem surfaces.
*/
if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
&& !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
&& (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
{
GLenum error;
struct wined3d_context *context;
context = context_acquire(device, NULL);
ENTER_GL();
GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
error = glGetError();
if(This->pbo == 0 || error != GL_NO_ERROR) {
ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
}
TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
checkGLcall("glBufferDataARB");
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
/* We don't need the system memory anymore and we can't even use it for PBOs */
if(!(This->Flags & SFLAG_CLIENT)) {
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.heapMemory = NULL;
}
This->resource.allocatedMemory = NULL;
This->Flags |= SFLAG_PBO;
LEAVE_GL();
context_release(context);
}
else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
{
/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
* or a pbo to map
*/
if(!This->resource.heapMemory) {
This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
}
This->resource.allocatedMemory =
(BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
if(This->Flags & SFLAG_INSYSMEM) {
ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
}
}
}
static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
const RECT *pass_rect = pRect;
TRACE("iface %p, locked_rect %p, rect %s, flags %#x.\n",
iface, pLockedRect, wine_dbgstr_rect(pRect), Flags);
/* This is also done in the base class, but we have to verify this before loading any data from
* gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
* may interfere, and all other bad things may happen
*/
if (This->Flags & SFLAG_LOCKED) {
WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
This->Flags |= SFLAG_LOCKED;
if (!(This->Flags & SFLAG_LOCKABLE))
{
TRACE("Warning: trying to lock unlockable surf@%p\n", This);
}
if (Flags & WINED3DLOCK_DISCARD) {
/* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
surface_prepare_system_memory(This); /* Makes sure memory is allocated */
This->Flags |= SFLAG_INSYSMEM;
goto lock_end;
}
if (This->Flags & SFLAG_INSYSMEM) {
TRACE("Local copy is up to date, not downloading data\n");
surface_prepare_system_memory(This); /* Makes sure memory is allocated */
goto lock_end;
}
/* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
* the full surface. Most callers don't need that, so do it here. */
if (pRect && pRect->top == 0 && pRect->left == 0
&& pRect->right == This->currentDesc.Width
&& pRect->bottom == This->currentDesc.Height)
{
pass_rect = NULL;
}
if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
&& ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
{
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
}
lock_end:
if (This->Flags & SFLAG_PBO)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
/* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
if(This->resource.allocatedMemory) {
ERR("The surface already has PBO memory allocated!\n");
}
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
checkGLcall("glMapBufferARB");
/* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
LEAVE_GL();
context_release(context);
}
if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
/* Don't dirtify */
} else {
IWineD3DBaseTexture *pBaseTexture;
/**
* Dirtify on lock
* as seen in msdn docs
*/
surface_add_dirty_rect(This, pRect);
/** Dirtify Container if needed */
if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
TRACE("Making container dirty\n");
IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
IWineD3DBaseTexture_Release(pBaseTexture);
} else {
TRACE("Surface is standalone, no need to dirty the container\n");
}
}
return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
}
static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
GLint prev_store;
GLint prev_rasterpos[4];
GLint skipBytes = 0;
UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
/* Activate the correct context for the render target */
context = context_acquire(device, This);
context_apply_blit_state(context, device);
gl_info = context->gl_info;
ENTER_GL();
if (!surface_is_offscreen(This))
{
GLenum buffer = surface_get_gl_buffer(This);
TRACE("Unlocking %#x buffer.\n", buffer);
context_set_draw_buffer(context, buffer);
}
else
{
/* Primary offscreen render target */
TRACE("Offscreen render target.\n");
context_set_draw_buffer(context, device->offscreenBuffer);
}
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
checkGLcall("glGetIntegerv");
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
checkGLcall("glGetIntegerv");
glPixelZoom(1.0f, -1.0f);
checkGLcall("glPixelZoom");
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
checkGLcall("glRasterPos3i");
/* Some drivers(radeon dri, others?) don't like exceptions during
* glDrawPixels. If the surface is a DIB section, it might be in GDIMode
* after ReleaseDC. Reading it will cause an exception, which x11drv will
* catch to put the dib section in InSync mode, which leads to a crash
* and a blocked x server on my radeon card.
*
* The following lines read the dib section so it is put in InSync mode
* before glDrawPixels is called and the crash is prevented. There won't
* be any interfering gdi accesses, because UnlockRect is called from
* ReleaseDC, and the app won't use the dc any more afterwards.
*/
if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
volatile BYTE read;
read = This->resource.allocatedMemory[0];
}
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
}
/* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
if(This->Flags & SFLAG_LOCKED) {
glDrawPixels(This->lockedRect.right - This->lockedRect.left,
(This->lockedRect.bottom - This->lockedRect.top)-1,
fmt, type,
mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
checkGLcall("glDrawPixels");
} else {
glDrawPixels(This->currentDesc.Width,
This->currentDesc.Height,
fmt, type, mem);
checkGLcall("glDrawPixels");
}
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
}
glPixelZoom(1.0f, 1.0f);
checkGLcall("glPixelZoom");
glRasterPos3iv(&prev_rasterpos[0]);
checkGLcall("glRasterPos3iv");
/* Reset to previous pack row length */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
LEAVE_GL();
context_release(context);
}
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
BOOL fullsurface;
if (!(This->Flags & SFLAG_LOCKED)) {
WARN("trying to Unlock an unlocked surf@%p\n", This);
return WINEDDERR_NOTLOCKED;
}
if (This->Flags & SFLAG_PBO)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
TRACE("Freeing PBO memory\n");
context = context_acquire(device, NULL);
gl_info = context->gl_info;
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
context_release(context);
This->resource.allocatedMemory = NULL;
}
TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
goto unlock_end;
}
if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && This == device->render_targets[0]))
{
if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
static BOOL warned = FALSE;
if(!warned) {
ERR("The application tries to write to the render target, but render target locking is disabled\n");
warned = TRUE;
}
goto unlock_end;
}
if(This->dirtyRect.left == 0 &&
This->dirtyRect.top == 0 &&
This->dirtyRect.right == This->currentDesc.Width &&
This->dirtyRect.bottom == This->currentDesc.Height) {
fullsurface = TRUE;
} else {
/* TODO: Proper partial rectangle tracking */
fullsurface = FALSE;
This->Flags |= SFLAG_INSYSMEM;
}
switch(wined3d_settings.rendertargetlock_mode) {
case RTL_READTEX:
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
/* drop through */
case RTL_READDRAW:
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
break;
}
if(!fullsurface) {
/* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
* the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
* to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
* are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
* not fully up to date because only a subrectangle was read in LockRect.
