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