*/
This->Flags &= ~SFLAG_INSYSMEM;
This->Flags |= SFLAG_INDRAWABLE;
}
This->dirtyRect.left = This->currentDesc.Width;
This->dirtyRect.top = This->currentDesc.Height;
This->dirtyRect.right = 0;
This->dirtyRect.bottom = 0;
}
else if (This == device->depth_stencil)
{
FIXME("Depth Stencil buffer locking is not implemented\n");
} else {
/* The rest should be a normal texture */
IWineD3DBaseTextureImpl *impl;
/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
* Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
* states need resetting
*/
if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
if (impl->baseTexture.bindCount)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
}
}
unlock_end:
This->Flags &= ~SFLAG_LOCKED;
memset(&This->lockedRect, 0, sizeof(RECT));
/* Overlays have to be redrawn manually after changes with the GL implementation */
if(This->overlay_dest) {
IWineD3DSurface_DrawOverlay(iface);
}
return WINED3D_OK;
}
static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
{
struct wined3d_context *context;
context = context_acquire(surface->resource.device, NULL);
ENTER_GL();
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
if (surface->texture_name)
{
surface_bind_and_dirtify(surface, FALSE);
glTexImage2D(surface->texture_target, surface->texture_level,
GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
if (surface->texture_name_srgb)
{
surface_bind_and_dirtify(surface, TRUE);
glTexImage2D(surface->texture_target, surface->texture_level,
GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
LEAVE_GL();
context_release(context);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
surface_force_reload(surface);
}
static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
WINED3DLOCKED_RECT lock;
HRESULT hr;
RGBQUAD col[256];
TRACE("(%p)->(%p)\n",This,pHDC);
if(This->Flags & SFLAG_USERPTR) {
ERR("Not supported on surfaces with an application-provided surfaces\n");
return WINEDDERR_NODC;
}
/* Give more detailed info for ddraw */
if (This->Flags & SFLAG_DCINUSE)
return WINEDDERR_DCALREADYCREATED;
/* Can't GetDC if the surface is locked */
if (This->Flags & SFLAG_LOCKED)
return WINED3DERR_INVALIDCALL;
memset(&lock, 0, sizeof(lock)); /* To be sure */
/* Create a DIB section if there isn't a hdc yet */
if(!This->hDC) {
if(This->Flags & SFLAG_CLIENT) {
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
surface_release_client_storage(This);
}
hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
/* Use the dib section from now on if we are not using a PBO */
if(!(This->Flags & SFLAG_PBO))
This->resource.allocatedMemory = This->dib.bitmap_data;
}
/* Lock the surface */
hr = IWineD3DSurface_LockRect(iface,
&lock,
NULL,
0);
if(This->Flags & SFLAG_PBO) {
/* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
}
if(FAILED(hr)) {
ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
/* keep the dib section */
return hr;
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
/* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
unsigned int n;
const PALETTEENTRY *pal = NULL;
if(This->palette) {
pal = This->palette->palents;
} else {
IWineD3DSurfaceImpl *dds_primary;
IWineD3DSwapChainImpl *swapchain;
swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
dds_primary = swapchain->front_buffer;
if (dds_primary && dds_primary->palette)
pal = dds_primary->palette->palents;
}
if (pal) {
for (n=0; n<256; n++) {
col[n].rgbRed = pal[n].peRed;
col[n].rgbGreen = pal[n].peGreen;
col[n].rgbBlue = pal[n].peBlue;
col[n].rgbReserved = 0;
}
SetDIBColorTable(This->hDC, 0, 256, col);
}
}
*pHDC = This->hDC;
TRACE("returning %p\n",*pHDC);
This->Flags |= SFLAG_DCINUSE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p)->(%p)\n",This,hDC);
if (!(This->Flags & SFLAG_DCINUSE))
return WINEDDERR_NODC;
if (This->hDC !=hDC) {
WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
return WINEDDERR_NODC;
}
if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
/* Copy the contents of the DIB over to the PBO */
memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
}
/* we locked first, so unlock now */
IWineD3DSurface_UnlockRect(iface);
This->Flags &= ~SFLAG_DCINUSE;
return WINED3D_OK;
}
/* ******************************************************
IWineD3DSurface Internal (No mapping to directx api) parts follow
****************************************************** */
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
{
BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL blit_supported = FALSE;
/* Copy the default values from the surface. Below we might perform fixups */
/* TODO: get rid of color keying desc fixups by using e.g. a table. */
*desc = *This->resource.format_desc;
*convert = NO_CONVERSION;
/* Ok, now look if we have to do any conversion */
switch(This->resource.format_desc->format)
{
case WINED3DFMT_P8_UINT:
/* ****************
Paletted Texture
**************** */
/* Below the call to blit_supported is disabled for Wine 1.2 because the function isn't operating correctly yet.
* At the moment 8-bit blits are handled in software and if certain GL extensions are around, surface conversion
* is performed at upload time. The blit_supported call recognizes it as a destination fixup. This type of upload 'fixup'
* and 8-bit to 8-bit blits need to be handled by the blit_shader.
* TODO: get rid of this #if 0
*/
#if 0
blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&rect, This->resource.usage, This->resource.pool,
This->resource.format_desc, &rect, This->resource.usage,
This->resource.pool, This->resource.format_desc);
#endif
blit_supported = gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM];
/* Use conversion when the blit_shader backend supports it. It only supports this in case of
* texturing. Further also use conversion in case of color keying.
* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
* conflicts with this.
*/
if (!((blit_supported && device->render_targets && This == device->render_targets[0]))
|| colorkey_active || !use_texturing)
{
desc->glFormat = GL_RGBA;
desc->glInternal = GL_RGBA;
desc->glType = GL_UNSIGNED_BYTE;
desc->conv_byte_count = 4;
if(colorkey_active) {
*convert = CONVERT_PALETTED_CK;
} else {
*convert = CONVERT_PALETTED;
}
}
break;
case WINED3DFMT_B2G3R3_UNORM:
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (colorkey_active) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
FIXME(" ColorKeying not supported in the RGB 332 format !\n");
}
break;
case WINED3DFMT_B5G6R5_UNORM:
if (colorkey_active) {
*convert = CONVERT_CK_565;
desc->glFormat = GL_RGBA;
desc->glInternal = GL_RGB5_A1;
desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
desc->conv_byte_count = 2;
}
break;
case WINED3DFMT_B5G5R5X1_UNORM:
if (colorkey_active) {
*convert = CONVERT_CK_5551;
desc->glFormat = GL_BGRA;
desc->glInternal = GL_RGB5_A1;
desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
desc->conv_byte_count = 2;
}
break;
case WINED3DFMT_B8G8R8_UNORM:
if (colorkey_active) {
*convert = CONVERT_CK_RGB24;
desc->glFormat = GL_RGBA;
desc->glInternal = GL_RGBA8;
desc->glType = GL_UNSIGNED_INT_8_8_8_8;
desc->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8X8_UNORM:
if (colorkey_active) {
*convert = CONVERT_RGB32_888;
desc->glFormat = GL_RGBA;
desc->glInternal = GL_RGBA8;
desc->glType = GL_UNSIGNED_INT_8_8_8_8;
desc->conv_byte_count = 4;
}
break;
default:
break;
}
return WINED3D_OK;
}
void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
{
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DPaletteImpl *pal = This->palette;
BOOL index_in_alpha = FALSE;
unsigned int i;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
* is slow. Further RGB->P8 conversion is not possible because palettes can have
* duplicate entries. Store the color key in the unused alpha component to speed the
* download up and to make conversion unneeded. */
index_in_alpha = primary_render_target_is_p8(device);
if (!pal)
{
UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
/* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
if (dxVersion <= 7)
{
ERR("This code should never get entered for DirectDraw!, expect problems\n");
if (index_in_alpha)
{
/* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
* there's no palette at this time. */
for (i = 0; i < 256; i++) table[i][3] = i;
}
}
else
{
/* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
* alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
* capability flag is present (wine does advertise this capability) */
for (i = 0; i < 256; ++i)
{
table[i][0] = device->palettes[device->currentPalette][i].peRed;
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
table[i][3] = device->palettes[device->currentPalette][i].peFlags;
}
}
}
else
{
TRACE("Using surface palette %p\n", pal);
/* Get the surface's palette */
for (i = 0; i < 256; ++i)
{
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
/* When index_in_alpha is set the palette index is stored in the
* alpha component. In case of a readback we can then read
* GL_ALPHA. Color keying is handled in BltOverride using a
* GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
* color key itself is passed to glAlphaFunc in other cases the
* alpha component of pixels that should be masked away is set to 0. */
if (index_in_alpha)
{
table[i][3] = i;
}
else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
&& (i <= This->SrcBltCKey.dwColorSpaceHighValue))
{
table[i][3] = 0x00;
}
else if(pal->Flags & WINEDDPCAPS_ALPHA)
{
table[i][3] = pal->palents[i].peFlags;
}
else
{
table[i][3] = 0xFF;
}
}
}
}
static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
{
const BYTE *source;
BYTE *dest;
TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
switch (convert) {
case NO_CONVERSION:
{
memcpy(dst, src, pitch * height);
break;
}
case CONVERT_PALETTED:
case CONVERT_PALETTED_CK:
{
IWineD3DPaletteImpl* pal = This->palette;
BYTE table[256][4];
unsigned int x, y;
if( pal == NULL) {
/* TODO: If we are a sublevel, try to get the palette from level 0 */
}
d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
for (y = 0; y < height; y++)
{
source = src + pitch * y;
dest = dst + outpitch * y;
/* This is an 1 bpp format, using the width here is fine */
for (x = 0; x < width; x++) {
BYTE color = *source++;
*dest++ = table[color][0];
*dest++ = table[color][1];
*dest++ = table[color][2];
*dest++ = table[color][3];
}
}
}
break;
case CONVERT_CK_565:
{
/* Converting the 565 format in 5551 packed to emulate color-keying.
Note : in all these conversion, it would be best to average the averaging
pixels to get the color of the pixel that will be color-keyed to
prevent 'color bleeding'. This will be done later on if ever it is
too visible.
Note2: Nvidia documents say that their driver does not support alpha + color keying
on the same surface and disables color keying in such a case
*/
unsigned int x, y;
const WORD *Source;
WORD *Dest;
TRACE("Color keyed 565\n");
for (y = 0; y < height; y++) {
Source = (const WORD *)(src + y * pitch);
Dest = (WORD *) (dst + y * outpitch);
for (x = 0; x < width; x++ ) {
WORD color = *Source++;
*Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
(color > This->SrcBltCKey.dwColorSpaceHighValue)) {
*Dest |= 0x0001;
}
Dest++;
}
}
}
break;
case CONVERT_CK_5551:
{
/* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
unsigned int x, y;
const WORD *Source;
WORD *Dest;
TRACE("Color keyed 5551\n");
for (y = 0; y < height; y++) {
Source = (const WORD *)(src + y * pitch);
Dest = (WORD *) (dst + y * outpitch);
for (x = 0; x < width; x++ ) {
WORD color = *Source++;
*Dest = color;
if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
(color > This->SrcBltCKey.dwColorSpaceHighValue)) {
*Dest |= (1 << 15);
}
else {
*Dest &= ~(1 << 15);
}
Dest++;
}
}
}
break;
case CONVERT_CK_RGB24:
{
/* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
unsigned int x, y;
for (y = 0; y < height; y++)
{
source = src + pitch * y;
dest = dst + outpitch * y;
for (x = 0; x < width; x++) {
DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
DWORD dstcolor = color << 8;
if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
(color > This->SrcBltCKey.dwColorSpaceHighValue)) {
dstcolor |= 0xff;
}
*(DWORD*)dest = dstcolor;
source += 3;
dest += 4;
}
}
}
break;
case CONVERT_RGB32_888:
{
/* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
unsigned int x, y;
for (y = 0; y < height; y++)
{
source = src + pitch * y;
dest = dst + outpitch * y;
for (x = 0; x < width; x++) {
DWORD color = 0xffffff & *(const DWORD*)source;
DWORD dstcolor = color << 8;
if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
(color > This->SrcBltCKey.dwColorSpaceHighValue)) {
dstcolor |= 0xff;
}
*(DWORD*)dest = dstcolor;
source += 4;
dest += 4;
}
}
}
break;
default:
ERR("Unsupported conversion type %#x.\n", convert);
}
return WINED3D_OK;
}
BOOL palette9_changed(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.device;
if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
&& This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
{
/* If a ddraw-style palette is attached assume no d3d9 palette change.
* Also the palette isn't interesting if the surface format isn't P8 or A8P8
*/
return FALSE;
}
if (This->palette9)
{
if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
{
return FALSE;
}
} else {
This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
}
memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
return TRUE;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
if (!(This->Flags & flag)) {
TRACE("Reloading because surface is dirty\n");
} else if(/* Reload: gl texture has ck, now no ckey is set OR */
((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
/* Reload: vice versa OR */
((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
/* Also reload: Color key is active AND the color key has changed */
((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
(This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
(This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
TRACE("Reloading because of color keying\n");
/* To perform the color key conversion we need a sysmem copy of
* the surface. Make sure we have it
*/
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
} else {
TRACE("surface is already in texture\n");
return WINED3D_OK;
}
/* Resources are placed in system RAM and do not need to be recreated when a device is lost.
* These resources are not bound by device size or format restrictions. Because of this,
* these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
* However, these resources can always be created, locked, and copied.
*/
if (This->resource.pool == WINED3DPOOL_SCRATCH )
{
FIXME("(%p) Operation not supported for scratch textures\n",This);
return WINED3DERR_INVALIDCALL;
}
IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
if (!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;
This->resource.heapMemory = NULL;
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
}
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
/* TODO: check for locks */
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DBaseTexture *baseTexture = NULL;
TRACE("(%p)Checking to see if the container is a base texture\n", This);
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
TRACE("Passing to container\n");
IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
IWineD3DBaseTexture_Release(baseTexture);
}
else
{
GLuint *name;
TRACE("(%p) : Binding surface\n", This);
name = srgb ? &This->texture_name_srgb : &This->texture_name;
ENTER_GL();
if (!This->texture_level)
{
if (!*name) {
glGenTextures(1, name);
checkGLcall("glGenTextures");
TRACE("Surface %p given name %d\n", This, *name);
glBindTexture(This->texture_target, *name);
checkGLcall("glBindTexture");
glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
}
/* This is where we should be reducing the amount of GLMemoryUsed */
} else if (*name) {
/* Mipmap surfaces should have a base texture container */
ERR("Mipmap surface has a glTexture bound to it!\n");
}
glBindTexture(This->texture_target, *name);
checkGLcall("glBindTexture");
LEAVE_GL();
}
}
static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
HRESULT hr;
TRACE("(%p) : Calling base function first\n", This);
hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
if(SUCCEEDED(hr)) {
This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
This->resource.format_desc->glInternal, This->resource.format_desc->glType);
}
return hr;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
WARN("Surface is locked or the HDC is in use\n");
return WINED3DERR_INVALIDCALL;
}
if(Mem && Mem != This->resource.allocatedMemory) {
void *release = NULL;
/* Do I have to copy the old surface content? */
if(This->Flags & SFLAG_DIBSECTION) {
/* Release the DC. No need to hold the critical section for the update
* Thread because this thread runs only on front buffers, but this method
* fails for render targets in the check above.
*/
SelectObject(This->hDC, This->dib.holdbitmap);
DeleteDC(This->hDC);
/* Release the DIB section */
DeleteObject(This->dib.DIBsection);
This->dib.bitmap_data = NULL;
This->resource.allocatedMemory = NULL;
This->hDC = NULL;
This->Flags &= ~SFLAG_DIBSECTION;
} else if(!(This->Flags & SFLAG_USERPTR)) {
release = This->resource.heapMemory;
This->resource.heapMemory = NULL;
}
This->resource.allocatedMemory = Mem;
This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
/* Now the surface memory is most up do date. Invalidate drawable and texture */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
/* For client textures opengl has to be notified */
if (This->Flags & SFLAG_CLIENT)
surface_release_client_storage(This);
/* Now free the old memory if any */
HeapFree(GetProcessHeap(), 0, release);
} else if(This->Flags & SFLAG_USERPTR) {
/* LockRect and GetDC will re-create the dib section and allocated memory */
This->resource.allocatedMemory = NULL;
/* HeapMemory should be NULL already */
if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
This->Flags &= ~SFLAG_USERPTR;
if (This->Flags & SFLAG_CLIENT)
surface_release_client_storage(This);
}
return WINED3D_OK;
}
void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
/* Flip the surface contents */
/* Flip the DC */
{
HDC tmp;
tmp = front->hDC;
front->hDC = back->hDC;
back->hDC = tmp;
}
/* Flip the DIBsection */
{
HBITMAP tmp;
BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
tmp = front->dib.DIBsection;
front->dib.DIBsection = back->dib.DIBsection;
back->dib.DIBsection = tmp;
if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
else front->Flags &= ~SFLAG_DIBSECTION;
if(hasDib) back->Flags |= SFLAG_DIBSECTION;
else back->Flags &= ~SFLAG_DIBSECTION;
}
/* Flip the surface data */
{
void* tmp;
tmp = front->dib.bitmap_data;
front->dib.bitmap_data = back->dib.bitmap_data;
back->dib.bitmap_data = tmp;
tmp = front->resource.allocatedMemory;
front->resource.allocatedMemory = back->resource.allocatedMemory;
back->resource.allocatedMemory = tmp;
tmp = front->resource.heapMemory;
front->resource.heapMemory = back->resource.heapMemory;
back->resource.heapMemory = tmp;
}
/* Flip the PBO */
{
GLuint tmp_pbo = front->pbo;
front->pbo = back->pbo;
back->pbo = tmp_pbo;
}
/* client_memory should not be different, but just in case */
{
BOOL tmp;
tmp = front->dib.client_memory;
front->dib.client_memory = back->dib.client_memory;
back->dib.client_memory = tmp;
}
/* Flip the opengl texture */
{
GLuint tmp;
tmp = back->texture_name;
back->texture_name = front->texture_name;
front->texture_name = tmp;
tmp = back->texture_name_srgb;
back->texture_name_srgb = front->texture_name_srgb;
front->texture_name_srgb = tmp;
}
{
DWORD tmp_flags = back->Flags;
back->Flags = front->Flags;
front->Flags = tmp_flags;
}
}
static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSwapChainImpl *swapchain = NULL;
HRESULT hr;
TRACE("(%p)->(%p,%x)\n", This, override, Flags);
/* Flipping is only supported on RenderTargets and overlays*/
if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
WARN("Tried to flip a non-render target, non-overlay surface\n");
return WINEDDERR_NOTFLIPPABLE;
}
if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
flip_surface(This, (IWineD3DSurfaceImpl *) override);
/* Update the overlay if it is visible */
if(This->overlay_dest) {
return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
} else {
return WINED3D_OK;
}
}
if(override) {
/* DDraw sets this for the X11 surfaces, so don't confuse the user
* FIXME("(%p) Target override is not supported by now\n", This);
* Additionally, it isn't really possible to support triple-buffering
* properly on opengl at all
*/
}
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
if(!swapchain) {
ERR("Flipped surface is not on a swapchain\n");
return WINEDDERR_NOTFLIPPABLE;
}
/* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
* and only d3d8 and d3d9 apps specify the presentation interval
*/
if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
/* Most common case first to avoid wasting time on all the other cases */
swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
} else if(Flags & WINEDDFLIP_NOVSYNC) {
swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
} else if(Flags & WINEDDFLIP_INTERVAL2) {
swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
} else if(Flags & WINEDDFLIP_INTERVAL3) {
swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
} else {
swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
}
/* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
NULL, NULL, swapchain->win_handle, NULL, 0);
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
return hr;
}
/* Does a direct frame buffer -> texture copy. Stretching is done
* with single pixel copy calls
*/
static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *device = dst_surface->resource.device;
float xrel, yrel;
UINT row;
struct wined3d_context *context;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
/* 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_surface);
context_apply_blit_state(context, device);
surface_internal_preload(dst_surface, SRGB_RGB);
ENTER_GL();
/* Bind the target texture */
glBindTexture(dst_surface->texture_target, dst_surface->texture_name);
checkGLcall("glBindTexture");
if (surface_is_offscreen(src_surface))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
glReadBuffer(device->offscreenBuffer);
}
else
{
glReadBuffer(surface_get_gl_buffer(src_surface));
}
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("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
ERR("Texture filtering not supported in direct blit\n");
}
}
else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
&& ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
ERR("Texture filtering not supported in direct blit\n");
}
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 */
glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
src_rect->left, src_surface->currentDesc.Height - src_rect->bottom,
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
} else {
UINT yoffset = src_surface->currentDesc.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
*/
UINT col;
for (col = dst_rect.left; col < dst_rect.right; ++col)
{
glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
dst_rect.left + col /* x offset */, row /* y offset */,
src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
}
}
else
{
glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_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");
LEAVE_GL();
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
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
}
/* Uses the hardware to stretch and flip the image */
static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWineD3DSurfaceImpl *src_surface,
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *device = dst_surface->resource.device;
GLuint src, backup = 0;
IWineD3DSwapChainImpl *src_swapchain = NULL;
float left, right, top, bottom; /* Texture coordinates */
UINT fbwidth = src_surface->currentDesc.Width;
UINT fbheight = src_surface->currentDesc.Height;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum texture_target;
BOOL noBackBufferBackup;
BOOL src_offscreen;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, src_surface);
context_apply_blit_state(context, device);
surface_internal_preload(dst_surface, SRGB_RGB);
src_offscreen = surface_is_offscreen(src_surface);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_surface->texture_name)
{
/* Get it a description */
surface_internal_preload(src_surface, SRGB_RGB);
}
ENTER_GL();
/* 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 || device->offscreenBuffer == 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) {
glGenTextures(1, &backup);
checkGLcall("glGenTextures");
glBindTexture(GL_TEXTURE_2D, backup);
checkGLcall("glBindTexture(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_surface->texture_target;
glBindTexture(texture_target, src_surface->texture_name);
checkGLcall("glBindTexture(texture_target, src_surface->texture_name)");
glEnable(texture_target);
checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
src_surface->Flags &= ~SFLAG_INTEXTURE;
}
/* 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;
glReadBuffer(device->offscreenBuffer);
}
else
{
glReadBuffer(surface_get_gl_buffer(src_surface));
}
/* TODO: Only back up the part that will be overwritten */
glCopyTexSubImage2D(texture_target, 0,
0, 0 /* read offsets */,
0, 0,
fbwidth,
fbheight);
checkGLcall("glCopyTexSubImage2D");
/* No issue with overriding these - the sampler is dirty due to blit usage */
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
wined3d_gl_mag_filter(magLookup, Filter));
checkGLcall("glTexParameteri");
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
checkGLcall("glTexParameteri");
IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
{
src = backup ? backup : src_surface->texture_name;
}
else
{
glReadBuffer(GL_FRONT);
checkGLcall("glReadBuffer(GL_FRONT)");
glGenTextures(1, &src);
checkGLcall("glGenTextures(1, &src)");
glBindTexture(GL_TEXTURE_2D, src);
checkGLcall("glBindTexture(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
*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0 /* read offsets */,
0, 0,
fbwidth,
fbheight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
glReadBuffer(GL_BACK);
checkGLcall("glReadBuffer(GL_BACK)");
if(texture_target != GL_TEXTURE_2D) {
glDisable(texture_target);
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_surface->currentDesc.Height - src_rect->top;
bottom = src_surface->currentDesc.Height - src_rect->bottom;
}
else
{
top = src_surface->currentDesc.Height - src_rect->bottom;
bottom = src_surface->currentDesc.Height - src_rect->top;
}
if (src_surface->Flags & SFLAG_NORMCOORD)
{
left /= src_surface->pow2Width;
right /= src_surface->pow2Width;
top /= src_surface->pow2Height;
bottom /= src_surface->pow2Height;
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
context_set_draw_buffer(context, drawBuffer);
glReadBuffer(drawBuffer);
glBegin(GL_QUADS);
/* bottom left */
glTexCoord2f(left, bottom);
glVertex2i(0, fbheight);
/* top left */
glTexCoord2f(left, top);
glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
/* top right */
glTexCoord2f(right, top);
glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
/* bottom right */
glTexCoord2f(right, bottom);
glVertex2i(dst_rect.right - dst_rect.left, fbheight);
glEnd();
checkGLcall("glEnd and previous");
if (texture_target != dst_surface->texture_target)
{
glDisable(texture_target);
glEnable(dst_surface->texture_target);
texture_target = dst_surface->texture_target;
}
/* Now read the stretched and upside down image into the destination texture */
glBindTexture(texture_target, dst_surface->texture_name);
checkGLcall("glBindTexture");
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) {
glDisable(texture_target);
glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
glBindTexture(GL_TEXTURE_2D, backup);
checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
}
else
{
if (texture_target != src_surface->texture_target)
{
glDisable(texture_target);
glEnable(src_surface->texture_target);
texture_target = src_surface->texture_target;
}
glBindTexture(src_surface->texture_target, src_surface->texture_name);
checkGLcall("glBindTexture(src_surface->texture_target, src_surface->texture_name)");
}
glBegin(GL_QUADS);
/* top left */
glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
glVertex2i(0, 0);
/* bottom left */
glTexCoord2f(0.0f, 0.0f);
glVertex2i(0, fbheight);
/* bottom right */
glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
glVertex2i(fbwidth, src_surface->currentDesc.Height);
/* top right */
glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
(float)fbheight / (float)src_surface->pow2Height);
glVertex2i(fbwidth, 0);
glEnd();
}
glDisable(texture_target);
checkGLcall("glDisable(texture_target)");
/* Cleanup */
if (src != src_surface->texture_name && src != backup)
{
glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");
}
if(backup) {
glDeleteTextures(1, &backup);
checkGLcall("glDeleteTextures(1, &backup)");
}
LEAVE_GL();
if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
}
/* Until the blit_shader is ready, define some prototypes here. */
static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
const struct wined3d_format_desc *src_format_desc,
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
const struct wined3d_format_desc *dst_format_desc);
/* Front buffer coordinates are always full screen coordinates, but our GL
* drawable is limited to the window's client area. The sysmem and texture
* copies do have the full screen size. Note that GL has a bottom-left
* origin, while D3D has a top-left origin. */
void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect)
{
POINT offset = {0, surface->currentDesc.Height};
RECT windowsize;
GetClientRect(window, &windowsize);
offset.y -= windowsize.bottom - windowsize.top;
ScreenToClient(window, &offset);
OffsetRect(rect, offset.x, offset.y);
}
/* Not called from the VTable */
static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface, const RECT *DestRect,
IWineD3DSurfaceImpl *src_surface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DDeviceImpl *device = dst_surface->resource.device;
IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
RECT dst_rect, src_rect;
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, blt_fx %p, filter %s.\n",
dst_surface, wine_dbgstr_rect(DestRect), src_surface, wine_dbgstr_rect(SrcRect),
Flags, DDBltFx, debug_d3dtexturefiltertype(Filter));
/* Get the swapchain. One of the surfaces has to be a primary surface */
if (dst_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
{
WARN("Destination is in sysmem, rejecting gl blt\n");
return WINED3DERR_INVALIDCALL;
}
IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
if (dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dstSwapchain);
if (src_surface)
{
if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
{
WARN("Src is in sysmem, rejecting gl blt\n");
return WINED3DERR_INVALIDCALL;
}
IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
if (srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)srcSwapchain);
}
/* Early sort out of cases where no render target is used */
if (!dstSwapchain && !srcSwapchain
&& src_surface != device->render_targets[0]
&& dst_surface != device->render_targets[0])
{
TRACE("No surface is render target, not using hardware blit.\n");
return WINED3DERR_INVALIDCALL;
}
/* No destination color keying supported */
if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
/* 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;
}
surface_get_rect(dst_surface, DestRect, &dst_rect);
if (src_surface) surface_get_rect(src_surface, SrcRect, &src_rect);
/* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
if (dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->back_buffers
&& dst_surface == dstSwapchain->front_buffer
&& src_surface == dstSwapchain->back_buffers[0])
{
/* Half-life does a Blt from the back buffer to the front buffer,
* Full surface size, no flags... Use present instead
*
* This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
*/
/* Check rects - IWineD3DDevice_Present doesn't handle them */
while(1)
{
TRACE("Looking if a Present can be done...\n");
/* Source Rectangle must be full surface */
if (src_rect.left || src_rect.top
|| src_rect.right != src_surface->currentDesc.Width
|| src_rect.bottom != src_surface->currentDesc.Height)
{
TRACE("No, Source rectangle doesn't match\n");
break;
}
/* No stretching may occur */
if(src_rect.right != dst_rect.right - dst_rect.left ||
src_rect.bottom != dst_rect.bottom - dst_rect.top) {
TRACE("No, stretching is done\n");
break;
}
/* Destination must be full surface or match the clipping rectangle */
if (dst_surface->clipper && ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd)
{
RECT cliprect;
POINT pos[2];
GetClientRect(((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, &cliprect);
pos[0].x = dst_rect.left;
pos[0].y = dst_rect.top;
pos[1].x = dst_rect.right;
pos[1].y = dst_rect.bottom;
MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *)dst_surface->clipper)->hWnd, pos, 2);
if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
{
TRACE("No, dest rectangle doesn't match(clipper)\n");
TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
break;
}
}
else if (dst_rect.left || dst_rect.top
|| dst_rect.right != dst_surface->currentDesc.Width
|| dst_rect.bottom != dst_surface->currentDesc.Height)
{
TRACE("No, dest rectangle doesn't match(surface size)\n");
break;
}
TRACE("Yes\n");
/* These flags are unimportant for the flag check, remove them */
if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
/* The idea behind this is that a glReadPixels and a glDrawPixels call
* take very long, while a flip is fast.
* This applies to Half-Life, which does such Blts every time it finished
* a frame, and to Prince of Persia 3D, which uses this to draw at least the main
* menu. This is also used by all apps when they do windowed rendering
*
* The problem is that flipping is not really the same as copying. After a
* Blt the front buffer is a copy of the back buffer, and the back buffer is
* untouched. Therefore it's necessary to override the swap effect
* and to set it back after the flip.
*
* Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
* testcases.
*/
dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
NULL, NULL, dstSwapchain->win_handle, NULL, 0);
dstSwapchain->presentParms.SwapEffect = orig_swap;
return WINED3D_OK;
}
break;
}
TRACE("Unsupported blit between buffers on the same swapchain\n");
return WINED3DERR_INVALIDCALL;
} else if(dstSwapchain && dstSwapchain == srcSwapchain) {
FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
return WINED3DERR_INVALIDCALL;
} else if(dstSwapchain && srcSwapchain) {
FIXME("Implement hardware blit between two different swapchains\n");
return WINED3DERR_INVALIDCALL;
}
else if (dstSwapchain)
{
/* Handled with regular texture -> swapchain blit */
if (src_surface == device->render_targets[0])
TRACE("Blit from active render target to a swapchain\n");
}
else if (srcSwapchain && dst_surface == device->render_targets[0])
{
FIXME("Implement blit from a swapchain to the active render target\n");
return WINED3DERR_INVALIDCALL;
}
if ((srcSwapchain || src_surface == device->render_targets[0]) && !dstSwapchain)
{
/* Blit from render target to texture */
BOOL stretchx;
/* P8 read back is not implemented */
if (src_surface->resource.format_desc->format == WINED3DFMT_P8_UINT
|| dst_surface->resource.format_desc->format == WINED3DFMT_P8_UINT)
{
TRACE("P8 read back not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
}
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
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 a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants a image width an unscaled width, copy it line per line
* -> If the app wants a 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
*
* If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
* FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
* backends.
*/
if (fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
{
stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
}
else if (!stretchx || dst_rect.right - dst_rect.left > src_surface->currentDesc.Width
|| dst_rect.bottom - dst_rect.top > src_surface->currentDesc.Height)
{
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
fb_copy_to_texture_direct(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
fb_copy_to_texture_hwstretch(dst_surface, src_surface, &src_rect, &dst_rect, Filter);
}
if (!(dst_surface->Flags & SFLAG_DONOTFREE))
{
HeapFree(GetProcessHeap(), 0, dst_surface->resource.heapMemory);
dst_surface->resource.allocatedMemory = NULL;
dst_surface->resource.heapMemory = NULL;
}
else
{
dst_surface->Flags &= ~SFLAG_INSYSMEM;
}
return WINED3D_OK;
}
else if (src_surface)
{
/* Blit from offscreen surface to render target */
DWORD oldCKeyFlags = src_surface->CKeyFlags;
WINEDDCOLORKEY oldBltCKey = src_surface->SrcBltCKey;
struct wined3d_context *context;
TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
&& fbo_blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, src_surface->resource.usage, src_surface->resource.pool,
src_surface->resource.format_desc,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
dst_surface->resource.format_desc))
{
TRACE("Using stretch_rect_fbo\n");
/* The source is always a texture, but never the currently active render target, and the texture
* contents are never upside down. */
stretch_rect_fbo(device, src_surface, &src_rect, dst_surface, &dst_rect, Filter);
return WINED3D_OK;
}
if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
&& arbfp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, src_surface->resource.usage, src_surface->resource.pool,
src_surface->resource.format_desc,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
dst_surface->resource.format_desc))
{
return arbfp_blit_surface(device, src_surface, &src_rect, dst_surface, &dst_rect, BLIT_OP_BLIT, Filter);
}
/* Color keying: Check if we have to do a color keyed blt,
* and if not check if a color key is activated.
*
* Just modify the color keying parameters in the surface and restore them afterwards
* The surface keeps track of the color key last used to load the opengl surface.
* PreLoad will catch the change to the flags and color key and reload if necessary.
*/
if(Flags & WINEDDBLT_KEYSRC) {
/* Use color key from surface */
} else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
/* Use color key from DDBltFx */
src_surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
src_surface->SrcBltCKey = DDBltFx->ddckSrcColorkey;
} else {
/* Do not use color key */
src_surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
}
/* Now load the surface */
surface_internal_preload(src_surface, SRGB_RGB);
/* Activate the destination context, set it up for blitting */
context = context_acquire(device, dst_surface);
context_apply_blit_state(context, device);
if (dstSwapchain && dst_surface == dstSwapchain->front_buffer)
surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
if (!device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format_desc,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format_desc))
{
FIXME("Unsupported blit operation falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
device->blitter->set_shader((IWineD3DDevice *)device, src_surface);
ENTER_GL();
/* This is for color keying */
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
/* When the primary render target uses P8, 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 (primary_render_target_is_p8(device))
glAlphaFunc(GL_NOTEQUAL, (float)src_surface->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
else
glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
/* Draw a textured quad
*/
draw_textured_quad(src_surface, &src_rect, &dst_rect, Filter);
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
/* Restore the color key parameters */
src_surface->CKeyFlags = oldCKeyFlags;
src_surface->SrcBltCKey = oldBltCKey;
LEAVE_GL();
/* Leave the opengl state valid for blitting */
device->blitter->unset_shader((IWineD3DDevice *)device);
if (wined3d_settings.strict_draw_ordering || (dstSwapchain
&& (dst_surface == dstSwapchain->front_buffer
|| dstSwapchain->num_contexts > 1)))
wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
/* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
* is outdated now
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
return WINED3D_OK;
} else {
/* Source-Less Blit to render target */
if (Flags & WINEDDBLT_COLORFILL) {
DWORD color;
TRACE("Colorfill\n");
/* The color as given in the Blt function is in the format of the frame-buffer...
* 'clear' expect it in ARGB format => we need to do some conversion :-)
*/
if (!surface_convert_color_to_argb(dst_surface, DDBltFx->u5.dwFillColor, &color))
{
/* The color conversion function already prints an error, so need to do it here */
return WINED3DERR_INVALIDCALL;
}
if (ffp_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
NULL, 0, 0, NULL,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
dst_surface->resource.format_desc))
{
return ffp_blit.color_fill(device, dst_surface, &dst_rect, color);
}
else if (cpu_blit.blit_supported(&device->adapter->gl_info, BLIT_OP_COLOR_FILL,
NULL, 0, 0, NULL,
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool,
dst_surface->resource.format_desc))
{
return cpu_blit.color_fill(device, dst_surface, &dst_rect, color);
}
return WINED3DERR_INVALIDCALL;
}
}
/* 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;
}
static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
{
IWineD3DDeviceImpl *device = This->resource.device;
float depth;
if (Flags & WINEDDBLT_DEPTHFILL) {
switch(This->resource.format_desc->format)
{
case WINED3DFMT_D16_UNORM:
depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
break;
case WINED3DFMT_S1_UINT_D15_UNORM:
depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
break;
case WINED3DFMT_D24_UNORM_S8_UINT:
case WINED3DFMT_X8D24_UNORM:
depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
break;
case WINED3DFMT_D32_UNORM:
depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
break;
default:
depth = 0.0f;
ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
}
return IWineD3DDevice_Clear((IWineD3DDevice *)device, DestRect ? 1 : 0, (const WINED3DRECT *)DestRect,
WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0x00000000);
}
FIXME("(%p): Unsupp depthstencil blit\n", This);
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
IWineD3DDeviceImpl *device = This->resource.device;
TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
{
WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
return WINEDDERR_SURFACEBUSY;
}
/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
* except depth blits, which seem to work
*/
if (This == device->depth_stencil || (Src && Src == device->depth_stencil))
{
if (device->inScene && !(Flags & WINEDDBLT_DEPTHFILL))
{
TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
} else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
TRACE("Z Blit override handled the blit\n");
return WINED3D_OK;
}
}
/* Special cases for RenderTargets */
if ((This->resource.usage & WINED3DUSAGE_RENDERTARGET)
|| (Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET)))
{
if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This, DestRect, Src, SrcRect, Flags, DDBltFx, Filter)))
return WINED3D_OK;
}
/* For the rest call the X11 surface implementation.
* For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
* other Blts are rather rare
*/
return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
}
static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
IWineD3DDeviceImpl *device = This->resource.device;
TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
{
WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
return WINEDDERR_SURFACEBUSY;
}
if (device->inScene && (This == device->depth_stencil || srcImpl == device->depth_stencil))
{
TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
/* Special cases for RenderTargets */
if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
(srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
RECT SrcRect, DstRect;
DWORD Flags=0;
surface_get_rect(srcImpl, rsrc, &SrcRect);
DstRect.left = dstx;
DstRect.top=dsty;
DstRect.right = dstx + SrcRect.right - SrcRect.left;
DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
/* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
if(trans & WINEDDBLTFAST_SRCCOLORKEY)
Flags |= WINEDDBLT_KEYSRC;
if(trans & WINEDDBLTFAST_DESTCOLORKEY)
Flags |= WINEDDBLT_KEYDEST;
if(trans & WINEDDBLTFAST_WAIT)
Flags |= WINEDDBLT_WAIT;
if(trans & WINEDDBLTFAST_DONOTWAIT)
Flags |= WINEDDBLT_DONOTWAIT;
if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(This,
&DstRect, srcImpl, &SrcRect, Flags, NULL, WINED3DTEXF_POINT)))
return WINED3D_OK;
}
return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
}
static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
RGBQUAD col[256];
IWineD3DPaletteImpl *pal = This->palette;
unsigned int n;
TRACE("(%p)\n", This);
if (!pal) return WINED3D_OK;
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
{
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
/* We want to force a palette refresh, so mark the drawable as not being up to date */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
} else {
if(!(This->Flags & SFLAG_INSYSMEM)) {
TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
}
TRACE("Dirtifying surface\n");
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
}
}
if(This->Flags & SFLAG_DIBSECTION) {
TRACE("(%p): Updating the hdc's palette\n", This);
for (n=0; n<256; n++) {
col[n].rgbRed = pal->palents[n].peRed;
col[n].rgbGreen = pal->palents[n].peGreen;
col[n].rgbBlue = pal->palents[n].peBlue;
col[n].rgbReserved = 0;
}
SetDIBColorTable(This->hDC, 0, 256, col);
}
/* Propagate the changes to the drawable when we have a palette. */
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
/** Check against the maximum texture sizes supported by the video card **/
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
unsigned int pow2Width, pow2Height;
This->texture_name = 0;
This->texture_target = GL_TEXTURE_2D;
/* Non-power2 support */
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
{
pow2Width = This->currentDesc.Width;
pow2Height = This->currentDesc.Height;
}
else
{
/* Find the nearest pow2 match */
pow2Width = pow2Height = 1;
while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
}
This->pow2Width = pow2Width;
This->pow2Height = pow2Height;
if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
/** TODO: add support for non power two compressed textures **/
if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
{
FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
This, This->currentDesc.Width, This->currentDesc.Height);
return WINED3DERR_NOTAVAILABLE;
}
}
if(pow2Width != This->currentDesc.Width ||
pow2Height != This->currentDesc.Height) {
This->Flags |= SFLAG_NONPOW2;
}
TRACE("%p\n", This);
if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
&& !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
{
/* one of three options
1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
2: Set the texture to the maximum size (bad idea)
3: WARN and return WINED3DERR_NOTAVAILABLE;
4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
*/
if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
{
WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
return WINED3DERR_NOTAVAILABLE;
}
/* We should never use this surface in combination with OpenGL! */
TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
}
else
{
/* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
doesn't work in combination with ARB_TEXTURE_RECTANGLE.
*/
if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
&& !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
&& gl_info->supported[EXT_PALETTED_TEXTURE]
&& wined3d_settings.rendertargetlock_mode == RTL_READTEX))
{
This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
This->pow2Width = This->currentDesc.Width;
This->pow2Height = This->currentDesc.Height;
This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
}
}
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
}
}
This->Flags |= SFLAG_INSYSMEM;
return WINED3D_OK;
}
/* GL locking is done by the caller */
static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
GLuint texture, GLsizei w, GLsizei h, GLenum target)
{
IWineD3DDeviceImpl *device = This->resource.device;
GLint compare_mode = GL_NONE;
struct blt_info info;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glViewport(0, 0, w, h);
surface_get_blt_info(target, NULL, w, h, &info);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(info.binding, &old_binding);
glBindTexture(info.bind_target, texture);
if (gl_info->supported[ARB_SHADOW])
{
glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device,
info.tex_type, &This->ds_current_size);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord3fv(info.coords[0]);
glVertex2f(-1.0f, -1.0f);
glTexCoord3fv(info.coords[1]);
glVertex2f(1.0f, -1.0f);
glTexCoord3fv(info.coords[2]);
glVertex2f(-1.0f, 1.0f);
glTexCoord3fv(info.coords[3]);
glVertex2f(1.0f, 1.0f);
glEnd();
if (compare_mode != GL_NONE) glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
glBindTexture(info.bind_target, old_binding);
glPopAttrib();
device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
}
void surface_modify_ds_location(IWineD3DSurfaceImpl *surface,
DWORD location, UINT w, UINT h)
{
TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
if (location & ~SFLAG_DS_LOCATIONS)
FIXME("Invalid location (%#x) specified.\n", location);
surface->ds_current_size.cx = w;
surface->ds_current_size.cy = h;
surface->Flags &= ~SFLAG_DS_LOCATIONS;
surface->Flags |= location;
}
/* Context activation is done by the caller. */
void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location)
{
IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("surface %p, new location %#x.\n", surface, location);
/* TODO: Make this work for modes other than FBO */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
if (!(surface->Flags & location))
{
surface->ds_current_size.cx = 0;
surface->ds_current_size.cy = 0;
}
if (surface->ds_current_size.cx == surface->currentDesc.Width
&& surface->ds_current_size.cy == surface->currentDesc.Height)
{
TRACE("Location (%#x) is already up to date.\n", location);
return;
}
if (surface->current_renderbuffer)
{
FIXME("Not supported with fixed up depth stencil.\n");
return;
}
if (!(surface->Flags & SFLAG_LOCATIONS))
{
FIXME("No up to date depth stencil location.\n");
surface->Flags |= location;
return;
}
if (location == SFLAG_DS_OFFSCREEN)
{
GLint old_binding = 0;
GLenum bind_target;
TRACE("Copying onscreen depth buffer to depth texture.\n");
ENTER_GL();
if (!device->depth_blt_texture)
{
glGenTextures(1, &device->depth_blt_texture);
}
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
{
glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
bind_target = GL_TEXTURE_RECTANGLE_ARB;
}
else
{
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
bind_target = GL_TEXTURE_2D;
}
glBindTexture(bind_target, device->depth_blt_texture);
glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format_desc->glInternal,
0, 0, surface->currentDesc.Width, surface->currentDesc.Height, 0);
glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(bind_target, old_binding);
/* Setup the destination */
if (!device->depth_blt_rb)
{
gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
checkGLcall("glGenRenderbuffersEXT");
}
if (device->depth_blt_rb_w != surface->currentDesc.Width
|| device->depth_blt_rb_h != surface->currentDesc.Height)
{
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
checkGLcall("glBindRenderbufferEXT");
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
surface->currentDesc.Width, surface->currentDesc.Height);
checkGLcall("glRenderbufferStorageEXT");
device->depth_blt_rb_w = surface->currentDesc.Width;
device->depth_blt_rb_h = surface->currentDesc.Height;
}
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
checkGLcall("glFramebufferRenderbufferEXT");
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
/* Do the actual blit */
surface_depth_blt(surface, gl_info, device->depth_blt_texture,
surface->currentDesc.Width, surface->currentDesc.Height, bind_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
LEAVE_GL();
if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
}
else if (location == SFLAG_DS_ONSCREEN)
{
TRACE("Copying depth texture to onscreen depth buffer.\n");
ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
surface_depth_blt(surface, gl_info, surface->texture_name,
surface->currentDesc.Width, surface->currentDesc.Height, surface->texture_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
LEAVE_GL();
if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
}
else
{
ERR("Invalid location (%#x) specified.\n", location);
}
surface->Flags |= location;
surface->ds_current_size.cx = surface->currentDesc.Width;
surface->ds_current_size.cy = surface->currentDesc.Height;
}
static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DBaseTexture *texture;
IWineD3DSurfaceImpl *overlay;
TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
persistent ? "TRUE" : "FALSE");
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (surface_is_offscreen(This))
{
/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
}
else
{
TRACE("Surface %p is an onscreen surface\n", iface);
}
}
if(persistent) {
if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
TRACE("Passing to container\n");
IWineD3DBaseTexture_SetDirty(texture, TRUE);
IWineD3DBaseTexture_Release(texture);
}
}
This->Flags &= ~SFLAG_LOCATIONS;
This->Flags |= flag;
/* Redraw emulated overlays, if any */
if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
}
}
} else {
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
TRACE("Passing to container\n");
IWineD3DBaseTexture_SetDirty(texture, TRUE);
IWineD3DBaseTexture_Release(texture);
}
}
This->Flags &= ~flag;
}
if(!(This->Flags & SFLAG_LOCATIONS)) {
ERR("%p: Surface does not have any up to date location\n", This);
}
}
static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
{
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DSwapChainImpl *swapchain;
struct wined3d_context *context;
RECT src_rect, dst_rect;
surface_get_rect(This, rect_in, &src_rect);
context = context_acquire(device, This);
context_apply_blit_state(context, device);
if (context->render_offscreen)
{
dst_rect.left = src_rect.left;
dst_rect.right = src_rect.right;
dst_rect.top = src_rect.bottom;
dst_rect.bottom = src_rect.top;
}
else
{
dst_rect = src_rect;
}
if ((This->Flags & SFLAG_SWAPCHAIN) && This == ((IWineD3DSwapChainImpl *)This->container)->front_buffer)
surface_translate_frontbuffer_coords(This, context->win_handle, &dst_rect);
device->blitter->set_shader((IWineD3DDevice *) device, This);
ENTER_GL();
draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
LEAVE_GL();
device->blitter->unset_shader((IWineD3DDevice *) device);
swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
if (wined3d_settings.strict_draw_ordering || (swapchain
&& (This == swapchain->front_buffer || swapchain->num_contexts > 1)))
wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
}
/*****************************************************************************
* IWineD3DSurface::LoadLocation
*
* Copies the current surface data from wherever it is to the requested
* location. The location is one of the surface flags, SFLAG_INSYSMEM,
* SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
* multiple locations, the gl texture is preferred over the drawable, which is
* preferred over system memory. The PBO counts as system memory. If rect is
* not NULL, only the specified rectangle is copied (only supported for
* sysmem<->drawable copies at the moment). If rect is NULL, the destination
* location is marked up to date after the copy.
*
* Parameters:
* flag: Surface location flag to be updated
* rect: rectangle to be copied
*
* Returns:
* WINED3D_OK on success
* WINED3DERR_DEVICELOST on an internal error
*
*****************************************************************************/
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_format_desc desc;
CONVERT_TYPES convert;
int width, pitch, outpitch;
BYTE *mem;
BOOL drawable_read_ok = TRUE;
BOOL in_fbo = FALSE;
if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
if (flag == SFLAG_INTEXTURE)
{
struct wined3d_context *context = context_acquire(device, NULL);
surface_load_ds_location(This, context, SFLAG_DS_OFFSCREEN);
context_release(context);
return WINED3D_OK;
}
else
{
FIXME("Unimplemented location %#x for depth/stencil buffers.\n", flag);
return WINED3DERR_INVALIDCALL;
}
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (surface_is_offscreen(This))
{
/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
* Prefer SFLAG_INTEXTURE. */
if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
drawable_read_ok = FALSE;
in_fbo = TRUE;
}
else
{
TRACE("Surface %p is an onscreen surface\n", iface);
}
}
TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
if(rect) {
TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
}
if(This->Flags & flag) {
TRACE("Location already up to date\n");
return WINED3D_OK;
}
if(!(This->Flags & SFLAG_LOCATIONS)) {
ERR("%p: Surface does not have any up to date location\n", This);
This->Flags |= SFLAG_LOST;
return WINED3DERR_DEVICELOST;
}
if(flag == SFLAG_INSYSMEM) {
surface_prepare_system_memory(This);
/* Download the surface to system memory */
if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
{
struct wined3d_context *context = NULL;
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
surface_download_data(This, gl_info);
if (context) context_release(context);
}
else
{
/* Note: It might be faster to download into a texture first. */
read_from_framebuffer(This, rect,
This->resource.allocatedMemory,
IWineD3DSurface_GetPitch(iface));
}
} else if(flag == SFLAG_INDRAWABLE) {
if(This->Flags & SFLAG_INTEXTURE) {
surface_blt_to_drawable(This, rect);
} else {
int byte_count;
if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
/* This needs a shader to convert the srgb data sampled from the GL texture into RGB
* values, otherwise we get incorrect values in the target. For now go the slow way
* via a system memory copy
*/
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
/* The width is in 'length' not in bytes */
width = This->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch(iface);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
* but it isn't set (yet) in all cases it is getting called. */
if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
{
struct wined3d_context *context = NULL;
TRACE("Removing the pbo attached to surface %p\n", This);
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_remove_pbo(This, gl_info);
if (context) context_release(context);
}
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
int height = This->currentDesc.Height;
byte_count = desc.conv_byte_count;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * byte_count;
outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
if(!mem) {
ERR("Out of memory %d, %d!\n", outpitch, height);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
This->Flags |= SFLAG_CONVERTED;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
byte_count = desc.byte_count;
}
flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
/* Don't delete PBO memory */
if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
}
} else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
}
else
{
/* Upload from system memory */
BOOL srgb = flag == SFLAG_INSRGBTEX;
struct wined3d_context *context = NULL;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
&desc, &convert);
if(srgb) {
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
/* Performance warning ... */
FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
} else {
if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
/* Performance warning ... */
FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
}
if(!(This->Flags & SFLAG_INSYSMEM)) {
/* Should not happen */
ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
/* Lets hope we get it from somewhere... */
IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
}
if (!device->isInDraw) context = context_acquire(device, NULL);
surface_prepare_texture(This, gl_info, srgb);
surface_bind_and_dirtify(This, srgb);
if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
This->Flags |= SFLAG_GLCKEY;
This->glCKey = This->SrcBltCKey;
}
else This->Flags &= ~SFLAG_GLCKEY;
/* The width is in 'length' not in bytes */
width = This->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch(iface);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
* but it isn't set (yet) in all cases it is getting called. */
if(((convert != NO_CONVERSION) || desc.convert) && (This->Flags & SFLAG_PBO)) {
TRACE("Removing the pbo attached to surface %p\n", This);
surface_remove_pbo(This, gl_info);
}
if(desc.convert) {
/* This code is entered for texture formats which need a fixup. */
int height = This->currentDesc.Height;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * desc.conv_byte_count;
outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
if(!mem) {
ERR("Out of memory %d, %d!\n", outpitch, height);
if (context) context_release(context);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
} else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
/* This code is only entered for color keying fixups */
int height = This->currentDesc.Height;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * desc.conv_byte_count;
outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
if(!mem) {
ERR("Out of memory %d, %d!\n", outpitch, height);
if (context) context_release(context);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
} else {
mem = This->resource.allocatedMemory;
}
/* Make sure the correct pitch is used */
ENTER_GL();
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
LEAVE_GL();
if (mem || (This->Flags & SFLAG_PBO))
surface_upload_data(This, gl_info, &desc, srgb, mem);
/* Restore the default pitch */
ENTER_GL();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
LEAVE_GL();
if (context) context_release(context);
/* Don't delete PBO memory */
if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
}
}
if(rect == NULL) {
This->Flags |= flag;
}
if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSwapChain *swapchain = NULL;
/* Update the drawable size method */
if(container) {
IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
}
if(swapchain) {
This->get_drawable_size = get_drawable_size_swapchain;
IWineD3DSwapChain_Release(swapchain);
} else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
}
}
return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
}
static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
return SURFACE_OPENGL;
}
static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
HRESULT hr;
/* If there's no destination surface there is nothing to do */
if(!This->overlay_dest) return WINED3D_OK;
/* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
* update the overlay. Prevent an endless recursion
*/
if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
return WINED3D_OK;
}
This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
NULL, WINED3DTEXF_LINEAR);
This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
return hr;
}
BOOL surface_is_offscreen(IWineD3DSurfaceImpl *surface)
{
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)surface->container;
/* Not on a swapchain - must be offscreen */
if (!(surface->Flags & SFLAG_SWAPCHAIN)) return TRUE;
/* The front buffer is always onscreen */
if (surface == swapchain->front_buffer) return FALSE;
/* If the swapchain is rendered to an FBO, the backbuffer is
* offscreen, otherwise onscreen */
return swapchain->render_to_fbo;
}
const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
{
/* IUnknown */
IWineD3DBaseSurfaceImpl_QueryInterface,
IWineD3DBaseSurfaceImpl_AddRef,
IWineD3DSurfaceImpl_Release,
/* IWineD3DResource */
IWineD3DBaseSurfaceImpl_GetParent,
IWineD3DBaseSurfaceImpl_SetPrivateData,
IWineD3DBaseSurfaceImpl_GetPrivateData,
IWineD3DBaseSurfaceImpl_FreePrivateData,
IWineD3DBaseSurfaceImpl_SetPriority,
IWineD3DBaseSurfaceImpl_GetPriority,
IWineD3DSurfaceImpl_PreLoad,
IWineD3DSurfaceImpl_UnLoad,
IWineD3DBaseSurfaceImpl_GetType,
/* IWineD3DSurface */
IWineD3DBaseSurfaceImpl_GetContainer,
IWineD3DBaseSurfaceImpl_GetDesc,
IWineD3DSurfaceImpl_LockRect,
IWineD3DSurfaceImpl_UnlockRect,
IWineD3DSurfaceImpl_GetDC,
IWineD3DSurfaceImpl_ReleaseDC,
IWineD3DSurfaceImpl_Flip,
IWineD3DSurfaceImpl_Blt,
IWineD3DBaseSurfaceImpl_GetBltStatus,
IWineD3DBaseSurfaceImpl_GetFlipStatus,
IWineD3DBaseSurfaceImpl_IsLost,
IWineD3DBaseSurfaceImpl_Restore,
IWineD3DSurfaceImpl_BltFast,
IWineD3DBaseSurfaceImpl_GetPalette,
IWineD3DBaseSurfaceImpl_SetPalette,
IWineD3DSurfaceImpl_RealizePalette,
IWineD3DBaseSurfaceImpl_SetColorKey,
IWineD3DBaseSurfaceImpl_GetPitch,
IWineD3DSurfaceImpl_SetMem,
IWineD3DBaseSurfaceImpl_SetOverlayPosition,
IWineD3DBaseSurfaceImpl_GetOverlayPosition,
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
IWineD3DBaseSurfaceImpl_UpdateOverlay,
IWineD3DBaseSurfaceImpl_SetClipper,
IWineD3DBaseSurfaceImpl_GetClipper,
/* Internal use: */
IWineD3DSurfaceImpl_LoadTexture,
IWineD3DSurfaceImpl_BindTexture,
IWineD3DSurfaceImpl_SetContainer,
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DSurfaceImpl_SetFormat,
IWineD3DSurfaceImpl_PrivateSetup,
IWineD3DSurfaceImpl_ModifyLocation,
IWineD3DSurfaceImpl_LoadLocation,
IWineD3DSurfaceImpl_GetImplType,
IWineD3DSurfaceImpl_DrawOverlay
};
static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
/* Context activation is done by the caller. */
static void ffp_blit_free(IWineD3DDevice *iface) { }
/* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
/* Context activation is done by the caller. */
static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
{
BYTE table[256][4];
BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
d3dfmt_p8_init_palette(surface, table, colorkey_active);
TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
ENTER_GL();
GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
LEAVE_GL();
}
/* Context activation is done by the caller. */
static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
/* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
* else the surface is converted in software at upload time in LoadLocation.
*/
if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
ffp_blit_p8_upload_palette(surface, gl_info);
ENTER_GL();
glEnable(surface->texture_target);
checkGLcall("glEnable(surface->texture_target)");
LEAVE_GL();
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void ffp_blit_unset(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
ENTER_GL();
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
LEAVE_GL();
}
static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
const struct wined3d_format_desc *src_format_desc,
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
const struct wined3d_format_desc *dst_format_desc)
{
enum complex_fixup src_fixup;
if (blit_op == BLIT_OP_COLOR_FILL)
{
if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
{
TRACE("Color fill not supported\n");
return FALSE;
}
return TRUE;
}
src_fixup = get_complex_fixup(src_format_desc->color_fixup);
if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format_desc->color_fixup);
}
if (blit_op != BLIT_OP_BLIT)
{
TRACE("Unsupported blit_op=%d\n", blit_op);
return FALSE;
}
if (!is_identity_fixup(dst_format_desc->color_fixup))
{
TRACE("Destination fixups are not supported\n");
return FALSE;
}
if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
{
TRACE("P8 fixup supported\n");
return TRUE;
}
/* We only support identity conversions. */
if (is_identity_fixup(src_format_desc->color_fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
{
return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
(const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
}
const struct blit_shader ffp_blit = {
ffp_blit_alloc,
ffp_blit_free,
ffp_blit_set,
ffp_blit_unset,
ffp_blit_supported,
ffp_blit_color_fill
};
static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
{
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void cpu_blit_free(IWineD3DDevice *iface)
{
}
/* Context activation is done by the caller. */
static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
{
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void cpu_blit_unset(IWineD3DDevice *iface)
{
}
static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
const struct wined3d_format_desc *src_format_desc,
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
const struct wined3d_format_desc *dst_format_desc)
{
if (blit_op == BLIT_OP_COLOR_FILL)
{
return TRUE;
}
return FALSE;
}
static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
{
WINEDDBLTFX BltFx;
memset(&BltFx, 0, sizeof(BltFx));
BltFx.dwSize = sizeof(BltFx);
BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
}
const struct blit_shader cpu_blit = {
cpu_blit_alloc,
cpu_blit_free,
cpu_blit_set,
cpu_blit_unset,
cpu_blit_supported,
cpu_blit_color_fill
};
static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
const struct wined3d_format_desc *src_format_desc,
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
const struct wined3d_format_desc *dst_format_desc)
{
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return FALSE;
/* We only support blitting. Things like color keying / color fill should
* be handled by other blitters.
*/
if (blit_op != BLIT_OP_BLIT)
return FALSE;
/* Source and/or destination need to be on the GL side */
if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
return FALSE;
if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
&& ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
return FALSE;
if (!is_identity_fixup(src_format_desc->color_fixup) ||
!is_identity_fixup(dst_format_desc->color_fixup))
return FALSE;
if (!(src_format_desc->format == dst_format_desc->format
|| (is_identity_fixup(src_format_desc->color_fixup)
&& is_identity_fixup(dst_format_desc->color_fixup))))
return FALSE;
return TRUE;
}